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	<title>DOMENICO QUARANTA &#187; 2005</title>
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	<description>The (art) world we actually have does not meet my standards</description>
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		<title>“Happy Birthday, Black Tuesday!” Intervista a Luca Bertini</title>
		<link>http://domenicoquaranta.com/2009/09/%e2%80%9chappy-birthday-black-tuesday%e2%80%9d-intervista-a-luca-bertini/</link>
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		<pubDate>Tue, 08 Sep 2009 15:24:12 +0000</pubDate>
		<dc:creator>Domenico Quaranta</dc:creator>
				<category><![CDATA[2005]]></category>
		<category><![CDATA[TEXTS]]></category>
		<category><![CDATA[29]]></category>
		<category><![CDATA[luca bertini]]></category>
		<category><![CDATA[music]]></category>
		<category><![CDATA[remix]]></category>
		<category><![CDATA[software art]]></category>

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		<description><![CDATA[“Happy Birthday, Black Tuesday!” Intervista a Luca Bertini First published in in Extrart, June 2005. Per chi ha scarsa confidenza con grafici e indici, non deve essere facile percepire il dramma di un crollo in Borsa, nemmeno se si tratta del terremoto finanziario per eccellenza, quello del 29 ottobre 1929. Non parlo, certo, degli effetti [...]]]></description>
			<content:encoded><![CDATA[<p><strong>“Happy Birthday, Black Tuesday!” Intervista a Luca Bertini</strong></p>
<p>First published in in <em>Extrart</em>, June 2005.</p>
<p>Per chi ha scarsa confidenza con grafici e indici, non deve essere facile percepire il dramma di un crollo in Borsa, nemmeno se si tratta del terremoto finanziario per eccellenza, quello del 29 ottobre 1929. Non parlo, certo, degli effetti collaterali, le banche che chiudono, gli sventurati che si buttano dal grattacielo, le famiglie piccolo borghesi andate ad arricchire, di punto in bianco, le file degli homeless. Parlo della forza tragica di un indice che scende, attratto verso il basso da una forza irresistibile; dell’incubo prodotto da un guazzabuglio di numeri impazziti, privato, tutto a un tratto, di qualsiasi logica interna. Quando un codice non ci appartiene, la prima cosa che va persa è la sua capacità di trasmettere emozioni. Ma cosa succede se questo codice viene tradotto in una lingua capace, più di altre, di parlare direttamente al cuore? È quello che ha tentato <strong>Luca Bertini</strong> con                  <em>29</em>, appropriandosi dei dati di quello storico crollo, li ha convertiti, attraverso un software apposito, in note, che ha poi fatto eseguire a una banda jazz. La colonna sonora dei Roaring Twenties chiude il cerchio, che parte dagli anni Venti e agli anni Venti ritorna, restituendocene tutta l’atmosfera languida e sovraeccitata. Ma il jazz serve anche per correggere i limiti della traduzione che, si sa, è sempre imperfetta. Non esiste linguaggio che sappia tradurre il dramma nel suo istante più autentico: così, quando la follia dei numeri raggiunge il parossismo, e le note diventano ineseguibili, ecco intervenire l’improvvisazione, l’assolo.</p>
<p><strong><span id="more-436"></span>DQ. Innanzitutto: perché il 1929? Cosa spinge un artista che lavora con virus, software e protocolli di rete a interessarsi al crollo di Wall Street?</strong><br />
LB. Direi più che altro come può non interessarsene…<br />
Oggi dipendiamo totalmente da equilibri economici che non siamo in grado di comprendere nella loro natura che ha perso ogni rapporto con la realtà. Fluttuazioni invisibili influenzano la nostra vita quotidiana in modo imprevedibile e tutto il “primo mondo” dipende in gran parte da scelte &#8211; non soltanto economiche &#8211; di una sola nazione. Nel ’29 il capitalismo nella sua fase selvaggia, in un certo senso da adolescente, inciampa nel Black Tuesday producendo una crisi economica e sociale inimmaginabile fino a pochi anni prima. Come altri elementi che mi hanno attratto, nella crisi del ‘29 vedo una smagliatura, il nervo scoperto di un sistema lucido, bellissimo e spietato come il nostro. Con i virus innamorati [Vi-con], il Numero Verde morboso e la radio pirata che coordinava rivoluzioni autistiche [I.iar], sostanzialmente mettevo in atto uno “spettacolo privato” infiltrandomi e nascondendomi nell’infrastruttura dell’informazione. Era, insomma, un approccio che produceva una spettacolarizzazione all’invisibile, rendendola intima e “privandola” del suo naturale contatto con il mondo esterno e con la massa. Con 29 c’è invece una spettacolarizzazione dell’invisibilità. Spostamenti economici nati e morti in pochi istanti di una giornata distante 75 anni vengono celebrate concettualmente e scenicamente attraverso un concerto Jazz di 16 elementi e due cantanti, con abiti da scena e mannequin. Il crollo del 29 Ottobre 1929 poi, oltre ad essere un evento entrato nella mitologia del mondo della finanza e della cultura popolare è una giornata che ha simbolicamente salutato l’America del mito per abbracciare quella della grande depressione. È innegabile che quell’implosione (im)prevedibile non sia poi così lontana e polverosa come appare.</p>
<p><strong>DQ. 29 si è sviluppato attraverso un percorso complesso. Ne puoi enucleare, in breve, le tappe?</strong><br />
LB. Il progetto si è strutturato in tre fasi: 1) recupero dati, 2) analisi , 3) transcodifica.<br />
Per celebrare la giornata del 29 Ottobre 1929 dovevo accedere ai tabulati degli Intraday Data &#8211; le informazioni relative alle oscillazioni interne della giornata di scambi. Poiché questi dati non sono stati ancora digitalizzati, e visto che non sono possibili fotocopie di materiale così fragile, sono dovuto andare fisicamente negli archivi di Wall Street per caricarli nel mio computer. Ho quindi ricercato le categorie borsistiche a cui le ditte erano riferite e disegnato i loro grafici. Una volta ottenuto un grafico x y che descrivesse l’andamento &#8211; per esempio &#8211; del settore degli industriali, con la collaborazione di un musicista e la consulenza di un matematico ho creato un software per strumento musicale, capace di convertire i dati numerici in note, assegnando ad ogni settore uno strumento che si adattasse alle sue caratteristiche in base alla sua estensione e alla prevedibile configurazione di toni alti o bassi o ripetitivi o scale particolarmente cromatiche.</p>
<p><strong>DQ. In un progetto così articolato, e dilatato nel tempo, difficilmente il risultato finale coincide esattamente con le intenzioni iniziali. Hai incontrato, durante il percorso, intralci o sorprese che hanno imposto virate imprevedibili al progetto?</strong><br />
LB. Ho vissuto sommerso dai numeri per circa due mesi e la musica mi è “apparsa” solo nelle ultime settimane di lavoro. Mano a mano che lavoravo i dati spedivo gli spartiti al direttore d’orchestra, non avevo mai una visione d’insieme dell’esecuzione. Mi aspettavo una musica atonale, ma non – anche se solo in alcuni momenti – ineseguibile. Alcuni passaggi che coincidevano con i tracolli di interi settori producevano infatti una musica fisicamente ineseguibile, velocissima e caotica, riproducibile solo attraverso un computer. Ho allora pensato che erano questi i momenti in cui il jazz poteva liberare tutta la sua forza espressiva. Infatti, del progetto mi ha sempre interessato la commistione di una speculazione al suo apice causata in gran parte da ricchi wasp &#8211; bianchi protestanti convinti nella tensione semi-religiosa del liberismo economico &#8211; e il jazz, che nasce dal basso, da un sottoproletariato dell’america post-schiavista che, simmetricamente, vive la musica con accezioni quasi mistiche.<br />
Se non avessi avuto l’ineseguibilità di alcuni momenti musicali quindi non avrei mai potuto sfruttare gli attimi di panico borsistico come vitale celebrazione dell’america nera.</p>
<p><strong>DQ. Il modo in cui 29 viene presentato al pubblico è coerente con una tendenza abbastanza diffusa negli esiti recenti dell&#8217;arte che ha a che fare con i nuovi media: il rifiuto di ogni estetica cyber, hi-tech o low-tech, spesso esibita fino a pochi anni fa. La tecnologia scompare, e viene utilizzata, finalmente, per parlare di qualcos&#8217;altro&#8230;</strong><br />
LB. Non sono mai stato affascinato dall’estetica hi o low-tech: l’autoreferenzialità della tecnologia, a meno che non sia strumentale al progetto, evidenzia secondo me un’infatuazione o, peggio ancora, una sacralizzazione dell’idea di tecnologia, oggi molto frequente. Anche il pettine è uno strumento tecnologico. Donare l’aura alla “tecnologia” è ingenuo in un quotidiano in cui utilizziamo una scheda magnetica per pagare, facciamo svogliatamente zapping su canali di altri continenti e sappiamo se la settimana prossima farà bel tempo in Puglia.<br />
Viviamo in un presente estremamente affascinante che si poggia su una potentissima, eppure fragilissima, infrastruttura “tecnologica”, che noi siamo arrivati a non vedere in quanto tale, ma a considerare “naturale”. Per uno strano motivo sembra che questo non valga in arte, e che qualsiasi appropriazione degli strumenti del presente sia o percepito da alcuni artisti come valore a sé, e visto da una certa critica con circospezione e senso di ingerenza. E infatti qualcuno conia il prevedibile termine di “new media art”, e questo sintomaticamente sembra andar bene a tutti… E’ un ritardo degli artisti e della critica. Non sicuramente dell’arte.</p>
<p><strong>DQ. Il &#8220;libretto&#8221; d&#8217;opera illustra una corrispondenza rigorosa tra lo strumento musicale e il settore borsistico di cui interpreta l&#8217;andamento. In base a quale criterio &#8211; se un criterio esiste &#8211; è stata stabilita questa corrispondenza?</strong><br />
LB. Fin dall’inizio pur privilegiando un approccio sterile e metodico nel trattamento dei dati, sapevo che avrei comunque operato con un metodo tra i tanti possibili. Anche se ci sono griglie logiche che rispettano più o meno la natura dei dati, non esiste un metodo unico per eseguire questo tipo di transcodifica. La mia unica esigenza era quella di far “cantare” la giornata di scambi, senza voler adottare algoritmi sofisticati che avrebbero reso la musica più orecchiabile a discapito di una certa lealtà nei confronti dei valori originali. Ho quindi pensato ad un approccio da scala 1:1, ancorando la variazione del settore all’altezza della nota e il volume delle contrattazioni alla durata e intensità delle note/pause. Le improvvisazioni sono state introdotte in seguito, quando la parte relativa ad un tonfo era così complessa da risultare non eseguibile. L’isteria monetaria anche in questo caso è un elemento che sfugge alla previsione e alla computazione…</p>
<p><strong>DQ. Il dubbio sulla presenza di un criterio, nella domanda precedente, era puramente retorico. Nei tuo &#8220;programmi&#8221;, siano essi un virus, un numero verde o, come qui, un processo complesso di traduzione da un codice all&#8217;altro, tutto funziona perfettamente; eppure si ha l&#8217;impressione che l&#8217;importante sia la narrativa che viene sviluppata, che potrebbe funzionare anche se il &#8220;programma&#8221; fosse fittizio. Perché è necessario che tutto funzioni?</strong><br />
LB. Forse non è necessario che “tutto” funzioni, se non forse per l’artista. L’arte dopo aver conquistato anche lo spazio mentale, ovvero il puro processo logico, è più che mai un tacito compromesso tra artista e spettatore. Chi osserva consapevolmente un’opera entra in una dimensione da cane di Pavlov, per cui ogni stimolo, attrazione, espediente inatteso diventa oggetto di contemplazione. E’ buffo che in questa bellissima dimensione d’assurdo, una “bugia tecnica” possa rompere l’incantesimo. Tuttavia penso che un’opera che non funzioni come dovrebbe &#8211; nel caso in cui questo non sia strumentale all’opera o ad un suo percorso &#8211; non debba essere soddisfacente per l’artista, poiché l’esattezza è fondamentale per la lealtà di un’opera e, ovviamente, la credibilità di chi la crea.</p>
<p><strong>DQ. Il jazz prevede, per sua natura, una buona dose di improvvisazione, una certa libertà nei confronti dello spartito. Uno spazio di libertà previsto, che aggiunge, non toglie fedeltà all&#8217;interpretazione: e che sembra integrare nella narrazione tutti i drammi e i balzi emotivi che hanno accompagnato il crollo di Wall Street. Si può leggere 29 come una rilettura drammatica degli indici di borsa, o come una traduzione dei dati in emozioni, a cui il jazz è perfettamente funzionale?</strong><br />
LB. Non era mia intenzione evidenziare questo o quello stato emotivo in relazione alle dinamiche della borsa. In un certo senso sono state le transazioni a parlare da sole, io ho solo scelto una struttura logica per il passaggio, ma non potevo &#8211; né volevo &#8211; prevedere o pilotare il tutto. Diciamo che ho aiutato quella giornata a tornare alla ribalta e a farsi notare, e, visto che le circostanze erano favorevoli, le ho fatto festeggiare il compleanno insieme ad amici.</p>
<p><strong>Link</strong></p>
<p><a href="http://www.twentynine.info/" target="_blank">29</a> <a href="http://www.vi-con.net/" target="_blank"></a></p>
<p><a href="http://www.vi-con.net/" target="_blank">Vi-Con</a> <a href="http://www.ilnumeroverde.net/" target="_blank"></a></p>
<p><a href="http://www.ilnumeroverde.net/" target="_blank">Il Numero Verde</a> <a href="http://www.reset.at/iiar" target="_blank"></a></p>
<p><a href="http://www.reset.at/iiar" target="_blank">I.iar</a></p>
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		<title>Nuove cartografie</title>
		<link>http://domenicoquaranta.com/2009/09/nuove-cartografie/</link>
		<comments>http://domenicoquaranta.com/2009/09/nuove-cartografie/#comments</comments>
		<pubDate>Tue, 08 Sep 2009 15:21:30 +0000</pubDate>
		<dc:creator>Domenico Quaranta</dc:creator>
				<category><![CDATA[2005]]></category>
		<category><![CDATA[TEXTS]]></category>
		<category><![CDATA[browsers]]></category>
		<category><![CDATA[cartographies]]></category>
		<category><![CDATA[interfaces]]></category>
		<category><![CDATA[net art]]></category>
		<category><![CDATA[software art]]></category>

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		<description><![CDATA[Nuove cartografie First published in Around Photography, anno II numero 06, luglio-settembre 2005. L’arte contemporanea ha dimostrato precocemente una notevole attenzione nei confronti di sistemi iconografici e descrittivi come la mappa e il grafico. Una fascinazione di natura, di volta in volta, estetica, poetica o politica. Estetica, nel senso della scelta di un mezzo rappresentativo [...]]]></description>
			<content:encoded><![CDATA[<p><strong>Nuove cartografie</strong></p>
<p>First published in <em>Around Photography</em>, <strong></strong>anno II numero 06, luglio-settembre 2005.</p>
<p>L’arte contemporanea ha dimostrato precocemente una notevole attenzione nei confronti di sistemi iconografici e descrittivi come la mappa e il grafico. Una fascinazione di natura, di volta in volta, estetica, poetica o politica. Estetica, nel senso della scelta di un mezzo rappresentativo freddo, inerte, per Picabia, per il Duchamp del <em>Grande               Vetro</em>, così come per la prima generazione concettuale e per la giovane Jenny Holzer. Estetica e poetica, nell’evocazione di viaggi immaginari, di geografie sognate, di storie e ricordi, come negli interni metafisici di De Chirico o nelle fotografie di Luigi Ghirri. Estetica, poetica e politica, come nelle mappe di Alighiero Boetti tessute dalle mani esperte delle donne afgane.<br />
Nell’era della globalizzazione, del crollo di vecchie e dell’erezione di nuove frontiere, il fascino dell’Atlante, lungi dal venir meno, riemerge prepotente nelle opere di molti artisti. Un elenco decisamente incompleto potrebbe comprendere Deborah Ligorio e Jota Castro, Luca Vitone, Aleksandra Mir e le passeggiate di Janet Cardiff, mappature sonore di un territorio. Ma è nei nuovi media in genere, e nella Rete in particolare, che la “cartografia” ritorna prepotentemente come nuovo sistema di linguaggio. Perché Internet, come dice Miltos Manetas, non è solo un altro medium, «quanto piuttosto uno “spazio”, simile al continente americano immediatamente dopo la sua scoperta»: provvisto quindi di mappature parziali, come quelle mappe del Cinquecento che registravano solo la frastagliata costa occidentale, cui facevano seguire un immenso, bellissimo vuoto. Non si tratta di una metafora: Internet è letteralmente un luogo, meglio ancora un luogo pubblico, con strade e autostrade, abitazioni e spazi di ritrovo, popolato da oggetti e da tanta, tantissima gente.<br />
<span id="more-434"></span>Ma c’è di più: in un sistema disordinato – o diversamente ordinato &#8211; di dati, che non sono comprensibili se non vengono tradotti in una interfaccia, la mappa è sempre la struttura, e a volte anche il volto, dell’interfaccia. In questo senso Internet, come tutti i nuovi media, è un territorio che non esiste fino a che non viene mappato: in altre parole, la mappa coincide col territorio, e il territorio non esiste senza la mappa.</p>
<p>Non deve dunque stupire che uno dei primi interessi degli artisti attivi in rete sia stato proprio la mappatura del cyberspazio o di una sua parte: spesso, proprio quel reticolo di Zone Temporaneamente Autonome che venivano a costituire la contro-rete (Hakim Bey) da cui sono scaturite net art e net culture. Alcuni esempi ormai storici sono archiviati nella sezione <em>CyberAtlas</em> del sito del Guggenheim Museum, curata da <strong>Jon Ippolito</strong>. In altri casi, come nelle <em>Alt.Interface</em> di Rhizome.org, la mappa è solo un altro modo di dare accesso a un database esistente, un modo per navigarlo alternativo a tipologie più tradizionali. Per esempio, <em>StarryNight</em> di <strong>Alex Galloway</strong>, <strong>Mark Tribe</strong> e               <strong>Martin Wattemberg</strong> visualizza i testi dell’archivio di Rhizome come un cielo stellato, in cui gli astri che brillano di più sono quelli più frequentati dai lettori, e quindi più vitali.<br />
Utilizzando criteri di archiviazione diversi da quelli tradizionali, le Alt.Interface di Rhizome dimostrano che a un insieme di dati possono corrispondere diverse interfacce, e nessuna di esse è neutrale. Un’interfaccia presuppone sempre un sistema culturale e ideologico, con cui bisogna fare i conti. Nel 1997, il collettivo londinese <strong>I/O/D</strong> lancia               <em>The Web Stalker</em>, che inaugura una lunga tradizione di interfacce alternative. Se i browser commerciali come Netscape o Internet Explorer danno per scontata la metafora della finestra, e ci mostrano, di un sito, quello che di sé ci vuole mostrare, il Web Stalker ce ne restituisce una visualizzazione spazializzata, che dà importanza alla struttura più che al contenuto, alle relazioni più che alle informazioni, allo scheletro più che alla pelle. Rivelando, in questo modo, anche la forma mentis di chi l’ha creato, i modelli culturali che lo condizionano.</p>
<p>Come abbiamo visto, la Rete – come tutti i nuovi media – può essere descritta come un insieme disordinato di dati che hanno bisogno di un’interfaccia per acquisire significato. In questo senso, Internet non è soltanto un territorio inesplorato che necessita di una mappatura, ma anche una fonte inesauribile di dati su territori “altri”. Con <em>They Rule</em> (2001), l’artista americano <strong>Josh On</strong> ha sviluppato per esempio un database online che raccoglie le informazioni reperibili in rete relative a 100 grandi multinazionali e ai loro “boards”. Al database si può accedere tramite una interfaccia in flash in grado di mostrare la rete di legami che, attraverso i membri dei consigli di amministrazione, si viene a creare tra le varie corporation, e che disegna un’unica, compatta e tentacolare classe dirigente. Al di la del territorio mappato, è interessante notare come nascono le mappe. Nota l’artista che «Internet può raccogliere, elaborare e mostrare dei dati servendosi, per farlo, sia di mezzi informatici che sociali». In altre parole, le mappe di They Rule sono frutto senz’altro della modalità di inserimento dei dati, della struttura e dei metodi di ricerca dell’interfaccia: ma anche degli interessi specifici dello spettatore, e delle informazioni – e della disinformazione – con cui arricchisce il database. Anche qui, il paesaggio non esiste se non nelle sue linee fondamentali, ma viene disegnato, di volta in volta, da chi lo esplora.</p>
<p>In un certo senso, They Rule ci insegna così che la pletora di informazioni di cui disponiamo, e di cui i media ci inondano quotidianamente, non ci aiuta a disegnare cartografie attendibili del reale: quello che riusciamo a mappare sono al massimo le nostre geografie mentali, o i sistemi di valore che governano i media. A questa mappatura si dedicano due progetti recenti, molto diversi nello spirito e negli esiti. <em>Infowarmation</em> (2004), del collettivo italiano <strong>K-Hello</strong>, è un sito web in cui l’utente, dopo aver visto un telegiornale o letto un quotidiano, può inserire i dati relativi allo spazio concesso agli stati di cui si parla. L’output è una mappa del mondo in cui gli stati di cui si parla di più conquistano quello con più bassa copertura mediatica. La mappa generata può essere aggiornata a ogni fruizione del flusso informativo. Il risultato è una mappa mentale, che visualizza, con semplicità e ironia, gli squilibri introdotti nella nostra percezione del mondo dai media, e ci invita implicitamente a ristabilire l’equilibrio: «Nella guerra dell’informazione, in cui il campo di battaglia sono le nostre menti, la conclusione sembra essere “l’unico modo per vincere è continuare a pensare”».<br />
Meno ironico e visivamente pregnante, ma ugualmente incisivo, <em>Newsmap</em> di <strong>Marcos Weskamp</strong> e <strong>Dan Albritton</strong>, segnalato per la sezione “Net Vision” ad Ars Electronica 2004, è un’applicazione che ripropone in una mappa i titoli delle notizie proposte da Google News: consentendo di visualizzare l’importanza data alle notizie, e alle loro diverse tipologie, a livello globale e locale. Il rigore del progetto ne fa un ottimo strumento di monitoraggio del flusso informativo globale: il che, unito al fatto che gli autori non sono artisti di professione, contribuisce a collocarlo in una zona di confine di un territorio, quello dell’arte, fra i più difficili da mappare. Una liminarità molto comune a chi utilizza i nuovi media, e a cui il concettuale ha aperto solo parzialmente la strada. In questa zona di confine si colloca anche <em>Earth</em> (2001),               dell’americano <strong>Jon Klima</strong>. Presentato alla Whitney Biennal del 2002, Earth è un software che convoglia in un unico display, una rappresentazione tridimensionale della Terra, informazioni recuperate dalla rete, trasmesse dal satellite e dalla stazione meteorologica più vicina al luogo in cui viene installato. Descritto da Christiane Paul come «una investigazione estetica del mondo così come esiste in forma di dati», Earth adotta la metafora tradizionale delle mappe terrestri per descrivere, sotto mentite spoglie, un altro universo, quello appunto dell’informazione. Viceversa, in <em>Apartment</em> (2001), <strong>Martin Wattenberg</strong> e <strong>Marek Walczak</strong> ‘spazializzano’ le frasi inserite dagli utenti, trasformandole in appartamenti che vanno a formare isolati, quartieri e intere città, e dimostrando, con una metafora aliena al contenuto, il carattere fondamentalmente sociale del linguaggio. Del resto, questa violazione semantica si inserisce in una lunga tradizione, che procede addirittura dal “palazzo della memoria” di Cicerone, divenuto uno dei pilastri della mnemotecnica occidentale e rivitalizzata oggi dalla virtualizzazione dello spazio, dalla città dell’informazione in cui trova sede legittima anche la Biblioteca di Babele di Borges.<br />
Anche <em>Valence</em> (1999), dell’americano <strong>Benjamin Fry</strong>, nasce per dare una visualizzazione spaziale di un corpo complesso di informazione, sia esso un testo narrativo o la struttura di un sito; la sua versione più recente, proposta anch’essa alla Whitney Biennal del 2002, si appoggia a un database genetico, e visualizza il funzionamento dell’algoritmo utilizzato per costruire il genoma di un organismo attraverso dei punti luminosi collegati da un nastro. Fry, che ha studiato al MIT Media Laboratory, è un information designer le cui interfacce uniscono la funzionalità a una straordinaria forza di suggestione, che le ha fatte comparire in blockbuster come Minority Report e Hulk. Si potrebbe discutere se sia un artista, uno scienziato o un designer, ma forse è giunta l’ora di ipotizzare che sia tutte e tre le cose: come gli artisti del Rinascimento, che dipingevano Gioconde e disegnavano cartografie.</p>
<p><strong>LINK</strong>S</p>
<p>Jon Ippolito: <a href="http://cyberatlas.guggenheim.org/home/" target="_blank">Cyberatlas</a><br />
<a href="http://rhizome.org/interface/" target="_blank">Rhizome alt.interface</a><br />
I/O/D: <a href="http://www.backspace.org/iod/iod4Winupdates.html" target="_blank">The Web Stalker</a>, 1997<br />
Josh On: <a href="http://www.theyrule.net/" target="_blank">They Rule</a>, 2001<br />
K-Hello: <a href="http://www.k-hello.org/infowarmation/itindex.htm" target="_blank">Infowarmation</a>, 2004<br />
Marcos Weskamp e Dan Albritton: <a href="http://www.marumushi.com/apps/newsmap/newsmap.cfm" target="_blank">Newsmap</a>, 2004<br />
Jon Klima: <a href="http://www.cityarts.com/earth" target="_blank">Earth</a>, 2001<br />
Martin Wattenberg e Marek Walczak: <a href="http://www.turbulence.org/Works/apartment" target="_blank">Apartment</a>, 2001<br />
Benjamin Fry: <a href="http://acg.media.mit.edu/people/fry/" target="_blank">Valence</a>, 1999 – 2002</p>
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		<title>Let’s get loud ! INTERVIEW WITH HELEN THORINGTON</title>
		<link>http://domenicoquaranta.com/2009/09/let%e2%80%99s-get-loud-interview-with-helen-thorington/</link>
		<comments>http://domenicoquaranta.com/2009/09/let%e2%80%99s-get-loud-interview-with-helen-thorington/#comments</comments>
		<pubDate>Tue, 08 Sep 2009 14:39:09 +0000</pubDate>
		<dc:creator>Domenico Quaranta</dc:creator>
				<category><![CDATA[2005]]></category>
		<category><![CDATA[TEXTS]]></category>
		<category><![CDATA[curating]]></category>
		<category><![CDATA[helen thorington]]></category>
		<category><![CDATA[net art]]></category>
		<category><![CDATA[new media]]></category>
		<category><![CDATA[production]]></category>
		<category><![CDATA[turbulence.org]]></category>

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		<description><![CDATA[Let’s get loud ! INTERVIEW WITH HELEN THORINGTON, DIRECTOR OF TURBULENCE.ORG Domenico Quaranta Published in &#8220;Cluster. On Innovation&#8221;, n. 5, 2005, pp. 12 &#8211; 17, © Cluster 2005 They began with the radio, producing over 300 projects in 15 years. Then while it was still the dawn of a new genre, they started with net [...]]]></description>
			<content:encoded><![CDATA[<p><strong>Let’s get loud !                   INTERVIEW WITH HELEN THORINGTON, DIRECTOR OF TURBULENCE.ORG<br />
Domenico Quaranta<br />
</strong></p>
<p><strong>Published in &#8220;Cluster. On Innovation&#8221;, n. 5, 2005, pp. 12 &#8211; 17, © Cluster 2005</strong></p>
<p>They began with the radio, producing over 300 projects in 15 years. Then while it was still the dawn of a new genre, they started with net art. Today <strong>TURBULENCE.ORG</strong> has around eighty net projects running, many of these making history in net art. With an enthusiasm and energy that’s hard to compare, they continually enrich their collection, in which one of the most important and most visited blogs of those dedicated to the relationship between creativity and new technology can be accessed. It doesn’t have a physical space, but it doesn’t need one, considering it can boast to be one of the most interesting places on the web.<br />
We asked the artist and co-director of Turbulence.org,                  <strong>HELEN THORINGTON</strong>, the projects backbone right from the start, to tell us the story, enlighten us on the structure and the problems it has had to face and to take a glimpse at what the future has in store.</p>
<p><strong><span id="more-431"></span>DQ. Turbulence.org started out as an extension of New Radio and Performing Arts (NRPA), that since 1981 has produced over 300 radio and sound art works. Do you see continuity between the radio and the web?</strong><br />
HT. New Radio and Performing Arts, Inc. (NRPA) is a not-for-profit media organization, founded in New York City in 1981. Its initial focus was on the development of new and experimental work for radio and sound arts. It extended its mandate to Net Art in 1996 and launched its Turbulence website. It is one of the few organizations in the US whose core mission is to commission of Net Art and whose service includes the exhibition, archiving, and promotion of net artists’ work.<br />
The switch to a focus on Net Art had little to do with any perceived continuity and almost everything to do with the failure of the support system for radio art in the United States. Funding declined; air time diminished; by 1998 there were not enough stations airing the series in the public radio system to justify continuing. I was interested in the World Wide Web; and particularly in the end-to-end structure that allowed everyone with a computer and access to the Internet the opportunity to participate in the medium, which contrasted so deeply with the one-way structure of radio and its control of content.<br />
From the start, Turbulence was for artists who wanted to explore the characteristics of the World Wide Web and networked space; it included emerging and established artists and even debut artists; and if it favoured anything at all, it was variety. Looking back, I can say that as an artist coming to the web in 1996, my background in radio was useful. Particularly useful was my familiarity with the mass media and the disembodied experience that characterizes working in both radio and on the net.</p>
<p><strong>DQ. Has your interest in radio conditioned the type of net art projects commissioned over the years (focusing on networking, communication and sound)?</strong><br />
HT. Turbulence has not favored sound or sound/musical works. In 1996, sound quality on the Internet was so poor &#8211; it was RealAudio 1.0 complete with static, dropouts, and other artifacts of the developing technology &#8211; that the one composer we did commission swore she would never do it again.<br />
It is only recently &#8211; in the last three years, I’d say &#8211; that artists in general, recognizing both the importance of sound &#8211; how it communicates, what it does for a work &#8211; and that the technologies are vastly improved, have begun to incorporate sound into their work. To answer your question more directly: no, my interest in radio has not conditioned the type of net art projects chosen for Turbulence commissions. Turbulence is eclectic. Our commissions cover a diverse array of projects, including the moving image, literature, poetry, and the visual arts. No one discipline has been favored over another, if anything we have encouraged the dissolving of boundaries between disciplines and between the arts and science.</p>
<p><strong>DQ. Since 1996, the year Turbulence was founded, you have commissioned at quite a frenetic rate, commissioning more than 80 works and also developing curatorial projects, etc. How do you manage? What kind of support do you offer artists?</strong><br />
HT. For six of the nine years that Turbulence has been in existence, I handled it pretty much by myself. We had a limited budget, which supported my efforts modestly and allowed for an average of 6-8 commissions per year but little else. Funders like the Jerome Foundation, the Greenwall Foundation, the New York State Council on the Arts stipulated that funds go to New York artists, and so for those first years our commissions went largely to New Yorkers, a strange restriction when working in a borderless environment like the Internet.<br />
The limited budget hasn’t changed, indeed if anything, securing funds for Turbulence has become increasingly difficult, due largely to the decline in government support for the arts in the US, particularly for the contemporary artist, and the subsequent stress placed on private funders.<br />
But about three years ago I was joined in NRPA by Jo-Anne Green, a visual artist and arts administrator. It was with and because of her largely unpaid efforts and interest that we were able to expand Turbulence’s activities to include:<br />
1. The Spotlight section, which presents artists who usually fall outside of the geographical range of our funders.<br />
2. The Guest Curator’s section, which was developed to enable independent artists and curators to introduce fresh perspectives on net art and culture, both in their choice of works and critical commentaries.<br />
3. Artists’ Studios, which provides visibility for net artists and provides users with the opportunity to view a body of work rather than a single work.<br />
Neither artists nor curators are paid. We simply offer them a high profile, well-trafficked venue for their work and we promote them as energetically as we do our commissioned artists.<br />
We were fortunate in 2003, to receive a two-year grant from The Andy Warhol Foundation for the Visual Arts that has allowed us to run two consecutive juried international competitions. We also opened a second office in Boston, Massachusetts in 2002 that has allowed us to raise funds to support New England artists. We ran the firstever net art competition in Boston in 2003.</p>
<p><strong>DQ. Once the net art hype died down, many institutes stopped commissioning or sustaining online projects. Together with the Dia Center of the Arts, that has a considerably smaller collection, Turbulence is one of the few organizations still resisting, maintaining the same level of enthusiasm. What is it that makes you believe that net art is still something worth working on?</strong><br />
HT. There are many practicing net artists who need support, and need support more than ever because other institutions are no longer sustaining them. There are directions that have yet to be explored, and possibilities yet to be developed – separately or in conjunction with newer wireless developments.<br />
But the real reason net art is not being supported is not that the “hype” has died down but rather this decline reflects the inability of the art world/art market to commodify Net Art. The gallery and the museum become superfluous when an unlimited number of individuals can view the “original” in the privacy of their own homes. There’s also a widespread fear of not being able to preserve net art because both hardware and software become obsolete, the latter very rapidly. Collectors are not willing to invest in an art form that will not appreciate in value and has no re-sale value. Unfortunately the Net Art community has not yet found an economic alternative.</p>
<p><strong>DQ. Does Turbulence exist as a website only or does it have a physical space as well where works are proposed as installations? How do you face converting a net art piece into a real space piece?</strong><br />
HT. Turbulence exists as a website only. We often wish that we had a physical space. I think if we did it would be a studio space, for the development of work, rather than an exhibition space. Or maybe it would focus on the studio idea but include exhibitions as well.<br />
But we have been involved in exhibitions of net art in physical spaces. And when doing this, I think it’s enormously important that the artist be involved in deciding how a net work will be exhibited, as yanking it off the Internet and setting it up as some form of installation, alters the artist’s intent. On one occasion &#8211; at the Moving Arts Gallery in New York City in 1999 &#8211; we exhibited 4 artists. One insisted that her work had a home on the Internet and no place else &#8211; we showed it in a browser as it was intended. The other three artists adapted their works to the space (and to a degree the space to them), modifying and, in at least one case, altering the meaning of the work.</p>
<p><strong>DQ. What does Turbulence have in mind for the future?</strong><br />
HT. Right now, we are taking a new direction (1) and developing a new project (2).<br />
1. We are beginning to commission hybrid works &#8211; works that take place both in virtual and in physical space. This means we must partner with organizations that can provide the physical space. The last work by Teri Rueb is a case in point. Teri works with GPS and other wireless technologies to create large-scale sound installations in public spaces. People wishing to access her work must have certain mobile devices, which the artist makes available. In the case of Itinerant, those devices will be available at a Boston art gallery &#8211; the Judi Rotenberg Gallery &#8211; which agreed to work with us in presenting and promoting this work. But Teri’s work will also have a networked component. You will be able to go to turbulence. org, and read about the work, navigate its locations, and hear its sound compositions.<br />
2. We’re developing a conference on networked_performance. On July 14, 2004, NRPA, in partnership with Michelle Riel, chair of Teledramatic Art and Technology at California State University Monterey Bay (CSUMB), launched the networked_performance blog to explore the shifting paradigms in performative cultural practice. Our goal was to take the pulse of current network- enabled performance practice, to obtain a wide range of perspectives on current issues and interests, which we feel are under-examined, and uncover common threads that might help shape a symposium in 2006. With over 750 entries in its first eight months the networked_ performance blog reveals an explosion of creative experimental pursuits, as artists explore the migration of computing out of the desktop PC and into the physical world, the continuing advances in the internet, wireless telecommunication, sensor technology and Geographic Information Systems (GIS). Equally important, the over 110,000 visitors since the blog’s inception demonstrate a keen interest in this emerging practice.</p>
<p><strong>LINK</strong><br />
<a href="http://new-radio.org/" target="_blank">New Radio and Performing Arts, Inc. (NRPA)</a><br />
<a href="http://www.turbulence.org/" target="_blank">Turbulence.org</a><br />
<a href="http://turbulence.org/blog" target="_blank">The networked_performance blog</a></p>
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		<title>LOOKING FOR A COUNTER-PROTOCOL. INTERVIEW WITH ALEXANDER GALLOWAY</title>
		<link>http://domenicoquaranta.com/2009/09/looking-for-a-counter-protocol-interview-with-alexander-galloway/</link>
		<comments>http://domenicoquaranta.com/2009/09/looking-for-a-counter-protocol-interview-with-alexander-galloway/#comments</comments>
		<pubDate>Tue, 08 Sep 2009 14:37:23 +0000</pubDate>
		<dc:creator>Domenico Quaranta</dc:creator>
				<category><![CDATA[2005]]></category>
		<category><![CDATA[TEXTS]]></category>
		<category><![CDATA[activism]]></category>
		<category><![CDATA[alex galloway]]></category>
		<category><![CDATA[carnivore]]></category>
		<category><![CDATA[hacktivism]]></category>
		<category><![CDATA[net art]]></category>
		<category><![CDATA[protocol]]></category>
		<category><![CDATA[rhizome]]></category>
		<category><![CDATA[RSG]]></category>

		<guid isPermaLink="false">http://domenicoquaranta.com/?p=429</guid>
		<description><![CDATA[LOOKING FOR A COUNTER-PROTOCOL. INTERVIEW WITH ALEXANDER GALLOWAY Domenico Quaranta Published in &#8220;Cluster. On Innovation&#8221;, n. 5, 2005, pp. 18 &#8211; 21, © Cluster 2005 He was the content director of Rhizome.org, new media art’s most important database online. As an artist he collaborated with the creation of Every Image and StarryNight, two interfaces that [...]]]></description>
			<content:encoded><![CDATA[<p><strong>LOOKING FOR A COUNTER-PROTOCOL. INTERVIEW WITH ALEXANDER GALLOWAY<br />
Domenico Quaranta<br />
</strong></p>
<p><strong>Published in &#8220;Cluster. On Innovation&#8221;, n. 5, 2005, pp. 18 &#8211; 21, © Cluster 2005</strong></p>
<p>He was the content director of                  <strong>Rhizome.org</strong>, new media art’s most important database online. As an artist he collaborated with the creation of                  <em>Every Image</em> and                  <em>StarryNight</em>, two interfaces that offer alternative (and Poetic) visualization of structure and contents for the online database . As a member of the collective <strong>RSG (Radical Software Group)</strong>, he invented                  <em>Carnivore</em>, a software that monitors the flux of information on the web, based on a homonymous system developed by the FBI.                  <em>Carnivore</em>, was winner of Ars Electronica Golden Nica of 2002, it works as an artists community server, artists are invited to develop “clients” that interpret with creative expression the data flux.<br />
Assitant professor at the Department of Culture and Communication of New York University,                  <strong>ALEXANDER GALLOWAY</strong> is currently working of his second book, entitled                  <em>Gaming: Essays on Algorithmic Culture</em>. His first book,                  <em>Protocol</em>, published by MIT Press in April 2004, was immediately the cause for an intense debate on the nature of networks, stating that &#8211; on the basis of a careful analysis of the code, its grammar and syntax, and of the web protocols &#8211; its founding principle is control.<br />
<em>Cluster</em> asks him some questions on his work as an artist and theoretic. And his journey that lead from the utopia of the rhizome to the ghost of control.</p>
<p><strong><span id="more-429"></span>DQ. You worked for six years as director of content and technology at Rhizome.org, and took part in that experience from the beginning. What kind of vision of the internet does the rhizome embody? And how did you look at the net at that time?</strong><br />
AG. Rhizome.org started in 1997 as an email list and website for people interested in new media art. That was a very exciting time for a lot of people. The Web was new and it held the potential for new forms of cultural practice and interchange. Some of this potential was fulfilled, in however brief or limited forms, and some remains elusive, or indeed has been transformed into the opposite.<br />
In the last few years I’ve been occupied with the problem of trying to elaborate a political critique of information. This led me to write the book Protocol which starts to address some of these questions. The book offers the first critical analysis of the core protocols that make up the Internet. I try to put forward a general theory of “protocol” to help explain the new type of management style that exists in computerized networks. Protocol is a management style but it is also a type of control. Thus I write about how this control was established historically and also how it can be resisted in various ways.<br />
Ironically, in the book I essentially try to undo the myth of the “rhizome” as it comes to us from Deleuze.</p>
<p><strong>DQ. As an artist, and a member of the software collective RSG (Radical Software Group) you created the data surveillance system Carnivore. What’s the main goal of that work? Whether to reveal the strength of control over the net or to reflect upon the possibility of creating different interfaces from the same source? In other words, is Carnivore a radical or a formal work?</strong><br />
AG. RSG was founded in 2000 to create the work Carnivore and release it into the public domain. The approach was to remove the shroud of secrecy surrounding the FBI surveillance software of the same name and to experiment with more creative or artistic uses of network traffic. Since Carnivore, we’ve been experimenting a lot with video game systems, and have a new long term project in the works (code name: TW3).<br />
You might call RSG a hacker rip-off group. For example, Carnivore is nothing but a new spin on the packet sniffer, a tool that hackers and sys admins have been using for years. But the flip side is that most hackers are quite unschooled when it comes to politics and cultural theory. (Of course I’m referring to traditional hackers, not hacktivists like Critical Art Ensemble or The Yes Men.) So one of the goals of RSG is to bring a more political and theoretical awareness to hacker practice.</p>
<p><strong>DQ. Many net critics are telling us that the net is not the wonderful Utopia we thought it was, but no one up to now described it as an ultimate Dystopia. Optimism is giving space to realism, not pessimism. What role has the fall of the new economy had in showing us that “the King is naked”? If protocol is evil (“the locus of power”, Eugene Thacker says), do you think, as Geert Lovink does, that “social software” could help the net to become a better place to live?</strong><br />
AG. Yes, there are a few voices today who are beginning to question the unqualified optimism toward networking seen in the late 1990s.<br />
Interestingly, most of these voices are coming from outside the USA. Many of them use economic arguments to highlight problems such as unequal access to technology, or consolidation of media ownership, or questions around proprietary versus free software. These are all interesting and valuable arguments to make. But this is not my area. I find that these arguments inevitably boil down to arguments about economics or sociology or law or some other domain, whereas my work is specifically about the medium itself.<br />
An example of this is what you might call the political tragedy of interactive software. Interactivity is often considered to be a liberating quality of new technologies. Yet the bidirectionality of interactive software generally means that there exists a higher degree of control.<br />
So the tragedy is that the new bidirectional (or “interactive”) media were swept in on a promise of liberation and freedom &#8211; Enzensberger’s assumption that an interactive media is an “emancipated” media is a perfect example of this. In their infancy interactive media were indeed liberating, particularly because they were deployed in opposition to centralized, unidirectional media. But in the meantime new techniques for reestablishing sovereignty and control inside interactive media have been discovered. This is the tragedy. So today the challenge is to discover a new space, one which has the same liberating relationship with today’s dominant media as Enzensberger’s “emancipated” media did decades ago. Eugene Thacker and I call this new space “counter-protocol”.</p>
<p><strong>LINK &amp; BIBLIOGRAPHY</strong></p>
<p><a href="http://itserve.cc.ed.nyu.edu/galloway/" target="_blank">Alexander Galloway</a><br />
<a href="http://www.rhizome.org/RSG/" target="_blank">Radical Software Group</a><br />
<a href="http://rhizome.org/carnivore/" target="_blank">Carnivore</a></p>
<p><strong>Alexander Galloway</strong>,                  <em>Protocol. How Control Exists After Decentralization</em>, The MIT Press, April, 2004, 248 pp.</p>
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		<title>INTERVIEW WITH HAN HOOGERBRUGGE</title>
		<link>http://domenicoquaranta.com/2009/09/interview-with-han-hoogerbrugge/</link>
		<comments>http://domenicoquaranta.com/2009/09/interview-with-han-hoogerbrugge/#comments</comments>
		<pubDate>Tue, 08 Sep 2009 14:25:33 +0000</pubDate>
		<dc:creator>Domenico Quaranta</dc:creator>
				<category><![CDATA[2005]]></category>
		<category><![CDATA[TEXTS]]></category>
		<category><![CDATA[animation]]></category>
		<category><![CDATA[cinema]]></category>
		<category><![CDATA[han hoogerbrugge]]></category>
		<category><![CDATA[interaction]]></category>
		<category><![CDATA[narrative]]></category>

		<guid isPermaLink="false">http://domenicoquaranta.com/?p=417</guid>
		<description><![CDATA[INTERVIEW WITH HAN HOOGERBRUGGE by Domenico Quaranta DQ. From 1996 to now, from Neurotica to Spin, your work always had just a leading character, your animated alter ego. Hotel has many characters, and no one looks like you: but the life you describe is always the same &#8211; absurd, risky, nevrotic. Are you entering a [...]]]></description>
			<content:encoded><![CDATA[<p><strong>INTERVIEW WITH HAN HOOGERBRUGGE</strong><br />
by                  <strong>Domenico Quaranta</strong></p>
<p><strong>DQ. From 1996 to now, from Neurotica to Spin, your work always had just a leading character, your animated alter ego. Hotel has many characters, and no one looks like you: but the life you describe is always the same &#8211; absurd, risky, nevrotic. Are you entering a new phase &#8211; from all in one to one in all? And what about Dr. Doglin, the main character in Hotel?</strong><br />
HH. Yes in a way it&#8217;s a new phase. All the characters in Hotel are real people, friends of mine.<br />
Alltough they act like me in a way, I create them, I do try to put something of their personality in them.<br />
It&#8217;s starts with my decision to ask someone to act in Hotel. I try to ask people I think that will fit into my world.<br />
They are all friends of mine so the got to have something I like to start with. Once I ask someone we try to find something we could do, trying to figure out how they can act in my world but using their way of moving, behaving.<br />
Dr. Doglin is someone I met through the internet. He mailed me about 3 years ago that he liked my site.<br />
We started an on going e-mail conversation and about 6 month later we met in real life. We are of the same age (40) en we have a lot in common. like the same music, films, comics etc.<br />
Because of how he looks I thought he would be the perfect character for my Doctor.</p>
<p><strong><span id="more-417"></span>DQ. The adventures of your character are always short movies, with just one situation. What kind of difficulties did you have to get over facing an even more complex narrative?</strong><br />
HH. It&#8217;s very difficult. Specially because I don&#8217;t have much time to tell a story. I always try to make my animations as economical as possible.<br />
Like with Nails and Modern Living the character is always there, waiting for you as a visitor to start the action. I don&#8217;t waste time with letting a character walk into the stage or doing any movement that isn&#8217;t important. The character is only there to do what he should do.<br />
With Hotel I need to focus on just a few scene&#8217;s with very little animation to tell a story. WIth every part of Hotel I have only 3 scene&#8217;s to tell what going on with the Dr and his volunteer.<br />
To be honest I think it&#8217;s almost impossible. I can fully understand when people tell me they have no clue what&#8217;s going on.<br />
On the other hand I think that&#8217;s kinda cool. I like things I don&#8217;t understand myself. It&#8217;s like with Matthew Barney. I cannot tell you what it is all about but I feel strongly related to what he does. I hope Hotel will work a bit simular. You don&#8217;t have to fully understand it to get connected.</p>
<p><strong>DQ. How do narrative and interactivity go together in your work?</strong><br />
HH. I try to let it melt together. I don&#8217;t want you to have the feeling that you must click or tough anything to experience my work. It should be something you do in a natural way. It should feel as a part of the work, not something to start the work or finish it. The interaction itself must be a vital part of the work. Each click should give you something worth while: a small surprice, something to think about, to laugh about. For example if it&#8217;s delicate you just need to touch it, or if it&#8217;s rude you need to click. Or you need to click like a maniac because the animation is diabolic.</p>
<p><strong>DQ. As an ex-artist, do you never feel any nostalgia for the white cube?</strong><br />
HH. Well, I don&#8217;t consider myself an ex-artist. I choose to publish most of my work on the web because that&#8217;s were I made it for.<br />
That doesn&#8217;t mean that&#8217;s the only thing I do, or the only place I exhibit my work. I also show my work in musea or galleries.<br />
I also make prints and drawings. This year I participated in a few shows. At the moment prints and drawings and animations are show in Centraal Museum Utrecht here in Holland as a part of their collection. I showed my work in Musea Tamayo in Mexico City and in the Design Museum in London.</p>
<p><strong>DQ. Which artists, writers, cartoonists or directors mostly influenced your work?</strong><br />
HH. Tommy Cooper, Charles Buwkoski, Winsor McKay, Damien Hirst, Matthew Barney, David Lynch, Tarantino, David Bowie, Star Trek Voyager, Chris Ware, and most of all Silvia B.</p>
<p><a href="http://www.hoteloscartangoecholima.com/splash.html/" target="_blank">Hotel</a><br />
<a href="http://www.hoogerbrugge.com/" target="_blank">Hoogerbrugge.com</a><br />
<a href="http://www.submarinechannel.com/" target="_blank">Submarinechannel</a><br />
<a href="http://www.preconstruction.biz/" target="_blank">Preconstruction</a><br />
<a href="http://media.ebaumsworld.com/flow.swf" target="_blank">Hoogerbrugge &amp; Wiggle: Flow</a></p>
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		<title>INTERVIEW WITH ERIC DOERINGER</title>
		<link>http://domenicoquaranta.com/2009/09/interview-with-eric-doeringer/</link>
		<comments>http://domenicoquaranta.com/2009/09/interview-with-eric-doeringer/#comments</comments>
		<pubDate>Tue, 08 Sep 2009 14:23:18 +0000</pubDate>
		<dc:creator>Domenico Quaranta</dc:creator>
				<category><![CDATA[2005]]></category>
		<category><![CDATA[TEXTS]]></category>
		<category><![CDATA[bootlegs]]></category>
		<category><![CDATA[copy]]></category>
		<category><![CDATA[eric doeringer]]></category>
		<category><![CDATA[original]]></category>
		<category><![CDATA[plagiarism]]></category>
		<category><![CDATA[remix]]></category>

		<guid isPermaLink="false">http://domenicoquaranta.com/?p=415</guid>
		<description><![CDATA[INTERVIEW WITH ERIC DOERINGER by Domenico Quaranta DQ. Let’s start from Bootlegs. When did you start to make them? What’s your manufacturing process? ED. I started making the Bootlegs during the fall of 2001 and held my first “sale” on West 24th Street in Manhattan in October 2001. Most of the Bootlegs are made through [...]]]></description>
			<content:encoded><![CDATA[<p><strong>INTERVIEW WITH ERIC DOERINGER</strong><br />
by                  <strong>Domenico Quaranta</strong></p>
<p><strong>DQ. Let’s start from Bootlegs. When did you start to make them? What’s your manufacturing process?</strong><br />
ED. I started making the Bootlegs during the fall of 2001 and held my first “sale” on West 24th Street in Manhattan in October 2001.<br />
Most of the Bootlegs are made through a combination of painting and collage. I paint the background, collage on a print of the main image, and cover the entire canvas with clear acrylic to create a “brushstroke” texture. However, the process varies for each piece. The “Damien Hirst” and “Christopher Wool” Bootlegs are entirely hand-painted and I use a different acrylic coating for paintings where the original has a slicker finish like “Gary Hume” or “Inka Essenhigh”.<br />
The photo pieces are all my own creations. For “Vik Muniz” the original is a photograph of a portrait of Sigmund Freud drawn with chocolate syrup. I traced a picture of Muniz’s piece with chocolate syrup and then photographed my chocolate drawing. For “Cindy Sherman” I replaced Ms. Sherman’s face with my own self-portrait using Photoshop. For “Barbara Kruger” I found an image from the 50’s similar to the type of picture that she would use and overlaid the words “Who’s the fairest of them all” using her trademark white-on-red lettering.</p>
<p><strong><span id="more-415"></span>DQ. The art world is accostumed to fakes: whether to fraudolent fakes (sold at the same price as the originals) or to declared ones. But art fakes always try to be true to their originals; you amaze the art world with the ‘cheap’ copy, small and quite uniform in the style, sold out at a low price.<br />
In this way you subvert the rules of counterfeiting, but also the rules of that market of bootleg CDs and handbags you are trying to emulate. What&#8217;s the real meaning of this project?</strong><br />
ED. I’ve been fascinated for a long time with bootleg merchandise &#8211; both the underground economy for producing and marketing bootlegs and the differences between the original and the knock-off copy. For example, I love the variety of the fake Louis Vuitton fabrics, which range from realistic LV’s to some pretty far out designs.<br />
I was interested in taking the economic model of the bootleg and applying it to the world of contemporary art. I like the idea of making pieces for people who are interested in contemporary art but can’t afford to collect the real thing.<br />
I also like the way the Bootlegs play with the art market. The Bootlegs are produced in unlimited editions. They are not numbered, and when I sell out of a particular design I make more. Therefore, a more popular design will be less rare than an unpopular one, and therefore the less popular design may potentially be more “collectible”.<br />
The Bootlegs were also a reaction to the whole gallery system, which for a young artist is pretty depressing. I didn’t have to send out slides hoping to get a show and then hand over 50% of my sales &#8212; I could just set up on the street, sell my paintings, and keep all the profit. It’s a much better way of doing things. When I sold my Bootlegs outside of the Whitney Museum during opening week of the 2004 Whitney Biennial (including copies of work from many of the artists in the show) I sold fake Whitney Biennial T-shirts that listed the names of all the artists in the exhibition, including my own. Although I wasn’t officially in the show, I considered my artwork to be a part of the Biennial.</p>
<p><strong>DQ. How do the counterfeited artists react to your work, and how about the art market?</strong><br />
ED. Most of the artists have been flattered to be “Bootlegged”, particularly the younger artists. It’s a sign of a certain level of success in the artworld. Some artists have been critical of my technique (“You got the blues all wrong!”). I’ve copied the work of more than 80 different artists, and only two have asked me to stop. I think the work inhabits a gray area of the law and I’m not sure how the case would come out if I was taken to court, but I respect the wishes of artists who don’t want to be copied and stop when I’m asked.</p>
<p><strong>DQ. Don’t you think that Bootlegs, considering the art work is on the same level of other cult objects, could compliment the art world as opposed to irritating it?</strong><br />
ED. When I started the project, I had no idea what the reception would be in the art world.<br />
The first day I set up on the street I was terrified that some dealer would call the cops on me. Much to my surprise and relief, most people enjoyed the project. I thought that most of the people buying the Bootlegs would be young people who couldn’t afford the real thing, but actually a number of serious collectors have bought pieces from me. I look forward to the day when possibly one of my Bootlegs will be more valuable than the original piece that was copied.</p>
<p><strong>DQ. Talking about cults: you designed the website CremasterFanatic.com, a fan site conceived as a conceptual work of art.Why did you choose Matthew Barney? Do you think that the contemporary art system has developed the ability to build up its own stars, and to make them as strong as music or cinema stars?</strong><br />
ED. I don’t think art stars are likely to achieve the status of movie or pop stars. There’s a real problem of distribution. If you don’t live in a major city (or at least a college town) you don’t really have access to contemporary art, but you can see the latest blockbuster at your local multiplex and buy a CD at the mall. Occasionally an artist will make it into popular consciousness &#8211; Picasso, Dali, Pollock, Warhol, maybe Damien Hirst or Francis Bacon in England &#8211; but it’s a pretty small number compared to stars in other areas of the arts. The position of the “art star” in contemporary culture is actually something that drew me to the Bootleg project. There’s a huge market for fake Gucci bags and 50 Cent CD’s, but if I was selling my Bootlegs in downtown areas (instead of gallery districts and art fairs) I probably wouldn’t sell a single painting becuause no one would know who John Currin or Elizabeth Peyton is.<br />
I chose Barney as the subject for my “fan site” because although he doesn’t have the name recognition of Andy Warhol, he is probably the best-known contemporary artist. He also has many of the traditional qualities of celebrity &#8211; model good looks, a pop star girlfriend, etc. What I find particularly interesting about Barney is that because his films are screened so rarely, most people only know his work through photographs. Of the people who have actually seen his films, I think a very small number understand the symbolism, or even the plot. In spite of all of this, he is one of today’s hottest artists.<br />
The cremasterfanatic.com project is, for me, more about fandom and its role in the art world than it is about Matthew Barney. However, to the casual web surfer it appears to be a completely legitimate web site. This play between reality and artifice is very interesting to me. It’s like some of Andy Kaufman’s best pieces where you know that to some extent it’s an act, but you can’t tell where the line is drawn.<br />
I was also amazed by how much information I could find on the internet about Barney. I found a web site the other day that has pictures of his and Bjork’s bed, I found pictures of him with his dad at the opening of his Guggenheim show, I found the address of his studio. All of this information is out there if you look hard enough.</p>
<p><strong>DQ. One of the main issues of your work is the question of identity: the building of identity, the counterfeiting of identity, the distruction of identity. But, quite odd for a guy who describes himself as fanatic, falsifier, copier, your name is always overexposed: you tatoo Eric Doeringer?s moles, sell copies of Eric Doeringer’s CD collection, paint Eric Doeringer’s favourites in Eric Doeringer’s style. Are you trying to demonstrate that we are just the nodes of a network, or that building up a public identity means losing your private identity?</strong><br />
ED. It’s funny because I never rarely think about “identity” as a subject of my work (the self-portrait series is an exception), but I’ve been included in several group with “identity” in the title and obviously it’s something that is in the work. I think I’m most interested in the ways that identity is constructed through material goods, and to what extent supposedly superficial things actually tell us a lot about a person.</p>
<p><strong>DQ. Another key issue is illegality: you make fake paintings and pirate CDs, you put into bottles items whose possession, sale, use, and/or transportation across state or international borders is illegal (Contraband) and make marijuana water pipes to show them as sculptures (Smoke Filtration Systems aka Bongs): are you testing the limits of freedom in today’s democracies, or are you suggesting that art is always illegal?</strong><br />
ED. I’m interested in boundaries and “gray areas”. For example, in the US prostitution is illegal, but where do you draw the line? Should a kissing booth be legal? A striptease? A lap dance? A hand job?<br />
In New York you’re not allowed to drink alcohol in the streets or parks, but its generally accepted that if you keep your bottle in a paper bag the police won’t hassle you. There are all kinds of weird laws (or things that effect their enforcement) like you can’t sell a “bong” but you can sell a water pipe for tobacco use. There are a lot of shops (and again, I’m talking about the US &#8211; I don’t know the situation in Europe) where if you ask to buy a “bong” they’ll throw you out of the store.<br />
With the Smoke Filtration Systems, I was saying, “Here are these huge bongs, but if we call them ‘sculpture’ does that make them ok?” Usually one hides the bong in a closet or under a bed. The Smoke Filtration Systems are too large to be hidden, and as works of art they ask to be prominently displayed.<br />
The Contraband project grew out of CD2002 and the Smoke Filtration Systems as well as my interest in the art market. They are sculptures, but by buying, selling, shipping, or displaying them one is committing a criminal act (although, again my interest in gray areas, possibly not: if you buy or sell the bottle that contains fireworks in New York you are breaking the law, but across the state line in Connecticut fireworks are legal). The “illegal” objects are sealed in the bottles with a thin layer of red plastic. All you need to get them out is a sharp knife, but then you have destroyed the sculpture. Does the piece’s value as a work of art serve as protection from the dangers of the object inside? Does the fact that someone pays $1,000 for a sculpture containing $10 worth of marijuana serve as proof that they are buying it as a work of art instead of to smoke it?</p>
<p><strong>DQ. Among all your works, Bongs is my favourite. I like the cheek you show creating marijuana water pipes exhibited as sculptures that you describe as inspired by Escher, Donald Judd and Dan Flavin, it reminds me the cheek of another guy who made the same thing with an urinal&#8230; Rather, maybe you even beat him in terms of brashness, because you create and test your pipes. What do you have to say about this project?</strong><br />
ED. Well, I talked a lot about the Smoke Filtration Systems in response to your previous question. I would just add that I see a certain value in acting contrary to expectations. A lot of people, myself included, go through a period of constructing bongs in high school or college. You’re supposed to grow out of it and get on with your life, but instead I decided to push this stupid hobby to the extreme. It’s the same with the Bootlegs. No self-respecting artist is supposed to sell his work on the street (it’s the only thing worse than exhibiting your work in a cafe) or paint on cheap pre-stretched canvasses, but I found a way to make it work.</p>
<p><strong>Eric Doeringer</strong> &#8211;                  <a href="http://www.ericdoeringer.com/" target="_blank">www.ericdoeringer.com</a><br />
<strong>Cremasterfanatic</strong> &#8211;                  <a href="http://www.cremasterfanatic.com/" target="_blank">www.cremasterfanatic.com</a></p>
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		<title>ART AND POLITICS IN THE INTERNET AGE</title>
		<link>http://domenicoquaranta.com/2009/09/art-and-politics-in-the-internet-age/</link>
		<comments>http://domenicoquaranta.com/2009/09/art-and-politics-in-the-internet-age/#comments</comments>
		<pubDate>Tue, 08 Sep 2009 14:21:43 +0000</pubDate>
		<dc:creator>Domenico Quaranta</dc:creator>
				<category><![CDATA[2005]]></category>
		<category><![CDATA[TEXTS]]></category>
		<category><![CDATA[art]]></category>
		<category><![CDATA[cae]]></category>
		<category><![CDATA[disobedience]]></category>
		<category><![CDATA[etoy]]></category>
		<category><![CDATA[hacker]]></category>
		<category><![CDATA[hacktivism]]></category>
		<category><![CDATA[net art]]></category>
		<category><![CDATA[politics]]></category>
		<category><![CDATA[tactical media]]></category>

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		<description><![CDATA[ART AND POLITICS IN THE INTERNET AGE By Domenico Quaranta © Arte e Critica. All rights reserved “Counter communication is more global than ever&#8230; the days of off-line activists, condemned to street demonstrations and fighting to be listened to and have their arguments recognized with the press, are numbered.” Geert Lovink [1] May 1999. In [...]]]></description>
			<content:encoded><![CDATA[<p><strong>ART AND POLITICS IN THE INTERNET AGE</strong><br />
By                  <strong>Domenico Quaranta</strong><br />
©                  <strong>Arte e Critica</strong>. All rights reserved</p>
<p>“Counter communication is more global than ever&#8230; the days of off-line activists, condemned to street demonstrations and fighting to be listened to and have their arguments recognized with the press, are numbered.” Geert Lovink [1]</p>
<p>May 1999. In the middle of the electoral campaign George W. Bush, governor of Texas and running for the presidential elections, snapped: “there ought to be limits – there ought to be limits, to, uh, to freedom”. The blunder did not go by unnoticed, and this unhappy remark gave some of the most important American newspapers this result: an internet site, gwbush.com, created by a group of famous American pranksters, that looked like the Official Bush website but with the contents controversially modified.<br />
This date can be taken as a symbol of a new historic phase of political activism. With the skilled use of the Web and the similarly skilled manipulation of information, the authors of the site, the collective ®™ark, have managed, at no cost, to give their operation global visibility, and to make their controversial objective the victim of his own words.</p>
<p><span id="more-413"></span>At the beginning of the 90s, the Critical Art Ensemble hoped for a fusion between the hacker’s technical capacities and the activist’s struggle to create a new form of hacker activism, the “electronic civil disobedience” [2].<br />
For the American group it was the only way to give a useless and innocuous activism, one that continues to be fought in the street while power and politics migrate to the Net, vitality and a future. The activist front knew how to face this challenge, and through the 1990s they completely rewrote their strategies, using new media and taking inspiration from it so as to free it from its traditional uses. Thus slogans such as “don’t hate the media, be the media” were born, and terms such as “hacktivism” or “tactical media” appeared, as well as practices such as the “Netstrike” (or virtual sit-in) and the “flash mob” (a sudden mobilization achieved through mobile communication devices), battles fought with bullets of press releases (or low resolution videos). Names like Seattle, Chiapas and Indymedia immediately controlled a situation that had completely changed, where the Molotov is discarded in favour of the digital camera and where anyone, from any position, can have access to the global network (and get global visibility, if know how to use it).</p>
<p>What relationship is there between the development of new media, the birth of a new activism and the powerful return of political art after almost thirty years of (apparent) silence? The answer could seem simple and singular (that political art is born out of renewed activism), in reality it is complex and multi-faceted. If we analyze this new activism’s genetic code, we discover that its forefathers lurked in the very subcultures that in the 80s and 90s collected, discussed, questioned and rewrote the lesson of the 60s and 70s, from Situationism to Fluxus, from Conceptual to Punk. We are talking about neoist festivals, the mail art network and the practice of culture jamming from Negativland to Adbusters, about the Canadian group General Idea and its work at the end of the 80s on AIDS, about collective identities and Luther Blisset, Franco Berardi Bifo and Strano Network; about Tommaso Tozzi, student of the Fluxus artist Giuseppe Chiari, activist and artist and Heath Bunting and the collective Mongrel, who have come to new media from graffiti and London street culture. They are all “artistic” experiences, but have developed outside of the traditional art system, and far from the attention of its audience. In this sense Marco Scotini is right when he states, “It is definitely necessary to make a distinction with respect to the 70s. The art of that period that has political motivations, with conceptual or social roots, still has a clear idea of the museum and the cultural system. Although it represents a radical critique it doesn’t escape the system. If one wants to determine the background of the current phase of exodus from art one needs to look for it mainly in those components that made up a leakage of Politics, that is autonomy, the 77, independent communication. It is not by chance that my exhibition Disobedience, which opened in January in Berlin, opened with a room that was political rather than artistic&#8221;[3].</p>
<p>The artists that use new media are among the first to realize their “tactical” potential, and to consequently exploit it, beating the activists themselves, and anticipating by ten years what the art system now recognizes as the latest fashion. Whoever knows net art history is shocked that Documenta 2002 and exhibitions such as Hardcore (Paris, Palais de Tokyo, February-May 2003) needed to happen so that art magazines could begin to talk about “collective strategies” or “media activism”: and all this when the most resounding incidents of media hacktivism had basically taken place between 1996 and 2001.<br />
Digital Hijack dates back to 1996, with which the Etoy group kidnapped around 600,000 users from search engines in three months, redirecting them to their own site. In 1998 Electronic Disturbance Theatre, a collective led by the artist Ricardo Dominguez launched, with FloodNet, the first example of “digital zapatismo”: which is, essentially, software that automates the mechanism of a digital sit-in, blocking access to an institutional site for a finite amount of time (their first target was the site of the Mexican president Zedillo). In 1999 0100101110101101.org seized the Vatican site for a year, using a free web address (vaticano.org) to put online a slightly modified, although very cunning, version of the original, vaticano.va, inaugurating digital cybersquatting. 2000 was the year of great Toywar manoeuvres, where the Etoy group opposed the eToys corporation. The battle, born out of the big company’s clumsy attempt to get rid of the small group with (almost) the same name, was fought with bullets of information and won by Etoy thanks to a careful use of the media and an artful deployment of an army made up of the whole on-line activism world. However 2000 is also the year of the great operation Vote Auction, built around a site that, during the already problematic American elections, offered the chance to put your vote up for auction to the highest bidder. Again, the realities moving around this site were more crafty than media hacking, from ®TMark to the European Ubermorgen, that made journalists talk about this initiative for months, keeping up doubts about the effective working of the auction and its capacity to influence the election results.</p>
<p>But if the birth and over ten year evolution of the internet had simply brought about the development of what first the CAE and now Graham Meikle calls “electronic civil disobedience” [4], of which those aforementioned activists constitute some of the most important examples, its significance on the evolution of political action would be considered somewhat limited. In reality, the Internet has been much more than that over this period. As Manuel Castells notes, in the 90s the Internet has provided the main movements scattered around the world the possibility of organizing and communicating amongst themselves, of maintaining a local base and a global aperture, of reaching a wide public, of fighting official communication with the same amount of effective alternative information. The Seattle movement, which was organized around the Independent Media Centers scattered around the world, “swims like a fish on the web” [5]. And this is because the web, as Scotini notes, “is a sphere of social action, with as yet undefined boundaries and with a whole series of regulative processes needing to be identified. A communication that is more or less free is not at stake but rather the construction of new political subjects&#8230; In this sense the web is not only a new field of social action but, also, of artistic practices in general” [6]. The new political artists are politically trained on the web, and they learn how to work with the communicative strategies and the media impact of their works from the tactical media. It is not by chance that today metaphors taken from the web, such as ‘reality hacker’ are so fashionable. When Jota Castro hangs Berlusconi upside down with the European Union flag, distributes a survival guide for demonstrators or invites the Calabrians who live around the detention centers to wear T-shirts with &#8220;welcome, immigrants&#8221;, when Gianni Motti stages a military blitz in the Prague National Gallery, or chains up sixty Arabs in a church in Lucca, when Santiago Sierra does not allow access to the Spanish Pavilion at the Venice Biennale, or Enzo Umbaca sings his work in the carriages of the underground like any other beggar, what they are doing is no longer, as in the 70s, political action in an artistic space for a limited public, but is a powerful strike at a weak spot, with the aim of bringing their message, using the tactics of marketing and advertising, to wedge themselves into the media. And to win a space in our imagination.</p>
<p><strong>Notes:</strong><br />
[1] Geert Lovink,                  <em>My First Recession: Critical Internet Culture in Transition</em>, V2_NAi Publishers, 2003. Tr. It.                  <em>Internet non è il paradiso</em>, Apogeo, Milano 2004<br />
[2] Critical Art Ensemble,                  <em>Electronic Civil Disobedience</em>, Autonomedia 1996. Tr. It.                  <em>Disobbedienza civile elettronica ed altre idee impopolari</em>, Castelvecchi, Roma 1998.<br />
[3] Personal communiqué, 6th March 2005<br />
[4] Graham Meikle,                  <em>Future Active</em>, Pluto Press Australia, 2002. Tr. It.                  <em>Disobbedienza civile elettronica</em>, Apogeo, Milano 2004.<br />
[5] Manuel Castells,                  <em>Internet Galaxy</em>, Oxford University Press, 2001. Tr. It.                  <em>Galassia Internet</em>, Feltrinelli 2002.<br />
[6] Personal communiqué, 6th March 2005.</p>
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		<title>An interview with Davide Grassi (2005)</title>
		<link>http://domenicoquaranta.com/2009/09/an-interview-with-davide-grassi-2005/</link>
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		<pubDate>Tue, 08 Sep 2009 12:00:30 +0000</pubDate>
		<dc:creator>Domenico Quaranta</dc:creator>
				<category><![CDATA[2005]]></category>
		<category><![CDATA[TEXTS]]></category>
		<category><![CDATA[antonio caronia]]></category>
		<category><![CDATA[biopolitics]]></category>
		<category><![CDATA[Davide Grassi]]></category>
		<category><![CDATA[demokino]]></category>
		<category><![CDATA[maska]]></category>

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		<description><![CDATA[The central point of everything is not man, but rather the survival of the system.  An interview with Davide Grassi Published in I. Ivkovic, D. Grassi (eds), Demokino. Virtual Biopolitical Agora, Aksioma &#8211; Maska, 2006 [Transformacije Series, n° 19]. Demokino. Documentation here. Dziga Vertov (the theoretician of kino-glazo) was certain that film could be used [...]]]></description>
			<content:encoded><![CDATA[<p><strong><img class="alignnone size-medium wp-image-395" title="011_slide" src="http://domenicoquaranta.com/wp-content/uploads/2009/09/011_slide-400x300.jpg" alt="011_slide" width="400" height="300" /></strong></p>
<p><strong>The central point of everything is not man, but rather the survival of the system.                  An interview with Davide Grassi</strong><br />
<strong> </strong></p>
<p>Published in <strong>I. Ivkovic, D. Grassi (eds)</strong>, <em>Demokino. Virtual Biopolitical Agora</em>, Aksioma &#8211; Maska, 2006 [Transformacije Series, n° 19].</p>
<p><strong><a href="http://www.demokino.net/" target="_blank">Demokino</a></strong>. <strong>Documentation <a href="http://www.aksioma.org/demokino/index.html" target="_blank">here</a>. </strong></p>
<p>Dziga Vertov (the theoretician of kino-glazo) was certain that film could be used for political goals, that it can be changed into a means for a “communist decodification of the world”.</p>
<p>It’s hard to tell whether with the title of his last project – DemoKino – Davide Grassi wished to pay tribute to one of the fathers of film or to make fun of his unrealized ambitions.</p>
<p>The project is a narrative divided into 8 film clips based on a screenplay by Antonio Caronia. It unwinds live, with a streaming technique, allowing viewers to edit the film interactively. The main character is one Kolja, a Slovene youth with an average education and an average interest in current events, facing a serious of varied dilemmas through the day, a sort of contemporary Hamlet. For example, two Mormons ring his doorbell, and he begins to ponder sects, Raelites and cloning. Or: he’s surfing the net and suddenly begins to question copyright. In this manner, while engaging in every day activity, on the toilet or on the phone, Kolja starts thinking about abortion, euthanasia, genetically modified organisms, therapeutic cloning, homosexual marriage, water privatization. He discusses all the pros and contras and then tries to decide: which is where the user steps in, voting in his name; the majority vote then leads onto the next room, the next question. And the next dilemma. From one vote to the next, we come to the final clip of the film, followed by, without interaction by clicking, a final short clip. The now-familiar face of Kolja is substituted by a smiling clown: &#8220;What about if I tell you that everything was defined in advance?&#8221;. A silly melody and a sarcastic smile thereby destroy any illusions brought about by the “virtual parliament” of DemoKino. Concepts like (inter)active collaboration, direct democracy, a virtual agora and freedom of choice, collapse alongside the clown’s red nose, just as Italian democracy did alongside pianists’ musical performances. As with Kafka, the clarity of law is disfigured in the muddle of a process that remains invisible to the end. But the question of the virtuality of contemporary democracy is only one of the questions put forth by DemoKino: it also discusses the effectiveness of the much praised interactivity of the web and the transformation of politics into biopolitics, or rather, the recent tendency to try to make the private public, and transform life itself into a political question. This complexity is common to all works of Grassi, an Italian artist who moved to Ljubljana in 1995, where he founded the non-profit organization Aksioma, producing works which use new media to investigate social, political, ethical and aesthetic questions. Because life is politics, theatre is terrorism and problems produce profit&#8230;</p>
<p><span id="more-394"></span></p>
<p><strong>DQ. How did DemoKino come about? Does it bear traces of a particular event in our everyday politics, or is the project a result of a more general contemplation?</strong><br />
DG. I would say that the work is the result of a general contemplation, although there is a very specific event that triggered it. In the late &#8216;nineties, I read the book Collective Intelligence by Pierre Lévy, which among other things, indicates a socially more beneficial use of computer-supported communication, supplying individuals with the tools to establish intelligent collectives and initiate democracy in realtime. If we reread the book today, we would surely find it evident that Lévy&#8217;s idealistic vision has failed to materialize.<br />
I then accidentally found an article in the online version of the Financial Times discussing the phenomenon of the so-called &#8220;pianists&#8221;, the Italian senators that were filmed voting for their absent colleagues via the electronic voting system.<br />
If they were voting by a show of hands, such a pianist would have to raise both arms, which, if nothing else, would be a very &#8220;brave&#8221; act if only because of the obviousness of such a gesture. But this analog and backward voting system would definitely not allow characters like senator Lucio Malan from Forza Italia to perform a skilful triple vote, unless of course he managed to borrow Stelarc&#8217;s famous third arm in time. The electronic voting system, however, does enables such things &#8211; clear evidence of how new technology actually makes work easier.<br />
So: this news got me thinking about a whole array of questions. Confronting this fact, which is symptomatic of the unreliability of the representative or parliamentary democracy, with the realization of the failure of Lévy&#8217;s idea, I felt a great sense of impotence and at the same time the urge to delve further into these themes.</p>
<p><strong>DQ. DemoKino makes fun of the supposedly democratic nature of interactivity, as well as contemporary democracy tout court. In both cases, freedom of choice seems inherently linked with the mechanism of choosing, while in reality it this very mechanism which prevents democracy. Do you see a way out of this blind alley?</strong><br />
DG. To answer this question, we would have to carefully consider the significance of democracy, as well as the meaning of interactivity. The concept of democracy, historically and philosophically charged with meaning, seems emptier today than ever before, a caricature of its former self, far from the idea described by &#8220;sovereignty of the people.&#8221;<br />
If anything, the dictates of the economy and the market are the ones followed today. It would make more sense to coin neologisms such as &#8220;econocracy&#8221; or &#8220;marketocracy&#8221;. The term &#8220;democracy&#8221; acquires an even more grotesque meaning when it is uttered in a missionary manner or, even worse, when it is identified as a &#8216;good&#8217; to be exported with a marketing operation, for which the package design is basically more important than the content. Capitalism is looking for new markets for Democracy, too.<br />
With artworks, video games, automatic bank tellers and other &#8216;finalized&#8217; products defined as interactive, the reciprocal operation, the release of a process of interaction, is merely virtual. The bottom line is, in the programming phase of these products, a number of possibilities are considered, but no matter how many, they are still limited, studied ahead and programmed accordingly. The interaction with these devices creates in the user a strong sense of sovereignty, of self-determination. But on closer inspection, this feeling turns out to be merely virtual. Herein, perhaps, lies the reason, the factor of interactivity is so well aligned with Virtual Realities. In both cases, we deal and worry about more with appearances than with effectiveness.<br />
But there is a form of interaction, a mutual exchange of inputs, provocation and information, taking place between subjects in more or less wide communities, both in physical reality and cyberspace. I find the interaction between individuals or groups of individuals much more interesting, much less predictable and more creative, especially if we understand interaction as a &#8220;cohesion force&#8221;. Certainly, even such interaction is subject to limitations put forth by the system in which interaction is taking place. This is why some communities and collectives are trying to free themselves from such &#8216;tyranny&#8217; by setting their own &#8216;rules of the game&#8217;, often and deliberately opposite and incompatible with the rules of the &#8216;imposed system&#8217;.<br />
A possible exit from this blind alley might be that suggested by Hakim Bey in TAZ, yet we remain in the sphere of utopia and idealism.</p>
<p><strong>DQ. DemoKino connects the personal choices of the main character with a virtual parliament. And if the final negation of the votes mortifies the voters, it also returns the freedom of choice to out hero. Do you believe that there is a conflict between personal freedom and collective will?</strong><br />
DG. I must say that I disagree with your claim for at least two reasons.<br />
The first is that at the end of DemoKino, the voting is not really done in vain. Rather the question &#8220;What about if I tell you that everything was defined in advance?&#8221;, put forth by the clown while whistling a melancholy sing-song tune inoculates the cybervoter with the doubt that everything might have been set in advance. It&#8217;s not an affirmation &#8211; it&#8217;s an element of doubt.<br />
Indeed, the same thing happens when we vote. After we throw the ballot into the box, we have a feeling that we have used our right to vote, which was acquired at great cost through centuries of very important social struggles. But what, really, is the feedback, the proof that our vote was really counted? All in all, it wouldn&#8217;t be the first time we hear about gerrymandering.<br />
My second reason for not agreeing with your claim is that freedom of choice is in no way returned to &#8216;our hero&#8217;.<br />
He, as a matter of fact, is presented to the viewer and voter as a protagonist of eight prerecorded short films, which therefore are in no way modifiable.<br />
The decision of the cybernetic voting body affects the chronological order of the themes addressed by the lead character, but not his actions. So, even if the hero were to free himself of the will of the voters, what freedom would he gain?<br />
The conflict between personal and collective freedom definitely exists and is an undeniable fact. The only way to avoid this conflict would lie in the form of a &#8216;totalitarian will&#8217;. Impossible.</p>
<p><strong>DQ. If Problemarket researched the development of politics in an economic sense, DemoKino is a reflection on the politicisation of life. Do you believe the terms to be connected? What is life like in the era of biopolitics?</strong><br />
DG. Both phenomena are undoubtedly interconnected, in my opinion.<br />
The economy has managed to trap politics, and politics has a direct influence on everyday life. We could say that the economy, as filtered through politics, dictates the rules of everyday life.<br />
The predominance of the economy over politics has reduced democracy to a formal ceremony, in which the leading role is played by the interests of the corporations. The greatest attention is paid to the maintenance of the machine of capitalism, to prevent it from breaking down. The central point of everything is not man, but rather the survival of the system. So, in the era of biopolitics, life is, if not a marginal matter, at least of secondary importance.</p>
<p><strong>DQ. DemoKino continues your collaboration with Antonio Caronia, with whom you have been working since Problemarket. Where does such harmony come from and why did you choose an activist and media theorist to write the screenplay?</strong><br />
DG. The “tuning” between Antonio and I is something that grew over time, through dialogue and the exchange of opinions on various themes, mainly on social issues.<br />
We’ve known each other since the middle of the ‘nineties, from a time when we were both interested in questions regarding the human body in a digital era and new technologies. I read his work Il Cyborg, saggio sull’uomo artificiale and later Archeologie del virtuale. Both books amazed me, not only with their content, but also with their clarity and synthesis. When I began to work on DemoKino, I chose Caronia as screen writer, because I knew I could expect a precise, clear and analytical work. I knew Antonio was acquainted with the themes I wished to deal with, precisely because he is personally committed as activist.<br />
It was at that time, during the first European social forum in Florence, that SocialPress was being founded, a daily with independent funding and production, co-founded with Antonio.<br />
The publication deals with issues that are subject to political debate, through the testimonies of social networks, communities and individuals taking part in “the movement of all movements”. Antonio forwarded copies of the daily to me, finally convincing me that he would be the perfect screenwriter for DemoKino. I contacted him and we met in Milan. The project was already well-defined in form, but some radical decisions had to be made in content. We drew up a list of possible subjects and then proceeded to decide on the final eight.<br />
This form of collaboration turned out as an intellectually very fruitful experience for both sides. I think it’s very stimulating to create a “space of interference”, a zone of inter-action of dialogue and action between individuals, specialized and active in various fields.</p>
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		<title>GameScenes / Videoludic Scenaries (2005)</title>
		<link>http://domenicoquaranta.com/2009/09/gamescenes-videoludic-scenaries-2005/</link>
		<comments>http://domenicoquaranta.com/2009/09/gamescenes-videoludic-scenaries-2005/#comments</comments>
		<pubDate>Mon, 07 Sep 2009 16:30:22 +0000</pubDate>
		<dc:creator>Domenico Quaranta</dc:creator>
				<category><![CDATA[2005]]></category>
		<category><![CDATA[SHOWS]]></category>
		<category><![CDATA[8bit music]]></category>
		<category><![CDATA[game art]]></category>
		<category><![CDATA[gamescenes]]></category>
		<category><![CDATA[share festival]]></category>
		<category><![CDATA[Turin]]></category>
		<category><![CDATA[videogames]]></category>

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		<description><![CDATA[GameScenes / Videoludic Scenaries curated by Domenico Quaranta as a section of Piemonte Share Festival 2005, Turin (Italy), Palazzo Cavour, February 24 febbraio &#8211; March 1, 2005. Featured artists: Mauro Ceolin (ITA), Jeremiah Johnson aka nullsleep (USA), John Klima (USA), Martin Le Chevallier (FRA), Gonzalo Frasca &#8211; Newsgaming (URY), Selectparks (AU), Antonio Riello (ITA), Josh [...]]]></description>
			<content:encoded><![CDATA[<p><strong></p>
<div id="attachment_359" class="wp-caption alignnone" style="width: 410px"><strong><img class="size-medium wp-image-359" title="morningside_new_york_flying_goomba_02-25-04" src="http://domenicoquaranta.com/wp-content/uploads/2009/09/morningside_new_york_flying_goomba_02-25-04-400x294.jpg" alt="Nullsleep, New York Romscapes" width="400" height="294" /></strong><p class="wp-caption-text">Nullsleep, New York Romscapes</p></div>
<p></strong></p>
<p><strong>GameScenes / Videoludic Scenaries</strong><strong></strong></p>
<p>curated by <strong>Domenico Quaranta</strong><br />
as a section of <strong>Piemonte Share Festival 2005</strong>, Turin (Italy), Palazzo Cavour, February 24 febbraio &#8211; March 1, 2005.</p>
<p><strong>Featured artists:</strong> Mauro Ceolin (ITA), Jeremiah Johnson aka nullsleep (USA), John Klima (USA), Martin Le Chevallier (FRA), Gonzalo Frasca &#8211; Newsgaming (URY), Selectparks (AU), Antonio Riello (ITA), Josh On (USA), Carlo Zanni (ITA), Brody Condon (USA), JODI (NLD), Kinematic Collective (USA), RETROYOU (ESP), Eddo Stern (USA), Josephine Starrs &amp; Leon Cmielewski (AUS), TWCDC (USA), 8bitpeople (nullsleep&#8217;s selection); Micropupazzo (ITA &#8211; DE); Role Model (Johan Kotlinski, SWE); Tonylight (ITA); Oliver Wittchow (DE); Gameboyzz Orchestra (POL).</p>
<p><span id="more-358"></span></p>
<p><strong><a href="http://www.toshare.it/" target="_blank">Piemonte Share Festival</a></strong></p>
<p><strong>Exhibition images (Picasa)</strong></p>
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<td style="background: transparent url(http://picasaweb.google.com/s/c/transparent_album_background.gif) no-repeat scroll left center; height: 194px;" align="center"><a href="http://picasaweb.google.com/quaranta.domenico/Gamescenes2005?feat=embedwebsite"><img style="margin:1px 0 0 4px;" src="http://lh6.ggpht.com/_V_OGQBbabQo/SqUz0q9rLnE/AAAAAAAABjU/u-HoHck0358/s160-c/Gamescenes2005.jpg" alt="" width="160" height="160" /></a></td>
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<td style="text-align:center;font-family:arial,sans-serif;font-size:11px"><a style="color:#4D4D4D;font-weight:bold;text-decoration:none;" href="http://picasaweb.google.com/quaranta.domenico/Gamescenes2005?feat=embedwebsite">Gamescenes (2005)</a></td>
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</tbody>
</table>
<p><span style="text-decoration: underline;"><strong>Press Release:</strong></span></p>
<p>During the last twenty years, videogame imposed itself as a new cultural form, becoming object of papers and academic research; and as the product of a true cultural industry, which has overcome the cinema industry. It was almost inevitable, therefore, that others artistic and cultural forms would try to start an affair with videogame, in a way that still remains to be studied. Videogames showed literature new narrative techniques, electronic music a new sound; they filled our imagination with new spaces, new landscapes and new icons. But, most of all, the videoludic industry invented and experimented,beforehand on scientists and artists, the forms and languages of the interactive media. It is spreading its own ideology, an ideology that not all gamers are accepting undiscerningly. It is creating new life spaces, new communities, new identities, even a new economy that has nothing to do with virtuality. GameScenes wants to offer to the <strong>PIEMONTE_SHARE_2005</strong> public a selection of works capable of showing the different forms of artistic experimentation that are in someway connected to the videoludic horizon, gathering artists, musicians and writers that look at videogames as an important reference for their activity. The event will feature a conference and an exhibition. The conference will gather <strong>Alessandra C</strong> (writer),                  <strong>Jamie D’Alessandro</strong> (journalist),                  <strong>Matteo Bittanti</strong> (expert in game studies),                  <strong>Alessandro Ludovico</strong> (writer and founder of                  <em>Neural</em> magazine) and                  <strong>Molleindustria</strong>, independent game designer.</p>
<p>The exhibition will open with a performance by Tonylight, Italian artist and gameboy performer, who wants to bring game boy to public spaces using his SolarAudioBag, a portable loudspeaker which functions thanks to a solar panel. The Gameboy, converted into a music synthesizer and used to play music by a keen experimental scene called “gameboy music” or “8 bit music”, will be the first character of the exhibition’s soundtrack, featuring tracks by nullsleep (USA), other members of the 8bitpeople community and major artists on the international scene.</p>
<p>The exhibition will feature the different ways artists relate to the world of videogames, representing a broad spectrum of almost historical works and recent experiments: paintings and prints that adopt a videoludic aesthetic, such as the Solid_Landscapes by the Milan artist <strong>Mauro Ceolin</strong> and the New York Romscapes by J                 <strong>eremiah Johnson a.k.a nullsleep</strong>; artist’s videogames, as                  <strong>Jon Klima</strong>’s The Great Game, on the Afghan War, or Fur’s Painstation consolle and Vigilance 1.0, a game on videosurveillance by the French artist <strong>Martin Le Chevallier</strong>; modified games, from                  <strong>Jodi</strong>’s Wolfenstein version of Lialina’s My Boyfriend Came back from the War to the works by the spanish artist                  <strong>retroyou</strong>, to the great 9/11 survivor, on the Twin Towers’ disaster, by                  <strong>Kinematic Collective</strong>; politically engaged videogames, from Newsgaming’s September 12th to                  <strong>TWCDC</strong> (Together We Can Defeat Capitalism) collective STOP BUSH! All works that show, time and time again, that videogame is changing our way of looking at the real world, and introducing to our collective imagination new narratives and new landscapes; but also that it could become, from an instrument of the cultural standardization and idelogical conditioning, a device for information, report and fight.</p>
<p><strong>GameScenes.Conf</strong><br />
Alessandra C &#8211; Jamie D’Alessandro &#8211; Matteo Bittanti &#8211; Alessandro Ludovico – Molleindustria &#8211; Oliver Wittchow.</p>
<p><strong>GameScenes.Performance</strong><br />
Tonylight (ITA); Oliver Wittchow (DE)</p>
<p><strong>GameScenes.Soundtrack</strong><br />
8bitpeople (nullsleep’s selection); Tonylight (ITA); Oliver Wittchow (DE); Gameboyzz Orchestra (POL).</p>
<p><strong>GameScenes.Scapes</strong><br />
Mauro Ceolin (ITA), Solid_Landscapes, 2004; Jeremiah Johnson aka nullsleep (USA), New York Romscapes, 2004.</p>
<p><strong>GameScenes.Games</strong><br />
John Klima (USA), The Great Game, 2002; Martin Le Chevallier (FRA), Vigilance 1.0, 2001; Gonzalo Frasca – Newsgaming (URY), September 12th, 2004; Selectparks (AU), Acmipark, 2004; Antonio Riello (ITA), Italiani brava gente, 1997; Josh On (USA), Antiwargame, 2001; Carlo Zanni (ITA), Average Shoveler, 2004.</p>
<p><strong>GameScenes.Mods</strong><br />
Brody Condon (USA), Suicide Solution, 2004; JODI (NLD), My Boyfriend Came Back From the War, 2000; Kinematic Collective (USA), 9/11 survivor, 2003; RETROYOU (ESP), retroyou_nostalG, 2002; Eddo Stern (USA), Deathstar, 2004; Vietnam Romance, 2003; Sheik Attack, 1999/2000; Josephine Starrs &amp; Leon Cmielewski (AUS), Bio-tek Kitchen, 1999; TWCDC (USA), STOP BUSH!, 2004.</p>
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		<title>Lev Manovich 5 questions about the digital culture</title>
		<link>http://domenicoquaranta.com/2009/09/lev-manovich-5-questions-about-the-digital-culture/</link>
		<comments>http://domenicoquaranta.com/2009/09/lev-manovich-5-questions-about-the-digital-culture/#comments</comments>
		<pubDate>Mon, 07 Sep 2009 16:19:41 +0000</pubDate>
		<dc:creator>Domenico Quaranta</dc:creator>
				<category><![CDATA[2005]]></category>
		<category><![CDATA[TEXTS]]></category>
		<category><![CDATA[blobs]]></category>
		<category><![CDATA[digital culture]]></category>
		<category><![CDATA[lev manovich]]></category>
		<category><![CDATA[remix]]></category>
		<category><![CDATA[software]]></category>

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		<description><![CDATA[My replies in call for answers organized by SINTESI. Festival delle arti elettroniche, Napoli, April 2005. Curated by Vito Campanelli LM. We live in &#8216;remix&#8217; culture. Are there limits to remixing? Can anything be remixed with anything? Shall there be an ethics of remixing? DQ. Non credo che ci siano, né che ci debbano essere, [...]]]></description>
			<content:encoded><![CDATA[<p>My replies in call for answers organized by SINTESI. Festival delle arti elettroniche, Napoli, April 2005. Curated by <strong>Vito Campanelli</strong></p>
<p><strong>LM. We live in &#8216;remix&#8217; culture. Are there limits to remixing? Can anything be remixed with anything? Shall there be an ethics of remixing?</strong><br />
DQ. Non credo che ci siano, né che ci debbano essere, dei limiti al remixaggio che non siano quelli, superabili, imposti dalle ancora imperfette tecnologie utilizzate. E non credo ci debba essere un’etica del remixaggio, perché non credo che l’etica debba interferire in alcun modo con la nostra libertà di appropriarci – nel senso letterale di “fare proprio” – di qualsiasi artefatto cultu(r)ale. Quello che ha scritto Guy Debord nel 1956 è ancora valido: “Ogni elemento, non importa la provenienza, può servire a creare nuove combinazioni&#8230; Tutto può servire”.<br />
Imporre dei limiti al remixaggio vorrebbe dire imporre dei limiti al pensiero. Piuttosto, sono convinto che il missaggio – termine a cui preferisco quello, proposto da Bourriaud, di postproduzione – abbia bisogno di sviluppare una propria estetica.</p>
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<p><strong>LM. In the last few years information visualization became increasingly popular and it attracted the energy of some of the most talented new media artists and designers. Will it ever become as widely used as type or photography &#8211; or will it always remain a tool used by professionals?</strong><br />
DQ. Preferisco leggere il presente che prevedere il futuro, e il presente mi sembra dimostrare che i media digitali sono già, potenzialmente, nelle mani di tutti. Se è vero che esiste un livello alto di conoscenza del mezzo che è – e resterà a lungo – prerogativa di pochi esperti (come del resto per tutti i media), la maggior parte dei software richiedono un tempo di apprendimento inferiore a quello che serve per imparare a fare buone fotografie, o a girare dei video decenti. Sicuramente, molto dipenderà dalla capacità dei media digitali di farsi catalizzatori di immaginario, di andare incontro a certe esigenze e di creare le forme più adatte per determinati contenuti.<br />
Nel frattempo, se l’utilizzo artistico dei media digitali resta ancora minoritario, stiamo assistendo a una estensione sempre maggiore, nell’arte contemporanea, delle pratiche, delle estetiche e delle forme da essi introdotte. Proprio come la fotografia, stanno cambiando la storia dell’arte ancora prima di entrare a farne parte. Il che induce a ben sperare&#8230;</p>
<p><strong>LM. Today cinema and literature continue the modern project or rendering human psychology and subjectivity, while fine art seems to be not too concerned with this project. How can we use new media to represent contemporary subjectivity in new ways? Do we need to do it?</strong><br />
DQ. Pur con le loro caratteristiche specifiche, le loro estetiche e i loro limiti, i nuovi media sono solo uno strumento, che come tale può essere impiegato tanto per proseguire del progetto moderno di resa della psicologia e della soggettività umana (o meglio per rispondere a un’esigenza ancora più profonda, quella di raccontare storie) quanto per sviluppare un discorso più sperimentale, metalinguistico e concettuale come può essere quello dell’arte. Sono convinto che abbiamo bisogno di entrambe le cose, e che a entrambe i nuovi media possano offrire nuove possibilità e nuove forme. Quali siano queste forme non lo so, ma credo che gli artisti, dalle prime narrative ipertestuali (Olia Lialina) ai flash movie di Han Hoogerbrugge, fino all’attesa fiaba-videogame di entropy8zuper, possano fornirci interessanti suggestioni al riguardo.</p>
<p><strong>LM. &#8216;Blobs&#8217; in architecture and design &#8211; is this a new &#8216;international style&#8217; of software society, here to stay, &#8211; or only a particular effect of architects and designers starting to use software?</strong><br />
DQ. Il rischio di ogni nuovo strumento, si sa, è quello di generare un’infatuazione in grado di sviare l’attenzione di chi se ne serve dalle sue reali necessità. Esiste un uso infantile e un uso maturo del mezzo, e ho pochi dubbi che molti esiti bizzarri dell’architettura e del design nascano dalla prima condizione. Penso soprattutto a certi risultati dell’architettura generativa, ai parti mostruosi – fortunatamente rimasti quasi tutti allo stadio progettuale &#8211; di architetti che, di fronte all’alto livello di automazione del software e alle eccezionali qualità di ciò che produce sembrano perdere di vista ogni considerazione di carattere utilitario, estetico o urbanistico. Detto questo, è chiaro che architettura e design devono prendere atto della trasformazione dello spazio e del nuovo statuto dell’oggetto nella società dell’informazione, e agire di conseguenza.</p>
<p><strong>LM. While the tools to produce one own media have been more accessible and more powerful, people never consumed more commercial media than now. Thus the essential division between &#8216;media amateurs&#8217; and &#8216;media professionals&#8217; which got established in the beginning seems to be as strong as ever. In short, the 1960s idea that new technologies will turn consumers into producers failed over and over again. Will this situation ever change? What will be the next stage in media consumption after MP3 players, DVD recorders, CD burners, etc, etc, etc.?</strong><br />
DQ. Il fallimento delle utopie degli anni Sessanta ricorda un po’ quello della Rivoluzione Francese: certo seguiranno Robespierre e Napoleone, ma intanto nuovi valori sono emersi, nuovi ideali sono stati proclamati. Senz’altro non è nell’interesse dei produttori di contenuti perdere il controllo su di essi, e le stesse autorità politiche non vedono certo di buon occhio un uso consapevole e attivo dei media. Ma le utopie degli anni Sessanta erano nella mente di chi ha creato i nuovi media, e sono inscritte nel loro codice genetico. Si tratta di coltivare questi geni prima che vadano persi del tutto, e le controculture ci stanno provando.<br />
Da un altro punto di vista, non credo che la condizione del consumatore sia poi così negativa. Si parlava all’inizio di remixaggio, una pratica diffusa che presuppone un consumatore attivo e consapevole. Bourriaud dice che “il consumatore estatico degli anni Ottanta sta scomparendo a favore di un consumatore intelligente e potenzialmente sovversivo: l’utilizzatore di forme”. Può darsi che si tratti di una condizione minoritaria, ma non è detto che lo resterà per sempre. Molto dipenderà certamente dalla sua uscita da un ambito antagonista, dal suo diventare “pop”: un processo avviato con successo dalla cultura deejay, che lascia ben sperare.</p>
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		<title>IN &amp; OUT. OPERA E AMBIENTE NELLA DIMENSIONE GLOCAL (2005)</title>
		<link>http://domenicoquaranta.com/2009/09/in-out-opera-e-ambiente-nella-dimensione-glocal-2005/</link>
		<comments>http://domenicoquaranta.com/2009/09/in-out-opera-e-ambiente-nella-dimensione-glocal-2005/#comments</comments>
		<pubDate>Mon, 07 Sep 2009 16:16:23 +0000</pubDate>
		<dc:creator>Domenico Quaranta</dc:creator>
				<category><![CDATA[2005]]></category>
		<category><![CDATA[SHOWS]]></category>
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		<category><![CDATA[Davide Grassi]]></category>
		<category><![CDATA[Igor Stromajer]]></category>
		<category><![CDATA[Josh On]]></category>
		<category><![CDATA[Limiteazero]]></category>
		<category><![CDATA[luciano caramel]]></category>
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		<category><![CDATA[Yucef Merhi]]></category>

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		<description><![CDATA[IN &#38; OUT. OPERA E AMBIENTE NELLA DIMENSIONE GLOCAL Premio Michetti &#8211; 56a ed. Curated by Luciano Caramel New Media Art section curated by Domenico Quaranta July 23 &#8211; August 31, 2005, Fondazione Michetti, Francavilla al mare (CH, Italy) Invited artists: 01001001110101101.ORG, Thierry Alet, Maddalena Ambrosio, Karin Andersen, Salvatore Astore, Giampaolo Atzeni, Matteo Basilè, Carlo [...]]]></description>
			<content:encoded><![CDATA[<p><strong></p>
<div id="attachment_352" class="wp-caption alignnone" style="width: 410px"><strong><img class="size-medium wp-image-352" title="0396" src="http://domenicoquaranta.com/wp-content/uploads/2009/09/0396-400x300.jpg" alt="0100101110101101.ORG, Nikeground, 2003" width="400" height="300" /></strong><p class="wp-caption-text">0100101110101101.ORG, Nikeground, 2003</p></div>
<p></strong></p>
<p><strong>IN &amp; OUT. OPERA E AMBIENTE NELLA DIMENSIONE GLOCAL</strong></p>
<p><strong>Premio Michetti &#8211; 56a ed.</strong></p>
<p>Curated by <strong>Luciano Caramel</strong><br />
New Media Art section curated by <strong>Domenico Quaranta</strong><br />
July 23 &#8211; August 31, 2005, Fondazione Michetti, Francavilla al mare (CH, Italy)</p>
<p><span id="more-351"></span></p>
<p><strong>Invited artists: </strong><strong>01001001110101101.ORG</strong>, Thierry Alet, Maddalena Ambrosio, Karin Andersen, Salvatore Astore, Giampaolo Atzeni, Matteo Basilè, Carlo Bernardini, Benedetta Bonichi, Filippo Borella, Mario Bottinelli Montandon, <strong>Marco Cadioli</strong>, Giovanni Campus, Gennaro Castellano, Salvatore Cuschera, Carlo De Lorenzi, Marc Didou, Antonio Di Fabrizio, Sergio Fermariello, Franco Fienga, Antonio Fiorini, Ignazio Gadaleta, Alberto Ghinzani, Gaspare Gisone, Franco Giuli, <strong>Davide Grassi &amp; Igor Stromaier</strong>, Eduard Habicher, Marya Kazoun,                  <strong>Olia Lialina</strong>,                  <strong>Limiteazero</strong>, Marco Magrini, Franco Marrocco, Vincenzo Marsiglia, Ottonella Mocellin e Nicola Pellegrini, Manola Moretti, Fabrizio Musa, Davide Nido, Antonio Noia, <strong>Josh On</strong>, Antonella Padovese, Lucio Perone, Paola Pezzi, Roberto Priod, Giuseppe Restano, Claudio Rotta Loria, Sarah Seidmann, Francesco Simeti, MariaLuisa Tadei, Walter Valentini, <strong>Carlo Zanni &amp; Yucef Merhi</strong>.</p>
<p><strong><a href="http://domenicoquaranta.com/2009/09/opera-e-ambiente-nellera-di-internet/" target="_self">Catalogue text </a>(Italian)</strong></p>
<p><strong>Exibition images (Picasa)</strong></p>
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<td style="background: transparent url(http://picasaweb.google.com/s/c/transparent_album_background.gif) no-repeat scroll left center; height: 194px;" align="center"><a href="http://picasaweb.google.com/quaranta.domenico/56PremioMichetti?feat=embedwebsite"><img style="margin:1px 0 0 4px;" src="http://lh4.ggpht.com/_V_OGQBbabQo/SqUvtj9N9PE/AAAAAAAABiQ/rp8E6siLmfc/s160-c/56PremioMichetti.jpg" alt="" width="160" height="160" /></a></td>
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<td style="text-align:center;font-family:arial,sans-serif;font-size:11px"><a style="color:#4D4D4D;font-weight:bold;text-decoration:none;" href="http://picasaweb.google.com/quaranta.domenico/56PremioMichetti?feat=embedwebsite">56 Premio Michetti</a></td>
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		<title>Opera e ambiente nell&#8217;era di Internet</title>
		<link>http://domenicoquaranta.com/2009/09/opera-e-ambiente-nellera-di-internet/</link>
		<comments>http://domenicoquaranta.com/2009/09/opera-e-ambiente-nellera-di-internet/#comments</comments>
		<pubDate>Mon, 07 Sep 2009 16:02:11 +0000</pubDate>
		<dc:creator>Domenico Quaranta</dc:creator>
				<category><![CDATA[2005]]></category>
		<category><![CDATA[SHOWS]]></category>
		<category><![CDATA[TEXTS]]></category>
		<category><![CDATA[0100101110101101.ORG]]></category>
		<category><![CDATA[carlo zanni]]></category>
		<category><![CDATA[Davide Grassi]]></category>
		<category><![CDATA[Igor Stromajer]]></category>
		<category><![CDATA[Josh On]]></category>
		<category><![CDATA[Limiteazero]]></category>
		<category><![CDATA[luciano caramel]]></category>
		<category><![CDATA[Marco Cadioli]]></category>
		<category><![CDATA[Olia Lialina]]></category>
		<category><![CDATA[premio michetti]]></category>
		<category><![CDATA[Yucef Merhi]]></category>

		<guid isPermaLink="false">http://domenicoquaranta.com/?p=349</guid>
		<description><![CDATA[Curatorial text published in the catalogue Luciano Caramel (ed), In &#38; Out. Opera e ambiente nella dimensione glocal, exhibition catalogue, 56° Premio Michetti, Francavilla al Mare, Museo Michetti, July 23 &#8211; August 31, 2005. Vallecchi Firenze 2005. More on the exhibition here. Opera e ambiente nell&#8217;era di Internet Domenico Quaranta &#8220;Fu solo con l&#8217;avvento del [...]]]></description>
			<content:encoded><![CDATA[<p>Curatorial text published in the catalogue Luciano Caramel (ed), <em>In &amp; Out. Opera e ambiente nella dimensione glocal</em>, exhibition catalogue, 56° Premio Michetti, Francavilla al Mare, Museo Michetti, July 23 &#8211; August 31, 2005. Vallecchi Firenze 2005.</p>
<p>More on the exhibition <a href="http://domenicoquaranta.com/2009/09/in-out-opera-e-ambiente-nella-dimensione-glocal-2005/" target="_self">here</a>.</p>
<p><strong>Opera e ambiente nell&#8217;era di Internet</strong></p>
<p><strong>Domenico Quaranta<br />
</strong></p>
<p>&#8220;Fu solo con l&#8217;avvento del telegrafo che i messaggi poterono viaggiare più in fretta del messaggero&#8221;, scriveva Marshall McLuhan [1]. Oggi i messaggi viaggiano così velocemente che il rapporto tra il tempo del viaggio e la distanza percorsa diventa impercettibile. La distanza tra Roma e Adelaide è insignificante per una mail; e le migliaia di chilometri che separano un sistema GPS dal satellite vengono percorsi in un istante. Rispetto al digitale il mondo fisico corre tuttora su autostrade più lente, ma anche in questo caso la percezione soggettiva dello spazio è molto diversa dalla distanze reali. Qui vale la distinzione tra centri e periferie, per cui attraversare l&#8217;Atlantico non è diverso dall&#8217;attraversare la Lombardia, quando sul primo si viaggia in Concorde e si percorre la seconda su una sgangherata provinciale.<br />
<span id="more-349"></span> Il discorso sulle nuove tecnologie si concentra spesso sulle loro conseguenze psicologiche e sociali, sulla loro capacità di ridisegnarci come individui (&#8220;siamo tutti cyborg&#8221;) e di cambiare il nostro modo di vivere la socialità. Eppure, non c&#8217;è dubbio che una delle prime conseguenze dell&#8217;innovazione tecnologica sia una rinnovata percezione dello spazio, del mondo e delle distanze. L&#8217;innovazione trasforma l&#8217;ambiente in cui viviamo, e condiziona profondamente il nostro modo di viverlo. Quanto alla trasformazione reale del territorio, è sotto gli occhi di tutti. Meno leggibili, ma altrettanto radicali, sono i cambiamenti nel nostro modo di viverlo. Eppure, ci spostiamo su automobili dotate di sistemi satellitari incorporati; comunichiamo con persone dall’altra parte del mondo, anche se poi non conosciamo il nostro vicino; e se la piccola comunità montana ai margini della provincia ci sembra lontana anni luce, ci sentiamo a casa in città agli antipodi della nostra, ma che con lei condividono i caratteri della “global city”. Le distanze sono relative, così come i muri che innalziamo e abbattiamo di continuo. Ci muoviamo per il mondo secondo flussi prestabiliti da esigenze lavorative o turistiche, mescolandoci, di tanto in tanto, con quelli, altrettanto leggibili, degli emigranti.</p>
<p>Tutte le nuove tecnologie, dalla radio all’astronave, hanno contribuito ad annullare la percezione delle distanze, ampliando a dismisura il nostro spazio di vita e di azione. La Rete ha fatto molto di più, affiancando a un ulteriore indebolimento delle frontiere interne del &#8220;villaggio globale&#8221; rivelatoci dalla TV l&#8217;apertura di uno spazio totalmente nuovo: lo spazio di Internet. &#8220;Lo spazio di Internet non è neutro, non ha confini, non è stabile né unificato&#8221;, scrive Derrick de Kerckhove [2]. &#8220;È organico. Il suo moto è perpetuo e si comporta come un sistema autoregolato.&#8221; Somiglia ben poco al cyberspazio descritto da William Gibson, ma non c&#8217;è dubbio che si tratti di uno spazio. E in ogni caso, non abbiamo altro termine per descrivere una realtà in cui possiamo entrare e muoverci; da cui possiamo uscire o essere buttati fuori; in cui possiamo vendere e comprare, chiacchierare, discutere e manifestare, combattere per gioco o fare la guerra per davvero, essere sorvegliati e seguiti; vivere, nel senso più pieno del termine, o morire, ma solo virtualmente. Niente male, per una infrastruttura costituita da computer connessi in Rete.<br />
Lo spazio di Internet è uno spazio da colonizzare: e non a caso è stato spesso definito la &#8220;nuova frontiera&#8221;. Ma dai tempi del West, grazie a Dio, qualcosa l&#8217;abbiamo imparato: e se la storia di Internet è costellata da piccoli e grandi episodi di colonialismo selvaggio e di caccia agli indiani, non si è mai persa di vista la sua natura di luogo pubblico. Ancora tutto da costruire.<br />
Infine, lo spazio di Internet è uno spazio da progettare, così come vanno disegnate le sue relazioni con gli altri spazi, i ponti tra virtuale e reale. Coniugando arte, architettura e design, lo studio milanese <strong>Limiteazero</strong> va sviluppando un lavoro di rara coerenza sulle architetture del digitale e sui suoi modi di interfacciarsi con il mondo reale. In <em>The remains of you</em> lo spettatore, ripreso da una piccola telecamera, si riflette in uno schermo in cui può controllare il suo aspetto e i suoi movimenti. Sfiorando la bacchetta d’acciaio posta accanto allo schermo, l&#8217;installazione ferma l&#8217;immagine inquadrata in quel momento e la sottopone a un processo di sintesi, fino a ridurla alla sua forma più elementare. A questo punto, l’immagine viene modellata in 3D, conferendo al fantasma una nuova consistenza, una vita reale in un mondo di dati. Lo spazio al di là dello schermo è una sorta di Paese delle Meraviglie, che funziona secondo leggi proprie, ma che non cessa mai di relazionarsi al reale.</p>
<p>Lo spazio di Internet non è un altrove. Al contrario, è una delle tante tessere del complesso puzzle in cui ci troviamo a vivere: un environment complicato, abitato da comunità che vivono a velocità diverse, in cui i flussi di informazione si intrecciano con quelli di merci e persone, in cui alto e basso, globale e locale, naïveté e hi-tech si scontrano. Una collisione evidente in <em>Online Newspapers</em> (2005) l&#8217;ultimo lavoro della net artista russa                  <strong>Olia Lialina</strong>. Lialina giustappone le prime pagine di alcuni grandi giornali ai frammenti di un web &#8220;vernacolare&#8221;, e a un registro completamente diverso della comunicazione in Rete. Un lavoro leggibile a vari livelli, che affianca una riflessione disincantata sul carattere anestetizzante dell’informazione mediatica alla speranza nella possibilità di restituirgli un senso tramite un jamming divertito e divertente, che si serve di tralci di fiori, coccarde, bandiere e animazioni manga: un patrimonio pop le cui radici restano riconoscibili nonostante la globalizzazione della cultura. Scrive ancora de Kerckhove: &#8220;Più diventiamo globalmente consapevoli e più ci ritroviamo consci e protettivi nei confronti della nostra identità locale: nasce da qui il paradosso del villaggio globale. L&#8217;iperlocale è il necessario complemento dell&#8217;iperglobale&#8221;; e i nuovi media, aggiungiamo noi, danno il loro contributo a entrambe le dinamiche.</p>
<p>Anche per questo la presente edizione del Premio Michetti, dedicata al rapporto tra opera e ambiente nell&#8217;era glocal, non poteva restare indifferente alla sperimentazione artistica coi nuovi media, in quanto luogo privilegiato di esplorazione di queste dinamiche e di queste contraddizioni. La scelta proposta, va da se, è ben lontana dall&#8217;essere esaustiva, ed è assolutamente non coerente. Anzi: con Luciano Caramel abbiamo volutamente lavorato per fare in modo che questi lavori non venissero a costituire una sezione a parte, ma si integrassero in tutto e per tutto nel progetto complessivo. Si tratta di artisti, diversissimi per intenzioni e modalità operative, che per un certo periodo sono stati riuniti sotto la bandiera della net art. Come dimostrano i loro curricula, alcuni di loro hanno tentato di ritagliarsi una via nel sistema &#8220;ufficiale&#8221; dell&#8217;arte; altri continuano a lavorare sul delicato confine che separa l&#8217;arte contemporanea dalla sperimentazione tecnologica, dal media attivismo, dalla comunicazione, dall&#8217;architettura e dal design, in un territorio in cui non esistono sistemi e in cui tutto è ancora da costruire. Vivono negli interstizi, e ampliano i confini del mondo dell&#8217;arte. Sono gli artisti di un&#8217;era postmediale, e si muovono con disinvoltura tra un medium e l&#8217;altro, sfruttandone le prerogative per i loro scopi e studiando strategie alternative per la diffusione del loro messaggio.<br />
Poche realtà potrebbero esemplificare questo discorso meglio di                  <strong>0100101110101101.ORG</strong>, una identità collettiva che attraverso la manipolazione dei mezzi di comunicazione di massa mette in discussione la sacralità dell&#8217;opera d&#8217;arte, indaga i concetti di libertà e di condivisione, riflette sulla sorveglianza, sulla privatizzazione degli spazi pubblici, e sulla proprietà dei loghi. Tutte questioni sollevate dalla recente operazione <em>Nikeground</em> (2003 – 2004), che li ha visti sfidare l’impero economico della Nike, mettendo in discussione la sua capacità di invadere, con il suo stile e i suoi simboli, in nostro ambiente mentale come il nostro spazio di vita; laddove le <em>Perpetual Self Dis/Infecting Machine</em> (2001 &#8211; 2003), contaminate da un virus informatico che le costringe a un perenne processo di infezione e disinfezione, sono il simbolo della natura virale dell’arte, oltre a dimostrarci che lo spazio di Internet non è esente dalle problematiche che affliggono tutti gli altri ambienti. In un mondo globalizzato in cui la realtà è sempre più mediata, gli 0100101110101101.ORG non sono gli unici a servirsi in maniera spregiudicata dei media, e delle tattiche del marketing e della comunicazione, per dare vita a progetti che colpiscano con forza l&#8217;immaginario collettivo. Agli sloveni <strong>Davide Grassi</strong> e                  <strong>Igor Stromajer</strong> sono bastati l&#8217;adozione di una divisa da businessman e di un lessico manageriale, una serie di manifesti, un sito internet e poco altro per dare vita a <em>Problemarket.com</em>, la borsa dei problemi (2001). Se non c&#8217;è cosa che non possa essere venduta su eBay, e se i valori immateriali sono sempre più spesso all&#8217;origine di ingenti flussi di denaro, anche un problema può diventare una risorsa economica, e una fonte di profitto. Con grande intelligenza, Problemarket.com riesce a sollevare questioni decisive con il linguaggio del marketing, e a sciogliere con ironia il nodo gordiano che lega scelte politiche e poteri economici. Un nodo ci cui il neozelandese <strong>Josh On</strong> ci ha dato una formidabile mappatura con                  <em>They Rule</em> (2001), un enorme archivio online di informazioni sulla composizione dei board delle grandi multinazionali. La sua straordinaria interfaccia in Flash consente all&#8217;utente di navigare in questo complesso archivio di informazioni, disegnando gli organigrammi di una compatta classe dirigente e di rendere leggibile la vicinanza tra le scrivanie di chi – tanto per fare un esempio – guida una guerra in Medio Oriente e chi vi costruisce un oleodotto.<br />
Citando Panofski, il teorico dei media Lev Manovich ha sostenuto che la forma-database, ossia la logica che governa gli archivi informatici, rivoluziona a tal punto le modalità di creazione e di fruizione culturale, da poter essere considerata, come la prospettiva per l&#8217;era moderna, la &#8220;forma simbolica dell&#8217;era dei computer&#8221; [3]. Lavori come <em>They Rule</em>, o come                  <em>TimeIn</em> (2005) di                  <strong>Carlo Zanni</strong> e                  <strong>Yucef Merhi</strong>, hanno tutta l’aria di voler dimostrare la verità di questa affermazione. Traducendo una successione di dati provenienti da fonti diverse in una skyline urbana in continua evoluzione, TimeIn è il ritratto di una città (New York) attraverso la reinterpretazione dei flussi di informazione che la attraversano, delle notizie che ne condizionano l&#8217;esistenza quotidiana, e delle domande che assillano i suoi abitanti attraverso il filtro del loro oracolo preferito: <em>TimeOut New York</em>, &#8220;la guida ossessiva al divertimento impulsivo&#8221;, e a una città che proprio attraverso il divertimento sta imparando a governare la propria angoscia, il proprio &#8220;brutto tempo&#8221;.<br />
Ma il paesaggio, abbiamo visto, non è solo una metafora: è la realtà stessa della Rete. In quanto paesaggio,Internet può essere fotografata, e in quanto spazio pubblico, da vita a degli eventi che meritano di essere documentati. Da qualche anno a questa parte, il milanese <strong>Marco Cadioli</strong> si propone come fotoreporter della rete, documentando luoghi di relazione, eventi estemporanei, incontri con personaggi reali e virtuali; e in <em>Arenae</em> (2005) diventa addirittura reporter embedded che documenta le cruente battaglie che si svolgono negli ambienti di gioco online. Una guerra assolutamente reale in cui i giocatori si massacrano tra di loro, e che Cadioli documenta con un occhio a Robert Capa e un altro alla guerra vera: quella che i marines combattono dopo essersi allenati in apposite simulazioni, e che vivono come un videogame.</p>
<p>© Vallecchi Ed.</p>
<p><strong>NOTE</strong><br />
[1] Marshall McLuhan, Understanding Media, 1964. Tr. It. Gli strumenti del comunicare, Milano 1967.<br />
[2] Derrick de Kerckhove, The Skin of Culture, 1995. Tr. It. La pelle della cultura, Milano 1996.<br />
[3] Lev Manovich, The Language of New Media, 2001. Tr. it. Il linguaggio dei nuovi media, Olivares, 2002.</p>
<p>&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;-</p>
<p align="justify"><strong>0100101110101101.ORG</strong><br />
<em>Biennale.py.Perpetual Self Dis/Infecting Machine</em>, 2001-2003<br />
<a href="http://www.0100101110101101.org/">http://www.0100101110101101.org </a></p>
<p align="justify"><em>La Perpetual Self Dis/Infecting Machine</em> (2001 &#8211; 2003) raccoglie nel suo grembo il figlio di un progetto nato per la 49 Biennale di Venezia, in collaborazione con il collettivo [epidemiC]. <em>Biennale.py</em> è un virus informatico liberato, come opera d&#8217;arte, durante la Biennale: un lavoro che riflette contemporaneamente sul carattere virale che l&#8217;arte dovrebbe avere, e sulla natura poetica del codice informatico. Ma <em>Biennale.py</em> è e resta soprattutto un virus, che come qualsiasi virus organico si intrufola in un organismo, si riproduce e si diffonde grazie a condizioni ambientali favorevoli, se non viene prima stanato da un apposito antidoto: rivelando così la natura di Internet come ambiente globale, che deve sottostare alle leggi che governano qualsiasi altro ambiente. Confinato in una macchina priva di connessione, il virus non può che mettere in scena un processo, virtualmente infinito, di infezione e disinfezione: almeno in attesa che le condizioni tornino ad essere favorevoli alla sua diffusione.</p>
<p align="justify"><em>Nileground</em>, 2004<br />
<a href="http://www.0100101110101101.org/">http://www.0100101110101101.org </a> &#8211;       <a href="http://www.nikeground.com/">http://www.nikeground.com </a></p>
<p align="justify">Il video <em>Nikeground</em> (2004) documenta un progetto pubblico molto impegnativo, che ha visto il collettivo inscenare una truffa mediatica che ha coinvolto una delle multinazionali più note, la Nike. Installato, con il sostegno di una istituzione locale, un falso infobox al centro di Karlsplatz, la piazza principale di Vienna, 0100101110101101.ORG l&#8217;ha usato per propagandare l&#8217;ultima iniziativa della grande multinazionale, che avrebbe rinominato la piazza Nikeplatz, costruendo al centro uno spettacolare monumento allo &#8220;swoosh&#8221;, il suo celebre logo. Secondo un falso sito in perfetto stile Nike messo online per l&#8217;occasione, l&#8217;operazione era solo la prima tappa di un progetto che avrebbe trasformato molti altri centri urbani. La spettacolare performance ha suscitato ovviamente diverse reazioni, da quelle dei cittadini di Vienna &#8211; scandalizzati e stupiti, ma raramente increduli &#8211; a quella della stessa Nike, che ha immediatamente smentito l&#8217;operazione per poi trascinare 0100101110101101.ORG in una diatriba giudiziaria da cui è uscita sconfitta. &#8220;&#8230;abbiamo utilizzato l&#8217;intera città come palcoscenico per una grande performance, una sorta di spettacolo teatrale per un&#8217;audience e un cast inconsapevoli. Volevamo produrre un&#8217;allucinazione collettiva capace di modificare la percezione della città in modo completamente immersivo&#8221;, hanno dichiarato. Ma l&#8217;operazione, costruita su un uso innovativo dei media e delle tecniche di <em>marketing guerrilla</em>, solleva questioni molto più complesse, dalla denuncia dell&#8217;effettiva commercializzazione degli spazi pubblici, sempre più evidenti nelle nostre città, a quella della proprietà dei loghi, che rivestono il nostro corpo come un manichino pubblicitario ma che vengono rivendicati dalle aziende produttrici qualora tentiamo di servircene liberamente.</p>
<p align="justify">
<p align="justify"><strong>MARCO CADIOLI</strong><br />
<em>Interview with the Robot. Five questions to Lucy</em>, 2005<br />
<em>ARENAE: Quake III, Enemy Territory, Counter Strike</em>, 2005<br />
<a href="http://www.internetlandscape.it/">http://www.internetlandscape.it </a></p>
<p align="justify">Se la rete è un paesaggio e quello che vi accade è reale, posso documentare quello che vi accade come un fotoreporter documenta il mondo e i fatti dell&#8217;attualità storica. L&#8217;operazione procede su un duplice binario, concettuale e estetico. Da un lato, Marco Cadioli prende atto dello statuto di realtà di quanto avviene online, e lo afferma con le sue fotografie; dall&#8217;altro, sviluppa una ricerca sulla fotografia, sulle sue estetiche e sul suo significato, il che rende ogni reportage un&#8217;opera nuova, un lavoro dotato di senso proprio seppur all&#8217;interno del progetto complessivo.<br />
Cadioli si concentra sugli spazi di azione e interazione in Rete, i luoghi in cui le persone si ritrovano e le cose succedono. A volte si concentra su “eventi” specifici, altre sulla continuità e la quotidianità della comunicazione in rete, intrufolandosi nelle community e negli spazi virtuali di discussione, un cui gli utenti dialogano tra di loro attraverso i propri avatar. <em>Interview with the Robot. Five questions to Lucy</em> (2005) nasce come filiazione del reportage <em>Net Workers</em>, che ritraeva una serie di &#8220;robot&#8221; sviluppati da una azienda a scopi pubblicitari. Con Lucy, Cadioli va oltre al ritratto, ponendogli una serie di domande imbarazzanti sulla sua natura di &#8220;intelligenza artificiale&#8221; cui il robot risponde in modo spesso sorprendente. <em>Arenae</em> (2005), finora inedito, è invece il primo reportage di guerra di Cadioli, che da autentico reporter <em>embedded</em> si è posto al seguito di un appassionato di ambienti di gioco online. Questi giochi, che certo non brillano per qualità e realismo della grafica, devono il loro successo al fatto che l&#8217;interazione si svolge non tra giocatore e macchina, ma tra eserciti di giocatori che si ammazzano felicemente tra loro. Una volta costruito un proprio avatar, combattono una guerra assolutamente reale, che Cadioli documenta col bianco e nero di un Robert Capa, esplicitamente omaggiato in alcune inquadrature. La bassa risoluzione di questi ambienti non è, per Cadioli un limite, ma un’estetica, la qualità naturale di un paesaggio che anche in questo stiamo imparando ad amare.</p>
<p align="justify">
<p align="justify"><strong>DAVIDE GRASSI &amp; IGOR STROMAJER</strong><br />
<em>Problemarket.com &#8211; The Problem Stock Exchange</em>, 2001 -<em> ongoing</em>.<br />
<a href="http://www.aksioma.org/">http://www.aksioma.org </a> &#8211;     <a href="http://www.problemarket.com/">http://www.problemarket.com </a></p>
<p align="justify">Agli sloveni Davide Grassi e Igor Stromajer sono bastati l&#8217;adozione di una divisa da businessman e di un lessico manageriale, una serie di manifesti diffusi per la città di Ljubljana, un sito internet e poco altro per dare vita a<em> Problemarket.com</em>, la borsa dei problemi (2001). Se non c&#8217;è cosa che non possa essere venduta su eBay, e se i valori immateriali sono sempre più spesso all&#8217;origine di ingenti flussi di denaro, anche una realtà apparentemente negativa come i problemi, se considerata dal giusto punto di vista, può diventare una risorsa economica, e una fonte di profitto. Per questo, <em>Problemarket.com</em> favorisce la nascita di aziende che lavorino sulla compravendita di problemi, e offre una piattaforma per lo scambio delle loro azioni, che si svolge attraverso una moneta nuova di zecca, il PRO (a cui l&#8217;azienda ha eretto persino un monumento). Secondo l&#8217;impeccabile logica corporativa, i problemi non vanno risolti, ma mantenuti in quanto fonte di profitto: ecco quindi Grassi e Stromajer votare per Bush nelle ultime elezioni politiche, investendo in questo modo sul mantenimento dei problemi che la sua presidenza ha generato; o Antonio Caronia, direttore di <em>PROMediaSet</em>, congratularsi con Silvio Berlusconi per l&#8217;abilità con cui tiene in vita il conflitto di interessi. Dietro la parodia si cela ovviamente la denuncia dei problemi, individuali o collettivi, su cui l&#8217;azienda finge di fare profitto, ma anche della centralità che l&#8217;economia sta acquistando non solo nella vita individuale, ma anche nelle scelte politiche della collettività, sempre più condizionate dai poteri economici delle multinazionali. Il video proposto in mostra è un efficacissimo promo delle attività di <em>Problemarket.com</em>, in perfetto stile corporativo.</p>
<p align="justify">
<p align="justify"><strong>JOSH ON</strong><br />
<em>They Rule</em>, 2002<br />
<a href="http://www.theyrule.net/">www.theyrule.net </a></p>
<p align="justify">L&#8217;intreccio fra politica e interessi economici sopranazionali è l’oggetto di <em>They Rule </em>(2001), uno dei più celebri progetti in rete. Realizzato dal designer e artista neozelandese Josh On, <em>They Rule</em> è essenzialmente un enorme archivio online di informazioni sulla composizione dei board delle grandi multinazionali, americane ma non solo. La forza del progetto sta nella sua straordinaria interfaccia in Flash, che attraverso un design estremamente semplice ed intuitivo consente all&#8217;utente di navigare in questo complesso archivio di informazioni e di costruire delle mappe, che possono essere salvate e messe a disposizione di altri utenti. Se utilizzato con abilità, <em>They Rule</em> consente di disegnare gli organigrammi di una compatta classe dirigente, costituita da un numero di individui relativamente ristretto che siede contemporaneamente nei consigli direttivi di diverse <em>corporation</em>, oltre a rivestire un ruolo politico di primo piano. Una lettura attenta di queste mappe ci offre una spiegazione della politica internazionale molto più lucida ed efficace di quella che ci può dare l&#8217;analista di turno.<br />
<em>They Rule</em> non nasconde affatto la sua natura di <em>tool</em>, di strumento al servizio della controinformazione e dell&#8217;attivismo. Nel contempo, la straordinaria efficacia estetica delle sue mappe del potere, e la sapienza con cui traduce il flusso dell&#8217;informazione in immagine, unite alla sua evidente parentela con le istanze più politiche del concettuale, lo pongono senza dubbio sui labili confini dell&#8217;arte, giustificando pienamente la sua presenza in questa sede.</p>
<p align="justify">
<p align="justify"><strong>OLIA LIALINA</strong><br />
<em>Online Newspapers</em>, 2005  <a href="http://art.teleportacia.org/"> </a><br />
<a href="http://art.teleportacia.org/">http://art.teleportacia.org/ </a></p>
<p align="justify">In un lavoro di grande freschezza e di solo apparente semplicità Olia Lialina, una delle figure storiche della net art, porta a termine una riflessione decennale sulla trasformazione dell&#8217;informazione giornalistica ai tempi di Internet, giustapponendo semplicemente le prime pagine di alcuni celebri giornali ai frammenti di un web &#8220;vernacolare&#8221;, e a un registro completamente diverso della comunicazione in Rete. Dichiarata è la volontà di recuperare, restituendogli nuova vita, un patrimonio straordinario, ma raramente apprezzato in tutte le sue potenzialità: quello, appunto, appartenente a una fase ancora spontanea e quasi artigianale della storia di Internet. L’utilizzo della prima pagina della versione cartacea di giornali che hanno tutti un corrispettivo online tende, da un lato, a riflettere con ironia sull’evoluzione del web che, a più di dieci anni dalla sua comparsa, non è ancora riuscito a svincolarsi da un layout che ha forti debiti con il medium che avrebbe dovuto rendere obsoleto, la carta stampata; dall’altro, riprende un’ipotesi formulata dall’artista verso la metà degli anni Novanta, a proposito di quello che dovrebbe essere il sito internet di un quotidiano: multimediale, interattivo, strutturato su vari livelli. Infine, giustapponendo le sue gif fantasiose e vivaci alle immagini e alle notizie delle prime pagine dei quotidiani, Lialina sembra affiancare una riflessione disincantata sul carattere anestetizzante dell’informazione mediatica (per cui l’immagine di una tragedia non ha più peso di un elemento decorativo o di un banner) alla speranza nella possibilità di restituirgli un senso tramite un jamming divertito e divertente, che si serve di tralci di fiori, coccarde, bandiere e animazioni manga.</p>
<p align="justify">
<p align="justify"><strong>LIMITEAZERO</strong><br />
<em>The remains of you</em>, 2004  <a href="http://www.limiteazero.com/"> </a><br />
<a href="http://www.limiteazero.com/">http://www.limiteazero.com </a></p>
<p align="justify">Coniugando arte, architettura e design, e frequentando tutti questi ambienti senza mettere radici in nessuno di loro, lo studio milanese Limiteazero va sviluppando un lavoro di rara coerenza sulle architetture del digitale e sui suoi modi di interfacciarsi con il mondo reale. <em>The remains of you</em> è una installazione interattiva dal design severo ed essenziale, e dal funzionamento semplice e intuitivo. Ripreso da una piccola telecamera, lo spettatore si riflette in uno schermo, dove può controllare il suo aspetto e i suoi movimenti. Sfiorando la bacchetta di acciaio posta accanto allo schermo, l&#8217;installazione ferma l&#8217;immagine inquadrata in quel momento e avvia un processo di sintesi della stessa, fino a ridurla alla sua forma più elementare, un pallido fantasma di luce e ombra, simile a una fotografia cancellata dal tempo. A questo punto, l’immagine viene modellata in 3D, conferendo al fantasma una nuova consistenza, una vita reale in un mondo di dati. In questo modo, lo spazio al di là dello schermo viene descritto come una sorta di mondo alternativo, che funziona secondo leggi proprie, e che rende possibile una forma paradossale di fisicità virtuale.</p>
<p align="justify">
<p align="justify"><strong>CARLO ZANNI &amp; YUCEF MERHI</strong><br />
<em>TimeIn</em>, 2005<br />
<a href="http://www.zanni.org/">http://www.zanni.org </a> &#8211;     <a href="http://www.cibernetic.com/">http://www.cibernetic.com </a></p>
<p align="justify">Tutto il lavoro in rete di Carlo Zanni sembra votato ad arricchire il linguaggio prosaico delle interfacce con le forme sintetiche della poesia, a filtrare per noi la lingua arida del mondo dell&#8217;informazione per restituircela condensata in immagini di grande impatto visivo. <em>TimeIn</em> (2005), realizzato in collaborazione con l&#8217;artista venezuelano Yucef Merhi, è un lavoro molto complesso sul piano procedurale, ma che merita di essere spiegato perché, come spesso nei nuovi media, il senso del lavoro si cela proprio nel suo codice di programmazione. settembre 2004, Zanni &amp; Merhi si sono intrufolati nell&#8217;Online Queries Database di “Time Out New York” (TONY), uno dei magazine di riferimento per quanto riguarda la vita della città. L&#8217;archivio raccoglie le ricerche (&#8220;queries&#8221;) effettuate dai navigatori attraverso il motore di ricerca interno al sito. Incrociando questi dati con quelli provenienti da fonti diverse &#8211; una stazione meteo e l&#8217;homepage di cnn.com &#8211; i due artisti hanno disegnato un paesaggio urbano che si trasforma nel tempo sulla base dei cambiamenti nel flusso di dati. In particolare, le condizioni atmosferiche del cielo sono regolate sulla base dell&#8217;ora del giorno e dei dati forniti dalla stazione meteo del La Guardia Airport (NY), e aggiornate ogni 15 minuti; ogni quattro minuti compare un elicottero o un dirigibile, la cui sagoma, modellata per i primi sugli elicotteri di “Apocalypse Now” e per il secondo sullo storico “LZ-127 Zeppelin”, è ritagliata sull&#8217;immagine di una delle ultime notizie comparse sul sito cnn.com. Gli edifici costituiscono un insolito diagramma, aggiornato di minuto in minuto, del flusso di interrogazioni rivolte all&#8217;archivio di TONY, con gli edifici più alti che rappresentano le richieste più frequenti e numerose; le finestre degli edifici sono colorate dagli IP degli utenti (i numeri che identificano la loro macchina in rete), e gli alberi sono generati automaticamente. In questo modo, <em>TimeIn</em> viene ad essere una sorta di ritratto di una città (New York) attraverso la reinterpretazione dei flussi di informazione che la attraversano, delle notizie che ne condizionano l&#8217;esistenza quotidiana, e delle domande che assillano i suoi abitanti attraverso il filtro del loro oracolo preferito: &#8220;la guida ossessiva al divertimento impulsivo&#8221;, e a una città che proprio attraverso il divertimento sta imparando a governare la propria angoscia, il proprio &#8220;brutto tempo&#8221;.</p>
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		<title>Connessioni Leggendarie (2005)</title>
		<link>http://domenicoquaranta.com/2009/09/connessioni-leggendarie-2005/</link>
		<comments>http://domenicoquaranta.com/2009/09/connessioni-leggendarie-2005/#comments</comments>
		<pubDate>Mon, 07 Sep 2009 15:52:55 +0000</pubDate>
		<dc:creator>Domenico Quaranta</dc:creator>
				<category><![CDATA[2005]]></category>
		<category><![CDATA[SHOWS]]></category>
		<category><![CDATA[0100101110101101.ORG]]></category>
		<category><![CDATA[connessioni leggendarie]]></category>
		<category><![CDATA[joan leandre]]></category>
		<category><![CDATA[jodi]]></category>
		<category><![CDATA[luca lampo]]></category>
		<category><![CDATA[marco deseriis]]></category>
		<category><![CDATA[milan]]></category>
		<category><![CDATA[net art]]></category>
		<category><![CDATA[ubermorgen.com]]></category>

		<guid isPermaLink="false">http://domenicoquaranta.com/?p=346</guid>
		<description><![CDATA[CONNESSIONI LEGGENDARIE – NET.ART 1995-2005 Curated by Luca Lampo Scientific Board: 0100101110101101.ORG, Marco Deseriis, Domenico Quaranta Organization and production: Gabriele Miccichè, Alessandro Mininno Texts for the catalogue and for the exibition panels: Marco Deseriis and Domenico Quaranta Mediateca di Santa Teresa – Via della Moscova 28, Milan, Italy October 20 – November 10, 2005 Connessioni [...]]]></description>
			<content:encoded><![CDATA[<p><strong><img class="alignnone size-medium wp-image-347" title="CONNESSIONI LEGGENDARIE" src="http://domenicoquaranta.com/wp-content/uploads/2009/09/ConnessioniLeggendarie01-400x199.jpg" alt="CONNESSIONI LEGGENDARIE" width="400" height="199" /></strong></p>
<p><strong>CONNESSIONI LEGGENDARIE – NET.ART 1995-2005</strong></p>
<p>Curated by <strong>Luca Lampo</strong><br />
Scientific Board: <strong>0100101110101101.ORG, Marco Deseriis, Domenico Quaranta</strong><br />
Organization and production: Gabriele Miccichè, Alessandro Mininno<br />
Texts for the catalogue and for the exibition panels: <strong>Marco Deseriis and Domenico Quaranta</strong><br />
Mediateca di Santa Teresa – Via della Moscova 28, Milan, Italy<br />
October 20 – November 10, 2005</p>
<p>Connessioni Leggendarie is the first exhibition devoted to NET.ART history. Referring to a wide audience it reviews the years from 1995 to 2005; during this decade, artists separated by geographical and socio-political barriers shared ideas and artworks, using them as creative weapons over a new and unique continent: the Internet.<br />
Working with net languages, developing collective actions with a strong media impact, bringing irony, deconstruction and, why not, fun inside the formal severity of digital cultures, artists belonging to NET.ART gave life to a true legend.</p>
<p><span id="more-346"></span></p>
<p><strong>Invited artists:</strong></p>
<p>* Ubermorgen (Austria)<br />
* The Yes Men (U.S.A.)<br />
* Surveillance Camera Players (U.S.A.)<br />
* Sebastian J. F. (Austria)<br />
* RTMARK (U.S.A.)<br />
* Joan Leandre \ retroYou (Spain)<br />
* Mark Napier (U.S.A.)<br />
* Natalie Bookchin (U.S.A.)<br />
* Jodi (Holland)<br />
* 0100101110101101.ORG (Italia)<br />
* Jaromil (Italy/Austria)<br />
* I/O/D (U.K.)<br />
* Heath Bunting (U.K.)<br />
* Florian Cramer (Germany)<br />
* Electronic Disturbance Theater (U.S.A.)<br />
* Cornelia Sollfrank (Germany)<br />
* Alexei Shulgin (Russia)<br />
* Alexander R. Galloway (U.S.A.)<br />
* Adrian Ward (U.K.)<br />
* [epidemiC] (Italy)<br />
* Amy Alexander (U.S.A.)<br />
* Mongrel Project (U.K.)<br />
* Eldar Karhalev &amp; Ivan Khimin (Russia)<br />
* etoy (U.S.A./Holland/Germany/Austria)<br />
* Vuk Cosic (Slovenia)</p>
<p><strong><a href="http://domenicoquaranta.com/public/pdf/Connessioni_Leggendarie_eng_pr.pdf" target="_blank">Press Release</a> (downloadable pdf)</strong></p>
<p><strong><a href="http://domenicoquaranta.com/2009/09/the-legend-of-net-art/" target="_self">Catalogue Essay</a> &#8211; The Legend of net.art</strong></p>
<p><strong><a href="http://domenicoquaranta.com/public/pdf/Connessioni_Leggendarie_catalogue.pdf" target="_blank">Downloadable Catalogue</a> (Italian only)</strong></p>
<p><strong>Images of the exhibition:</strong></p>
<p>- <a href="http://www.flickr.com/photos/14618780@N07/sets/72157619739798152/" target="_blank">My set on Flickr</a></p>
<p>- <a href="http://www.ilribaltatore.net/connessionileggendarie/OpeningANDpeople/" target="_blank">Official set</a></p>
<p><strong>Press (selected):</strong></p>
<p>- Marco Mancuso, &#8220;<a href="http://www.digicult.it/digimag/article.asp?id=461" target="_blank">Connessioni Leggendarie. Interview to net.art</a>&#8220;, in <em>Digimag09</em>, November 2005.</p>
<p>- &#8220;<a href="http://www.neural.it/nnews/connessionileggendarie.htm" target="_blank">Connessioni Leggendarie, mostra storica di net art a Milano</a>&#8220;, in <em>Neural.it</em>, October 19, 2005.</p>
<p>- Marco Enrico Giacomelli, &#8220;<a href="http://www.exibart.com/notizia.asp/IDNotizia/15030/IDCategoria/69" target="_blank">Connessioni Leggendarie</a>&#8220;, in <em>Exibart</em>, November 1, 2005.</p>
<p><strong>More:</strong></p>
<p>- &#8220;<a href="http://www.ubermorgen.com/lectures/milano/milano_lecture.html" target="_blank">Digital Actionism and Media Hacking</a>&#8220;. Lecture by UBERMORGEN.COM, Mediateca Santa Teresa, November 4, 2005.</p>
<p>- Domenico Quaranta, &#8220;<a href="http://www.vagueterrain.net/journal11/domenico-quaranta/02">Lost in Translation. Or, bringing Net Art to another Place &#8211; pardon, Context.&#8221;</a>, in <em>Vague Terrain</em>, September 2008. <a href="http://www.vagueterrain.net/journal11/domenico-quaranta/02"><br />
</a></p>
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		</item>
		<item>
		<title>The legend of net.art</title>
		<link>http://domenicoquaranta.com/2009/09/the-legend-of-net-art/</link>
		<comments>http://domenicoquaranta.com/2009/09/the-legend-of-net-art/#comments</comments>
		<pubDate>Mon, 07 Sep 2009 15:17:52 +0000</pubDate>
		<dc:creator>Domenico Quaranta</dc:creator>
				<category><![CDATA[2005]]></category>
		<category><![CDATA[TEXTS]]></category>
		<category><![CDATA[0100101110101101.ORG]]></category>
		<category><![CDATA[alexei shulgin]]></category>
		<category><![CDATA[avantgarde]]></category>
		<category><![CDATA[connessioni leggendarie]]></category>
		<category><![CDATA[milan]]></category>
		<category><![CDATA[net art]]></category>
		<category><![CDATA[new media art]]></category>
		<category><![CDATA[vuk cosic]]></category>

		<guid isPermaLink="false">http://domenicoquaranta.com/?p=344</guid>
		<description><![CDATA[Published in: Luca Lampo, Marco Deseriis, Domenico Quaranta, CONNESSIONI LEGGENDARIE. NET.ART 1995 – 2005, exhibition catalogue, Milan 2005. The legend of net.art Domenico Quaranta Mythology has always played a vital role in art and its narration. From Leonardo to Duchamp, Caravaggio to De Chirico, Skakespeare to Jarry, all the greatest artists have knowingly encouraged the [...]]]></description>
			<content:encoded><![CDATA[<p>Published in: Luca Lampo, Marco Deseriis, Domenico Quaranta, <em>CONNESSIONI LEGGENDARIE. NET.ART 1995 – 2005</em>, exhibition catalogue, Milan 2005.</p>
<p><strong>The legend of net.art</strong></p>
<p>Domenico Quaranta</p>
<p>Mythology has always played a vital role in art and its narration. From Leonardo to Duchamp, Caravaggio to De Chirico, Skakespeare to Jarry, all the greatest artists have knowingly encouraged the creation of a legendary superstructure around their identities, with the active participation of historians, narrators and contemporaries. Few of them have managed to live out their legends to the full: more often than not they have cleverly manipulated reality using the means of communication at their disposal, effortlessly donning their carefully constructed personalities on all public occasions and jealously guarding their private lives, concealing their own fragile truths behind an armor of mystification.</p>
<p>The historic avant-garde movements painstakingly perfected the weaponry of mystification, constructing solid castles on foundations of thin air: just think of Arthur Cravan, the anarchic dadaist performer, or Jacques Vaché, a posthumous legend created by the surrealists out of an epistolary exchange. The avant-garde movements get the credit for having transferred mythology from the individual plane of “genius” to the collective arena, lending the narration of the legend an unassailable coherence.</p>
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<p>From this point of view, dada is a case in point: the narrative constructions overlap, intersect, and contradict each other, but the historic truths they conceal remain out of reach. And it was precisely this that transformed a group of mischief-makers, with little to contribute on the aesthetic front, into the most disruptive avant-garde movement of the 20th century. It would obviously be meaningless to explore dadaism apart from the legendary superstructure it created around itself: the mythopoesis is an integral part of the oeuvre, and one cannot exist without the other. If I was a more sophisticated critic I would go so far as to say that the construction of a legend becomes a necessity from the moment in which a work of art loses its “aura”: the alternative is becoming a mere product, without any kind of added value.</p>
<p>Throughout the twentieth century mythopoesis was the strategy of choice used by all the movements which opposed the other great mechanism for the legitimization of art without an aura: the market and the museum. And strangely enough, as the myth-making machine perfected its tactics, it went increasingly underground, taking us from Dadaism to Fluxus to Situationism, Punk, Neoism and Luther Blissett. Meanwhile contemporary art was getting ever more prosaic and incapable of forging superstructures. The exception that confirms the rule is Young British Art: a weak legend built around the stereotype of a group of “mad, bad and dangerous” youths by a talented advertising executive to support a precise financial strategy.</p>
<p>All of which leads us to the fact that, at the beginning of the nineties, when a small group of artists scattered around the globe began experimenting with the internet, they found themselves in an ideal position to fashion a new legend. And they exploited the situation to perfection, giving rise to the greatest artistic set-up of the 20th century. Net.art, to be precise. But one thing at a time.</p>
<p>Working in an accessible, distributed medium, where the concepts of copy and original no longer have meaning, and property does not exist, the first net.artists were in no position to rely on the legitimization mechanisms of trade and exhibiting, which in any case they had a number of reservations about. On the other hand, however, they had got their hands on an extraordinary means of distribution and communication which forged a direct link between sender and receiver, which enabled them to reach the public at large with great ease, and manipulate people, the other media and the main vehicles of information with equal ease. Here was a medium that went so far as to encourage the creation of fictitious identities, because “on the web, no-one knows you’re a dog”. A medium that had already showed its potential to spawn legends like Condor, the elusive hacker Kevin Mitnick. And a medium that enabled people to work in networks, giving a small group of ground-breaking artists global connotations, and lending their work unprecedented impact.</p>
<p>The result is that, browsing through the “deposits” of net.art today, namely the archives of historic newsletters like Nettime, 7-11, Rhizome and Syndicate, the art historian gets the impression of perusing a heroic age recounted in real time by scores of poets who constructed their own legends piece by piece. This was done with a sense of irony befitting a post-modern avant-garde movement, which merely multiplied the levels of mystification. And they did it with the active participation of militant criticism, which robs anyone attempting a reliable reconstruction of events of even the barest glimmer of truth. Every e-mail, every essay, every interview, is another piece in the puzzle. As this book is.</p>
<p>Net.art produced and challenged the legend of its own genesis, the phrase “automatically generated by a piece of malfunctioning software” [1]; and recounted its first faltering steps, the meeting in Trieste (May 1996)  and the London conferences in 1996 and 1997. It laid claim to founding fathers without ever taking a paternity test, and it told us its own story, step by step, presenting us with a conveniently pre-packaged version; it predicted the outcome of its encounter with the art world, and its own precocious gallery debut; it told of its own death and built itself an impregnable mausoleum, where its mortal remains attempt to crumble into dust, because this is the only way to ensure a legend true staying power.</p>
<p>Inconsistencies and contradictions, as we learned from dada, are an integral part of this hall of mirrors: enabling Alexei Shulgin to pronounce net.art dead, but continue to produce unforgettable projects; and 0100101110101101.ORG to hide their identity behind a series of zeros and ones and at the same time adopt a form of explicit openness that borders on the pornographic in the project Life Sharing  (2000), which granted the viewer complete access to their computer; and Vuk Cosic to write: “My next idea is to set up an initiative where the greatest number of finished works by net.artists will be collected on a DVD and given to web masters to create mirror sites. At the same time I am starting my career as an artist, which makes this project impossible.” [2]</p>
<p>As the legend was a collective invention, it is obviously impossible to identify the contributions of single individuals. We focus on a few, from which it is possible to select a number of particularly meaningful examples. Vuk Cosic, allegedly responsible for coining the term “net.art” – allegedly, because as a self-respecting dadaist he did not invent the term but came across it, has adopted a Duchampian attitude that has taken him from his first brilliant experiments to almost total inactivity. And we had been warned: “I go to the conferences. That is what net.art is.” [3] The former archeologist turned net.artist and media archeologist turns out speeches on net.art with the same nonchalance that Duchamp made art playing chess. And he is in excellent company in this ironic form of self-historicization. Alexei Shulgin has inscribed his definition of net.art, his story, rules and even his future on genuine Tables of the Law, erecting a monument “aere perennius”, as Horace would have put it. When net.art first made it into the galleries, Olia Lialina responded by setting up her very own made-to-measure museum online. While Jodi, the first mythological creature of net.art, the black hole that terrified, exalted and amused thousands of internet users, studied ways of getting their own legend into real-life gallery and museum venues. 0100101110101101.ORG, with the collaboration of a wider network known as d-i-n-a, organized events inviting the tutelary deities of their own highly [im]personal pantheon, under the telling title of the “Influencers”. And in 2003, less than a decade from the beginning of the story we are telling, Josephine Bosma was already talking about a kind of nostalgic revival of net.art’s “heroic period”, in the context of a show meaningfully entitled “An archaeology of net.art”. [4]</p>
<p>Like every self-respecting legend, net.art obviously has its heroic episodes, which are well-represented here: the theft of the Documenta X site, perpetrated by Vuk Cosic; the digital hijack e-toy used to reveal itself to the world; the stunt pulled off by Cornelia Sollfrank, who managed to con one of the first institutional attempts to get a hold on net.art, by generating more than 200 female net.artists out of thin air. And Toywar, in which net.art won its battle against the corporation baddies, then the series of masterful thefts by means of which 0100101110101101.ORG captured international attention in the space of a few months, becoming the Bonnie and Clyde of net.art, not to mention the front page stories of the feats of The Yes Men and Vote-auction.</p>
<p>Before concluding, there is one last question to answer: is net.art really dead? Obviously not. Its death, like its birth, is part of the legend, and the reality is very different. There are no movements that are born and then die, and what we have here is an oscillating flow of experimentation with the media and new technologies which spans the second half of the 20th century and extends into the new millennium. A flow made up of isolated experiences, key encounters and episodes of networking, with heroic battles and other times when things fell more into line with market forces. A flow in which the legend of net.art represents the great, indisputable masterpiece.</p>
<p><strong>FOOTNOTES</strong></p>
<p>[1] Alexei Shulgin, <em>Net.art, The Origin</em>, message sent to “Nettime” on 18 March 1997.</p>
<p>[2] Vuk Cosic, <em>One Artist One Art System</em>, in “net_condition”, 1999, <a href="http://on1.zkm.de/netcondition/projects/project15/bio_e" target="_blank">http://on1.zkm.de/netcondition/projects/project15/bio_e</a></p>
<p>[3] Vuk Cosic, in Josephine Bosma, <em>Vuk Cosic Interview: net.art per se</em>, in “Nettime”, 29 September 1997.</p>
<p>[4] Josephine Bosma, <em>The Dot on a Velvet Pillow &#8211; Net.art Nostalgia and net art today</em>, 2003. In Per Platou (edited by), <em>Skrevet i stein. En net.art arkeologi [Written in Stone. A net.art archaeology]</em>, catalogue of the exhibition, Museet for Samtidskunst, Oslo, 22 March &#8211; 25 May 2003. <a href="http://www.student.uib.no/%7Estud2081/utstilling/" target="_blank">http://www.student.uib.no/%7Estud2081/utstilling/</a></p>
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