Archive for the ‘performance’ tag
Displaced Familiarity. Interview with Scott Kildall

Scott Kildall, Void (2006). Recreation of "Leap Into the Void »" by Yves Klein
Domenico Quaranta, “Displaced Familiarity. Interview with Scott Kildall”, first published in Spawn of the Surreal, August 31, 2007.
Scott Kildall is a visual artist currently living in San Francisco, where he is working as a fellowship artist with the Kala Art Institute. In 2006 he received an M.F.A. from the School of the Art Institute of Chicago. Starting in 2001, he put together a huge body of work in a variety of media including video installation, sound architecture, electromechanical sculpture and single-channel video projection.
Being interested in issues such as “dislocation, transition and emotional upheaval” and in the “exploration of anticipatory moments”, it’s no surprise that he was attracted by Second Life, where he become Great Escape, the purple-faced member of the Second Front performance group, that he co-founded in 2006. There he anticipated the re-enactment trend with his print series Paradise Ahead, and there he is developing (together with artist Victoria Scott) his last project, No Matter, one of the winners of the Mixed Realities Commissions organized by Turbulence.org and Ars Virtua (see the end of this interview for more details on the project). By the way, No Matter is not the first fruit of this collaboration: in 2006 they made, for a residency at the Banff Centre for the Arts, 2×2, an interactive (that doesn’t mean digital) installation about the psychology of online social networks: basically, a message board with a grid of holes where people can put their messages (written on rolled-up post-its), read and take away messages left by other people in an evolving, “anonymous and public information system”.
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Troubles in Paradise. How happened that an artist was banned from the Odyssey Sim
Domenico Quaranta, “Troubles in Paradise. How happened that an artist was banned from the Odyssey Sim”. First published on Spawn of the Surreal, October 8, 2007.
Some days ago (namely on Saturday, October 06, 18:42 Second Life time), an artist was banned from Odyssey. No playing: Odyssey, well know in Second Life as the most free, open-minded context for artists and performers, the place where Gazira Babeli set her retrospective and where most of Second Front’s performances took place, for the first time seems to set a limit to the freedom of its own residents. Someone ate the forbidden apple, and was expelled from Paradise.
This is, at least, what we could understand reading a current thread on Rhizome. But what really happened that awful day? How can we explain it? Let’s start from the beginning.
Salvatore Iaconesi, alias xdxd, is an Italian new media artist, activist and open source coder who did an impressive amount of work in many fields, ranging from generative art to artificial intelligence, from performance to code poetry to interactive installations. Some months ago, he entered Second Life and he did some un-authorized installations at Ars Virtua and in other places. In many private and public discussions, he never made a mistery of his criticism against Second Life. As most of the best artists inside there, he is conscious to be in a technically limited environment, where most of the things pretending to be “art” are childish efforts, miles and miles away from what we currently call “contemporary art”. But the fact that he kept on working in Second Life demonstrates that he sees in it an interesting socio-cultural context, where he can play with its human (or inhuman) dynamics. Or, in his own words: “I really don’t even value Second Life so much. Want to know what i find interesting in it? the social-niche mindfucker that it became, and the way that it has been exploited from mass media, and the mechanisms behind mediocre people using it to gain attention, and a badly-recycled form of human nature struggling to come out over there, too.”
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Kiss the Sky, or, is there art without narration?

First published on Spawn of the Surreal, May 22, 2008.
Yesterday morning I spent a couple of hours in Second Life to visit Kiss the Sky, an huge exhibition curated by artist DC Spensley (DanCoyote Antonelli in SL) for the New Media Consortium in collaboration with the Museum of Hyperformalism, directed by DanCoyote himself. Kiss the Sky pretends to be the “definitive group exhibition of Hyperformalism”, with 37 installations by over a dozen artists: Chance Abattoir, Vlad Bjornson, nand Nerd, Selavy Oh, Adam Ramona, Nebulosus Severine, AngryBeth Shortbread, Sasun Steinbeck, Sabine Stonebender, Seifert Surface, elros Tuominen, Juria Yoshikawa, and i7o Zhu.
The notecard of the exhibition includes the following definition of Hyperformalism:
“Hyperformalism is non-figurative abstraction in hyper-medium and has been known to include abstract objects arranged in simulated space, navigable on a network as well as expressions of reactive and interactive artwork behaviors and geometric or algorithmic pattern play in 2, 3, and 4 dimensions. This list is far from comprehensive. Because Hyperformalism is not representational, viewer relationships are less fettered by pre-existing symbolic weight and artworks encourage fascination with form for its own sake. The virtual world provides the ability to liberate the work from scale constraints and provides a perfect context for this post-conceptualist form.”
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Hammering the Void

Gazira Babeli, Hammering the Void, Installation with engraved hammer, 100 x 100 x 40 cm, 2009. Courtesy DAM Gallery, Berlin.
Text written for Gazira Babeli‘s first solo exhibition at DAM Gallery, Berlin (May 30 – July 31, 2009). First published on Spawn of the Surreal.
“The world we actually have does not meet my standards.” – Philip K. Dick
In 1920, at the opening of a Dada exhibition in Köln, Max Ernst made an axe available for the audience. As far as I know, this gesture was never reenacted. That’s a shame. An artwork should always come with an axe in attach. This would remind us that art must be loved, or hated. That it deserves more than an idiot gaze. Duchamp took years to make us accept his urinal, yet he’s still unable to persuade us to use it in the more logical way: pissing into it. I bet he would be happy with this kind of interaction: turning an artwork into an urinal.
Gazira Babeli never reenacts – she acts. She’s worshipped as a marabout, but she hates spells and she does her best to break them. Tell her “aura” and she’ll throw an hail of meteoroids onto you. Tell her “virtual” and she’ll shoot you into the air at 900 km/h. When, in 2006, she made Come To Heaven, she released the code of the performance through her website: she discovered the painful delights of being beaten up by a computer graphics card, and she wanted to share this feeling with everybody.
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Gaz me two times, baby (Gaz me twice today)

Gaz me two times, baby (Gaz me twice today)
Published in: Domenico Quaranta (ed), Gazira Babeli, FPEditions, Brescia, March 2008, pp. 88, € 20.00, ISBN 978-88-903308-2-7 [italian edition] 978-88-903308-3-4 [english edition]. With texts by Patrick Lichty, Alan Sondheim and Mario Gerosa.
Babeli. On 31 March 2006, when Gazira chose her surname from the options on the Second Life registration page, she must have guessed that language was going to be crucial aspect of her life as an avatar. She would have seen it from the fact that an avatar, even before it has a body, gets a name. What she couldn’t have known then is that she would be responsible for a body of work that, starting from language itself, would turn Second Life on its head. And she certainly could never have guessed that she was set to become a household name among its residents [1]…
Gaz /gaz/ verb (gaz-zing; past: gaz-zed; past part. gaz-zed) 1 [trans.] deform; submerge under a shower of pop icons; hurl someone from hundreds of meters, dashing his or her polygons onto the graphics card; shut someone into a can of Campbell’s soup; transform a respectable avatar into a crazed maniac running every animation in its inventory in random order… 2 [fig.] Remove an avatar from its self-imposed state of immaturity, by showing it that the consensual hallucination it inhabits is not real, or a poor imitation of a mistaken idea of reality, but an imperfect mishmash of code, textures and polygons, in which Gaz too lives and works. [Derivatives] Gazhat; Gazwork…




