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On Wednesday, Nov 20, I attended a panel discussion on "Painting in the Age of Digital Manipulation" at Artists' Space in NYC. Mark Tribe, director of the new media website rhizome.org, moderated, and each of the four panelists, Claire Corey (image below), Millree Hughes, Sherry Mayo, and Fabian Marcaccio, showed slides and fielded questions. The panel was a clash of cultures, to some extent, since rhizome.org exists within an infrastructure of funding and exhibition spaces largely distinct from the "gallery world" that the four panelists inhabit. Tribe's opening remarks contained an intriguing word choice. He described the panelists as painters using digital tools, as opposed to technologists making paintings. This immediately made me wonder "Who would be in the latter category?"

I'll go ahead and answer my own question and say that John Maeda and Golan Levin, programmer/artists from the MIT Media Lab environment, immediately spring to mind as "technologists making paintings." Their inclusion might have made the panel more meaningful, but it was frankly more enjoyable looking at work by technological autodidacts who really know how to push (virtual) paint around. Interestingly, although all four panelists are concerned with output, printing their work on canvas or other materials for ultimate display in galleries and museums, they all used multimedia tools--CD, DVD, digital animation--to show it to the audience. During these presentations, their work was indistinguishable from much new media art. One's respect for Corey's and Hughes' work really deepened when you saw animations of their work-in-process. Corey's DVD took viewers through 25 stages in the development of one of her paintings, and it was amazing how radically the piece changed from one stage to the next. Hughes, who uses Flash as his primary paint program, showed an interactive game where an unseen button pusher makes random combinations of colors, sizes, and spatial orientations; Hughes works the "byproducts" of the game into his creative process.

Hughes also read an eloquent prepared statement, in which he discussed the activities of the digital painter in the context of the "contingent reality" of the Internet, where every opinion is given weight and facts are hard to separate from hearsay. He distinguished the digital painter's choices in making art from the consumer's choices online (the former being infinite and problematized; the latter being determined largely by checking boxes in multiple choice forms). Sherry Mayo made a similar point later when she analogized computer art to early video art, which subverted the conventions of commercial TV by making the tapes longer than most people's attention spans, through odd cropping strategies, and so forth.

After the four articulate presentations, I felt like groaning when someone in the audience asked the (predominantly abstract) artists on the panel, "Can each of you say how you're addressing the issue of content of your work?" Beneath this question lies a very tired, conservative accusation: that pictures of people, places and things have content and abstract art does not. All the artists patiently (re-)answered the question, even though they'd been discussing content for the previous hour. Tribe also raised a rather old-fashioned issue, half-apologetically (considering his stake in new media), when he asked (of all but Marcaccio): "Do any of you miss pushing actual paint around?" The consensus was that the artists didn't. Tribe also asked if the four artists felt they were the vanguard--if they felt more historically important--being the first to use a new medium. No one was trapped in that kind of pomposity, but of course they are more courageous and enterprising to move into an area that has minimal collector support.

- tom moody 11-22-2002 11:41 pm [link] [16 comments]



Just ordered 2 books from amazon.com: Xtreme Houses, by Courtenay Smith and Sean Topham, and the recent reissue of Philip K. Dick's Counter-Clock World.

Here's an excerpt from the publisher's notes on Xtreme Houses (I'll review it myself after I get a copy; I'm plugging it now because Courtenay's a friend of mine and I've been following the progress of the book pre-publication):

“The house has become to contemporary architects what the seven-inch single was to Punk bands,” declare Courtenay Smith and Sean Topham. “It is a liberating challenge for its designer and an immediate, accessible product for the end user.” Xtreme Houses examines forty-five newly designed and built dwelling spaces by architects, artists, collectives and individuals from around the globe. Responding to the changing desires of consumers and the inevitable influences of overpopulation, suburban sprawl, environmental concerns, technological advances and economic fluctuation, each of the selected projects offers radical and unique solutions to our basic human need for shelter.

Xtreme Houses considers four general approaches to residential dwellings. The first chapter entitled “Self-Construct” covers a variety of do-it-yourself strategies. From private individuals who consider custom building a luxury to impoverished self-builders for whom it is the only means to obtain shelter, taking matters into one’s own hands and starting from scratch has resulted in exceptional and innovative housing solutions. Three pioneering examples are Michael Hoenes’ Tin-Can Houses in Africa, Brooklyn artist Vito Acconci’s House of Cars #2, and Atlanta-based Richard Martin’s Global Peace Containers in Jamaica, an entire community constructed from converted shipping containers.

Aided by the Internet, fewer people are bound to their jobs by location and are opting to live in rural areas. Chapter 2, “Move to the Sticks” focuses on nontraditional country abodes that work in harmony with their surroundings. Unlike conventional country cabins, these homes disappear into the landscape, as is the case with Michael Reynolds’ Earthships, float on water like Jean-Michel Ducanelle’s Aquasphere, or rest in the trees such as Softroom’s Tree House. As with other dwellings throughout the book, many of the projects take tremendous strides toward sustainable building, including Rural Studio’s Corrugated Construction made from recycled cardboard.

Chapter 3, “Bring Your Own Building,” explores modern takes on nomadic living. In addition to discussing the plight of forced nomads, such as refugees, the homeless and other displaced people, this chapter also examines transient living as a purposeful choice, often adopted by fashionable young urbanites and the super wealthy. California architect Jennifer Siegal and New York artist Andrea Zittel revisit the mobile trailer home, while other designers explore portable pods and articles of clothing that double as architecture, also known as “clothes to live in” or “buildings to wear.”

The final chapter, “Space Invaders,” discusses innovative methods of inhabiting the rare empty spaces left in cities. Through stacking, hanging, inserting and inflating, these homes playfully reclaim unused urban gaps. Many tap into underutilized resources, such as New York-based Michael Rakowitz’s inflatable homeless shelters which attach to the ventilation systems of public buildings. Others hang outside windows or are inserted into the existing infrastructure, such as LOT/EK’s Guzman Penthouse which rests on top of a Manhattan skyscraper.

Well-written and generously illustrated with photographs, drawings and plans, this exciting new book provides a sampling of the most cutting-edge developments in residential housing. Whether spurred by the latest advances in technology or the scarce resources of poverty, these homes challenge our traditional notions of what a house can be and demonstrate architecture’s ability to shape the way we live. They will undoubtedly set the standard for where and how we live, now and in the future.

Other featured dwellings by: Cal-Earth, FAT, Doug Garofalo, Herman Hertzberger, Doug Jackson, Jones, Partners: Architecture, Lacaton & Vassal, Atelier van Lieshout, Greg Lynn FORM, Monolithic Dome Institute, N55, Oosterhuis.nl, OpenOffice, Po.D., Marjetica Potrc, Michael Rakowitz, Jessica Stockholder, Sarah Wigglesworth, and Krzysztof Wodiczko, among others.

And here's my amazon.com review of Dick's Counter-Clock World, posted four years ago, when the book was long out of print:

Packs more paradoxes to the page than the brain can handle, July 10, 1998

Dick attempts the impossible task of making time seem to flow backwards as the reader moves forward through the book. An eerie and unforgettable premise has the dead being "born" in their graves, crying out to be exhumed so they can begin their reverse trek through life. In other scenes food is vomited onto plates and then boxed and returned to the shelf, while bodily wastes are ingested through a "sogum pipe," a process alluded to several times but mercifully never depicted. Eventually the book reaches an action-packed climax (shouldn't it have occurred at the beginning?), in which bullets are sucked back into firearms and so forth, but by that time the paradoxes have come so fast and furious that the reader's brain has imploded. As in so many of his novels, Dick throws too many balls in the air to keep the juggling act going, and as scientifically plausible fiction, it's a mess, but only a genius would have attempted an idea as weird as this one, and taken it as far as Dick does.


- tom moody 11-18-2002 2:12 am [link] [20 comments]



Okay, Digital Media Tree is now on a new server. Everything should be the same here. I'm still working on my review of One Hour Photo--it's harder and more involved than I thought! I only saw the movie once, and came out of the theatre with the theory that Sy Parrish, the moto-photo manager/nutjob played by Robin Williams, is a latent artist. On the surface the story is about his psychological meltdown but on a subtext level--what the images are telling you--it's about the personal paradigm shift of a frustrated creative type. None of the other reviews discussed that aspect. I still think I'm onto something but to make the piece work I have to explain some of the underlying art precedents--Hanne Darboven, Sophie Calle, Wolfgang Tillmans, etc. [Addendum: I finally finished the piece and it's here.]

Speaking of art in movies, it's ironic to me that Jeremy Blake's colorfield animations were tapped for Paul Thomas Anderson's movie Punch-Drunk Love. In an article published last year, I noted that Blake's work was primitive compared to Hollywood's most run-of-the-mill magic (say, the credits in Hollow Man) but that the art world was gaga for how "high tech" it was. Evidently PT Anderson is awed by the aura of art and picked Blake to incorporate some of that "art mystique" into the film (or maybe found his work inexpensive by Hollywood standards?).

In any case, I was right that Blake's art looks really low tech up there on the big screen, compared to what we're used to seeing. But, to add another irony loop, it kind of works on that level! I'm not sure what the hell these color bars and Morris Louis blobs are doing in the movie: I suppose they represent the zany hallucinatory state of its mentally ill main character, played by Adam Sandler. Considered alongside the toy organ that keeps popping up incongruously in the film, I thought of the Optigan, a '60s keyboard instrument with discs that "played colors." (See Bruce Sterling's "dead media project.") Anyway, I thought the Blake stuff worked but maybe not for the reasons anyone involved with the project did. Am I wrong? What was PT Anderson thinking?

Maybe PTA included the Blake because its slightly crude, retro look invoked the '60s, in a movie that is in many ways a self-conscious throwback to the madcap counterculture comedies of that era (e.g., Coppola's You're A Big Boy Now). But Blake isn't celebrated in the art world for being crude and retro--his work is sold as the latest cuttin' edge computer art! There's a contradiction that needs to be addressed here.

- tom moody 11-16-2002 1:05 am [link] [5 comments]



Digital Media Tree is moving to a new server, which is great. Don't be surprised if you check this page Friday, Nov. 15 (to see the giant alligator or whatever) and get a "page not found." The site'll be down for 24 hours or so, and when it returns I hope to have my critique of the movie One Hour Photo finally posted. Or maybe not.

- tom moody 11-13-2002 12:06 am [link] [5 comments]



Thoughts on Monotrona, Cory Arcangel, and the return of Old School Vid Games. I've never been much of a player of videogames but I love the distinctive, cheap-synth-meets-sped-up-player-piano sound of the early consoles. There's something beautiful and stupid and perfectly reductive about those adrenaline-filled melodies, as urgent in their own way as Ramones songs. In 1983 Haruomi Hosono, of the Japanese technopop outfit Yellow Magic Orchestra, released an LP of game ditties on the Alfa label; the genius of his Videogame Music was that he didn't "interpret" the tunes but presented them straight up (according to this Hosono fan page, VGM was the first of what went on to become an established genre in Japan). Of all the tracks on the album--"Xevious," "Bosconian," "Pac-Man," "Phozon," "Mappy," "Libble Rabble," "Pole Position," "New Rally-X," "Dig Dug," and "Galaga"--only the last got some YMO-style musical embellishment; everything else was treated as found sound. I bought the album in the '80s and listened to it with the proper degree of quasi-ethnographic disinterest, as if it were a Harry Smith collection of folk ballads, but also just plain enjoyed it. Not only did the anonymous composers compress the entire musical spectrum--classical, pop, show tunes--into the smallest number of bytes, they wrote some damn catchy tunes ("Dig Dug" is still stuck in my head).

Videogame bleeps and sniggles were an important component of the early '80s "electro" scene, which was primarily urban hiphop and synthfunk in the Man Parrish/Afrika Bambaataa/Roger Troutman mold (see David Toop's A-Z of Electro for a definitive rundown). Pop culture has been revisiting that scene for a few years now in connection with the '80s nostalgia boom, and videogame sights and sounds are once again in the air. In this post I discuss two careers that are somewhat tangential to the taste-cycle, but nevertheless informed and uplifted by it. Monotrona is a post-feminist, posthuman musician/performance artist who uses old-school electronic gadgets in her act: her new CD, Hawkeye and Firebird, prominently features ancient Commodore 64 game sounds. Cory Arcangel is a computer artist associated with Beige Records, the definitive electro-slacker (but not really) combine.

I first heard Monotrona on the Stork Club on WFMU-FM (a sadly missed live music show), around '97 or '98, performing "Joey, a Mechanical Boy,” which was described as the "fourth in a 14-section work called the 'Fourteen Imitations of Man.'" The story--told in music and dialogue, all performed by the artist using a variety of accents, vocoderlike filters, etc.--was extremely weird. Joey is an ectopically-spawned robot child who goes to work for NASA. His mother, in a ridiculous Chicago accent, tries to reach him on the phone and is headed off by the "Dark Technical Force," a gnostic demiurge that has a strange hold over Joey. Meanwhile, two shadowy government operatives discuss a rogue scientific scheme to create a ManWoman. The piezoelectric puppet show includes some really beautiful songs in the Chrome/Suicide/Throbbing Gristle postpunk vein, performed with buzzy, distorted keyboards. After the performance, Stork described Monotrona's equipment for listeners as "a mountain of unpatented cheap toy electronics adapted for her use--an indescribable array of electronics centered around a Casio machine, using light sabres, pistols, all sorts of mixers, and an oscillating device that looks like a little recipe box with two joysticks coming out of it..." [added 3/24/04: my cassette tape of the event: 36 min, 33.6MB]

Clearly Monotrona's act is visual as well as sound-based, but I've yet to see her live. Searching around the Internet I found a number of baffled and/or dismissive reviews of her stage show. Nevertheless, as a radio musical "Joey" was brilliant and I've been eagerly awaiting a followup. It finally arrived last month in the form of Hawkeye and Firebird, an 8-song, 21 minute CD on Menlo Park. Evidently her "14 Imitations" cosmology has morphed into a gesamtkunstwerk called "Superbeings," and the CD's title characters are two more personae in that scheme (I note that Joey is still on the list, too). Some listeners may be put off that she sings all the songs in the pidgin-English, little-girl voice of Hawkeye, a "Korean superhero" who flies around the world in her airplane accompanied by Firebird, a legless robot slave. ("People awound the world are afwaid/Don't worry people, we will fight and save the day!") The vocal conceit works well on about half the songs, and the music is consistently arresting. She integrates game tunes from the Commodore 64 ("Hotrod," "Monty on the Run," "Sanxion," "Crazy Commets") into the songs sometimes as the primary melody (I think), other times as effects and fills. All of the tracks have the breakneck speed and delicious brevity of the best game music, and there's at least one Gary Numan reference.

The Commodore 64 also appears on The 8-Bit Construction Set LP, released in 2000 by the musical ensemble of the same name: in addition to Cory Arcangel, the group consists of Paul B. Davis, Joe Beuckman and Joe Bonn. This unusual record is marketed as a "dj tool" that includes samples and lock grooves for use in live performances. "8-bit" refers to the very low memory computers first introduced in the '70s and early '80s, including the Atari line, much fetishized by geeks. Meticulously organized, The 8-Bit Construction Set has an "Atari side" and a "C64 side"; each includes samples and "scratch tones" taken from the respective computers (including sound clips from ads used to sell them back in the day), about ten locked grooves with beats and simple loops played on the machines, an original 2 or 3 minute composition ("Saucemaster" on the Atari side and "Dollars" on the C64 side), and a track of actual data that can be recorded on audiocassette tape and fed into the appropriate computer (these sound like fax machine tones until you translate them). Highlights include a promo of Alan Alda hawking the Atari to nervous first-time users, and the two aforementioned original tracks by the group, which are slammin' Detroit-style electro (wish there were more of them). With two copies of the record you can amuse your friends and pets by performing long, trippy Steve Reich compositions using the lock grooves and a fader; I'm not embarrassed to admit I tried it.

The DIY aesthetic also infuses Arcangel's visual work, particularly what he calls his "Nintendo cartridge hacks." On his website, he describes in mind-shattering detail his process of disassembling game cartridges and adding or subtracting characters and backgrounds. This compulsion to educate is part of the Beige Records schtick, as explained in this New York Times article:

The [8-Bit] stage show was a testimony to nerdiness. It wasn't enough for the group simply to play dance music on old Atari and Commodore 8-bit computers and show homemade "Star Trek"-like films. It continually stopped its show to announce the type of computer being used, how much memory it had, its assembly language and other technical minutiae. This was an attempt not just to show how difficult sophisticated electronic dance is to make on such retro technology, but also to savor the moment in the limelight that the group members' cumulative hours of computer reconstruction, programming and yard- sale searching had bought them.

For his piece I Shot Andy Warhol, Arcangel took apart a cartridge called Hogan's Alley, a fairly elementary target-shooting program, and substituted new characters on a chip of his own making. The object of the hacked game--and it really is this simple--is to aim a plastic pistol at the screen and hit the Andy Warhol icon whenever it pops up in the alley, while avoiding hitting the Pope, Colonel Sanders, and Flavor Flav icons. The game ends when you've made 10 misses (including erroneous celebrity kills). In another part of the game you take potshots at falling Campbell's soup cans, and flouting the laws of physics, make them bounce upwards through an open window.

Elsewhere on this page I've dissed art-smart art using videogames, and still think the idea of blowing apart a Foucault text in an arcade-style shoot-em-up is pretentious. At first I was annoyed by the concept of I Shot Andy Warhol for this reason. Oh, no, not him again. But after playing the damn thing at Eyebeam Atelier (and I must proudly say, advancing the TOP SCORE on all 3 subgames) I have to say it's so focking stoopid it's OK. It is what it is: an opportunity to be vicariously transgendered (if you're a guy) and sociopathically kill an important-but-overhyped art world figure again and again. (My only two "misses" were plugging Colonel Sanders twice; that was pretty fun too).

- tom moody 11-07-2002 10:48 am [link] [2 refs] [10 comments]



A quick round of the Chelsea galleries yesterday: Sam Taylor Wood at Matthew Marks (uninspired photoandvideo); Alexander Ross at Feature (should spend more time rendering and less time with the mitrebox); Alan Wiener at Feature (excellent--his best solo to date); Paul McCarthy at Luhring Augustine (horrible sculptures); Paul Feeley at Matthew Marks (the season's best show of hip new painting by a dead guy); Peter Cain at Matthew Marks (resembled OK Harris ca. '75 in 1990 and still does); Eyebeam Atelier (Cory Arcangel's I Shot Andy Warhol rocks); Bitforms (closed for the day).

New music acquisitions: Adrien75 Coastal Acces (sic) (trippy, subtle, post-ambient?); Monotrona Hawkeye and Firebird (speed electro--great use of Commodore 64 game sounds--tracks 2, 4, 7, and 8 are best).

More on Cory Arcangel, the Commodore 64, and video game art/music soon.

- tom moody 11-01-2002 8:53 pm [link] [9 comments]