Digital Orbit at Quazza Lab – Piemonte Share

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10.30 am This morning Bruce Sterling will interpret Riccardo Luna, it will be a Bruce’s typical  joke. He will discuss the difference between American and Italian edition of Wired. Watch it live in streaming at www.toshare.it

>>>11.00 AM Share Festival presents Erik Natzke, an artist, designer and programmer who creates and gives material substance to his ideas through immaterial computer code. His sensibility, combined with his stubborn resolve, has enabled him to push back the limits of his medium, beyond known methods and approaches.

>>>12.15 PM Club To Club presents US artist Carl Craig, a founding father of modern electronic music, who will be presenting some of his multimedia work and Tristano dj and electronic musician.

Il cinema è il cinema: La fine del cinema a Share

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Il cinema è il cinema: La fine del cinema a Share.

La fine del cinema a Share

Simone Arcagni

Eccomi a relazionarvi sulla conferenza sulla fine del cinema organizzata a Share da Luca Barbeni… Luca ha introdotto il tema notando come accanto al cinema si stanno sviluppando altre forme di audiovisivo che si servono delle nuove tecnologie e della rete e che osservano regole diverse da quelle cinematografiche: gli schermi si moltiplicano, viene richiesta la  partecipazione, l’interattività, i prodotti sono ibridi e crossmediali. A mia volta, citando Greenaway, ho spinto le cose un po’ più in là dichiarndolo addirittura morto, il cinema… il cinema come istituzione, come meccanismo sociale, il cinema come tradizione, modalità esperienziale e modo di fruizione. Mi interessa come i margini del cinema, come i documentari, i clip, i trailer, i commenti, i making of, le news, l’animazione, il cinema speriemntale, stiano colonizzando la rete e quindi siano in grado di produrre un audience più vasta di quella del cinema tradizionalmente inteso, quello della sala. Un audience diverso che segue regole di fruizione diverse e si aspetta esperienze differenti. Yaniv Wolf di Submarine Channel ha potuto presentare la loro programmazione, fatta di serial interattivi, di video da partecipare, commentare, scambiare. hanno presentato il progetto di videogioco chiamato Tulse Luper realizzato da Peter Greenaway… il videogioco ha avuto più “spettatori” del film omonimo… benvenuti nel postcinema.

The exhibitions are available online

After the opening of Share Festival in the Museum Scienze Naturali now two of the festival’s key exhibitions are available online.

market
Market Forces
curated by Simona Lodi >>>
Can artists be an alternative source of information on the economy? In the Market Forces exhibition, artists were sought out who have produced works related to marketing, e-commerce, and commercial communication. Their tongue-in-cheek and at times paradoxical works often use the real or virtual supermarket as a favourite setting to be subverted and transformed into an artistic field of action, often of an activist bent. The artistic works selected make us cringe at the screech of over-used words such as global companies, credit crunch, new-economy, neo-capitalism, gift-economy, free-economy, and neo-liberalism.

until
Fino alla fine del Cinema
curated by Luca Barbeni >>>

Until the end of Cinema is a screening featuring a series of audio-visual works that begin where cinema ceases to exist, taking us from the linear to the interactive, from the collective to an individual perspective.
The works each use, at various different levels, the global infrastructure of the Internet in its intrinsic qualities, representing an evolutionary step forward in expressive techniques for audiovisual narration.
The works presented in the screening are no longer cinema, but nor are they something else.

Seppukoo.com / The end is coming. Are you ready?

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Seppukoo.com / The end is coming. Are you ready?.

START!!

Seppukoo.com: assisting your virtual suicide
Seppukoo.com is a brand new social meta-platform based on the most popular – and pervasive – social networking website: facebook. As the typical 2.0 name suggests, seppukoo refers to the ancient form of Japanese ritual suicide, the “seppuku”.

Seppukoo acts as a conceptual virus and it works and replicates itself with viral communication strategies.
For each user committing suicide, a promotional/commemorative message will be sent to all friends and contacts, so that many other users can easily join the suicidal network: the self-destructive aproach to viral communication is the attempt to infect one of the most popular social network not through its server-based body but through its most important resource: the user and his/her community, a social body without a body.
As viral marketing strategies have been exploited by corporate media to make profit connecting people all over the world, Seppukoo wants to subvert this mechanism in order to rethink the idea of social network, answering the rethoric question: “what happens to a user when its profile, account or avatar commits suicide?”

Les Liens invisibles

Credits
> Seppukoo.com is a project by the imaginary art-group Les Liens Invisibles.
> Brand Design + Web Design by parcodiyellowstone (www.parcodiyellowstone.it)

www.seppukoo.com

The project Seppukoo is part of the exhibition Market Forces  at Share Festival 2009 curated by Simona Lodi

Interview with Matthew Kenyon

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Interview with Matthew Kenyon, who presents Consumer Index with Doug Easterly at Share Festival 2009 Market Forces exhibition curated by Simona Lodi.

Simona Lodi: what it mean and why are you interest to develop art and goods in supermarket ?
Matt Kenyon : Today’s supermarkets are an externalized landscape of human desire, this sea of desire negatively influences the wisdom of our culture’s cumulative decisions. For example: There is this fantastic experiment that Jonah Lehrer and Antonio Damasio write about where members of both the control and the experimental group are asked to remember a series of numbers. The experimental group is asked to remember seven numbers (which is somewhere near the upper range of what an average person can remember) and the control group asked to remember two or three digits. While each group is trying their best to remember their series of numbers, both groups are presented with a choice- as a treat, would they like a piece of a) chocolate cake or b) nutritious fruit cup.

Overwhelmingly the experimental group ends up eating cake-and the control group eats fruit. When we are overwhelmed by choice or otherwise distracted, we suffer a failure of judgment and end up listening our impulses.  Retail psychologists have designed today’s supermarket to maximize this effect. This experiment is an example of how consumer culture manipulates us via our biology. This topic is addressed in our recent artwork, Consumer Index. This work creates a caricature of this by amplifying cretin elements to draw this unseen ritual to the surface.

S.L.: Why you decide to work on it through art?
M.K: Art is an alternative way to investigate the consumer space that is aggressively becoming the prime preoccupation of western consumer culture.  In this manner art is an alternative life style for co-opting the anti-creative environment for creative expression.
These spaces are thought of as anti-creative because their ostensible function as economic exchange, however this does not preclude them
from being exploited for cultural critique.  Supermarkets are constructed out of the practice shopping of not out of isles of cheap available goods.

S.L.: Have you learned anything from all the project? I mean what do you want to prove?
M.K.: In addition to the original points of concern, the process of constructing and performing these projects provide insight that cannot be fully predicted.  Mass-culture exists as both a ridged grammatical structure (rules of what to buy and what not to buy), as well as individual utterance (and individual’s specific motivation).   For example somewhere there is a person who is buying a 28 ounce bottle of Johnson and Johnson’s ® no more tears baby shampoo because they want to stop crying in the shower.  We want to expose the reality that we are more than our choices between goods and services.

S.L.: thanks Matt!

Interview with John Freyer

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Interview with John Freyer, who presents Allmylifeforsale at Share Festival 2009 Market Forces exhibition curated by Simona Lodi

Simona Lodi: Allmylifeforsale is an online project that explored our relationship to the objects around us, their role in the concept of identity, as well as the emerging commercial systems of the Internet. Using the public/commercial space of the online trading community Ebay in conjunction with your online catalogue Allmylifeforsale.com, you catalogued and sold nearly everything that you owned, from your kitchen cutlery to your personal hygiene products, your Star Wars sheets and finally even the domain name Allmylifeforsale.com itself.
To date you have sold more than 600 items including your false teeth, a full size office copier, personal photographs, and your winter coat (in the middle of the winter).

What does this project mean and why are you interested in developing art and e-commerce ? Have you learned anything from all the projects and the journey to visit the various places where your items have ended up? I mean what do you want to prove?
JF:  As for what the project means or meant at the time that I completed it, its meaning for me evolved over the year and half that I worked on it.  I saw it initially as a rejection of my consumer identity by purging all of my worldly possessions, but very quickly it changed to what I began to call a genealogy of objects.  In order to sell the items on eBay I had to write a description for each object, and as you can see from the archive on rhizome.org the descriptions ended up being an ad hoc auto biography.  The project was also open to change/participation and the travel component was never part of my original plan but grew organically out of the network of buyers who happened upon my listings.  The buyers were from all parts of the United States and objects went as far as Japan, Korea, Australia and the UK.  I’m trying to remember if anything went to Italy.

Simona: could be interesting to know if someone got something.
JF: I checked all of my email and I could not find a buyer from Italy.  I did find lots of correspondence with Italians but no sales. There were a few articles about the book and project in the Italian Press:
http://www.repubblica.it/online/esteri/vitavendita/vitavendita/vitavendita.html

I continue to work in the “market” space, including a television pilot called Second Hand Stories which I completed with filmmaker Christopher Wilcha (This American Life TV Series). Which was an investigation of the vast universe of the second-hand economy in the United States, including Thrift Stores, Yard Sale, University Surplus Centers and the like.
I just proposed a Fulbright to do a collaborative project in Sweden with filmmaker and Anthropologist Johan Lindquist, titled “The World Is Flatpack” which will investigate the global reach IKEA through the top selling piece of flatpack furniture in the world, the humble “Billy Bookcase.”

S.L. do you know this: http://ikeahacker.blogspot.com?
JF: I’ve seen that Blog.  Its pretty great.  There are hundreds of photos of people’s Billy Bookcases on Flickr.

Simona: but why did they buy the objects?
JF: Some people knew it was an art project in advance but most people where just searching for something on eBay.  I did send them description of project when I sent them the Object that they won, and many of them became interested in what I was doing and started sending me updates and eventually invitations to visit.  Most of the people who I stayed with did not necessarily see what I was doing as art but wanted to support my project in some way.  Americans have complicated relationships with their stuff, so lots of people wanted to talk about what it was like to be unburdened from the bulk of my worldly possessions.

http://www.allmylifeforsale.com

Interview with Ernesto Klar

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Ernesto Klar presents Convergenze Parallele at Share Prize 2009

– What role does digital art play in representing complexity and chaos?
Addressing the digital in art rather than Digital art as a category, I would say that a role that the digital plays in art is that of the “(re)presenter” of complexity and chaos. In other words, when used in an artistic ontext, digital technologies have the capacity to act as an “amplifier”of sorts that allows artists to dynamically create, appropriate, translate, and (re)present multiple interpretations and manifestations of complexity and chaos in our everyday life.

– Market Forces. How do you interact with market forces in your everyday life? Would you say that the hardware and software architectures of our digital reality are market forces that stifle artists or do they open up new expressive potential?

Market forces certainly drive the development of hardware and software systems, but artist do have alternatives to bypass many of the limitations, either technical or financial, imposed by these architectures. The open-source community in general is an obvious alternative. In my artistic work, I rely on both open source and commercial software/hardware options. And although I think that it is very beneficial to explore new possibilities offered by open systems,  I do not think that any of the previously mentioned limitations should be enough reason to restrain the actual expressive potential of artists. I believe there are many examples of excellent artworks intentionally created within closed and outdated software/hardware systems, one such example could be Cory Arcangel’s “Super Mario Clouds,” among others.

– What idea first inspired you and what did you learn from that project?

The initial idea that eventually led me to create “Convergenze parallele” was the exploration of artificial light as an artistic medium. Throughout the creative process, while working on several prototypes that were quite different from the final piece, I would often find myself staring in amazement at the movement of dust particles passing through the beams of light. This was a simple, everyday phenomenon that I had been fascinated with since I was a kid. At some point in the process it became apparent that I had to focus on that simple phenomenon. In its final iteration, “Convergenze parallele” is an audiovisual installation in which dust particles passing through a beam of light are tracked, visualized, and sonified in real time by a custom software system. The installation uses a digital video camera to capture the activity of dust particles passing through the beam of light. The custom software analyzes the video signal to track the location of individual dust particles, and reveals each particle’s trajectory in an image-processed projection. As a result, the physical particles draw traces of their otherwise invisible motion on the digital “canvas.” The software also sonifies and spatializes each particle that is tracked and visualized, creating a synchronized audiovisual experience. I learned many things while working on this project, and I could list here a long (and potentially boring) list of technical details. But the most important realization was not to let the technological implications of this “new field” interfere with my artistic sensibilities and creative process. It was an affirmation that artists can (and should strive to) have an intuitive and spontaneous relationship with this “new” medium.

– In its quest for the poetic potential of the invisible and the microscopic, Convergenze Parallele reminds me of the travels of Qfwfq, a character in Italo Calvino’s Cosmicomics, where microscopic and physical became poetry….

Yes, I love Calvino’s “Le Cosmicomiche”! It’s true, in the character Qfwfq and his travels you could find analogies to the context of my piece, both in its overall concept, its intentions, and the experiences that it potentially offers to viewers. The general emphasis of my work is on the act of perception–something that we all do at any given moment with the world that surrounds us. Even if we all perceive differently, we share the same experiential capacities to engage with the world. I am interested in this engagement, as well as in the observation of nature and the artificial. I find digital technology to be an excellent medium to attune our perception with the world that surrounds us, and in particular to attune our perception to that which is imperceptible. As previously mentioned, “Convergenze parallele” creates a synchronized audiovisual experience, animating the surrounding space and immersing the observer in gestural currents of movement. The piece reacts to air movements in the exhibition space, whether they are natural air currents or movements of air created by viewers. Therefore, the piece is physically interactive with the environment and with the observers that are part of that environment.
“Convergenze parallele” acts as an interface through which viewers negotiate the perceptual discrepancy between what they are actually seeing in real space (the movement of dust particles passing through the beam of light) and what they see and hear in the installation (the audiovisual amplification of the particle’s trajectories). The two spatial contexts of the piece — the “real” and the “digital” — co-exist parallel to each other, yet they converge in the viewer’s own perceptual process. At the end of the experience, it might not be the complexity of particle trajectories and sound that stays with viewers, but a resonance of the perceptual discrepancy of these parallel convergences.