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ISEA Newsletter #101 - ISSN 1488-3635 #100, June - August 2005
+ "The ISEA Circle: Seeking First Nation/Native Voices" by Rosemarie McKeon
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We would like to take this opportunity to warmly welcome Nadia Palliser our
new coordinating director and the executive editor of our ISEA newsletter.
We are looking forward to working with her in the coming years.
This is a very brief editorial as I would like to leave as much space as possible
for Cynthia Rubin, the guest editor of this unique issue.
This newsletter presents a major effort by the ISEA Cultural Diversity Committee
led by Patrick Lichty and Cynthia Rubin. Sincere thanks for your contributions
on diverse topics, spanning across continents.
Nina Czegledy
Chair, ISEA Board
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ISEA2006
News
by Peter Anders, Steve Dietz and Joel Slayton
Preparations for ISEA2006 are right on schedule, and it is looking like
it will be an amazing event. The symposium will be from August 5-13, 2006
in San José, California. At a recent ISEA gathering at SIGGRAPH program
directors Steve Dietz and Joel Slayton outlined the activities and concurrent
festivals. Other events will include the ZeroOne San José: Global
Festival of Art on the Edge and the Pacific Rim New Media Summit conference.
Deadlines for ISEA-specific papers/presentations/events will be posted on
the ISEA2006 site at http://isea2006.sjsu.edu.
Details concerning the other events can be found on this site as well. See
http://isea2006.sjsu.edu/C4F3/index.html.
The Pacific Rim call launched this week and is due July 15. See http://isea2006.sjsu.edu/prnmscall/.
The jurying for the first round of the ISEA2006 Interactive City call has
been completed and the following artists and projects have been accepted.
Saul Albert
Traffic Island Disks
Matthew Biederman and Adam Hyde
Paper Cup Telephone Network
etoy
MISSION ETERNITY
Matt Gorbet, Susan Gorbet, Rob Gorbet
P2P: Power to the People
Drew Hemment, Mika Raento, John Evans, Theo Humphries
Locas
Tad Hirsch
Tripwire
Katherine Isbister and Rainey Straus
SimVeillance: San Jose
Colin Ives
Nocturne
Adriene Jenik
SPECFLIC
John Klima
Saint Joe
Jenny Marketou and Katie Salen
99 Red Balloons
Andrea Moed
San Jose Instant Film Festival
Katherine Moriwaki and Jonah Brucker-Cohen
DIY Urban Challenge
Christina Ray / glowlab
The Drift Relay
Sean Savage and Damon McCormick
PlaceSite Network: San Jose
Marc Tuters, Luke Moloney, Karlis Kalnins and Adrian Sinclair
MC3 (Mobile Commons Command Centre)
Please see http:// www.urban-atmospheres.net/ISEA2006
for further information about these projects.
+++++++++++++++++++++++
The jurying for Interactive Café, Pacific Rim, and Community Domain
will be announced soon. The call for Transvergence is currently open, and
new calls, including one for papers and panels will be posted in the next
30 - 60 days. For an overview of the expected calls for the ISEA2006 Symposium,
please see http://isea2006.sjsu.edu./calls.html
and join the ISEA2006 mailing list to keep updated at http://cadre.sjsu.edu/mailman/listinfo/isea2006
and subscribe to http://cadre.sjsu.edu/mailman/listinfo/isea2006
to stay updated.
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Cultural Diversity: Working Outside Multiple
Boxes, Circles, and other Forms
[Brief introductory notes]
by Cynthia Beth Rubin
Once upon a time, inclusion was the buzz word in ISEA as we discussed Diversity.
Outreach, expanding our horizons, finding digital artists in places both
socio-economic and geographic who had not been previously included in the
then radical cutting edge efforts f the Electronic Art Community, became
the focus of our efforts to be more inclusive. Having struggled for a few
years to build the structure of ISEA, we took up the challenge to "go outside
the box."
What has been harder to address is how we embrace the other "boxes" of the
world, other structures, other way of defining not just what constitutes
digital art, but constitutes interesting artistic work for the community
from which the work evolves. How do we find artists whose work may or may
not be speaking to the mainstream Western electronic art world, but which
more certainly speaks to the audience of similarly cultured artists and
audience? Or artists who work between cultures or in modes which cannot
be defined as inside the structure of any neat category?
Inclusion, we have learned, can all too easily keep us on the surface of
building bridges. We do not want just one of this and one of that, filling
in the colors on spectrum of skin tones, speaking accents, and points on
the planet. What would truly enrich ISEA and our experiences of cultural
growth would be to shed the skin of perceiving excellence as fitting a certain
aesthetic of avant-garde, and open the doors to exchanging the ideas behind
the work.
How far can this go? How can we begin, continue, collectively grow? With
this issue of the ISEA newsletter, we are promoting a dialogue among artists
with differing views on what makes electronic art interesting. Our commentators
come from a variety of cultures, but all have participated in the discussion
of how ISEA can be more diverse. Some are offering us specific projects
of promise, others are asking the questions that will lead us to imagine
new possibilities.
The discussion, in this case, is action. Read, think, and question. Exchange
ideas, dare to share perceptions, and then be open to challenges. Responses
can be posted on the ISEA-Forum. mailto:isea-forum@isea-web.org>
by Roshini Kempadoo
My comments and observations are given as a digital media practitioner,
lecturer in Media production and whose practice and experience emerges from
the position of being British born with a Caribbean heritage, living and
working in Britain.Writing in a reflexive and discursive way, I would like
to comment on the globalised economy of ‘culturally diverse’
practice as funded and practiced by Western1 cultural institutions and individuals
such as ISEA.
Lets be clear, adopting a ‘culturally diverse’ practice in electronic
arts through institutions such as ISEA is a western phenomenon. It emerges
from a concern by individuals and concerned citizens living in European
and North American countries, to be more inclusive of artists and audiences
from minority populations. It is also an attempt to recognise a more international
and global form of electronic arts practice that spans the various continents
including Asia and Africa, South America and Australia. I do believe it
comes from a genuine liberal and well-intentioned form of reaching out to
include a wider global audience and to have knowledge of, and to support
different international forms of practice.
While such generous, albeit somewhat anxious gestures under the guise of
diversity continue to be made about the globe and predominantly funded by
Western economies, I would contend that the issue remains highly problematic and
that it continues to be ineffective. It fundamentally can be seen as a project that
continues to sustain an economy in which the West and its majority
population benefit.
‘Culturally diverse economy2 of electronic arts practice
Electronic Arts practice operates in a globalised information and knowledge
economy in which the West continues to dominate (for the moment). In Britain,
our government sees the strengthening of an information and computer-based
economy (particuarly the notion of culture industries) as a future stabilising
force for the European Community.
We also know the gap between rich and poor has reached an all
time high based on what can only be described as a particuarly brutal world economy
that continues to sustain wealthy western populations. This gap also appears amongst
most populations of a single country but crucially it is at its worst operating between
European and North American countries, and the world populations in the southern countries
of Afrika, central and outhern America, and majority population of the Far East.
My concern is to call into question the way in which 'cultural diversity' as a project is
being used as a way of sustaining the existing economy of electronic arts practice as we
experience it in Europe and North American countries. That is to say - who exactly benefits
from the project of culturally diverse arts practice? Who benefits in owning, acquiring
and sustaining the skills, equipment, production, distribution, management of electronic
arts services and provision while engaging with the notion of cultural diversity?
Beneficiaries are crucial to this concept.
I am not interested in giving specific examples or naming institutions and individuals.
It is easy for us to reflect and refer to examples from our own specific experience as
artists, curators, academics and technicians. The implementation of 'culturally diverse'
practice of electronic arts I have experienced or seen funded in Europe and North America,
can be categorised in two ways:
The first category involves 'international' artists and their work brought in from beyond
its borders to be enjoyed by an audience in Europe and North America. A temporary arrangement
is made in which the artist/s and audience encounter a culturally different experience of
electronic artwork. This may be experienced as part of a festival, event, performance or
exhibition. This is often a form of 'importing' cultural difference into European and North
American borders. The artwork and artist/s are here for a while, enriching our cultural
experience, it is enjoyed and remembered by many, and finally returns with the artists who
have brought it. The immediate financial benefit for the artist/s is more than likely to
form the smallest part of the budget, seen within the wider cost of hosting the event or
performance. The real benefit remains within the recipient host European/North American
country.
Of course, the international artist/s expertise and knowledge gained from the experience
is expected to be highly significant and valued by the artist/s concerned. Needless to
say, that the audience remembers and cherishes an unusual and unfamiliar experience.
Yet this pales into insignificance when comparing the cumulative expertise and knowledge
acquired and gained by the technicians, managers, curators, designers, engineers, etc.
who facilitated the production and process in London, New York or Berlin. This form of
'culturally diverse practice' cannot be described as an exchange (let alone an equitable
one) of knowledge, experience or mutual financial benefit. Further still, in art forms
such as music and video work, intellectual copyright based on a performance in Western
countries additionally disadvantages the artist from outside of Europe and North America.
Long-term financial gain is made from the media product merchandise (DVD's, Audio CD's for
example) of the performance or event. Unless a radically different economy is set up, the
normal beneficiaries of the experience, the knowledge and the financial economy of this
venture remains the same.
The second common example is where culturally diverse practice of electronic arts is often
'naively' translated into art projects for the minority populations and communities living
in European and North American countries. This model includes the encouragement and active
engagement of artist/s whose background/s may be from the minority populations targeted.
In this instance, electronic art practice is seen as being a project about 'socially
inclusivity' that often includes workshops and taster sessions, discussion groups or
commissions in public spaces (see ISEA 2006). They are often seen as integral projects
to festival seasons and tourist income generation summer activities in Europe and North
America.
The notion of 'the communities' and the artist of a minority population benefiting in real
terms is at best spurious. Rarely have I seen the commission or workshop conceptualised in
a way that sets in place a transformative process for knowledge, expertise and financial
gain from one group of people who devised the venture to the 'community' and artist that
it has been chosen to involve. Sure, it may be that twenty young women from refugee communities
may have had hands on experience (for a limited period) of digital video, Internet skills
or making videos using mobile phone technology. Sure, the artist may benefit through financial
gain and European artistic recognition. But certainly in Britain, we are well aware of the
pitfalls and dangers associated with the notion of 'access', minority artist/s and 'community
based arts practice'. There continues to be very few arts agencies or institutions run and
managed by people from minority populations who control and manage significant national
events, arts institutions and cultural artistic budgets. The full range of expertise for
fundraising, curating, producing, accounting for, managing, running and creating electronic
arts practice is hardly ever devolved to individuals of minority populations or organising
bodies of their communities.
Culturally diverse arts practice therefore remains an exercise of a small and rather
insignificant gesture and gift of a cultural artistic experience, without the intention
of handing over control. There seems to be little intention to put in place systems in
which 'communities' and individuals are left with the expertise to run their own show and
contribute to the wider intellectual and creative debates and developments of electronic
arts. As artists descendant of minority populations, we create and make interventions
despite this.
My contention is that in anxiously reaching out to embrace the project of cultural
diversity, institutions and its population of individuals such as ISEA are failing to
recognise the power base they are operating from and working within. An arts institution
that operates a policy of diversity is more than likely merely reproducing an economy of
knowledge creation and production that is involved in sustaining itself. The failure to
recognise the power and control of living and practicing within a European/North American
framework makes a mockery of the original good gesture behind the cultural diversity project.
A genuine intention of culturally diverse practice involves giving way and taking a step
back. Individually and collectively, cultural diverse practice means demonstrating a
commitment to allowing other individuals and institutions that emerge from minority
populations within and increasingly outside of the European and North American borders
so they may produce, manage and organise their own practice. Rather than individually
stepping in and taking up the funding, expertise and knowledge on offer, there has to
be a readiness to give away and devolve responsibility. If individually we are not
willing to give way and show such generosity, it means the economy, energy and funding
continues to sustain us as academics, artists and practitioners to create things and debate
ideas that stay within a wealthy Western experience.
Very rarely does an economy include a long-term commitment to devolve responsibility,
knowledge and ownership to disenfranchised communities let alone populations beyond its
borders. And yet there are some important and (long overdue) gestures being made around
global economies of debt relief and fair trade, which are based on corrective measures
to compensate for an inherently unbalanced financial and administrative system that has
always favoured the rich over the disenfranchised. The electronic arts economy is no
different. ISEA could only benefit from having a position on cultural diversity that
wants to devolve and transform electronic arts practice as it currently exists - that is
with an intention to stop mimicking and sustaining an information/knowledge economy about
digital technology in which only the rich and privileged minority continue to creatively
silence a majority.
© Roshini Kempadoo
notes:
1. I use the term Western here rather crudely in this text since ISEA is predominantly
sustained within a westernised aesthetic, sensibility and funding system.
It is also important to acknowledge that Japan, Indonesia, Malaysia and other
surrounding Eastern economies have also played an important part in contributing
to different types of electronic artistic endeavours and approaches and who
have highly significant economies driven by technological development. They
seem less engaged with the notion of cultural diversity and how this might
be inscribed into an association and practice and will not be referred to
in this commentary.
2.In this commentary, I use the term economy to refer to the notion of ownership,
exchange and acquisition of skills and knowledge of electronic arts production and
the product/processes/financial economy of electronic arts practice.
Biography - Roshini Kempadoo
Roshini Kempadoo is a visual artist and educator of Indian Caribbean descent, based in London.
__________________________________
by Rosemarie McKeon
The electronic arts digital
divide is an expensive and ever-expanding chiasm for Indigenous technologists.
There are several reasons for this widening gap: Often, said technologists
live and work in remote locations. Even when presented with opportunities
to travel, leaving home, employer, or community requires advanced planning.
On top of these obstacles, the lack funding for continued professional development
snuffs out many a First nation/Native dream. Therefore, collaborative financial
strategy and representation in professional organizations such as SIGGRAPH
or ISEA, is a strategy to introduced in this article.
Digital Indigenous works regularly spring from deep storytelling and listening
roots. Nowadays, our beautiful stories are often interpreted through digital
mediums: film, music, performance, games, animation, and graphics. During
the SIGGRAPH 05 keynote address, George Lucas said that he is a storyteller
and suggested that, as a storyteller, you constantly bump into the limits
of technology. So true! But for digital Indigenous storytellers, not only
is there a lack funding for software and hardware, but funding to learn the
use or to push its limitations for the sake of storytelling is mostly non-existent.
This short letter is a call to similar Indigenous digital artists who are
interested in sharing their electronic/non-electronic tactics to obtain resources
and training. Let’s explore collaboration, education, and representation
in the ISEA digital art community. As apprentice or master navigators, strategically
moving through culturally sensitive and often techno-phobic terrain, we can
collectively survey funding for our work, for travel to educational opportunities,
and for attending conferences that focus on digital storytelling, production,
and art-making.
The speaking and use of native languages to represent non-western understanding
of sky, earth, and people are ours for the telling. Let’s forge forward
together.
anpetu waste yahape,
rose
Biography - Rosemarie McKeon
by Patrick Lichty
Some number of years ago, I wrote a theoretical piece on New Media and disability,
largely looking at the interface of dis/ability and Virilio’s argument
of the paralysis of the accelerated ‘able’ and the similarity
to the technologically augmented disabled. This time, I would like to share
a brief informal reflection in context with my experience in disability and
New Media and the aforementioned article.
I could reflect on Virilio’s theory once more, but in the 2-3 years
since my writing, the instance of the interface between the disabled artist
and the medium, and between artists of differing level of ability, as well
as the public perception of the people engaged in the project has not changed.
It might be interesting to note that disabled artists have a handicap in public
perception by the nature of their position. This is why many disabled artists
choose to, as Erving Goffman (1) would put it, ‘pass’ so that
the disability is not foregrounded in the context of their work. I admit that
when I watched the video about Anzai et al’s Tactile Renga project**
that the issues of a visual arts project between the sighted and non-sighted,
the nature of the project partially obscured my objectivity for the work..
Even though some New Media works addressing disability have emerged, there
are extremely complex issues that problematize the creation for such works
in the first place. First of all, as Lev Manovich’s definitions of New
Media are becoming canonized by certain numbers of the New Media art and larger
art worlds, the privileging of the visual (as Manovich frames much of his
theory in film studies) challenge the avisual. Of course, we could mention
that databases, transcoding, etc. do not privilege the visual, but the framing
of his discourse in terms of New Media do in considering terms like Vertov’s
‘kino-eye’. What does film theory have to say to the blind?
This leads me to issues of understanding and sensoria. For example, how does
one understand experiences which are so fundamentally different from one’s
own? How could I understand deafness, or incapacity, or permanent blindness,
or schizophrenia, or…? The idea that many humans with challenges have
such trouble truly empathizing with one another in similar situations,reaching
out to truly understand others with incredibly different circumstances, requires
substantial personal resources. This is why I believe that if extraterrestrials
are ever discovered, communication will be impossible. However, I do not feel
that empathy between dis/ability is not so improbable, but it does take a
bit of time; usually more than those in the developed world are allowed by
society.
Lastly, I would like to talk about the marginalization of the disabled, the
challenges of access/ability, education, and the like in instilling desire
or giving the ability for the disabled to create New Media works or creating
them with the disabled. The disabled are frequently not given sufficient financial
support. The educational challenges presented by many forms of disability
do not exclude these demographics from creating New Media works, but certain
obstacles remain.
I claim to have few concrete solutions to many of these problems, but it is
clear to me that constant reminders are necessary to spur the production of
access, possibilities or opportunities for the disabled to work in or have
access to New Media. Disabled people are some of the most distinctive individual
people in all of humanity, and they have much to teach. But much work remains
in the project of New Media enablement of the disabled, and honestly, except
for long-term visibility and research, I find the discipline of which I’ve
just spoken very challenging. It is my hope that within ISEA we might be able
to have more dialogue on the disabled in the coming years.
(1) Goffman, Erving, Stigma Notes on the Management of Spoiled Identity. 1963
Penguin Books
Biography - Patrick Lichty
Patrick Lichty is a conceptual intermedia artist currently
based in Bowling Green, Ohio, and is Editor -in-Chief for Intelligent Agent
Magazine.
by Colette Gaiter
Biography - Colette Gaiter
Colette Gaiter is professor of interactive media at Columbia
College in Chicago.
by Pablo Helguera
What is the School of Panamerican Unrest?
The School of Panamerican Unrest is a project that intends to engage audiences
in alternative modes to discuss history, ideology, and trends of thought that
have had important ramifications in political and social events in the Americas.
The School of Panamerican Unrest will take the physical form of a collapsible/portable
schoolhouse that will travel by ground from Alaska to Chile, stopping in different
locations in the U.S., Canada, and Latin America.
Some of the primary goals of The School of Panamerican Unrest are:
To broaden and strengthen the debate around ideas and actions that had a crucial
influence in the development of the history of the Americas, with the hopes
of providing a framework of discussion around current international affairs,
and bridging dialogue between Spanish and English-speaking America.
To build bridges between the different cultural communities of the Americas
and facilitate communication between regions. The SPU seeks to show that it
is possible – and necessary- to create independent networks of communication
and dialogue outside of the existing economic structures that bind the Americas
together. The SPU seeks to do a critique of the market-driven structure of
the art world by including those regions that do not benefit from the attention
of the international art market.
To initiate a debate on the ways in which the arts in the Americas can have
again a significant role in the construction of public policy and enriching
people’s view of the world in a forward-looking manner.
To combine educational strategies, modes of display, and debate on political
and historical issues in non- conventional ways, create an infrastructure
for discussion that breaks with traditional academic or art-market-centered
formats;
As an artistic project, the SPU will seek new ways of integrating the experience
of an artwork with a site-specific audience by making the group dynamic an
integral part of the experience of the piece. The project was conceived and
directed by artist Pablo Helguera. Its implementation, however, will require
the support of a group of curators, critics and other artists throughout the
Americas that will participate as members of a network of information built
by this project. The School of Pan-American Unrest, more than a single artist
project, is an effort to create true bridges between isolated cultural areas
of action in the Americas.
Artists, writers, political activists, sociologists, and educators will be
invited to join in this nomadic think-tank. The discussions created as a result
of those readings are designed to result in local collaborative exhibitions,
performances, panels, and other events that will be documented and incorporated
in the project's archives.
The project is inspired in the travelogue itineraries of those who crossed
the Americas: missionaries, explorers, gold-seekers, revolutionaries, intellectuals,
and others. In the utopian spirit of those who thought of the Americas as
a unified entity, the SPU will cross the continent making the idea of Panamericanism
a reality. A pilot version for this project was created in 2003 in Zurich,
Switzerland, sponsored by the Shedhalle alternative space. The current project
is supported by a grant from the Creative Capital Foundation in New York.
When will it take place and where will it be presented?
The project will have three main phases: a virtual conference before the trip,
starting in October of 2006, the trip in itself, and the creation of a documentary
and exhibition that will gather all the discussions and resulting information
from this experience. The trip is scheduled to take place starting in May
of 2006. More than a traveling exhibition, it will function like a traveling
conference. It will stop on large and small cities. In principle, the SPU
is interested in any community and will accept any invitation as long as the
conditions are workable within the schedule and logistics. What will the SPU
do on each of its stops?
On each of its stops, the SPU will offer a compact schedule of workshops,
art showcase, performances, discussions and lectures for the public. Each
presentation on each stop will differ depending on the length of the residency,
the resources available at the locations, the local interest, and the traveling
schedule of the project. For each of its stops, special presentations will
be prepared corresponding to the local history of heroic and visionary figures
(both famous and unknown) that have helped to define the area where they came
from. Will the discussions and other programs take place inside the SPU structure?
While the SPU structure is intended to provide a physical presence to the
project wherever it goes, the public activities that will offer may or may
not take place within the structure, depending on the scale of the events.
What will be the methodology of the SPU? The SPU seeks to facilitate dialogue
through innovative discussion strategies, inquiry-based methodology and other
forms of communication using the visual arts. By using image association strategies
and an open format of construction of critical dialogue, the school' s methodology
is based on the assumption that in history, like in art, there is never a
final reading on an issue, but only a temporary understanding of it through
a continuous influx of discussion and interaction between method and intuition.
Such dynamic implemented in the project will simulate the nature of the history
of the Americas, not defined by its permanence but by its unrest.
While focusing on the history of the Americas, the SPU seeks to foster a larger
discussion and understanding on the roots of contemporary humanist ideology.
The house will contain a library of images related to the topics, which will
be used in various experimental ways to prompt debates.
What will the SPU's publications be?
The SPU is planning the following publications:
Virtual forum. The virtual forum, to be started in October of 2005, will be
available on the web. Pending funding, once the project is completed a publication
will be made with excerpts from all the discussions that took place before
and after the project. Additionally, during the trip, the SPU will produce
‘travelogue’ dispatches that will be released throughout the duration
of the trip.
Textbook. The textbook will be made available in bilingual form in the various
locations. It will be also available on a pdf format on the web. Including
information on the history of utopian thought and pacifism in the Americas
inside the house, the textbook will be an anthology of readings and discussions
of relevant moments in the history of the Americas. Readings will include
texts by Simon Bolivar, Abraham Lincoln, Che Guevara, Martin Luther King,
and others. (please see attached reading list)
Catalogue. A catalogue documenting the project will be produced once the journey
is completed and all discussions, contributions and visual documentation are
brought together.
How can institutions and local curators get involved? What will be expected
from them?
The SPU is looking for hosts –both institutions and individuals- to
receive the project and help organize the activities that will take place
in their respective localities. We are looking for any size of institution
with a constituency, and wherever there aren’t any,we will seek for
public or private spaces from where to operate.
Institutional commitment may vary depending on the resources and planned activities.
Nevertheless, both institutions and individuals will be asked to sign a letter
of agreement where they will commit to help facilitate the various logistics
of the project.
What are the requirements from the SPU to the host institutions?
Depending on the location, the SPU will require support of the following nature:
-Financial support for transportation for that leg of the trip
-Accommodations for a few nights during the length of the stay
-Local promotion and outreach
-Technical support for public programs, workshops, etc.
How will local audiences be involved? Who is the right audience for this?
SPU will work with local institutions, curators, and cultural activists who
may volunteer to host the project in their respective localities to bring
an audience. The SPU will emphasize quality against quantity, which means
that a group of 10 people at a given site may be more than enough to conduct
a seminar. Nevertheless, the SPU will also be prepared to engage large groups
of people via screenings, lectures and performances.
The SPU is a project directed mainly to cultural workers – thatis, people
who work in the arts. However, it will also actively seek to involve people
in the areas of sociology, politics, economical thought, religion, biology,
etc.
What are the final goals of the SPU?
While we are well aware that the School of Panamerican Unrest may only manage
at its best to provide modest or symbolic contributions in the very ambitious
task of unifying the cultural voices of the Americas, we do intend to take
the utopian nature of this enterprise very seriously. We regard this project
as a relevant statement about the locality of influence of culture and the
urgent need to create avenues of dialogue between the Americas.
How to receive more information?
Please contact Pablo Helguera at
Phelguera@aol.com
Biography - Pablo Helguera
by Semi Ryu
I sit in the train and leave for the other place, looking out the window.
Sometimes, I find myself deeply engaged in specific objects beyond the window.
A red brick warehouse or a strangely gnarled black tree. Sometimes, I can’t
bear not breaking the window, running out of the train and touching, smelling
and even devouring them. This experience is momentary, gone in just seconds
and so impulsive. However, I find myself still sitting in the train, looking
through the window, without much disturbance. I stay with regrets but enjoy
my weakness. I can’t break the window. I can’t sacrifice myself
for the end of this ritual. I choose life with weakness instead of death
with satisfaction. My body is full of dreams about the moment of revolution,
the breaking of the window. The ritual goes on to call me and return me
to my original place sitting in the train, to my life full of heavy irony.
People are sitting in the train, looking through the window and performing
this ongoing ritual on the unstoppable turning wheels. We are in the same
train. This is the form of ritual….
The word “interaction” has appeared broadly in many fields,
philosophy, science, art and media. It is one of the significant terms to
express our contemporary culture, body and identity. Like Deleuze says,
it is no longer a question of each individual entity [1]. Rather, the question
is what happens “in between” the communication between different
disciplines, cultures and societies. Every individual become a source of
movement and interaction. What is important is not the production itself,
but emerging properties from interactions with the broader population [2].
In this current of time, computer technology brought the idea of interactivity
into the form of media. The idea of interaction has emerged on every surface
of contemporary life: art, media and society.
Despite its contemporary omni-presence, however, the idea and desire for
interaction can’t simply be new and contemporary. Looking back on
history, human desire for interaction has been continuously manifested from
the day of primitive ritual to contemporary cyberspace. Our interactive
routines have continued, from micro to macro scale, in order to confirm
our existence in every day life. This universal repetitive patterns of human
activity is “the Ritual.” It is ritual because it is the archetypes
of cycles driven by human instinct, regardless of their cultural and historical
period.
I have defined “"The Form of Ritual"” based on my
experience grown up in Korean shaman culture, to explain this fundamental
human process of interaction and becoming. In the form of ritual, spiraling
phases of Interaction is the process, the hybrid is an unexpected embodiment
from this process, the binary is its profound agent and the shaman is a
mediator.
Figure 1: The Eastern calligraphy, “Moo” (whose meaning is shaman)
"Moo", a character in Eastern calligraphy, can demonstrate the structure
of the Form of Ritual. In this character, the human figure is represented
as a mediator who dances between sky and earth [3]. This is the Shaman.
The Shaman can perform the ritual of interaction, based on these two polar
opposite components without hierarchy. Paradoxically, this ritual only exists
in the separation, even though its goal is to overcome the separation and
become one. The Shaman blurs the line between the binary pairs but also
returns it to the beginning point—into disunion again. Leaving and
returning, fusion and farewell, this continuous movement of two-way actions
shapes our form of ritual. Everything comes back to the original order and
waits the moment of the next revolution. This significant interactive process
occurs all the time, from daily routines to sacred ceremonies. Ritual repeats
forever.
Interactive technology is an ongoing expression of human desire. Its essential
value could be found in understanding human being, nature and cosmos. Revealing
its hidden essence, historical presence and spiritual value would be the
next paradigm of interactive art practice.
Notes
[1] Deleuze, Gilles. Negotiations. Columbia University Press, New York,
1995, pp.121. [2] DeLanda, Manuel. ‘Virtual environments as intuition
synthesizers’, in Proceedings of International Symposium on Electronic
Art 92, in Sydney, Australia, ISEA 92 Committee, 1992, pp.105-106. [3] Cho,
Hung-Yun. The History and Phenomena of Korean Shamanism, Min-Jok Sa, Seoul,
Korea, 1997, pp.14-15.
Biography - Semi
Ryu
Semi Ryu is an a faculty member in the Department of Kinetic Imaging, Virginia Commonwealth University, Richmond, USA.
__________________________________
by Catherine McGovern, Moussa Tine, and Séa Diallo
Dakar Web is archived at :http://www.agencetopo.qc.ca/dakarweb/dakar/index.html
Initiated by ISEA HQ Montréal, the Dakar Web project took place during
the month of February 1999 in Dakar, Sénégal. Twenty local artists
(painters, sculptors, photographers, writers and musicians) collaborated under
the guidance of the ISEA team (Eva Quintas, Michel Lefebvre and, myself Catherine
McGovern) in the creation of 5 web fiction projects, the first created in
West Africa.
At the time, the Internet was relatively unknown and expensive to access.
Only the privileged had computers in their homes or even access to them. During
the intense and very rich sessions, the artists discovered web art and, for
some, computers and the Internet. Their enthusiasm was only exceeded by their
open minded and committed spirit of discovery. Together we were able to open
the door on a new form of artistic expression, enabling the Senegalese artists
to bring their creative vision to what at the time was a very Western medium
of expression.
Story telling is one of the fundaments of African culture and in the context
of the dynamic local visual arts scene; Dakar Web offered a wonderful opportunity
to begin the process of appropriation of these means of expression. Today
access remains an issue in this region and electronic art in general is relatively
under exploited by local artists. Nonetheless, many of the artists of Dakar
Web were inspired to explore this new territory and here are some of their
views.
Moussa Tine, painter, collaborated on the project Amica
Séa Diallo, painter, collaborated on the project le Lait miraculeux – (The Magic Milk)
Biography - Catherine
McGovern, Moussa Tine, and Séa Diallo
Catherine McGovern, Moussa Tine, and Séa Diallo are all artists based
in Dakar, Senegal.
__________________________________
by Patrick Lichty
Japanese culture, traditional or contemporary, has had a profound effect
on the West over the past century and a half, from inspiring Japonisme in
the fin de siecle to pop phenomena such as anime and Hello Kitty. In contemporary
high culture this is evident through exhibitions such as “No Ghost,
Just a Shell”, and Murakami’s “Superflat” curatorial
trilogy featuring Neo-Pop superstars like Yoshitomo Nara, Mr., and Murakami,
alongside Godzilla a nd Ultraman.
Because of its political, technological and economic strength, one looking
at issues of cultural diversity might be puzzled why Japanese contemporary
art would be included here. However, anyone who went to the ISEA 2002 summit
in Nagoya, or has even seen the movie “Lost in Translation”
should get a glimpse into how much the Western-dominated ISEA can learn
from the rich, dense, and different Japanese culture.
As a student of Japanese culture for most of my life, one aspect of Japanese
cultural life that has impressed me is its intensity and devotion. Many
of the projects discussed by our colleagues Ooenoki and Tsuda concern a
phenomenon particular to Japanese contemporary culture called Otaku. In
Western pop cultural terms, Otaku is similar to Trekkies, Star Wars fans,
or any other obsessed genre fandom.
But in Japanese culture, it has another character. To me, Otaku is less
about the obsession, and more about intensity and devotion. This may be
a fine distinction, but in the selections below, it may mean taking a concept
to its logical extreme or being devoted to a place, where Western obsessiveness
seems more about escapism.
These are the intricacies and differences that make Japanese culture so
fascinating for me, and why I am glad that our colleagues have joined us
for this special issue of the ISEA Newsletter.
Patrick Lichty – Chair, CDC
__________________________________
MEDIASELECT remains active in Nagoya, Japan, as its stronghold after the
11th ISEA2002 in Nagoya, and has been working on the continuous study
of, and exhibition of the media art. The MEDIASELECT series differs from
other movements of the Japanese media arts, such as ICC or YCAM, in that
MEDIASELECT is founded on a framework of contemporary art, and hence considers
the media arts as related to the contemporary arts.
One could argue that the MEDIASELECT series already embodies cultural
diversity, as it takes place in a more local regional of Japan. Furthermore,
it differs greatly from the image of Japanese culture expected by the
Western world.
The approach of MEDIASELECT, however, goes further, as its objective is
to seek out works that go beyond the geographics of cultural diversity,
and present works that strive for new possibilities in taking a fine arts
approach to new media.
In 2003, an exhibition called ”post”was held in the Nagoya
port warehouse which was the venue for ISEA2002. The participants of the
show included young artists who participated in ISEA2002, and were the
pivotal members of the group. For several months, scholars also participated
in research workshops and had a symposium on the results of their research
during the exhibition. Some of the works for the show were referenced
at the presentation in Helsinki at ISEA2004. Below is an outline of the
show.
MEDIASELECT 2003 “post”
November 21(Fri.),2003---November 25(Tue.), 2003
Warehouse No.20, Garden Pier in port of Nagoya,
Artist: AIKAWA Masaru, ITO Akihito, OHIRA Takafumi, KONDO Sayoko,
TANIURA Hiwako, HAYASHI Momoko, FUJIWARA Junpei, HOSHI Takuya, MURAKAMI
Fumiaki, MOHRI Yuko
In 2004, the MEDIASELECT exhibition was held at Nagoya University, because
the warehouse was no longer available for exhibitions as a result of the
commercial development program of the city. At this venue, interdisciplinary
lectures by professors of Nagoya University were held throughout the show,
alongside the exhibition and performances.
MEDIASELECT2004"COLD_SCHOOL MS004:Art as Lecture"
October 1 (Fri.), 2004- --- October 10 (sun), 2004
Toyoda Auditorium, Nagoya University
Artist: IGAKI Satoshi+TAKAGI Rie+FUSHIKI Kei+YAMADA Tamami, KOHMURA Masao,
softpad + Refined Colors, TSUDA Yoshinori, TSUBAKIHARA Akiyo, NAGAO Hiroyuki,
NIWA Seijiro, HIRABAYASHI Kaoru, MIZUNO Mikako, MUTO Isamu, YAMAGUCHI
Yoshiomi
The Seminars for Contemporary Art & Media, organized by MEDIASELECT,
took place in 2003 at the Akiyoshidai International Art Village in Yamaguchi
as well as in 2004, at the House of Light (art work by James Turrell)
in Tsumari, Niigata. The themes of the seminars were “ Media Education
and Moving Image”, and “Web and Communication”, respectively.
For this year, Meme Project was held for EXPO2005 Aichi. Prof. KOHMURA
Masao, the president of ISEA2002 Nagoya, participated in this project.
Media art exhibitions will also be held by and at Nagoya University of
Arts and Aichi Sangyo University, under the auspices of MEDIASELECT.
Biography - Kiyofumi
Motoyama
Kiyofumi Motoyama is a representative of MEDIASELECT, and an Associate
Professor at Nagoya University.
by Jun Oenoki and Yoshinori Tsuda
“Otaku culture” (1) is a Japanese phenomenon that appears
to be penetrating deeply into Japanese society, becoming more than just
a superficial subculture. “DENSHA-OTOKO” (2) (Train-Man),
for example, began as a story on the internet centering around “otaku”.
After it was published in book form it became not only became a national
bestseller, but was also adapted for the stage and then to a motion
picture. The protagonist of the story seems to be “otaku”
on the surface, but really is a stereotypical “ordinary Japanese
shy boy.” The social ostracization common to the otaku’s
collective experience, is politically omitted from the character.
This year, a nationwide certificate examination, the “Nihon Zenkoku
Otaku Kentei” (3) (Japanese Otaku Examination) will be implemented
for the first time. People will be required to take this exam to be
recognized with the designation of “otaku.” Thus, a new
critical base, built on a specific body of knowledge, is being established
as the core of “otaku culture”, thereby distinguishing it
from the general “para-otaku” culture.
One might also argue that the forces of Japanese “power”
began to use “otaku” as a quiet device for cultural control.
Those of the “otaku race" generally love to view the world through
a single paradigm, and are thrilled to push their interpretations to
the extreme. Although there is an ominous risk in their philosophical
approach, there is nevertheless also a desperate optimism, particularly
in the face of the power of industrial capitalism and its attempts to
discredit them.“Otaku” people, by becoming aware of these
forces, and of Sir Karl Raimund Popper’s criticism of paradigm,
might therefore be compelled to reconstruct their own “raison
d’etre.”
In taking a critical approach to the study of “Otaku culture”,
we are developing a series of actions to reconstruct our identities
as “Media Otaku.” With the help of group of our supporters,
we installed our experimental project in multi-media communication in
Osu, the shopping arcade in Nagoya, during ISEA2002. “Alternative
Communication@ OSU” included free radio broadcasting, internet
broadcasting, live performance, and “talk ins.” In 2005,
we set up our new base (4) in Yokohama city and began developing new
projects relating to "Otaku."
1. Professor
I.H. ( Project of modeling virtual Prof. Ichiro Haryu)
Ichiro Haryu (5), one of the representative art critics in post-war
Japan, is considered the Giorgio Vasari of modern Japan. In this project,
Oenoki and Tsuda had 50 to 60 hours of extensive interviews with Ichiro
Haryu, and archived his words and voice as digital data. The data
was released to public access, and was reconstructed as the virtual
Prof. Ichiro Haryu, with voice synthesizing and lip-synchronizing
technology. The virtual Prof. will make it possible for people to
experience his opinions and words in the future, similar to Professor
O’Blivion in the movie “Videodrome” (6).
2. Free Radio
Broadcasting project at the Yokohama Triennale2005 (7)
This project, organized by Jun Oenoki, will be held during the triennale
exhibition. Many invited guests will participate in the project
at the“Radio Stall” that he will install on site. The”Radio
Stall” is a mobile system with FM radio transmission and video
chat functions, designed by a group of architects called “Mikangumi”
(8). A joint event with “WPS1” (9), the streaming station
of the PS1 museum in New York is also planned for the project.
-------------------------------------------------------------------------------------------
1 http://www.cjas.org/~leng/otaku-p.htm
http://en.wikipedia.org/wiki/Otaku#In_English
2 http://www.geocities.co.jp/Milkyway-Aquarius/7075
3 http://www.otaken.jp/example.htm
4“KITANAKA BRICK WHITE Building” is an office building,
renovated from an old warehouse in the Port of Yokohama. The building
has a character that many artists and designers like - especially
some groups of media artists - and so many maintain space in the
building.
5 http://www.keikosato.nl/onjapan/hariu.html
6 http://www.criterionco.com/asp/release.asp?id=248
7 http://www.jpf.go.jp/yt2001/yt2001/en/index.html
8 http://www.mikan.co.jp/
9 http://www.wps1.org/
Biography
- Jun Oenoki and Yoshinori Tsuda
Jun Oenoki is a media artist, Associate Professor, Department
of Communication Studies,Tokyo Keizai University
oenoki@st.rim.or.jp
Yoshinori Tsuda is a media artist, Associate Professor, Department
of Design, Nagoya University of Arts
nua-tsud@tcp-ip.or.jp
____________________ ___________________
ISEA Newsletter Contributors: Séa Diallo, Collette Gaiter,Pablo Helguera, Roschini Kempadoo, Rosamarie McKeon, Patrick Lichty, Catherine McGovern, Kiyofumi Motoyama, Yun Oenoki, Cynthia Beth Rubin, Semi Ryu, Cynthia Beth Rubin, Moussa Tine, Yoshinori Tsuda, the ISEA2006 Team.
ISEA Newsletter Online Design: René Paré (MAD).
ISEA Board Members:
Peter Anders, Chris Csikszentmihalyi, Nina Czegledy, Gunalan Nadarajan, Anne Nigten, Julianne Pierce, Wim van der Plas, Cynthia Beth Rubin, Mark Tribe.
ISEA HQ:
Nadia Palliser, Coordinating Director
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