[artinfo] The Futures of Digital Media Arts and Culture
Andrew Murphie
andrew.murphie at gmail.com
Sun Mar 2 16:35:45 CET 2008
The Futures of Digital Media Arts and Culture - Issue 11 of the
Fibreculture Journal
edited by Andrew Hutchison and Ingrid Richardson
<http://journal.fibreculture.org/issue11/index.html>http://journal.fibreculture.org/issue11/index.html
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<http://journal.fibreculture.org/issue11/issue11_bruns.html>The
Future is User-Led: The Path towards Widespread Produsage - Axel Bruns
<http://journal.fibreculture.org/issue11/issue11_bizzocchi.html>The
Aesthetics of the Ambient Video Experience - Jim Bizzocchi
<http://journal.fibreculture.org/issue11/issue11_degger.html>Technology
transfer present and futures in the electronic arts - Brian Degger
<http://journal.fibreculture.org/issue11/issue11_harrell.html>Cultural
Roots for Computing: The Case of African Diasporic Orature and
Computational Narrative in the GRIOT System - D. Fox Harrell
<http://journal.fibreculture.org/issue11/issue11_fullerton_morie_pearce.html>A
Game of One's Own: Towards a New Gendered Poetics of Digital Space -
Tracy Fullerton, Jacquelyn Ford Morie, Celia Pearce
<http://journal.fibreculture.org/issue11/issue11_knoespel_zhu.html>
Continuous Materiality Through a Hierarchy of Computational Codes -
Kenneth J. Knoespel and Jichen Zhu
<http://journal.fibreculture.org/issue11/issue11_mccaw.html>Art and
(Second) Life: Over the hills and far away? - Caroline McCaw
<http://journal.fibreculture.org/issue11/issue11_penny.html>Experience
and abstraction: the arts and the logic of machines - Simon Penny
<http://journal.fibreculture.org/issue11/issue11_rettberg.html>Dada
Redux: Elements of Dadaist Practice in Contemporary Electronic
Literature - Scott Rettberg
<http://journal.fibreculture.org/issue11/issue11_suominen.html>The
Past as the Future? Nostalgia and Retrogaming in Digital Culture -
Jaakko Suominen
<http://journal.fibreculture.org/issue11/issue11_whitelaw.html>Art
against Information: Case Studies in Data Practice - Mitchell Whitelaw
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In the early 1990s, the very term 'digital' was new and novel. Yet
over the past several decades it is apparent that applications and
innovations in e-mail, the Internet, mobile media, complex data
systems and computational practice, video games and networking
software have become an essential and dynamic part of contemporary
art and culture. Increasingly, research in new media (and 'newer' new
media) interprets the arrival of these emergent forms, addressing the
sometimes unexpected social, cultural and aesthetic uses and
implications of developing digital technologies and interfaces.
The eleven papers presented here from the perthDAC (Digital Arts and
Culture) 2007 conference offer a broad spectrum of perspectives on
the future of digital media art and culture, speculating on recent
trends and developments, presenting research outcomes, describing
works in progress, or documenting histories and challenging existing
paradigms of digital media use, creation and perception. They range
in topic from the participatory culture of Web 2.0, video art and
electronic literature, biological art and emerging art practices in
online environments, to the compound relation between art, data and
computation, the gendered poetics of game space and evolving
character of game culture.
In his paper Axel Bruns identifies a unique type of media experience
to emerge from the user-led Web 2.0 environment - that of produsage.
As he insightfully notes, the boundaries between media producers and
consumers are currently breaking down to enable 'the collaborative
and continuous building and extending of existing content in pursuit
of further improvement'. Jim Bizzocchi's paper also considers an
emergent aesthetic and cultural phenomenon - ambient video - which
includes video art works and living video paintings that reside on
buildings, the walls of our homes and offices, and in an increasingly
array of public spaces. Such artworks, he argues, play 'in the
background of our lives', yet paradoxically they must be at-the-ready
to reward a glance or more sustained contemplative gaze; Bizzocchi
reflects upon the creative and receptive implications of such a
phenomenon. The artistic potential of online virtual environments
such as Second Life is the topic of Caroline McCaw's paper; she
adopts her own Second Life avatar in a deep engagement with the work
and ideas of DC Spensley (aka Dancoyote Antonelli in Second Life). In
discussing the relation between this new aesthetic space and the
values and methods of traditional art practices and histories, McCaw
suggests that at the very least emerging art practices in online
environments invite us to critically examine 'the way we think and
talk about art'.
Simon Penny examines the 'theoretical crisis' that exists at the
nexus of computational technologies and artistic endeavour, where the
rationalist Cartesian values of the hardware/software binary are
antagonistic to the creative aims of the artist. He argues
convincingly that such a crisis 'demands the development of a
critical technical practice'. The legacy of Cartesian dualism
embedded in our understanding and interpretation of language,
computer code and the physical world is also the focus of Kenneth
Knoespel and Jichen Zhu's paper. They suggest that the notion of
'continuous materiality' can effectively capture the complexity of
the relation between materiality and immateriality, and they
effectively deploy this idea through the diagrammatics and design
morphology of architectural practice. On a connected yet divergent
theme, D. Fox Harrell makes the case that when computational systems
are made to intentionally and critically engage with cultural values
and practices - for example, in the representation and manipulation
of semantic content - new, invigorated and expressive computing
practices can result. In this context he describes the GRIOT platform
which implements interactive and generative narratives 'deeply
informed by African diasporic traditions'. In 'Art Against
Information', Mitchell Whitelaw examines the way in which artistic
practice might break away from the representation of information; he
suggests that data art can effectively work to separate 'information'
and 'data', to create 'figures of data as unmediated, immanent,
material and underdetermined', and speaks of the importance of
critically reflecting on the potential of such practices.
Scott Rettberg explores the legacy of the Dadaist avant-garde upon
contemporary new media artists and digital writers, arguing that
there is a close correlation between Dada 'anti-art' practice and the
methods deployed by new media artists and digital/electronic writers.
Such an association, Rettberg claims, can be used to critically
contextualise the properties and artifacts of contemporary new media
literature. Brian Degger considers another arena of cutting edge
artistic practice, the sometimes controversial arena of mixed reality
and biological arts which are deeply enmeshed in technoscientific and
biotechnological innovation and experimentation; in his paper he
deliberates upon issues of access, affordability and technology
transfer through the work of SymbioticA, Blast Theory and FoAM.
Finally, two of the contributions chosen for this special issue
attend to aspects of computer game culture and game space. In 'A Game
of One's Own' Tracy Fullerton, Jacquelyn Ford Morie and Celia Pearce
critique the predominantly male sensibility of game space in
first-person shooters and massively multiplayer games. Via feminist
writings and literature, contemporary game studies and Bachelard's
theory, they explore the possibility of rethinking and re/degendering
the spatial poetics and cognitive models at work within the 'virtual
playgrounds' of computer games. In his article Jaakko Suominen turns
to an interesting emergent phenomenon in game culture - that of
retrogaming. Retrogaming can include the appropriation or remediation
of older games, devices and applications into present-day games, or
more broadly the nostalgic collection and playing of first and second
generation games and consoles. Suominen investigates both the
increasing popularity of such practices, and the way in which the
culture and content of retrogaming becomes incorporated into the
latest game devices and gameplay.
We hope that you find this to be both a thought-provoking collection
and a worthwhile sampling of the perthDAC 2007 conference.
Andrew Hutchison and Ingrid Richardson
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