构建媒体空间
网络(工作)艺术的新颖性过去和现在都是关于访问和参与
约瑟芬·博斯玛
关于艺术的一些想法
在撰写新媒体艺术史时,人们似乎总是陷入同样的困境。应该遵循以视觉图像的技术创新为主导因素的通用方法,还是应该将这种艺术视为可以呈现各种形式的文化表现形式的综合体?这种两难境地似乎取决于艺术的定义以及伴随着每一个艺术定义的文化(和政治)背景。有一些策略可以避免这种困境。一种流行的做法是避免将艺术家的某些作品和项目完全称为“艺术”。这在批评中造成了很大的空白,并使许多做法没有得到认可。我最喜欢的策略反对这一点:当有疑问时,称之为艺术,而将任何进一步的意义问题留给批评家和理论家。长期以来,一件东西是否是艺术并不是最重要的问题:如何放置和评估艺术实践和产品。然而,还有第三种流行的策略。电子媒体及其周围艺术的难以捉摸和不稳定性造成了一种默默无闻,其中最安全、最简单和绝对最受欢迎的选择已经(并且可能会在未来几年内)回归到从前现代的角度看待艺术工艺(通常与作者的创造性天才混合)。这反过来又与艺术进步嵌入视觉媒体图像的技术创新的简单假设纠缠在一起。这种策略的问题在于它忽视了几十年来对我们今天处理的新艺术实践的发展最重要的跨学科艺术实践。过于多样化的艺术实践,无法融入一两个类别的设计和视觉艺术及其伴随的话语。
本文试图从一个相对较新的角度——公共领域的艺术——来看待在互联网上及其周围创作的艺术。它只是相对较新,因为公共领域一直是互联网艺术中的一个主题或焦点,并且很长一段时间以来它都跨入了媒体行动主义。公共领域的定义通过使用电子媒体空间得到了扩展,首先是广播和电视,但最重要的是互联网的兴起及其对公众的相对容易访问。电子媒体中对交流和表达自由的强调创造了至少三种相当具体的新艺术实践。它们基于甚至依赖于协作、媒体访问和动手技术。简而言之,这三者都围绕着连通性、围绕被连接性发展:与人连接、媒体渠道、工具和/或知识。我在这里指的三种实践是涉及某种形式的互联网接入的环境和表演、艺术家发起的互联网上的展示平台或聚会场所,以及最后但并非最不重要的软件艺术。
(重新)定义公共领域
(重新)定义公有领域是一项永无止境的事业,或者用《公有领域常见问题解答》的作者埃里克·克鲁伊滕贝格(Erik Kluitenberg)的话来说: [1] 《公有领域是不断变化的东西,永远不会固定的,因此需要不断地重新发明。真正的公共空间,往往只是自然而然地出现,而不是有意识地设计。» 人们甚至会怀疑(目前)是否有任何东西可以称为公有领域。媒体理论家 Geert Lovink 在他的著作《设计数字公地》中写道:“……我们可能会发现数字公地是一个消极的乌托邦。作为一个事件或体验而不是一个固定的空间,数字公共存在于未来(或即将发生在过去)。» [2] 当被要求解释这种消极的乌托邦时,洛文克写道:“人们也可以称它为临时自治区域,只有当该区域作为一个真正存在的乌托邦已经消失时才能被识别为这样的区域。”
然而,我们可以区分新公共领域的主要问题,即 Kluitenberg 所描述的公共领域 2.0。最重要的似乎是媒体访问和媒体技术(社会和技术)的知识,这两者对于中介环境中的自发活动至关重要。在她的《Netzkulturen》一书中, [3]策展人和评论家 Inke Arns 写道:«在不断扩大的网络世界中,批判性媒体能力的激发是不可避免的。只有这样,人们才能为自己的兴趣和目标使用网络和新的通信技术。» 当特定技术无法访问和/或不熟悉时,电子媒体中的公共空间不能“自发出现”。本文所描述的艺术家的作品在许多不同的层面上使人们更接近技术。有些只会产生好奇心和惊奇(第一级熟悉度);其他人的目标显然是观众参与甚至教育。所有这些作品都将公共领域视为一个虚拟的、中介的空间,由物质和非物质物质组成。
执行物理接口:与技术面对面
媒体艺术表演、易于访问的媒体艺术装置以及有或没有实时网络连接的媒体艺术工作坊是新旧公共领域艺术作品之间缺失的环节。而在线平台(如本文后面所述)仍然具有某种形式和感觉的相似性,这可能是由于它们的基础是团队协作,这些物理界面(以及艺术家软件)具有特定的个体或(小) 群体美学,使它们更容易被大多数当代艺术观众识别为艺术项目。
复杂的媒体艺术表演和装置在整个电子媒体的历史中被创造出来。 [4] 并非所有这些都将艺术作品推向街头或以深刻的方式与观众互动。艺术家在艺术表演、事件或事件中的实际存在和“可用性”元素(再次重复使用旧术语)可能是吸引观众的最强有力的方式。但艺术家的存在也可以通过另一种方式被“感知”,例如 Heath Bunting 的“Project-X”。
使用物理界面是接触大量受众的最直接方式。它们将媒体空间与我们通常称为物理世界的世界空间连接起来。媒体空间也是物理的,但我们往往不会这样体验它们。据说它们是短暂的或无关紧要的。它们部分包括通过使用各种机器界面对自然现象的操纵,部分包括文化或心理体验。为了了解它们以及它们为交互或其他用途提供的可能性,它们必须变得可见、有形或“可体验”。机器或桌面界面为单独的一对一交互执行此操作,但对于需要在概念上或其他方面作为一个整体可访问的媒体空间,不同的解决方案可能会产生与“非物质”空间的界面错觉。例如,为了开放 Public Domain 2.0 并让公众体验它,Station Rose 使用了俱乐部 VJ 和 DJ 格式来创建临时的沉浸式环境。Heath Bunting做过各种项目,我选择了一个不为人知的项目,他在街上用粉笔引起了公众的好奇并满足了他自己的好奇心。Etoy 有一个项目,它与儿童一起工作并教他们一些媒体互动的基础知识,就像 Mongrel 也喜欢在工作坊甚至私人交流中与人们面对面交流一样。Heath Bunting做过各种项目,我选择了一个不为人知的项目,他在街上用粉笔引起了公众的好奇并满足了他自己的好奇心。Etoy 有一个项目,它与儿童一起工作并教他们一些媒体互动的基础知识,就像 Mongrel 也喜欢在工作坊甚至私人交流中与人们面对面交流一样。Heath Bunting做过各种项目,我选择了一个不为人知的项目,他在街上用粉笔引起了公众的好奇并满足了他自己的好奇心。Etoy 有一个项目,它与儿童一起工作并教他们一些媒体互动的基础知识,就像 Mongrel 也喜欢在工作坊甚至私人交流中与人们面对面交流一样。
玫瑰站
Station Rose 由 Elisa Rose 和 Gary Danner 组成。自 1980 年代末他们在维也纳开设了一家画廊以来,他们一直作为新媒体艺术的组织者和表演者活跃。Rose 现场创作视觉效果,而 Danner 创作音乐。以声音和视觉为基石,他们开发了他们喜欢称之为“虚拟空间”的东西。Station Rose 于 1988 年开始通过联网计算机进行表演,但直到 1991 年他们连接到加利福尼亚网络 The Well时才进入互联网社区。 [5] Station Rose 的演出工作离不开 Rose 和 Danner 作为网络工作者的经历。丹纳在一次采访中说:“我尽量在网络上做尽可能多的事情——我真的不想在几年内处理这样的情况:我们本可以在 99 年做一些事情,而不是让它成为纯粹的购物中心……我在这里感到一种责任。我是由 The Well 的第一批 ‹onliners› 培训的。他们有强烈的社区意识。他们也教我拥有它。» [6]
Station Rose 希望通过构建一个临时的沉浸式环境,将他们的观众带入他们的网络空间体验。罗斯在一次采访中说:“在媒体艺术中表演的方面很重要。这些实时时刻介于物质(和)非物质之间。» [7]表演和其他实时的、物理的事件似乎是打开网络空间双重体验的终极机会,一种既是物理的又是非物理的体验,并邀请观众进入这种体验。新媒体艺术中的表演可以做到这一点,而不仅仅是与电脑的一对一接触。例如,对于他们在 1990 年代初期的表演,Station Rose 会将他们的计算机连接到互联网,并通过发送消息来要求在线的人加入表演。通过这种方式,表演空间(通常是聚会场所)将得到扩展或扩展。在技术层面上,这种扩展发生在观众无法直接接触到的范围之外,但在社会、文化或心理层面上,观众肯定会参与其中。«通过 Telnet 和这个 ‹u 命令›,任何人都可以登录并发送一些东西,当他们知道我们在法兰克福做 Gunafa 俱乐部时。» Rose 继续说道,«我们当时使用的(德国)电子邮件程序 Magicall 在 Amiga 上运行,我曾经使用 4 个投影仪屏幕进行现场直播。……我让……电子邮件和动画程序同时运行。当我收到一条新消息时,屏幕上出现了闪光。这在俱乐部中产生了额外的灯光效果,一种数字频闪灯效果,因为我们收到了很多信息»。屏幕上有一道闪光。这在俱乐部中产生了额外的灯光效果,一种数字频闪灯效果,因为我们收到了很多信息»。屏幕上有一道闪光。这在俱乐部中产生了额外的灯光效果,一种数字频闪灯效果,因为我们收到了很多信息»。[8] 所有这一切都发生在互联网在很大程度上不为人所知的时代,不仅对普通观众,对许多媒体艺术节也是如此。» 1995 年, Ars Electronica 仍然没有电子邮件地址”,Danner 说,“如果我没记错的话”。 [9] 即使在 1998 年,媒体艺术节也不回覆电子邮件的情况并不少见,仅仅是因为他们无法处理自己的邮箱。人们只能尝试想象如上所述的表演会对观众产生什么影响。他们一定很神秘,引起了好奇心,肯定会引起轰动。演出结束后,可能会感觉失去了一些特别的东西。“建立虚拟房间需要数小时才能让它们栩栩如生”,Rose 说,“而且它们已经消失了,而且一旦(模拟)灯一打开,它们就再也不会以同样的方式回来……。在网络空间实时作曲是极端的。» Gunafa Clubbing 事件似乎是临时自治区域,是 Public Domain 2.0 的一些不稳定部分。
希思旗布:Project-X
简单的项目可以很漂亮。《Projekt -X 》 ,Heath Bunting 1996 年的街头作品,具有如此简单的美感。彩旗在人行道、墙壁或公共场所的其他物体上用粉笔画了一个互联网地址。
地址 仍然有效。 这个想法是想看看人们会做什么:他们真的会回家还是去办公室,然后在 Web 浏览器中输入地址?如果他们这样做了,他们的期望是什么?该网站显示了一份简单的问卷以及努力填写问卷的人的答案。如果您自己填写表格,那就是。
Bunting 的作品非常注重通过微妙的干预来给观众带来惊喜,而这些干预往往不会立即被视为艺术。“我很高兴在我的朋友中谈论艺术和事物,但我不一定会说我在特定的公共背景下是一名艺术家,”邦廷在接受采访时说,“然后你会带来一整组的联想,可能实际上对您的工作不利。» [10] 关于他在街头的工作,他在 1997 年的一次采访中说,当时 Bunting 是第一批受邀参加文献展的网络艺术家之一:«通过走上街头并在公共场所做事,私人空间将成为回收。» [11]
«Project X» 似乎也是对 1996 年 net.art 日益流行甚至炒作的抵制。 «[Project X] 旨在衡量公众对互联网的兴趣,因此将反映观众的兴趣, » 在一期在线杂志 Switch 上写道 Bunting。 [12] «Project X» 以一种非常不受欢迎的方式将涂鸦和互联网结合在一起。粉笔涂鸦看起来一点也不令人印象深刻,它们是随意制作的。然而,在万维网处于早期发展阶段的时候,仅仅在人行道上出现一个 URL 就已经足够令人好奇了。街上的粉笔和网络上的技术流之间的对比给了这个项目一个有趣的优势。想到有人可能刚刚经过与您相同的墙壁或街道并留下信息,这一想法也给该项目带来了一种奇怪的亲密感;一种亲密关系也可以从墙上和街头家具上的涂鸦中得知。有人留下了他们的印记,但为什么以及为谁?这些标志代表了什么样的文化和人?
9(九)(哈伍德,格雷厄姆),2003
通过这个项目,Bunting 进行了一次富有诗意的干预,可以同时在不同的层面上发挥作用。所谓可访问的媒体公共空间的荒谬性是通过将 URL 留在人们必须努力记住或使用它的地方来揭示的,如果他们可以在任何地方访问互联网。那些设法使用它的人发现自己面临着一个未解之谜,这可能只是一个笑话,或者一些奇怪的失败的广告活动,甚至是一个艺术项目。不管他们如何解释,他们确实参与了一个艺术项目,该项目从现实世界仍然相对开放的道路延伸到了万维网的潜在公共领域。
杂种
Mongrel 是一个艺术家集体,由 Matsuko Yokokoji、Mervin Jarman、Richard Pierre Davis 和 Graham Harwood 组成。他们制作装置、制作软件、文本和 CD-ROM,并举办研讨会。在一次采访中,Graham Harwood 解释说:“Mongrel 是一群致力于庆祝伦敦街头文化的混血儿。它是由帮助制作“记忆排练”的人建立的,这是一张由顶级安全精神病院 Ashworth 的患者/囚犯制作的 CD-ROM。 [13] Mongrel 在其 网站上 谈到他们自己和他们的研讨会参与者:“我们在研讨会上的工作是激发动力:我们想要做研讨会,他们想要参与。”
Mongrel 所做的一切都是围绕着观众的深度参与而发展的。在这种情况下,他们的工作既适合物理界面也适合软件类别,但我一直发现他们致力于通过物理会议和教育与人们建立联系是最有趣的。对社会、文化和政治系统或结构的 Mongrel 方法是解构性和实验性的。哈伍德再次说:“我们致力于打破社会的自我形象,在这些社会中,人们通常认为那些参与“知识追求”的人,以及那些参加“文化享有盛誉的活动”的人远远超出了政治冲突的平凡。” [14]
Mongrel 似乎在寻找新的世界观和描述它们的新语言。他们的激进态度体现在他们设计的工具中,因此他们的工作室不得不与普通的商业软件工作室截然不同。例如,“(9) Nine”是格雷厄姆·哈伍德 (Graham Harwood) 担任阿姆斯特丹德瓦格 (De Waag) 驻地艺术家时开发的一款软件,旨在让对计算机和互联网知之甚少的人们通过这些软件讲述自己的故事媒体。在阿姆斯特丹黑人社区 De Bijlmer 与邻居、妇女、年轻女孩以及老年人的研讨会上,该软件的第一批用户是在超链接和上传的世界中发起的。
不仅软件是精心设计的;Mongrel 也有意识地针对特定类型的观众,即最民主意义上的公众。这意味着艺术家具有一定的开放性、慷慨性和政治意识。在电子邮件中,Harwood 写道:“[有了]社交软件,所有那些棘手和粘稠的社会关系、贫困、糟糕的教育——人们的挫败感和期望都很难。…所有的工作坊都不一样——无论是在南非或澳大利亚内陆的一天穿鞋,还是在家里和邻居一起工作,或者只是和我妈妈一起工作。人们的智力表现不同,这取决于他们与谁(哪个杂种)以及他们在什么环境中工作。» 研讨会是为每个人或一群人量身定制的。哈伍德再次在电子邮件中:«与人合作是我们在工作的任何媒体艺术子类别中所做的事情。这只是技术和网络的一部分。问题是你和谁一起工作以及为什么。»
Etoy:“Etoy 日托”
国际集团Etoy在互联网内外进行了无数次演出。当被问及他们来自哪里时,他们会回答他们来自网络。他们的主要策略是运用企业战略来获得他们所谓的“文化利润”。这个想法是加强文化领域,不是通过金钱资助,而是通过增加文化产品。这似乎基本上归结为 Etoy 的股东没有获得金钱收入,但他们的回报是 Etoy 可以制作更多的艺术品或生产更多的艺术品。时期。
Etoy的形象一直比较苛刻;这可能与他们对企业品牌的严格应用有关,这在他们所做的一切中占主导地位(亮橙色的工作服,无处不在的大 Etoy 标志,Etoy 形象外壳背后的个别 Etoy 成员消失,在线 Etoy 是少数几个之一使用 .com 域的艺术网站)。
通过将注意力转向新一代,Etoy 现在出人意料地软化了自己的形象。Etoy 启动了一个名为 «Etoy.Daycare» 的项目,在该项目中 Etoy «培训新的 Etoy 代理。» 该项目已在意大利都灵进行,最近又在荷兰阿姆斯特丹进行。在 « Etoy-日托» 网站上写着“……我们为孩子们注入了实验性生活方式的第一枪,并试图赢得他们与艺术的可持续友谊。” 在阿姆斯特丹,Etoy 成功培训了不少于 130 名年龄在 6 到 11 岁之间的年轻 Etoy 代理人,这基本上意味着 130 名儿童参与了他们玩物理和技术游戏的工作坊,从使用防火梯(充气滑梯)到在计算机上设计 Etoy 容器的内部。孩子们带着他们自己的通行证回家,一些 Etoy 分享和有关如何访问他们自己的 Etoy 网页的信息。
项目文档充满了浮夸的公司语言。不要让这愚弄你。通过将其安装在城市的公共空间中以及免费进入车间的事实,该项目吸引了非常广泛的受众。«Etoy.Daycare» 是为数不多的真正成功地吸引和激励儿童的新媒体项目之一。在阿姆斯特丹的研讨会期间,当地的孩子们会在项目所在的容器周围闲逛,他们会在那里玩气垫,并尝试获得一些零碎的东西(贴纸、徽章、小钢珠形式的 Etoy 股票) ) 来自负责 Etoy 的代理商。Etoy 设法让年幼的孩子尝到艺术、技术,甚至是温和形式的颠覆的滋味。孩子们被教导一种秘密握手,让他们能够识别全球其他年轻的 Etoy 特工。该项目同时是装置、车间和媒体文化接入的提供者。
就像旧公共领域的艺术(公共领域 1.0)一样,新公共领域的艺术,包括中介的、虚拟的空间,似乎仍然包含某种地方性。然而,这个地方主要转化为亲密关系。它是一种个人或文化的亲密关系,不一定与固定的物理位置相关,而更多的是与聚会场所相关。新公共领域的艺术品反映了它的流动性和不稳定性,即使有时会因为技术变化而变得过时或消失而不由自主。
ARTEX(阿德里安 X,罗伯特),1980
合作与合着:在线艺术空间
从互联网的早期甚至是其先驱开始,在线艺术实践似乎都专注于交流。这反映在事后看来最具影响力的项目类型上。邮件列表、公告板、协作网站和艺术服务器曾经是并且现在仍然是网络艺术社区的核心。 [15] 其中一些对于网络艺术的发展和接受非常重要,但人们可以争论这些项目本身是否真的是艺术项目。它们作为发展新话语和代表的平台的作用尤其令人困惑,因为艺术项目通常主要被视为其作者的财产,其次,艺术项目在社会、政治和文化上具有影响力的情况即使不是史无前例也很少见。在他们还在发展的时候。在线艺术空间以最直接的方式定义艺术项目的背景和方法,同时为媒体理论、媒体行动主义和技术的话语提供背景和内容。
我讨论的项目都对不仅围绕网络艺术,而且围绕媒体行动主义和媒体理论的话语的发展产生了重大影响。艺术家发起了这一切,即使艺术家自己在某个时间点不喜欢或避免将自己定义为艺术家或将他们的作品定义为艺术。选择一个特定的出发点可能会带来一定的不准确性。像 Robert Adrian X 的 «Artex» 的项目,这是一个在互联网的先驱上创建的早期公告板,甚至是 Rena Tangens 和 Padeluun 的 «Bionic» 公告板(仅限德语)或总部位于加利福尼亚但国际化 的 The Well那些根本不是艺术家发起但仍然具有影响力的论坛集群,作为网络文化的灵感来源或早期孕育地,都具有历史意义。然而,在艺术家聚会场所和平台类别中最具影响力的项目是在 1990 年代初期和中期开始的。
The Thing (Staehle, Wolfgang), 1991
事情
出现的第一个具有重大意义的项目是
The Thing,由艺术家 Wolfgang Staehle 发起。The Thing 最初是一个公告板,但添加了其他部分,例如 The Thing 在几个欧洲城市的区域分支机构创建了一个 Thing 节点网络。但是,当为 1994 年 Ars Electronica 的演示创建 Web 界面时,The Thing 发生了最明显的变化。
Staehle 在 1980 年代担任视频艺术家。在创立 The Thing 大约三年后,他在接受 Dike Blair 采访时说:“我最初确实将它设想为一个艺术项目;但是,其他节点的添加无疑改变了这一切。» [16] 几年后,他说:“对我来说,这无关紧要[The Thing is art, JB];这是由历史学家决定的。» [17] 所以 The Thing 被认为是一个艺术项目,但艺术家觉得它的定义随着其功能的变化和扩展而改变。在最近的一封电子邮件中,Staehle 是这样说的:“当我开始 The Thing 时,我认为它是一个概念艺术项目,有点像“全民艺术,全民艺术”之类的东西。” 他认为这只会持续几个月左右。与此同时,The Thing 经历了许多转变,成为一个多层次的平台,包括例如邮件列表、艺术家展示网页、评论部分和一个商业公司来维持所有这些。
尽管 The Thing 很难找到资金, [18] 与确实获得资金的同行不同,在过去几年中,它为一些有争议且也有影响力的艺术项目提供了庇护。Ricardo Dominguez 和 RTMArk的艺术激进主义 给 The Thing 带来了相当大的麻烦。像这样的项目不太可能在其他美国本地平台上实现。The Thing 不仅是一个协作的概念艺术项目;它还为其他项目的发展提供了从话语和理论到技术和访问的所有手段。它是网络中的蜘蛛之一。Wolfgang Staehle 在一封电子邮件中说:«我喜欢把它想象成一个实验室,在这个实验室里,人们可以在协作环境中遵循他们的倾向和兴趣。在线和离线……»
数字城市 (DDS) (The Digital City (DDS)), 1994
这让我想到了网络上艺术家平台的另一个方面。Staehle 提到了 The Thing 的线下部分,这是一个位于纽约的办公室和会议场所,这让我们想起了在数字领域的任何艺术方法中很容易被低估的东西:它植根于技术和线下文化的实际物理世界. 在线网络本质上与离线网络相连,即使它们也超越了它们。许多在线艺术平台也附有实体聚会场所,这取决于手头的情况,哪个更重要——线上还是线下空间。似乎即使是最强大的在线艺术环境也无法在没有它们发芽的物理社交网络的情况下发展起来。
Public Netbase 和其他早期的欧洲媒体实验室和在线平台
从 1994 年开始,重要的艺术家平台的大浪潮开始演变,花了几年时间。正如 公共网络库 和 worldinformation.org 的艺术家和发起人 Konrad Becker 在接受采访时所说:“互联网时代应该像狗年一样乘以七,» [19] 这让 The Thing 和其他项目的开发相差两三年,感觉就像是一个很大的差距。在此期间,活跃于国际的媒体艺术家和理论家建立了一个强大的物理网络,这将成为许多在线项目的基础。互联网引发的巨大期望也需要一段时间才能变成实实在在的东西,因为技术基础设施昂贵且难以访问。媒体实验室和数字城市的发展帮助克服了这些困难。艺术家们参与了各种媒体实验室和艺术服务器的建立。其中许多最初被认为是艺术项目。
1994 年,荷兰艺术家 Walter van der Cruyzen 帮助在阿姆斯特丹创立了 De Digitale Stad(DDS;数字城市)。然而,DDS 并不是一个艺术项目。 [20] DDS 首次设法让荷兰各地的人们上网,并在旧媒体上进行了广泛的评论。在国际上,DDS 一直是众多研究的焦点,它似乎激发了其他倡议和在线社区的发展。那时,开始在线聚会场所也可能刚刚开始。不管究竟是什么启发了谁,同年晚些时候,其他一些对网络艺术的发展产生了巨大影响的倡议开始了:维也纳的公共网络基地、 柏林 的国际城市和cybercafe.org, irational.org 在伦敦。 [21] 后者只是一个在线项目,主要是 DDS,而其他项目也有实体会议场所。而除了DDS之外,所有这些项目都被艺术家构思为艺术项目。
在一封电子邮件采访中,贝克尔写道:“事实上,我认为这是我艺术作品的延续……事实上,甚至是信息网络社会中一种新艺术实践的逻辑,远离了人工制品和单一的艺术姿态。… 建立小型临时平台并将我的前互联网化身中的事件概念化为电子音乐家、表演者和艺术家项目,如 [Public] Netbase 和 WIO [world-information.org] 自然而然地从它发展而来。» Internationale Stadt 由艺术家 Karlheinz Jeron und Joachim Blank 发起。Jeron 通过电子邮件告诉我,这个项目最初也被视为艺术: «在 IS (1994) 的最初阶段,至少我们大多数人将其视为艺术品。过了一会儿,它变成了我称之为具有商业导向部分的社会文化项目。» irational.org 最重要的是艺术家和活动家 Heath Bunting 的倡议。当被问及他是否曾将非理性视为一个艺术项目时,他写道:“是的——它的形式和过程与其功能一样重要。”
这些项目的发起者最初是否认为他们的作品是艺术似乎无关紧要。然而,他们这样做的事实表明,艺术品的界限不仅是模糊的;在其发展过程中,这种特殊类型的艺术品几乎完全消失了。用 Heath Bunting 的话来说:“我一直认为一件好的艺术品实际上应该是隐形的,…… 立即融入并很快被认为是理所当然的。所以不是不言自明,而是通过不断使用实现民主。» [22]
这些项目几乎是立即被合并的,它们的功能很快超过了任何其他艺术品。他们不仅提供互联网接入和网络空间,还提供教育和对网络文化发展的积极态度。
nettime(舒尔茨,皮特;Geert Lovink),1995Name.Space(加林,保罗),1991
网络时间
90 年代初经常光顾 The Thing 讨论论坛的人之一是 Pit Schultz。舒尔茨是一位来自柏林的艺术家,他参与了媒体艺术和媒体行动主义。他目前是 柏林bootlab的一员 ,并参与了广播和在线广播项目 Reboot.FM。1995年,他与媒体理论家 Geert Lovink 在威尼斯的一次艺术家、理论家和媒体活动家会议上创立了邮件列表 nettime双年展。 [23] nettime 在某些方面可以与 The Well 相提并论,因为它的数字社区也非常基于物理网络。早期非常强调现场网络时间会议,现在已被资深和新网络时间成员的新举措(节日、会议)所取代。这个社区通过对媒体行动主义和信息政治的共同兴趣而联系在一起,这似乎不是艺术家最有可能居住的人群,但媒体和媒体访问的物理即技术组件的可访问性和发展当然是最大的对媒体艺术家也很重要,无论他们是否参与社会或政治活动。nettime 也可以称为 1990 年代中期媒体实验室的理论骨干。有一段时间,它是在当地从事类似项目的人们可以在国际上讨论各种问题的平台(现在仍然是,但与最初几年相比,今天的重点更多地放在行动主义上,而对艺术的关注度要低得多)。在线交流可以扩展和增强线下会议或项目。nettime 为代表提供了巨大的可能性,许多现在知名的艺术家在那里发表或展示了他们的作品,并首次产生了影响。最知名的‹nettime艺术家›是那些通常与‹net.art›相关的艺术家,但也有像Jordan Crandall、Cornelia Solfrank、Ricardo Dominguez、Paul Garrin或Margarete Jahrmann这样的艺术家参与其中并以各种方式使用它。例如,克兰德尔发表了优美的抒情文本。但与最初几年相比,今天的关注点更多地放在行动主义上,而不是艺术上)。在线交流可以扩展和增强线下会议或项目。nettime 为代表提供了巨大的可能性,许多现在知名的艺术家在那里发表或展示了他们的作品,并首次产生了影响。最知名的‹nettime艺术家›是那些通常与‹net.art›相关的艺术家,但也有像Jordan Crandall、Cornelia Solfrank、Ricardo Dominguez、Paul Garrin或Margarete Jahrmann这样的艺术家参与其中并以各种方式使用它。例如,克兰德尔发表了优美的抒情文本。但与最初几年相比,今天的关注点更多地放在行动主义上,而不是艺术上)。在线交流可以扩展和增强线下会议或项目。nettime 为代表提供了巨大的可能性,许多现在知名的艺术家在那里发表或展示了他们的作品,并首次产生了影响。最知名的‹nettime艺术家›是那些通常与‹net.art›相关的艺术家,但也有像Jordan Crandall、Cornelia Solfrank、Ricardo Dominguez、Paul Garrin或Margarete Jahrmann这样的艺术家参与其中并以各种方式使用它。例如,克兰德尔发表了优美的抒情文本。nettime 为代表提供了巨大的可能性,许多现在知名的艺术家在那里发表或展示了他们的作品,并首次产生了影响。最知名的‹nettime艺术家›是那些通常与‹net.art›相关的艺术家,但也有像Jordan Crandall、Cornelia Solfrank、Ricardo Dominguez、Paul Garrin或Margarete Jahrmann这样的艺术家参与其中并以各种方式使用它。例如,克兰德尔发表了优美的抒情文本。nettime 为代表提供了巨大的可能性,许多现在知名的艺术家在那里发表或展示了他们的作品,并首次产生了影响。最着名的‹nettime艺术家›是那些通常与‹net.art›相关的艺术家,但也有像Jordan Crandall、Cornelia Solfrank、Ricardo Dominguez、Paul Garrin或Margarete Jahrmann这样的艺术家参与其中并以各种方式使用它。例如,克兰德尔发表了优美的抒情文本。 [24] Jahrmann 将发布当时流行的 ASCII 色情图片的男性版本,作为她的 «SuperFem» 项目的一部分。 [25] Garrin,旨在打破互联网域名前缀垄断的«namespace»项目的发起人,在安装了审核后劫持了整个nettime邮件列表,并称他的版本为nettime-free,激怒了一些人。认为自己的隐私受到侵犯的人。
可以说,nettime 不仅仅是一个发布公告或呼吁合作艺术项目的发布空间,而是许多艺术家将名单作为一个真正让他们的部分作品成形的地方。名单背后的社区及其期望是从虚假会议公告到声明再到干预的任何事情的目标和/或受众。项目nettime变成了一个公共空间‹即将发生›作品‹将成为公共领域2.0中的艺术。这以希望简单讨论网络批评问题的学术理论家(和其他人)与实验艺术家之间的冲突而告终。审核团队的安装加上艺术家对所谓的恶作剧和其他“奇怪”电子邮件的投诉几乎全网。在 1997 年在卢布尔雅那举行的第一次 nettime 会议之后,艺术家们同时离开 nettime 以形成自己的名单 [7-11] [EL]。nettime 的艺术与否是一个持续不断的混乱来源。即使 nettime 始于一个艺术节,其许多初始成员,包括其发起人之一,都是艺术家,但艺术可能是当前社区希望与之相关的最后类别之一。然而最近,nettime 被要求在纽约的 Eyebeam 画廊展出,不久之后,nettime 就被 Ars Electronica 邀请参加其新数字社区奖的竞赛。这两次邀请都在名单上引起了有趣的反应,即外界似乎经常对邮件列表社区产生误解。nettime 的艺术或非艺术状态是一个持续的混乱来源。即使 nettime 始于一个艺术节,其许多初始成员,包括其发起人之一,都是艺术家,但艺术可能是当前社区希望与之相关的最后类别之一。然而最近,nettime 被要求在纽约的 Eyebeam 画廊展出,不久之后,nettime 就被 Ars Electronica 邀请参加其新数字社区奖的竞赛。这两次邀请都在名单上引起了有趣的反应,即外界似乎经常对邮件列表社区产生误解。nettime 的艺术或非艺术状态是一个持续的混乱来源。即使 nettime 始于一个艺术节,其许多初始成员,包括其发起人之一,都是艺术家,但艺术可能是当前社区希望与之相关的最后类别之一。然而最近,nettime 被要求在纽约的 Eyebeam 画廊展出,不久之后,nettime 就被 Ars Electronica 邀请参加其新数字社区奖的竞赛。这两次邀请都在名单上引起了有趣的反应,即外界似乎经常对邮件列表社区产生误解。艺术可能是当前社区希望与之相关的最后类别之一。然而最近,nettime 被要求在纽约的 Eyebeam 画廊展出,不久之后,nettime 就被 Ars Electronica 邀请参加其新数字社区奖的竞赛。这两次邀请都在名单上引起了有趣的反应,即外界似乎经常对邮件列表社区产生误解。艺术可能是当前社区希望与之相关的最后类别之一。然而最近,nettime 被要求在纽约的 Eyebeam 画廊展出,不久之后,nettime 就被 Ars Electronica 邀请参加其新数字社区奖的竞赛。这两次邀请都在名单上引起了有趣的反应,即外界似乎经常对邮件列表社区产生误解。
无论 nettime 的状态如何,很明显大多数参与者都对艺术环境持怀疑态度,如果他们不完全回避它,正如贝克尔对我的一封电子邮件采访的回应中暗示的那样:«我已经到达一种我高兴地再次承认我的艺术身份的心情……。(事实上,我在很多时候发现它几乎是无用的属性,非常妥协和误导任何严肃的意图……但是随着对艺术实践的敌对气氛日益增长(以及它在像 nettime 这样的列表中看似腐烂的形象……)我已经准备好了再次戴上这顶帽子。比做一个创意产业工人更好?我们在重新夺回街道和网络的同时,也可以重新夺回艺术!» 网络时代仍然是网络批评的堡垒,它仍然是一个非常有趣的地方邮件列表和丰富的信息来源。[26] 多年来,邮件列表,尤其是那些拥有在线档案和定期会面的成员,证明是媒体文化和知识来源最一致的载体——不仅通过他们的在线档案,而且通过他们的资深成员。即便如此,nettime 也没有逃出某种向杂志或出版集团的发展,而不是其所有成员的合作项目。
根茎
根茎 是一个可能受到 nettime 启发的项目。其发起人 Mark Tribe 于 1996 年仍住在柏林时开始了该项目,并可能在那里遇到了 Pit Schulz 甚至 Geert Lovink。Rhizome 甚至一度被视为 nettime 的竞争对手,当时它还处于早期、更注重艺术的时代。我在本节中描述的大多数项目并不以艺术项目或作为艺术项目而闻名。然而,根茎是。即使他不称自己为 Rhizome 的作者,Tribe 也经常将 Rhizome 作为艺术项目呈现。«我确实认为根茎是社会雕塑。因此,它可以被视为一件艺术品,”马克·特里布在一封电子邮件中写道。«这并不意味着我将其视为我的艺术项目之一。相反,我将其视为一个合作项目,多年来涉及成千上万的参与者…… 我确实在开发 Rhizome 方面发挥了主导作用,当我展示我的作品时,我确实谈到了 Rhizome,但我与它没有占有或专有关系。»
«社会雕塑»一词源于约瑟夫·博伊斯(Joseph Beuys),似乎非常适合在线项目,但在用于产生大量衍生产品的大型项目时也存在一些问题。“艺术家缺乏展览和批判性讨论他们作品的论坛,评论家缺乏写作场所,策展人缺乏发现在这种新媒体中工作的艺术家的地方,”Tribe 在接受 TrAce 的兰迪亚当斯采访时说。«我仍然认为它是一个没有等级结构的草根社区。我们在某种程度上已经制度化,但我们仍然受到多对多沟通和包容性核心原则的驱动。» [27]
Rhizome 绝对是互联网上最成功的艺术平台。它每月获得数百万次点击,并拥有数千名会员。然而,人们可能想知道,当“每个参与者可能有 100 个潜伏者”时,是否仍然可以谈论社区和协作。 [28] 尽管尝试使选择过程民主化(例如创建超级用户来帮助编辑或收集信息),但在这样一个组织内部无意中发展的成员数量和层次结构,使得(正如 Tribe 承认的那样)根茎变成了某种东西一个艺术机构,随之而来的所有积极和消极的后果。仅根茎数据库的艺术作品选择就成为了相当长一段时间内热议的话题。
对于许多成员来说,Rhizome 已被证明是一种非常强大的代表和自我推销模型,但我们对其结构和好处还没有明确的判断。我有时想知道我们是否能够克服社会和经济过程中的一些缺陷,这些缺陷是由合作艺术项目中的不稳定性和不可避免的管理结构造成的。我们仍处于对他们形成建设性批评的初期;预测根茎和网络时间大小的东西当然可能有助于加速。
新的多样性:Sarai、Furtherfield、Netartreview、Empyre
到目前为止,本节中描述的列表和平台都是在 1997 年之前启动的。从那时起,大多数邮件列表和其他在线代表或讨论平台都回避将自己定义为社会雕塑或其他跨学科艺术形式。越来越多的在线人数,加上越来越多的平台、网站和邮件列表,也分散了话语,创造了新媒体艺术场景的扩散。
Empyrean(拉克姆、梅琳达)作品(Raqs 媒体集体),2001
代表和中心辩论变得越来越难以创建,以至于在线和离线策略之间的差异非常小。这导致在线实践日益实体化:它们与实体网络和机构的联系更加紧密,以至于在线文化往往被线下实践、网络或结构所取代。一个明显的例子是整个新媒体艺术领域的制度化,包括曾经被称为网络艺术的领域,这个领域被认为是任何艺术界都无法企及的。如上所述的在线平台的制度化完全是另一个问题,即使它也与线下支持计划的制度化有关。这主要表现在对前目标成员的排斥感,或者只是希望拥有一个自己的空间,为辩论和研究提供更亲密和集中的气氛。近年来,线上和线下媒体实验室Sarai、Furtherfield的网站和邮件、Netartreview和邮件列表Empyre等举措为网络文化的发展增添了新的财富。运行,但他们已经是拥有自己的受众和网络的主要参与者(当然,即使有一些与其他较早的在线计划重叠)。在所有这些中,只有Furtherfield也将自己视为一种社会雕塑或艺术品,但人们可以问自己Empyre和Netartreview是否也不是很接近艺术项目。此外,Furtherfield 和 Netartreview 都是作为根茎的替代品而开发的。Empyre 最初甚至是 Melinda Rackham 名为“Empyrean”的艺术项目的一部分,但似乎已经脱离了这一点。 Sarai 新媒体计划 在很大程度上模仿了欧洲媒体实验室,例如desk.nl 和Public Netbase。 [29]它对批评和政治讨论的强调使它看起来更像是一个获取和知识分发的社区项目,而不是一个艺术项目,但它肯定也关注艺术,它的一些发起者是艺术家。受邀参加 Documenta 11 的 Raqs Media Collective 共同创立了 Sarai,并与他们一起开发了一个名为 OPUS 的开源软件项目。Sarai 存在于线上和线下,并在印度德里有其物理基础。与本节中介绍的其他示例相比,它侧重于更多不同级别的沟通、研究和开发。在公共领域 2.0 的艺术背景下,Sarai 是最有趣的,因为它雄心勃勃且鼓舞人心地专注于亚洲的媒体批评和知识共享。
Netartreview (NAR) [EL] 由 Eduardo Navas 发起,他也是一位艺术家。他在电子邮件中写道:«NAR 是任何人表达批评声音和其他人学习艺术的资源。……我们的格式足够宽松,可以让合作者以任何给定的风格写作,同时对所涵盖的主题进行具体说明。…Net Art Review 的重点要求作者比张贴到列表更认真地对待他们的贡献。»
作家Marc Garret 是Furtherfield [EL] 的两位发起人之一。Garret 还参与了cybercafe.org 和irational.org。关于将Furtherfield 作为Rhizome 的替代品,他在电子邮件中写道:“我想提一提的是,如果没有Rhizome,互联网将是一个更空旷的地方,我只希望经营Rhizome 的人们对我们也有同样的感受. 让其他软群体提供他们自己的替代方案——不仅仅是一两种方式,我们已经找到了我们的方式,我们会相应地变异。» 当被问及Furtherfield 提供的具体内容是什么时,他写道:“灵活性、尊重和超越体制偏见的历史创造”。此外,Furtherfield 和 Netartreview 都提供了一些以前在线讨论中非常缺乏的艺术批评。它们不仅是根茎的替代品,但也非常重要。Netartreview 提供了许多快速、简短的评论,而Furtherfield 似乎有点慢和深入。两者都提供了根茎和其他在线出版平台也提供的东西:公众有机会表达自己的观点并进入或改变各种艺术话语。
帝国是一个非常活跃和有趣的邮件列表,适用于各种艺术从业者。它与受邀嘉宾配合主题,名单上的交流通常是高质量的。«‹-empyre-› 最初是作为多用户 3D 环境 ‹Empyrean› 的文本方面,» Melinda Rackham 在一封电子邮件中解释道。«它的目的是作为一个亲密的列表,作为讨论在线文化、3D文化、媒体艺术文化方面的一种方式,邀请的客人写过文字,主要完成在线艺术项目或制作或策划不一定是主流的节目,或高调,但很重要。» 主题的多样性和受邀作家的出色选择使 Empyre 成为(至少)最有趣的列表,以了解目前各种新媒体艺术实践的现状。
软件:分层媒体、便携式媒体空间和媒体作为隐喻
可以说,电子媒体空间通过其对(非技术)文化的影响超越了其纯粹的技术结构。软件是可以让机器做某事的代码,但从本质上讲,它是一种比我们用来相互交流的语言更有影响力的语言。它是一种可以使某些事情发生的语言,但只能在实际使用它的时候。这并不意味着这种语言在不使用时就已经死了;它只是处于休眠状态。似乎这种语言也不依赖于特定环境,例如特定类型的计算机或操作系统。软件几乎可以独立于它所运行的硬件,而且它似乎也通过其非物质性质超越了它所产生的文化。简而言之,软件似乎有点自己的空间。另一个维度,如果你愿意的话。
通过艺术家软件的开发 [30] 新的公共领域已经被一种艺术实践所装饰,这种实践只是部分可见的和有形的,但它具有执行、行动和让我们行动的能力。艺术家软件在理论上是一个非常令人兴奋的领域,因为它跨越了如此广泛的可能的行动和目的,以至于它提供了巨大的创造性挑战,同时存在于现代和前现代的传统中。它使我们在进入他们的工作室的同时,体验了艺术家或艺术家的现代创作天才。通过艺术家软件,我们几乎从字面上进入艺术家的实践,但同时这个软件是我们私密的私人领域和更大的技术文化背景的一部分。所有软件都具有这些特征,但艺术家软件将我们带入不寻常、实验性和相对开放的艺术空间。
网络潜行者 (I/O/D), 1998
我将软件艺术归类为公共领域 2.0 的第三种特定艺术实践的原因是,大多数软件都是免费提供的,而且通常它甚至是开源的。此外,由于示例、补丁、知识来源和在 Internet 上进行交流的可能性,软件艺术(和其他实验性软件)的发展已经爆炸式增长。Rashib Aijer Gosh 在鹿特丹 V2 开源研讨会上解释说:“软件开发是一个基于乐趣、自豪感和社区精神的社会过程”。如果没有互联网,这种艺术将非常边缘化,因此我认为大多数软件艺术都是公共领域 2.0 的一部分,即使它是在独立机器上使用的。»
软件艺术语境
数字领域已经激发了 1960 和 1970 年代艺术家的想象力,尤其是在观念艺术领域。1970 年,在由 Jack Burnham 策划的展览 «Software» 上,一些计算机上的互动作品首次在艺术环境中展示,展示了 Les Levine、Hans Haacke 和 Joseph Kosuth 等人的作品。伯纳姆将“软件”解释为“一种在没有“对象”介入的情况下产生审美感觉的尝试。然而,为了理解软件艺术在今天意味着什么,我们将看看两个具体的项目,«WebStalker» 和 «RunMe.org»。
网络跟踪者
1997 年,英国 I/O/D 组织(Matthew Fuller、Simon Pope、Colin Green)设计了一款非常不寻常的 Web 浏览器,名为 «WebStalker»。«WebStalker» 是另一种 Web 浏览器,它不会像通常预期的那样显示网页。它以高度美观的方式将底层 HTML 代码可视化,其中精致的线条从地图上的中心点喷出,形成网络中的星形或连接节点。与 Netscape 和 Explorer 等商业浏览器相比,它的外观几乎是梦幻般的。«WebStalker» 揭示了浏览器的工作方式,而不是像浏览器应有的实际工作方式(即从代码中可视化图像和文本)。“它的设计目的是为了掠夺性和无聊,”马修·富勒在接受 Geert Lovink 采访时说。«与此同时,我们希望,作为一种投机软件,它只是鼓励人们将网络视为重新发明的空间……。‹WebStalker›确立了其他潜在的网络使用文化。»[31]
例如,除了行业为我们设计的使用文化之外的其他文化,让我们有机会与机器、其他人和在线其他文化自由地创造、交流和互动的文化。换句话说,希望看到互联网的文化更像是一个公共空间。富勒在其他合作中继续他的软件文化实验。除其他外,他还担任 Mongrel 的作家和理论家,他的作品在软件艺术的发展和认可方面非常有影响力。他还担任《ReadMe》和《RunMe》的评论家和陪审员。
RunMe.org
虽然 I/O/D 在 1997 年的实验性软件实践中相对孤立,但今天不能再这么说了。ReadMe-Software-Kunstfestival软件艺术节及其可 下载软件 RunMe 在线数据库(始于 2002 年)都是艺术家 Alexei Shulgin 和研究员/作家 Olga Goriunova 的倡议,他们将软件艺术提升到了一个新的水平。自述软件-艺术节 网站说明了为什么软件艺术可以被视为公共领域的艺术:“软件艺术一方面将软件文化带入艺术领域,另一方面将艺术延伸到机构之外(44)”此外,ReadMe 和 RunMe项目还充当艺术领域和开源软件生产领域之间的中介。在 ReadMe 阅读器的介绍中,Shulgin 和 Goriunova 写道:«艺术节……经常因提交和评估过程缺乏透明度而受到影响……。开源社区更加民主,但也有其自身的缺点:它们专注于功能和实用性,因此有时会忽略在这些情况下被视为不必要的有趣项目。» [32] 这个项目的一个有趣的补充是,似乎组织者和陪审团(在很大程度上是阿列克谢舒尔金作为网络艺术家的早期工作的传统 [33]),不由自主地颠覆了软件艺术作为一门明确的学科。通过安装无限数量的软件艺术类别的可能性,用户可以从中选择或添加,并通过让人们有机会将“找到”的软件片段提交到数据库,软件艺术的定义延伸到极端,给 RunMe 本身就是一个艺术项目的感觉。Shulgin 和 Goriunova 是这样解释的:«艺术自然会抵制分类,但在展览和节日等场合展示时总是被分类和贴上标签。通过使用在线软件数据库的熟悉界面,Runme.org 可以发挥存储、分类、标记、收集的想法,同时利用开放数据库的民主可能性。»[34] 似乎通过 RunMe,几乎所有艺术机构的实践都向公众开放,无论是作品的选择、批评还是存档。
ReadMe 和 RunMe 不只是将软件艺术作为公共领域的一种新艺术形式展示和提供;他们还改变了艺术背景以适应这些作品的性质。在某些方面,这两个项目本身已经变成了某种机构,是公共领域 2.0 中最灵活的一种机构。
病毒作为干预:叉子炸弹
叉子炸弹(麦克莱恩,亚历克斯),2001dot.walk (socialfiction.org)
意大利语‹rastacoder›,程序员兼艺术家Jaromil于2002年开始从事特定的艺术项目。在此之前,他主要以程序员和策展人的身份而闻名。例如,他是 2002 年在法兰克福举办的计算机病毒展览“我爱你”的联合策展人,几乎涵盖了从小说到软件的所有写作领域。他写过的最简单的文本或代码是 UNIX 系统的计算机病毒,即所谓的 forkbomb,它是一段代码,它不断自我复制,直到它运行的机器超载和崩溃。弗洛里安·克莱默(Florian Cramer),软件艺术评论家,柏林 Transmediale 和 ReadMe 软件艺术倡议的评审团成员,称其为“有史以来最优雅的分叉炸弹”。 [35]我发现这项工作最有趣的不是它可以使计算机崩溃,或者它的外观(看起来像一些 ASCII 表情符号相互挤压:(){ :|:& };: )是如此优雅的简洁。这项工作很有趣,因为它的背景和作者的意图。雅罗米尔自己写道:“我将病毒描述为 poésie maudite,giambi 反对那些将网络作为资产阶级社会安全区域的人。……数字领域产生了一种混乱形式——有时令人不舒服,因为不寻常,虽然肥沃——通过冲浪:在这种混乱中,病毒是自发的组合物,抒情地在为服务而制造的机器中造成缺陷,并代表我们数字农奴的反叛»。[36]
雅罗米尔的“Forkbomb”是一种公众反抗形式(他毫不掩饰自己的身份或意图),提醒人们数字媒体中的自由空间已经变得几乎对普通观众不可见。从这个意义上说,它也是一个邀请,就像许多其他项目,尤其是一些新媒体表演一样,开始自欺欺人。(参见 Alex McLeans «Forkbomb») [37]
概念软件:«.walk»
想象一下,在城市中穿行是一种运行代码的方式。Wilfried Houjebek 的 «.walk» 项目将人们变成了有血有肉的软件执行者。在«.walk»中,计算机代码规定了参与者在城市中的运动,运动的复杂性取决于基本代码以及参与者是否在途中遇到其他参与者。由于代码不是为特定的物理空间编写的,因此可能必须沿途更改参与者才能继续移动(例如,当参与者走进死胡同时)。作为“.walk”特定运行的结果,所有动作都由艺术家集中收集。
«.walk» 基于 1950 年代的情景主义艺术实践,称为 Psychogeografie. Houjebek 是艺术及其他领域开源和反版权的长期倡导者,他非常重视开放代码的冲动。通过以计算机代码为指导,让人们在城市中穿行,艺术家将身体作为执行软件的手段。Florian Cramer 在 RunMe 网站上对 «.walk» 的评论中称其为 «walkware»。«.walk»实际上在Transmediale软件艺术比赛中获得了奖项。宣布提名的电子邮件是这样说的:socialfiction.org 的«‹.walk›是一个公共空间的未来主义项目,将平凡与非凡相结合»。Houjebek 本人在电子邮件中说:“我认为这是自己动手做的都市主义,像 «.walk» 这样的项目旨在为城市增加一层新的功能。它既是建筑,又是工程»。
这件作品似乎在早期概念艺术展览的方法与“信息”(1970)或“软件”(1970)等标题与今天的艺术家程序员的作品之间架起了一座桥梁。 [38] 除了努力从计算机代码构建步行到“对行人计算机进行编程”之外,Houjebek 还在开发代码,一种以行人经验为基础的标记语言。此代码称为 PML: 行人标记语言。他还在开发一种叫做 OOP 的东西,即面向对象的心理地理学,他称之为“风景软件”,它会“让你的运动鞋崩溃”。
«.walk» 是一种艺术家软件形式,它以两种方式成为公共领域的艺术:首先,作为一种符号,一种可以在计算机上运行的代码,是该级别上的活动和交互空间;其次,作为信息空间的物理解释。我什至会说这是一门针对数字文盲的编程课程(以下内容绝不是负面的),因为它有趣的代码方法让人想起了芝麻街中的字母表背诵。和很多新媒体艺术一样,也不可能像传统艺术观众那样只从外部来判断项目。“按照常识,没有观众,要么你是参与者,要么你不是,”Wilfried Houjebek 写道。«看别人«.walk»一定像看一只睡着的蚂蚁一样无聊。» 软件艺术是新媒体文化亲密关系的半幽闭技术等价物。它部分是新媒体文化,部分是个人艺术实践,部分是用户交互或执行。它呈现了一种部分公共和部分私人的艺术体验。软件艺术空间让用户或观众超越标准界面或程序,也可以吸引人,让人们自己动手编写一些代码。软件艺术,无论是作为一个整体还是作为一个单独的部分,都为公共领域的艺术提供了新的视角。公共领域 2.0 中的艺术,就像公共领域本身一样,可以是有形的和无形的,在物理和隐喻意义上是可移植的。它不一定有一个真正固定的地方或形式,最重要的是它已经延伸到家庭或私人领域。
公共领域 2.0 Redux
信息网络中的艺术几乎默认是公共领域 2.0 的一部分(除非它的可访问性受到某种阻碍,并且该作品不再通过简单的鼠标单击或以下链接获得),无论它是否有意。然而,公共领域 2.0 似乎带来了一些特定的艺术实践。第一个真正发展的是互联性能。表演和其他与观众的物理互动主要是媒体空间的临时扩展,允许各种参与,通常取决于艺术家的意图(揭示或隐藏技术系统,邀请观众参与或只是沉浸在其中) . 另一个是艺术家平台,一个在线社交互动空间,提供思想和作品的展示和交流,但这也使得有影响力的媒体艺术话语得以发展。第三个是软件艺术,开发速度有点慢,可能是因为掌握制作软件所涉及的技术和文化技能需要更多的时间,而不是与网络内外的观众和同行互动。
然而,评论家和策展人的角色也发生了显着变化,即使这只是在机构实践中慢慢接受。评论家和策展人再次成为观众的一部分,反之亦然。艺术环境和观众已经内爆到当地甚至个人的参与程度。这意味着我们必须寻找与艺术的新专业关系。通过这篇文章,我希望至少为在新媒体和公共领域 2.0 中适应艺术提供部分理论基础。在我看来,最重要的是,我们需要对艺术批评有实际的把握,以帮助定位和判断当代艺术实践。在接受了艺术中的抽象、复制和纯粹概念之后,是时候再次接受一种新的美学了:它代表了艺术家和观众在技术环境的深刻而遥远的亲密关系中的关系和交流。由于在这些环境中最常使用的‹interaction›一词在工业上的污染程度较低,因此最好使用一个更能提醒个人或社会奉献精神的词。新艺术是关于参与的。这种参与要求艺术家、观众、评论家和艺术机构现在工作的媒介环境采取更自觉的方法。由于新的公共领域不仅延伸到家庭,而且延伸到艺术机构(通过其媒体或网络存在,例如网站、在线论坛、电子邮件服务,在更大的媒体网络范围内),艺术机构和评论家已经成为更亲密、更开放、更公开的话语的一部分,这些话语往往受到艺术家的塑造和支持。因此,公共领域 2.0 中的艺术首先是一个媒体意识和权力斗争的场所。
(本文中引用的所有电子邮件交流发生在 2004 年 4 月至 7 月之间。)
[1] 此定义应包括物理和虚拟公共空间。参照。Eric Kluitenberg 的《关于公共领域的常见问题》。
[2] 在线发表:《设计数字共享》 。
[3] Inke Arns,Netzkulturen,汉堡,2002 年,p。47
[4] 参见。鲁道夫·弗里林(Rudolf Frieling)关于表演和媒体的“现实/媒体”文本,作为“媒体艺术调查”主题的一部分。
[5]更多关于《连线 》中的井 。
[6] 在线采访,最初发表于根茎。
[7] Station Rose,private://public,网络空间中的对话,维也纳,2000 年:«有命令‹u›。如果您输入‹u›,您可以看到谁在线。» (艾丽莎·罗斯)。
[8] 同上,P. 138.
[9] 同上,P. 144.
[10] Heath Bunting,《镜中迷宫》。Heath Bunting 的选定主题,» 在 Switch,2002 年 2 月 1 日。
[11]见1997 年 8 月 17 日在Telepolis 对 Josephine Bosma 的采访 。
[12] 希思旗布,同前。同上。
[13] 格雷厄姆·哈伍德(Graham Harwood),《种族、虚伪与沉闷》,Maharg Dla’nor Doowrah 采访。, 1998 年 8 月 6 日。
[14] 同上。
[15] 网络艺术是指在线和离线媒体网络内外的艺术。我很少使用网络艺术这个词,因为它在最近被证明是非常令人困惑的。该术语通常用于表示仅在 Internet 上或什至仅在万维网上出现的艺术。我认为这是错误的。16 «HIS THINGNESS»,Dike Blair(未注明日期)对 Wolfgang Staehle 的采访,在 The Thing 中。
[16] 《他的东西》,戴克·布莱尔(Dike Blair)对沃尔夫冈·施塔尔(Wolfgang Staehle)的采访(未注明日期),在《事物》中。
[17] Tilman Baumgärtel,[net.art],纽伦堡,1999 年,p。63
[18] 参见 Josephine Bosma,《生存边缘最古老的艺术服务商之一》 ,Telepolis,2001 年 4 月 19 日。
[19] “奴隶市场被搬进自己的公寓”,克劳斯·安比希尔和曼努埃拉·卡尔滕赖纳对康拉德·贝克尔的采访,未注明日期。
[20] Tilman Baumgärtel,[net.art],纽伦堡,1999 年,p。64
[21] «Cybercafe» 是 irational.org 的前身,并且(来自电子邮件:)«cybercafe bbs 由 Heath Bunting、Marc Garret 和 Rachel Baker 组成的松散管理组,偶尔有 Ivan Pope 提供技术支持»。«网吧获得的第一个重要资产是Ivan Pope捐赠的二手bbs系统,正式用于主持Art Net BBS。获得的第二个主要资产是域名cybercafe.org,再次通过Ivan Pope 获得,后来以1000.00 英镑的价格卖回给他。这笔钱资助了更多项目的制作,例如涂鸦街互联网接口。» 有关 irational.org状态的更多信息。
[22] 希思旗布, 同前。引用。
[23] 呼吁 第一次网络时间会议 和尼尔斯·罗勒(Nils Roeller)的第一个 网络时间文本),有趣地处理艺术和技术。1995 年,卢布尔雅那斯洛文尼亚的卢布尔雅那数字媒体实验室将加入到这组有影响力的艺术家计划中。然而,柳德米拉并不是一个艺术项目。造成这种情况的一个重要原因是无法获得艺术项目的资金,或者更确切地说,可以从许多前东欧媒体实验室的赞助人乔治·索罗斯那里获得资金。他只会为社区媒体项目捐款。
[24] Jordan Crandall,《他妈的屏幕》,nettime,1996 年 2 月 25 日。
[25] Jahrmann 还在一篇关于网络时间功能的旧文本(可能是 1998 年)中写道:“这个网络时间服务器,被理解为一个临时的社会团体或社区,通常用作所谓的网络艺术的价值决定因素和标准化实例并因此被惠特尼博物馆、DIA 艺术基金会或 Thundergulch 和沃克艺术中心等机构艺术服务机构选中。» [来源??]
[26] 例如,参见Geert Lovink 于 2000 年 1 月撰写的《会议空间的重要性》一文。
[27]兰迪亚当斯 采访 根茎的马克部落,未注明日期。
[28] 同上。
[29] Desk.nl 在一次恶意的商业收购之后发生了巨大的变化,其发起人 Walter van der Cruijzen 和 Reinout Heeck 仅在 desk.org 继续其在线工作。
[30] 另见 Inke Arns 在«生成工具»中的文本«Read_me, run_me, execute_me»。
[31] «I/O/D. 采访 WebStalker 浏览器的制造商 Simon Pope、Colin Green 和 Matthew Fuller,Geert Lovink,nettime,1998 年 4 月 24 日。关于投机软件,请参阅 Matthew Fuller:“从某种意义上说,投机软件是使用艺术方法的软件,例如反身性,但不一定特定于艺术系统。» Matthew Fuller 在他的 主页上,2004 年。
[32] Olga Goriunova/Alexei Shulgin,«ReadMe reader,introduction.»。
[33] 例如,想想他的 WWWArt Medal 项目,这是他与艺术家 Rachel Baker 共同创建的一个项目,该项目采用现成的个人网站并将其声明为艺术品。
[34] Olga Goriunova/Alexei Shulgin,«ReadMe reader,introduction.»。
[35] 弗洛里安·克莱默 (Florian Cramer) 为展览 « p0es1s. 数字诗歌»,2004 年 2 月 13 日至 4 月 4 日,Kulturforum 艺术图书馆,柏林,2004 年。
[36] Jaromil, forkbomb 网站。
[37] 请参阅 Jaromil 的文本,«:(){ :|:& };:» 用于 digitalcraft 网站。有关这项工作的深入分析,请参阅文本“什么是计算机艺术?” 作者:Matthias Weiß 在«生成工具»中(也可用于«.walk»的进一步参考)。
[38] 参见。Tilman Baumgärtel,«Experimentelle Software II»,关于艺术家的软件和早期概念艺术(仅限德语), Telepolis,2001 年 11 月 17 日。
Constructing Media Spaces
The novelty of net(worked) art was and is all about access and engagement
Josephine Bosma
Some thoughts on art
When writing new media art histories one somehow always seems to get stuck in the same dilemma. Should one follow the common approach, in which technical innovations of the visual image are the dominant factor, or does one ‹look at› this art as a complex of cultural expressions that can take on various shapes? This dilemma seems to hinge on the definition of art and the cultural (and political) context, which accompanies every definition of art. There are a few strategies to avoid this dilemma. A popular one is to avoid calling some of the work and projects of artists ‹art› altogether. This creates a big void in criticism and leaves a lot of practices unrecognized. My favorite strategy opposes this: when in doubt, call it art and leave any further problems of signification to critics and theorists. Whether something is art or not has not been the most important issue for a long time: how to place and value art practices and products. Yet there has been a third popular strategy. The elusiveness and instability of art in and around electronic media have created an obscurity in which the safest, easiest and definitely most popular option has been (and probablywill be for years to come) a return to looking at art from the pre-modern perspective of craftsmanship (often mixed with a hint of creative genius of an author). This in turn gets entangled with the simple assumption of artistic progress being embedded within the technical innovation of the visual media image. The problem with this strategy is that it neglects decades of interdisciplinary art practices that have been most important to the development of the new art practices we are dealing with today; art practices that are too diverse to fit into one or two categories of design and visual art and their accompanying discourses.
This essay attempts to look at art created on and around the Internet from a relatively new perspective—that of art in the public domain. It is only relatively new because the public domain has been a theme or focus within Internet art and its crossover into media activism for a long time now. The definition of the public domain has been expanded through the use of electronic media spaces, starting with radio and television, but most significantly with the rise of the Internet and its relatively easy access for the public. The emphasis on communication and freedom of expression within electronic media has created at least three rather specific new art practices. They are based or even dependent on collaboration, media access and hands on technology. In short, all three evolve around connectedness, around being connected: connected to people, to media channels, to tools and/or knowledge. The three practices I am referring to here are environments and performances involving some form of Internet access, artist initiated representation platforms or meeting places on the Internet, and last but not least software art.
(Re)defining the public domain
(Re)defining the public domain is a never-ending enterprise, or, in the words of Erik Kluitenberg, author of the «FAQs about the Public Domain»: [1] «The public domain is something that is in constant transformation, never fixed, and as a result needs to be reinvented continuously. Truly public spaces, more often than not, just simply emerge spontaneously, and are not consciously designed.» One can even wonder whether there is anything we can call the public domain at all (at present). In his text «Designing the DigitalCommons» media theorist Geert Lovink writes: «… we may find out that the digital commons is a negative utopia. As an event or experience rather than a fixed space, the digital common existed in the future (or is about to happen in the past).» [2] When asked to explain this negative utopia, Lovink writes: «One could also call it a temporary autonomous zone that can only be recognized as such when the zone, as a real existing utopia, already has vanished.»
Nevertheless we can distinguish the main issues of the new public domain, the Public Domain 2.0 as described by Kluitenberg. The most important ones seem to be media access and knowledge of media technologies (social and technical), both of which are of vital importance for spontaneous activities in a mediated environment. In her book «Netzkulturen,» [3] the curator and critic Inke Arns writes: «In an expanding networked world the stimulation of a critical media competence is unavoidable. Only through this can people use the Net and new communication technologies for their own interests and goals.» Public spaces in electronic media cannot «emerge spontaneously» when the specific technologies are inaccessible and/or unfamiliar. The works of the artists described in this text bring people closer to technology on many different levels. Some only create curiosity and wonder (the first level of familiarity); others clearly aim at audience participation or even education. All of these works deal with the public domain as a virtual, mediated space consisting of both material and immaterial matter.
Performing physical interfaces: Face-to-face with technology
Media art performances, easily accessible media art installations, and media art workshops with or without real time network connections are the missing link between art works in the old and the new public domain. Whereas online platforms (as described later on in this text) still have a certain kind of similarity of form and feel, which is probably due to their basis in group collaboration, these physical interfaces (and also artist software) have specific individual or (small) group aesthetics that make them more recognizable as art projects for most contemporary art audiences.
Complex media art performances and installations have been created throughout the history of electronic media. [4] Not all of these have opened theartwork to the streets or engaged with the audience in a profound way. The element of physical presence and ‹availability› of the artist inside an art performance, event, or happening (to re-use an old term again) is probably the strongest possible way to engage an audience. But the presence of the artist can also be ‹sensed› in another way, as is the case with «Project-X» by Heath Bunting.
Engaging physical interfaces is the most direct way to reach large audiences. They connect the space of media with the spaces of the world we generally call the physical world. Media spaces are also physical, but we tend to not experience them as such. They are said to be ephemeral or immaterial. They consist partly of a manipulation of natural phenomena through the use of various machine interfaces and partly of a cultural or psychological experience. To become aware of them and the possibilities they offer for interaction or other usage they have to be made visible, tangible or ‹experienceable›. Machine or desktop interfaces do this for the individual one-on-one interaction, but for a media space that needs to be accessible as a whole, conceptually or otherwise, different solutions are possible that create an illusion of interface to an «immaterial» space. To open up the Public Domain 2.0 and make the public experience it, for example, Station Rose has used the club VJ and DJ format for creating temporary immersive environments. Heath Bunting has done various projects, and I have chosen one that is not well known in which he used chalk on the street to arouse curiosity in the public and to satisfy his own. Etoy has a project in which it works with children and teaches them some basics of media interaction, much in the same way Mongrel also prefers to engage with people face to face in workshops and even private exchanges.
Station Rose
Station Rose consists of Elisa Rose and Gary Danner. They have been active as organizers and performers in new media art since the end of the 1980s, when they started a sort of gallery in Vienna. Rose creates visuals live while Danner creates music. With sound and visuals as building blocks they develop what they like to call a «virtual space». Station Rose started doing performances through networked computers in 1988,but did not get into an Internet community until 1991, when they connected to the Californian network The Well. [5] The performance work of Station Rose cannot be separated from Rose and Danner’s experience as Net workers. Danner says in an interview: «I try to do as much as I can in the Net – I really do not want to deal with a situation like that in a few years: we could have done something in ’99 not to make it a pure shopping mall… I feel a responsibility here. I was trained by the first ‹onliners› from The Well. They have a strong sense for community. They taught me to have that, too.» [6]
Station Rose wants to take their audience inside their experience of cyberspace, through constructing a temporary immersive environment. In an interview Rose says: «The aspect of performing inside media-art is important. These real time-moments are in between material (and) immaterial.» [7] Performance and other real time, physical events seem to be the ultimate opportunity to open up the double experience of cyberspace, an experience that is at once physical and non-physical and to invite the audience to enter this experience. Performance in new media art can do just that, beyond the one on one contact with a computer. For their performances in the early 1990s, for instance, Station Rose would connect their computers to the Internet and ask people online to join in the performance by sending messages. This way the performance space (often a party setting) would be extended or expanded. On a technological level this expansion happens outside the direct reach of the audience, but on a social, cultural or psychological level the audience definitely becomes engaged. «Through Telnet and this ‹u command› anyone could log on and send something, when they knew we were doing Gunafa Clubbing in Frankfurt.» Rose continues, «The (German) e-mail program we used then, Magicall, ran on Amiga, which I used to perform live with 4 projector screens. … I let … the e-mail and the animation program run live at the same time. When I got a new message, there was a flash on the screen. That resulted in an extra light effect in the club, a digital strobe light effect, because we got so many messages». [8] All of this happened in a time when the Internet was largely unknown, not just to the general audience, but to many media art festivals as well.» In1995 Ars Electronica still didn’t have an e-mail address», says Danner, «if my memory serves me well». [9] Even in 1998 it was not uncommon for media art festivals not to reply to e-mails, simply because they could not handle their mailboxes. One can only try to imagine what performances as described above would do to the audience. They must have been mysterious, arousing curiosity, definitely creating a buzz. After the show was over it would probably feel like something special was lost. «It takes hours to build virtual rooms, to bring them to life», says Rose, «and they are gone and will never come back the same way as soon as the (analogue) lights are switched on…. Composing in cyberspace in real-time is extreme.» The Gunafa Clubbing events seem to have been temporary autonomous zones, some of the unstable bits of Public Domain 2.0.
Heath Bunting: Project-X
Simple projects can be beautiful. «Projekt -X,» a 1996 street work by Heath Bunting , was of such simple beauty. Bunting chalked an Internet address on a sidewalk, a wall, or another object in public space.
The address still works. The idea was to see what people would do: would they actually go home or to their office and type the address into a Web browser? If they did, what were their expectations? The Web site reveals a simple questionnaire and the answers of people who made the effort to fill it out. If you fill in the form yourself, that is.
Bunting’s work is very much about surprising the audience by making subtle interventions that are often not immediately recognized as art. «I am quite happy to talk about art and things amongst my friends, but I wouldn’t necessarily say that I am an artist in a certain public context,» says Bunting in an interview, «then you bring a whole group of associations that might actually work against your work.» [10] About his work on the street he says in an interview from 1997, when Bunting was one of the first net.artists to be invited to Documenta: «By going out on the street and doing things in public, private spaces will be reclaimed.» [11]
«Project X» seems to also have been a resistance against the growing popularity, even hype, of net.art in 1996. «[Project X] was designed to gauge the public’s interest in the Internet and therefore would reflectthe interest of the viewers,» writes Bunting in an issue of the online magazine Switch. [12] «Project X» combines graffiti and the Internet in a very unpopular way. The chalk scribbles did not look very impressive at all, and they were made in a casual manner. Yet in a time when the World Wide Web was in its early stages of development, the mere presence of a URL on a sidewalk was curious enough. The contrast between the chalk on the street and the techno slick of the Web gave the project an interesting edge. The very thought that someone might just have passed the same wall or street as you and left a message also gives the project a strange intimacy; an intimacy one may also know from finding painted graffiti on walls and street furniture. Someone left their mark, but why and for whom? What kind of culture and people do these signs represent?

With this project Bunting made a poetic intervention that works on different levels at once. The absurdity of the so-called accessible public space of media was revealed by leaving a URL at a place where people would have to make an effort to remember or use it, if they had access to the Internet anywhere at all. Those who did manage to use it found themselves faced with an unsolved mystery, which could be nothing but a joke, or some weird failing advertisement campaign or even an art project. However they interpreted it, they did become engaged in an art project, which extended from the still relatively open roads of the real world into the would-be public domain of the World Wide Web.
Mongrel
Mongrel is an artists’ collective consisting of Matsuko Yokokoji, Mervin Jarman, Richard Pierre Davis and Graham Harwood. They make installations, produce software, texts and CD-ROMs, and give workshops. In an interview, Graham Harwood explains: «Mongrel is a mixed bunch of people working to celebrate the methods of London street culture. It was set up with the people who helped make «Rehearsal of Memory,» which is a CD-ROM made with patients/prisoners of Ashworth, a top Security Mental Hospital». [13] On its Website Mongrel say about themselves and their workshop participants: «It is our job in the workshop to unravel motivation: ours for wanting to do theworkshop and theirs for wanting to participate.»
Everything Mongrel does evolves around audience participation on a deep level. Their work fits both in the category of physical interface and software in this context, but I always have found their dedication to establishing connections with people through physical meetings and education the most intriguing. The Mongrel approach to social, cultural and political systems or structures is deconstructive and experimental. Harwood again: «We are dedicated to defeating the self-image of societies in which it is usual to presume those involved in ‹intellectual pursuits,› and those attending ‹culturally prestigious events› are far above the mundanity of political conflict.» [14]
Mongrel seem to be looking for new views of the world and new languages to describe them. Their radical attitude is present in the tools they design, and consequently their workshops cannot help but be radically different from the average commercial software workshop. For instance «(9) Nine,» a piece of software developed when Graham Harwood was artist in residence at De Waag, Amsterdam, was designed to enable people who know very little about computers and the Internet to tell their own stories in and through these media. In workshops with neighbors, women, young girls, but also older people in the Black neighborhood De Bijlmer in Amsterdam, the very first users of this software were initiated in the world of hyperlinks and uploads.
Not just the software is designed with care; Mongrel also aims consciously at a specific type of audience, the public in the most democratic sense of the word. This implies a certain openness, generosity and political awareness on the part of the artists. In e-mail Harwood writes: «[With] social software it’s hard all those tricky and sticky social relations, poverty, poor education—people’s frustrations and expectations. … All the workshops are different—whether ‹swooping› shoes for a day in South Africa or in the outback of Australia or at home with the neighbors or just working with my mum. People’s intelligence manifests differently depending on whom they are with (which mongrel) and in what context they are working.» The workshops are tailor fitted for each person or group of people. Harwood in e-mail again: «Working with people is what we all do inwhatever subcategory of media art we work in. It’s just part of the technology and networks. The question is who you work with and why.»
Etoy: «Etoy.Daycare»
The international group Etoy has done numerous performances inside and outside the Internet. When asked where they are from, they will reply they are from the Net. Their main tactic is to apply corporate strategies to gain what they call «cultural profit». The idea is to enhance the cultural sphere, not by monetary funding, but by adding cultural products. It basically seems to boil down to Etoy shareholders not getting money revenues, but their reward is that Etoy can make more art or that more art is produced. Period.
Etoy has always had a rather harsh image; something that may have to do with their strict application of corporate branding, which is dominant in everything they do (bright orange overalls, big Etoy logos everywhere, disappearance of individual Etoy members behind the Etoy image shell, and online Etoy has one of the few art sites that uses a .com domain).
By turning their attention to a new generation, Etoy is unexpectedly softening its image now. Etoy has started a project called «Etoy.Daycare,» in which Etoy «trains new Etoy agents.» The project has been performed in Turin, Italy and recently in Amsterdam, the Netherlands. On the «
Etoy-Daycare» Web site it says «… we inject children with a first shot of experimental lifestyle and try to win them over for a sustainable friendship with art.» In Amsterdam, Etoy managed to train no less then 130 young Etoy agents, ages 6 to 11, which basically means that 130 children were involved in workshops in which they played physical and technical games, from using a fire escape (an inflatable slide) to designing the inside of an Etoy container on a computer. The kids go home with their own pass, some Etoy shares and information on how to visit their very own Etoy Web page.
The project documentation is full of pompous corporate language. Don’t let this fool you. Through its installation in the public space of a city and the fact that access to a workshop is free of charge, this project reaches a very broad audience. «Etoy.Daycare» is one of the very few new media projects that actuallysuccessfully involves and inspires children. During the workshop in Amsterdam, local kids would hang around the container in which the project was housed, where they would play with the air cushions and try to obtain little bits and bobs (stickers, badges, Etoy shares in the form of little steel marbles) from the Etoy agents in charge. Etoy manages to let young children have a taste of art, of technology, and even of a mild form of subversion. The kids are taught a sort of secret handshake that allows them to recognize other young Etoy agents around the globe. This project is installation, workshop and media cultural access provider at the same time.
Like art in the old public domain (Public Domain 1.0), art of the new public domain, which includes mediated, virtual spaces, still seems to encompass a certain kind of locality. This locality, however, mostly translates into intimacy. It is intimacy of a personal or cultural kind, not necessarily connected to a fixed physical location but more to a meeting place. Artworks for the new public domain reflect its fluidity and instability, even if sometimes involuntarily by simply becoming obsolete or disappearing because of technical changes.

Collaboration and co-authorship: Art spaces online
Art practices online seem to have focused on communication, from the earliest days of the Internet and even its forerunners. This is reflected in the type of projects that, in hindsight, have been the most influential. Mailing lists, bulletin boards, collaborative Web sites and art servers were and still are the crux of Net art communities. [15] A few of those have been very important in the development and acceptance of art on the Net, but one can argue whether these projects are really art projects themselves. Their role as a platform for the development of new discourses and representation is especially confusing, since art projects are generally primarily perceived as the property of their authors, and secondly it is rare if not unprecedented for art projects to be influential socially, politically and culturally while they are still developing. Online art spaces define the context and approach to art projects in the most direct way, while at the same time providing context and content for discourses on media theory, media activism andtechnology.
The projects I discuss have all had major influence in the development of the discourses not just around Net art, but also around media activism and media theory. Artists initiated them all, even if the artists themselves, at some point in time, dislike or refrain from defining themselves as artists or their work as art. Choosing a specific point of departure risks a certain inaccuracy. Projects like Robert Adrian X’s «Artex», an early bulletin board look-alike created on a forerunner of the Internet and even Rena Tangens and Padeluun’s «Bionic» bulletin board (in German only) or the California-based but international The Well, the cluster of forums that was not initiated by artists at all but which was still influential, are all of historical importance as sources of inspiration or early breeding places of Net culture. The most influential projects in the category of artist meeting places and platforms, however, were started in the early and mid-1990s.

The Thing
The first project of major importance to emerge was
The Thing, initiated by the artist Wolfgang Staehle. The Thing was originally a bulletin board, but other sections were added, like regional branches of The Thing in several European cities creating a network of Thing nodes. But The Thing most visibly changed when a Web interface was created for its presentation at the 1994 Ars Electronica.
Staehle worked as a video artist in the 1980s. He says in an interview with Dike Blair about three years after founding The Thing: «I did originally conceive it as an art project; but, the addition of the other nodes certainly changed all that.» [16] Some years later he says: «To me it is irrelevant [whether The Thing is art, JB]; that is for the historians to decide.» [17] So The Thing was conceived as an art project, but the artist felt its definition changed as its functions changed and expanded. In a recent e-mail Staehle puts it like this: «When I started The Thing I conceived of it as kind of a conceptual art project, sort of an ‹art by all, art for all› kind of thing.» He thought it would only last about a few months. In the meantime, The Thing has gone through many transformations to become a multi-layered platform consisting of, for example, mailing lists, artistpresentation Web pages, a review section, and a commercial company to sustain all of it.
Although The Thing has trouble finding funding, [18] unlike its peers that did receive funding, in the last few years it has offered sanctuary to a few controversial and also influential art projects. The art activism of Ricardo Dominguez and RTMArk has brought The Thing considerable trouble. It is unlikely that projects like these would have been possible on other local, US platforms. The Thing is not only a collaborative, conceptual art project; it also provides all the means, from discourse and theory to technology and access, for other projects to evolve. It is one of those spiders in the Web. Wolfgang Staehle in an e-mail : «I like to think of it as a laboratory in which people are able to follow their inclinations and interests in a collaborative setting. Online and offline….»

This brings me to another aspect of artist platforms on the Net. Staehle’s mention of the offline part of The Thing, an office and meeting place in New York, reminds us of something that is easily underestimated in the approach of any art in the digital sphere: its roots in an actual physical world of technology and offline cultures. Online networks are intrinsically connected to offline networks, even if they also move beyond them. Many online art platforms also have physical meeting places attached to them, and it depends on the situation at hand which is more important—the online or the offline space. It seems that even the strongest online art environments could not have developed without the physical, social networks they sprouted from. Purely online spaces benefit from these same networks indirectly as the strong discourses and cultures developed from physical networks propagate through them.
Public Netbase and other early European media labs and online platforms
It took a few years before the big wave of important artist platforms would evolve beginning in 1994. As Konrad Becker, artist and initiator of Public Netbase and worldinformation.org, once said in an interview: «Internet years should, like dog years, be multiplied by seven,» [19] which makes the two or three years difference between the development of The Thing and other projects feel like a big gap. In this period a strong physical network wasestablished by media artists and theorists who were active internationally, which was to be the basis for many online projects to come. It also took a while before the great expectations sparked by the Internet could be turned into something solid, because the technological infrastructure was expensive and difficult to access. The development of media labs and digital cities helped overcome these difficulties. Artists were involved in the establishment of various media labs and art servers. Many of these were initially conceived as art projects.
In 1994 the Dutch artist Walter van der Cruyzen helped initiate De Digitale Stad (DDS; the Digital City) in Amsterdam. DDS was, however, not conceived as an art project. [20] DDS managed to get people from all over the Netherlands to go online for the first time, and it was reviewed in the old media extensively. Internationally DDS has been the focus of numerous studies and it seems to have inspired other initiatives and online communities to develop. Starting online meeting places could also have just been ‹in the air› at that time. Whatever exactly inspired whom, later on that same year a few other initiatives started that would be highly influential for the development of Net art: Public Netbase in Vienna, Internationale Stadt in Berlin and cybercafe.org, irational.org in London. [21] The latter was only an online project, as was DDS primarily, whereas the others had physical meeting places, too. And except for DDS, all these projects were conceived by artists as art projects.
In an e-mail interview Becker writes: «Indeed I saw this as a continuation of my art work … in fact even as the logic of a new artistic practice in an information network society, away from artifacts and singular artistic gesture. … Setting up small, temporary platforms and conceptualizing events already in my pre-Internet incarnations as electronic musician, performer and artist projects like [Public] Netbase and WIO [world-information.org] naturally grew out of it.» Internationale Stadt was initiated by, amongst others, the artists Karlheinz Jeron und Joachim Blank. Through e-mail Jeron tells me that this project was also initially perceived as art: «In the very first beginning of IS (1994) at least the majority of us looked at it as an Artwork. After a little while it turned to something I would call a social- cultural project with a businessoriented part.» irational.org was most of all the initiative of the artist and activist Heath Bunting. When asked if he ever saw irational as an art project he writes: «Yes—its form and process were as important as its function.»
It may seem irrelevant whether the initiators of these projects thought their work was art initially or not. The fact that they did, however, shows that the boundaries of an artwork are not just blurred; in the course of its development this particular type of artwork dissolves almost completely. In the words of Heath Bunting: «I always thought that a good piece of art should in fact be invisible, … immediately incorporated and quickly taken for granted. So not self evident, but democratic by constant use.» [22]
These projects were definitely incorporated almost instantly, and their function quickly exceeded that of any other artwork. They not only offered Internet access and Web space, but also education and an active attitude towards the development of Net cultures.


nettime
One of the people who frequented The Thing discussion forum in the early nineties was Pit Schultz. Schultz is an artist from Berlin who was involved in media art and media activism. He is currently part of bootlab in Berlin and is involved in the on air and online radio project Reboot.FM.Together with media theorist Geert Lovink he founded the mailing list nettime in 1995 at a meeting of artists, theorists and media activists at the Venice Biennale. [23] nettime can in some ways be compared to The Well in that its digital community was also very much based on a physical network. There was a strong emphasis on live nettime meetings in its early years, which have now been replaced by new initiatives (festivals, conferences) of veteran and new nettime members. This community is connected through a common interest in media activism and information politics, which might not seem the most likely crowd for artists to dwell among, but the accessibility and development of physical i.e. technical components of media and media access are of course of the greatest importance to media artists as well, whether they are socially or politically engaged or not. nettime can also be calledthe theoretical backbone of the media labs from the mid-1990s. For a while it was the platform on which people who worked on similar projects locally could discuss various issues internationally (it still is, but the focus today is much more on activism and much less on art than in the first few years). Online exchanges could extend and enhance offline meetings or projects. nettime offered great possibilities for representation and many now wellknown artists published or presented their work there, where it had impact for the first time. The best known ‹nettime artists› are those commonly associated with ‹net.art›, but also artists like Jordan Crandall, Cornelia Solfrank, Ricardo Dominguez, Paul Garrin or Margarete Jahrmann took part in it and used it in various ways. Crandall, for instance, published beautiful, lyrical texts. [24] Jahrmann would post male versions of the then popular ASCII porn images as part of her «SuperFem» project. [25] Garrin, initiator of the «namespace» project which was supposed to break the monopoly on Internet domain name prefixes, hijacked the entire nettime mailing list population after moderation was installed, and called his version of the list nettime-free, enraging some people that felt their privacy had been violated.
One could say that nettime was not just a publishing space for announcements or calls for collaboration for art projects, but that a lot of artists used the list as a place to actually let part of their work take shape. The community behind the list and its expectations were the target and/or audience of anything from fake conference announcements to declarations to interventions. The project nettime turned into a public space ‹that was about to happen› for works ‹that were to be› art in the Public Domain 2.0. This ended in a clash between academic theorists (and others) who wished to simply discuss issues around Net criticism and the experimenting artists. The installation of the moderation team plus the complaints about alleged pranks and other ‹strange› emails by artists made almost all net.artists leave nettime at the same time to form their own list [7-11] [EL], after the first nettime meeting in Ljubljana in 1997. The art or not art status of nettime is an ongoing source of confusion. Even if nettime began at an art festival and many of its initial members, including oneof its initiators, were artists, art may be one of the last categories with which the present community wishes to be associated. Recently, however, nettime was asked to be exhibited at the Eyebeam Gallery in New York, and not much later nettime was invited by Ars Electronica to enter a competition for its new digital communities award. Both these invitations led to amusing reactions on the list about the misconceptions outsiders often seem to have about mailing list communities.
Whatever the status of nettime is, it is clear that most participants are suspicious of an art context, if they do not shun it outright, as is implicit in a response by Becker to one of my e-mail interviews: «I have arrived at a mood where I happily confess to my art identity again …. (Indeed I found it at many times a mostly useless attribute, very compromised and misleading of any serious intentions…. But with such growing hostile climate against art practice (and the seemingly rotten image it has on lists like nettime…) I am quite ready to put on this hat again. Better than being a creative industry worker 😉 And while we reclaim the streets and the Net, we might as well reclaim the arts too!» Nettime nevertheless remains a fortress of Net criticism, and it remains a very interesting mailing list and a rich source of information. The power of nettime lies most of all in its very strong physical network and string of meetings of critics, theorists and activists, which has been emphasized by its initiators many times, but something which also made it a valuable basis for other projects. [26] Over the years mailing lists, especially those with online archives and members that meet regularly, turn out to be the most consistent carriers of media cultures and sources of knowledge —not just through their online archives but also through their veteran members. Even so, nettime has not escaped a certain development towards a magazine or a publishing group, rather than a collaborative project of all its members.
Rhizome
Rhizome is a project that was perhaps slightly inspired by nettime. Its initiator Mark Tribe started the project when he was still living in Berlin in 1996, and probably met Pit Schulz and maybe even Geert Lovink there. Rhizome was even seen as a competitor ofnettime for a short while, when it was still in its early, more art oriented days. Most of the projects that I describe in this section are not known for being art projects or for being initiated as art projects. Rhizome, however, is. Rhizome has often been presented as an art project by Tribe, even if he does not call himself the author of Rhizome. «I do think of Rhizome as social sculpture. As such, it could be seen as an art work,» is what Mark Tribe writes in an e-mail. «This does not mean that I see it as one of my art projects. On the contrary, I see it as a collaborative project that involved many thousands of participants over the years…. I did play a leading role in developing Rhizome, and I do talk about Rhizome when I present my work, but I don’t have a possessive or proprietary relationship to it.»
The term «social sculpture» stems from Joseph Beuys and seems quite appropriate for online projects, yet it is also slightly problematic when used for big projects that create a lot of spin-offs. «Artists lacked forums for the exhibition and critical discussion of their work, critics lacked a venue for their writing, and curators lacked a place to discover artists who worked in this new medium,» says Tribe in an interview with Randy Adams of TrAce. «I still consider it very much of a grassroots community with a non-hierarchical structure. We have institutionalized to some extent, but we are still driven by core principles of manyto- many communication and inclusiveness.» [27]
Rhizome is definitely the most successful art platform on the Internet ever. It gets millions of hits a month and has thousands of members. One can wonder, however, whether one can still speak of a community and collaboration when «there are probably 100 lurkers for every participant». [28] The number of members and the hierarchies which do develop unwittingly inside such an organization, despite attempts of democratizing selection processes (like creating super-users to help edit or gather information), made (as Tribe admits) Rhizome turn into something of an art institution, with all the positive and negative consequences that come with it. The selection of art works for the Rhizome database alone has been a topic of heated discussions for quite some time.
Rhizome has proven to be a very powerful model forrepresentation and self-promotion for many of its members, but we are far from a definite judgment on its structure and benefits. I sometimes wonder whether we can ever overcome some of the flaws inside the social and economic processes that are caused by the instability and the inevitable management structures within collaborative art projects. We are still at the beginning of forming a constructive criticism for them; something which projects the size of Rhizome and nettime certainly might help accelerate.
New diversity: Sarai, Furtherfield, Netartreview, Empyre
The lists and platforms described in this section so far were all initiated before 1997. Since then most mailing lists and other representation or discussion platforms online have shied away from defining themselves as social sculpture or other interdisciplinary art forms. The ever growing number of people online in combination with a growing number of platforms, Web sites and mailing lists has also scattered discourses and created a diffusion of new media art scenes.


Representation and central debates are becoming increasingly difficult to create, to the degree that there is very little difference between online and offline tactics for both. This has resulted in an increasing physicality of online practices: they are so much more connected to physical networks and institutions that online cultures tend to be overtaken by offline practices, networks or structures. An obvious example of this is the institutionalization of the entire new media art field, including what was once known as Net art, an area that was supposedly out of reach of any art world. The institutionalization of online platforms as described above is another issue altogether, even if it is also connected to an institutionalization of its offline supporting initiatives. This shows itself most of all in feelings of exclusion in former target members or in the wish to simply have a space of one’s own, with a more intimate and focused climate for debates and research. In recent years, initiatives such as the online and offline media lab Sarai, the Web sites and mailings of Furtherfield, Netartreview and the mailing list Empyre have added new riches to the development of online cultures.They have yet to prove their influence in the long run, but they are already major players with their own audiences and networks (even if there is, of course, some overlap with other, older initiatives online). Of all of these only Furtherfield sees itself as a kind of social sculpture or work of art as well, but one can ask oneself whether Empyre and Netartreview are not very close to being art projects too. Furtherfield and Netartreview were both developed as a kind of alternative to Rhizome. Empyre was originally even a part of an art project by Melinda Rackham called »Empyrean« but seems to have developed away from that. Sarai New Media Initiative in was very much modeled after European media labs such as desk.nl and Public Netbase. [29] Its emphasis on criticism and political discussion make it seem more of a community project for access and knowledge distribution than an art project, but it definitely also has a focus on art and some of its initiators are artists. The Raqs Media Collective, which was invited to Documenta 11, co-founded Sarai and together with them Sarai has developed an open source software project called OPUS. Sarai exists both on and offline and has its physical basis in Delhi, India. It focuses on many more different levels of communication, research and development than the other examples presented in this section. In the context of art in the Public Domain 2.0, Sarai is most interesting because of its ambitious and inspiring focus on media criticism and creative commons in Asia.
Netartreview (NAR) [EL] was initiated by Eduardo Navas, again an artist. He writes in e-mail: «NAR is a resource for anyone to express a critical voice and for others to learn about art. … We have a format that is loose enough to let collaborators write in any given style, while being specific about the subjects that are covered. …The focus of Net Art Review demands that the writers take their contributions much more seriously than posting to a list.»
Writer Marc Garret is one of two Furtherfield [EL] initiators. Garret was also involved in cybercafe.org and irational.org. About Furtherfield as an alternative to Rhizome he writes in e-mail: «One thing I would like to mention is that the Internet would be an emptier place without Rhizome, and I just hope that the people who run Rhizome feel the same way about us. Bring on theother soft groups to offer their own alternatives—there is more than just one or two ways, we have found ours, we mutate accordingly.» When asked what it is Furtherfield offers that is specific, he writes: «Flexibility, respect and a move beyond institutionally biased history making». Both Furtherfield and Netartreview provide some of the art criticism that was so lacking in online discourses before. They are not just alternatives to Rhizome, but also very much an addition to it. Netartreview offers many fast, short reviews, whereas Furtherfield seems a little bit more slow and in-depth. Both offer what Rhizome and other online publication platforms also offer: a chance for the public to present its own views and enter or alter various art discourses.
Empyre is a very active and interesting mailing list for all kinds of art practitioners. It works along themes with invited guests, and the exchanges on the list are usually of high quality. «‹-empyre-› started as the textual aspect of a multi-user 3D environment ‹Empyrean›,» explains Melinda Rackham in an email. «It was intended as an intimate list, as a way of discussing aspects of online culture, 3d culture, media arts culture, with invited guests who had written texts, done mostly online art projects or produced or curated shows which weren’t necessarily mainstream, or high profile, but of importance.» The diversity of topics and the excellent choice of invited writers make Empyre the most interesting list for (at the very least) getting an impression of the state of things in new media art practices in all its varieties at the moment.
Software: Layering media, portable media spaces and media as metaphor
It can be argued that the electronic media space transcends its purely technical structures through its influence on (non-technological) cultures. Software is code that can make a machine do something, but in essence it is a language with meaning that is more influential then the language we use to communicate with each other. It is a language that can make something happen, but only during the time it is actually used. This does not mean that this language is dead when it is not in use; it is just dormant. It seems that this language is also not dependent on a particular environment, such as a specific type of computer or operating system. Software can be almost independent of the hardware it runs on, and it also seems totranscend the cultures it springs from through its immaterial nature. In short, software seems to be somewhat a space of its own. Another dimension, if you will.
Through the development of artist software [30] the new public domain has been adorned with an art practice that is only partly visible and physical, but which has the power to execute, act, and let us act. Artist software is a very exciting terrain theoretically, since it spans such a wide array of possible actions and purposes that it offers great creative challenges, which lie within modern and pre-modern traditions at the same time. It makes us experience the modern creative genius of the artist or artists while we have at the same time entered their workshops. Through artist software we enter the artist’s practice almost literally, yet at the same time this software is part of our intimate, private sphere and a larger techno-cultural context. All software shares these traits, but artist software takes us into the unusual, the experimental, and the relatively open space of art.

The reason I categorize software art as the third specific art practice of the public domain 2.0 is that most of this software is available for free, and often it is even open source. In addition, the development of software art (and other experimental software) has exploded because of the availability of examples, patches, sources of knowledge and possibilities for exchange on the Internet. Rashib Aijer Gosh explained at a symposium on open source at V2 in Rotterdam: «Software development is a social process, based on fun, pride, and a community spirit». Without the Internet this type of art would have been extremely marginal, and hence I would argue that most software art is part of the public domain 2.0, even if it is used on a stand alone machine.»
Software art context
The digital realm had already triggered the imagination of artists in the 1960s and 1970s, especially in the realm of conceptual art. Some interactive works on computers were presented in an art context for the first time at the exhibition «Software» in 1970, curated by Jack Burnham and presenting works of, for instance, Les Levine, Hans Haacke and Joseph Kosuth. Burnham explained «Software» as «an attempt toproduce aesthetic sensations without the intervening ‹object›». To understand what software art means today, however, we will look at two specific projects, «WebStalker» and «RunMe.org».
WebStalker
In 1997 the British group I/O/D (Matthew Fuller, Simon Pope, Colin Green) designed a very unusual Web browser called «WebStalker.» «WebStalker» is an alternative Web browser that does not display Web pages as commonly expected. It visualizes the underlying HTML code in a highly aesthetic manner, in which delicate lines erupt from central points on a map to form stars or connected nodes in a Web. Its appearance is almost dreamlike compared to commercial browsers such as Netscape and Explorer. «WebStalker» reveals the way a browser works, rather than actually working as a browser is supposed to (that is, visualize images and text from code). «It’s designed to be predatory and boredom-intolerant,» says Matthew Fuller in an interview with Geert Lovink. «At the same time though, we hope that as a piece of speculative software it just encourages people to treat the Net as a space for re-invention…. The ‹WebStalker› establishes that there are other potential cultures of use for the Web.» [31]
Such as other cultures of use than those designed for us by industry, cultures that give us the opportunity to create, exchange and interact freely with the machine, with other people and with other cultures online. In other words, cultures that would like to see the Internet be more of a public space. Fuller has continued his experiments with software cultures in other collaborations. He has, among other things, worked as a writer and theorist for Mongrel, and his work has been very influential in the development and recognition of software art. He is also involved as a critic and juror in «ReadMe» and «RunMe.»
RunMe.org
While I/O/D was relatively alone in its experimental software practice in 1997, one cannot say that anymore today. The ReadMe-Software-Kunstfestival software art festival and its online database of downloadable software RunMe (initiated in 2002) are both initiatives of theartist Alexei Shulgin and researcher/writer Olga Goriunova, who have taken software art to a new level. The ReadMe-Software-Kunstfestival Web site states why software art can be seen as art in the public domain: «Software art on the one hand brings software culture into the art field, but on the other hand it extends art beyond institutions (44)» Moreover the ReadMe and RunMe projects also function as intermediaries between the fields of art and open source software production. In the introduction to the ReadMe reader Shulgin and Goriunova write: «Art festivals … are often compromised by a lack of transparency in submission and evaluation processes…. Open source communities are much more democratic, but have their own drawbacks: they focus on functionality and pragmatic usefulness, thus sometimes leaving out interesting projects seen as unnecessary in these contexts.» [32] A funny extra to this project is that it seems as if the organizers and the jury (much in the tradition of the early work of Alexei Shulgin as a net.artist [33] ), could not help themselves from subverting software art as a clear-cut discipline. By installing the possibility of a sheer endless number of software art categories, which users can choose from or add to, and by giving people the opportunity to submit ‹found› pieces of software to the database, the definition of software art is stretched to the extreme, giving RunMe the feel of being an art project in itself. Shulgin and Goriunova explain it like this: «Art naturally resists classification, but is nevertheless always classified and labeled when presented at, for example, exhibitions and festivals. By using the familiar interface of an online software database, Runme.org could play with the idea of storing, classifying, labeling, collecting, while at the same time taking advantage of the democratic possibilities of open databases.» [34] It seems that with RunMe almost all the practices of art institutions have been made accessible to the public, be it the selecting, criticizing or archiving of works.
ReadMe and RunMe do not just reveal and offer software art as a new art form in the public domain; they also change the art context to fit with the nature of these works. In some ways these two projects have turned into institutions of sorts themselves, institutions of the most flexible kind for the Public Domain 2.0.
Virus as intervention: Forkbomb


Italian ‹rastacoder›, programmer and artist Jaromil started doing specific art projects in 2002. Before that he was mainly known as a programmer and curator. He was, for instance, co-curator of the exhibition of computer viruses ‹I Love You› in Frankfurt in 2002 and has covered almost the entire spectrum of writing, from novels to software. The most simple looking text or piece of code he ever wrote was a computer virus for the UNIX system, a so called forkbomb, which is a piece of code that keeps replicating itself until it overloads and crashes the machine it is running on. Florian Cramer, software art critic and part of the jury of Transmediale in Berlin and the ReadMe software art initiative, called it «the most elegant forkbomb ever written.» [35] What I find most interesting about this work is not that it can crash a computer or that its appearance (which looks like some ASCII smilies crushed into each other :(){ :|:& };: ) is of such elegant simplicity. This work is interesting because of its context and the intentions of its author. Jaromil himself writes: «I am depicting viruses as poésie maudite, giambi against those selling the Net as a safe area for a bourgeois society. … The digital domain produces a form of chaos—sometimes uncomfortable because unusual, although fertile—to surf thru: in that chaos viruses are spontaneous compositions, lyrical in causing imperfections in machines made to serve and in representing the rebellion of our digital serfs». [36]
Jaromil’s «Forkbomb» is a form of public rebellion (he makes no secret of his identity or of his intentions), which serves as reminder of a free space in digital media that has become almost invisible to the general audience. It is in this sense also an invitation, like many other projects, especially some new media performances, to start fooling around oneself. (cf. also Alex McLeans «Forkbomb») [37]
Conceptual software: «.walk»
Imagine walking through a city as a means to run code. The project «.walk» by Wilfried Houjebek turns people into flesh-and-blood software executors. In «.walk» computer code prescribes the movements of participants through a city, and the complexity of the movements depends on both the basic code and whether or not participants meet other participants along the way. Since the code is not written for aspecific physical space it may have to be altered along the way for the participants to be able to keep moving (when participants walk into a dead end street for instance). All movements are gathered centrally by the artist as the outcome of a specific run of «.walk.»
«.walk» is based on a Situationist art practice from the 1950s called Psychogeografie. Houjebek, a long time advocate of open source and anti-copyright in the arts and beyond, takes his urge to open up code very seriously. By making people walk through a city by taking computer code as a guideline, the artist uses the body as a means to perform software. Florian Cramer calls it «walkware» in his review of «.walk» on the RunMe site. «.walk» actually won an award in the Transmediale software art competition. The e-mail which announced its nomination said this: «‹.walk› by socialfiction.org is a futuristic project for public spaces, combining the mundane with the exceptional». Houjebek himself says in e-mail: «I regard it as Do-It-Yourself urbanism, a project like «.walk» is meant to add a new layer of functionality to cities. As such it is architecture and as such it is engineering». It might seem as if this project really belongs in this text’s section on performance, but «.walk» is really all about notation, about a deeply conceptual take on art.
This work seems to build a bridge between the approach of early conceptual art exhibitions with titles such as «Information» (1970) or «Software» (1970) and the work of artist programmers today. [38] Besides his efforts to construct walks from computer code, to «program a pedestrian computer», Houjebek also is developing code, a mark up language, which takes the pedestrian’s experiences as a basis. This code is called PML: Pedestrian Markup Language. He is also developing something called OOP, Object Oriented Psychogeography, which he calls «software for landscapes» that «will crash your sneakers».
«.walk» is a form of artist software that is art in the public domain in two ways: firstly as a notation, a code which could be run on a computer and is a space of activity and interaction on that level; and secondly as a physical interpretation of an information space. I would even say it is a programming course for the digitally illiterate (and the following is not in any way meant negatively), as its playful approach of code reminds one slightly of a recitation of the alphabet in SesameStreet. There is, as with a lot of new media art, also no possibility to judge the project from the outside alone, like a traditional art audience would. «There is no audience in the common sense, either you are a participant or you are not,» writes Wilfried Houjebek. «Watching other people «.walk» must be as boring as watching a sleeping ant.» Software art is the semi-claustrophobic technical equivalent of the intimacy of new media cultures. It is part new media cultures, part individual art practice, and part user interaction or execution. It renders a partly public and partly private art experience. The software art space makes users or audience look beyond standard interfaces or procedures and can also be inviting enough to get people to put their hands on some code themselves. Software art, both as a whole or as an individual piece, offers new perspectives on art in the public domain. Art in the Public Domain 2.0, like the public domain itself, can be tangible and intangible, portable in the physical and in the metaphorical sense of the word. It does not necessarily have a real fixed place or form, and most importantly it has extended into the home or private sphere.
Public Domain 2.0 Redux
Art in information networks is almost by default part of the public domain 2.0 (unless its accessibility is somehow obstructed and the work is no longer available through a simple mouse click or the following of a link), whether it is meant to be or not. It seems, however, that the Public Domain 2.0 has brought about a few specific art practices. The first one to really evolve was the connected performance. Performance and other physical interaction with audiences create mostly temporary extensions of media spaces that allow for all kinds of engagement, often depending on the intentions of the artist (revealing or cloaking technological systems, inviting an audience to engage or to be only ‹immersed›). Another is the artist platform, a space of social interaction online, that offers representation and exchanges of ideas and work, but which also allows for influential media art discourses to develop. The third, software art, was a bit slower to develop, probably because it took more time to master the technical and cultural skills involved with making software than it took to engage withaudiences and peers in and outside the network.
Yet the roles of the critic and curator have also changed significantly, even if this is only slowly embraced in institutional practices. Critics and curators have become part of the audience again, and vice versa. The art contexts and the audience have imploded to local and even personal levels of engagement. This means we have to look for new professional relationships with the arts. With this text I hope to have given at least part of a theoretical basis for coming to terms with art in new media and the Public Domain 2.0. It seems to me that we need to have practical handles for art criticism most of all, to help place and judge contemporary art practices. After the acceptance of abstraction, reproduction and the purely conceptual in the arts it is time to accept a new aesthetics again: that which represents the relationships and exchanges between artist and audience in the profound and yet distant intimacy of the technological environments. Because of the slightly industrially tainted status of the word ‹interaction,› which is most commonly used in these environments, it might be good to use a word that reminds more of personal or social dedication. The new arts are about engagement. This engagement asks for a more conscious approach of the mediated environment artists, audience, but also critics and art institutions now work in. Since the new public domain extends itself not only into the home, but also into art institutions (through its media or network presence, such as Web sites, online forums, e-mail services, within the larger scope of media networks), art institutions and critics have become part of more intimate and more open, publicly accessible discourses which are often shaped and supported by artists. Art in the Public Domain 2.0 is therefore first and foremost a site of media awareness and power struggles.
(All e-mail exchanges quoted from in this text occurred between April and July 2004.)