C98
Review: Ars Electronica
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Top:
Golan Levin: Dialtones: A Telesymphony; courtesy Sabine
Starmayr/Ars Electronica
Bottom:
Hiroo Iwata: Floating Eye; courtesy Sabine Starmayr/Ars
Electronica
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Given the
date of this year's Ars Electronica festival - memories of
Kubrick's HAL - and the coincidental release of the Spielberg film,
a great opportunity was lost this time around to focus on artificial
intelligence. This is particularly so given the lack of the real
thing these days, contributing to the terrible events in New York
(which I hope nobody got caught up in on their way back from Linz
to California or wherever).
Instead, the
Symposium at the Danube-side Brucknerhaus was focused on
the notion of 'Takeover', the belief that traditional art is being/will
be supplanted by developments in science, new media and popular
culture. A perfectly reasonable notion, but, at the Symposium at
least, evidence for the thesis was thin, despite a consciously hip
focus on game development (admittedly an underestimated cultural
phenomenon). Going by this year's event, It is hard to avoid the
belief that Ars Electronica has lost its way a bit. Evidence for
this included the marginalisation of theory ("let art itself have
its say!") and the absence of the usual intellectual controversies.
There was much hype - and little evidence - concerning the new high-tech
art that is going to sweep all the old stuff before it.
As usual, there
was a heavy prevalence of biological art. Examples cited of the
art of the future included the interventions of Eduardo Kac and
Stuart Bunt/Oron Catts in the interface between art and science.
Related installations at the Danube-side Brucknerhaus included Kac's
The Eighth Day, an artwork which brings together bioluminescent
(green-glowing) transgenic life forms and a biobot or biological
robot. Another installation was Fish and Chips by Catts and
Bunt (SymbioticA Research Group), an attempt to develop a "semi-living
art entity" involving the operation of robotic arms. The entity
is assembled from fish neurons grown over silicon chips (the software
or 'wetware') and incorporating visual and audio output devices
(the hardware). Elsewhere in the building (as if God's mice were
not good enough) one could examine green-glowing mice. Political
issues apart, this kind of thing may work as an exercise in applied
science, but - if we could ever agree what art is - is it art?
Film-maker
Nora Barry of the USA spoke interestingly about The Bit Screen,
a lab for online cinematic storytelling. Her intriguingly-titled
paper (Digital Shanachies) was about Web Cinema and its different
forms: Interactive, Database Narrative, Pass Along, Shorts, Joke
Film, Impressionistic Film, and Life Stories. Barry drew parallels
between storytelling on the Web and the fluid medium of traditional
story-telling, also between the 'framing story' of the interactive
film and older devices like Boccaccio's Decameron or the
1,001 Nights. She noted that some successful internet films
"literally lock the camera into place and have the actors move within
the frame" and enthused about the possibilities of the web to reinvigorate
the allegedly tired medium of cinema.
Char Davies
- one of the few outstanding figures at the event - spoke at length
about her ground-breaking art pieces, Osmose and éphémère,
which deal with issues of ecology and humanity in the context of
virtual reality, or immersivity as she prefers to call it. Issues
of accelerated obsolescence arose - some of the hardware and software
needed to run Osmose is no longer made. (VR is already entering
the realm of antiquity, the future becoming the past before it is
even the present.) In fact, it might be said that the work of Kac
and Davies represents the two poles - post-nature and the re-valuation
of nature - respectively. Prometheus versus Pan - at some stage
maybe we're all going to have to take sides on this issue.
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Top:
Paul de Marinis: RainDance; courtesy the artist/Ars
Electronica;
Bottom:
Kenneth Rinaldo/Emergent Systems: Autopoiesis; courtesy the
artists/Ars Electronica
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Rafael Lozano-Hemmer
spoke impressively about his work in relation to architecture, and
Benneton photographer Oliviero Toscani gave a riveting account of
his forays into the advertising world, interspersed with technophobic
barbs about Ars Electronica. There was also a concert (Dialtones:
A Telesymphony by Golan Levin), utilising the audience's mobile
phones which worked as a concept at least, if not so much as a musical
experience.
But most of
the interesting material at this year's Ars Electronica was to be
found elsewhere than the Brucknerhaus - at the downtown OK Center
exhibition area and the Ars Electronica Center. The most intriguing
installation in the category of electronic art was Brainball,
a Zen-type thought-operated game by a collaboration of artists,
designers, engineers and scientists called Smart Studio. Two people
sit at opposite ends of a table, each trying (or rather not trying)
to move a ball through thought-control into the space of the other.
A headband measures the brain-waves of each player, and the one
who is most relaxed and least stressed is the winner - their state
of calm causes the ball to move continually into the opponent's
space. (I beat several people in succession, and may consider turning
professional if the game catches on. Will telekinesis some day be
a commonplace of daily life, and telepathy supplant e-mail and the
mobile phone?)
Also fun in
the area of interactive art - though more in theory than cumbersome
practice - was Floating Eye by Hiroo Iwata, a head-mounted
display attached to a camera on a balloon floating overhead, which
allows you (fuzzily) to see yourself and surroundings as if you
were hovering above your body. Raindance by Paul DeMarinis
was a wonder: jets of water carry sound vibrations that are made
audible by the listener's interception with a large umbrella, which
becomes the loudspeaker - local children went delightfully mad to
the water-borne sound of Strauss's Blue Danube Waltz (Linz
is on the Danube and this is 2001 - get it?) Kenneth Rinaldo's Autopoiesis
consisted of large suspended musical and robotic sculptures which
developmentally interact both with the participant and with each
other, inquisitively nuzzling the person wandering among them like
large elephant trunks. The temptation to pat them was almost irresistible.
(Personally, I'm much more comfortable with machines becoming animals
than animals becoming machines.) These kinds of submissions in the
area of interactive art were more absorbing than the winner, Polar,
by Carsten Nicolai and Marko Peljhan. Apparently based on Tarkovsky's
film Solaris, this was on display only in video format, and
was impenetrable even with the aid of a written text.
The experience
of interactive art is sometimes more reminiscent of the toyshop
than the art gallery, bringing to mind Marcuse's attempt to mix
aesthetics and the play-principle in a post-capitalist mélange.
In this regard a notable feature of Ars Electronica this year was
the Electrolobby, described as "a blend of dayclubbing, informal
media conference and networked showroom." Here insomniac game-developers
worked feverishly and unselfishly to share their projects with each
other and the world. Some interesting sites in this connection:
www.kerb.co.uk, www.teamcHmAn.com,
www.moccu.com. Check
out also the on-line teenage hangout Habbo Hotel (www.habbo.com)
and Everything (www.everything2.org),
described as a "collaborative real-time encyclopedia for the Digital
Generation." (Watch out guys, generational tags can wilt - it used
to be cool to be a baby boomer.) A sign of the times was the presence
of a group of professional video game players.
In the area
of virtual-reality development, some informative workshops took
place in and around the Ars Electronica Center with big names like
Paul Rajlich and Dan Sandin from the USA. A dominant notion at this
year's Ars Electronica was that of gaming being the 'killer app'
for virtual reality. Those fortunate enough to draw the right numbers
(I wasn't one) got to play a VR version of Quake, which was
spectacular even to watch. In the VR 'Cave' in the Ars Electronica
Center one could interface in virtual reality with people in another
room or another continent (or rather with their somewhat crude avatars).
For the first time I had the impression of the potential annihilation
of space, something that may become very useful - and profitable
- if people's fear of flying becomes institutionalised due to the
recent terrorist events. Already, video-conferencing companies have
taken off on the stock market, but VR adds the crucial dimension
of presence-to-hand. Check out www.aec.at/futurelab.
This year there
were two categories for Net entries, entitled Net Vision
and Net Excellence. The winner in the Net Vision section
was Team cHmAn from France for the server/online game Banja
(www.Banja.com) which
develops the possibilities of Flash programming, while Joshua Davis
from the USA won the Net Excellence award for Praystation.
Praystation (www.praystation.com)
involves neither religion nor mimicry of Japanese pronunciation,
but is a website about the movement of time involving the 'gift-economy'
mutual sharing of code-developments.
Winner of the
computer animation section was Le Processus by Savier de
l'Hermuzière and Phillippe Grammaticopoulos of France, a parable
about individuality and conformity with echoes of Kafka and Orwell.
An impressive runner-up in this section, also from France, was L'Enfant
de la Haute Mer (Laetitia Gabrielli et al.), a haunting piece
about a child living in an abandoned seaside town, which gave the
impression of a series of Impressionist paintings come to life.
In the Digital Musics section, the winner was Ryoji Ikeda of Japan
for the composition Matrix, while the winner of the Cybergeneration
section, open to Austrian under-19s, was Markus Triska for JIND,
a game which enables users to try out the basics of programming
(triskam.virtualave.net/jind.html).
With 900 submissions in this section, the competition gives a huge
impetus to skill-development at secondary-school level. The usual
question - why on earth isn't this kind of thing being done in Ireland?
To sum up:
cute machines, shaven heads, cool games, animal/machine combinations,
disembodiment, the new altruism, the annihilation of space, even
(ho-hum) the occasional DRI (deliberately recalcitrant interface).
A break from the vapid posturings of Brit Art, certainly. But, at
least on the evidence of this year's Ars Electronica Festival, the
digital age has some way to go before it catches up with Picasso,
Duchamp, Eisenstein, Buñuel et al. Pace Orson Welles
in The Third Man, maybe a vibrant culture needs wars and
revolutions to give it impetus. (So we may even get one, after all.)
Ars
Electronica 2001, Linz, September 1-6, 2001
Paul
O'Brien (obrien@ncad.ie)
teaches aesthetics and cyberculture at the National College of Art
and Design, Dublin.