Imagine.
Enter a plain white room with an Other. Take a facing seat one meter apart
in not-too-comfortable chairs and follow these instructions: "You have
three hours, create a dialogue with each Other." There is no piped-in
music, no magazines on coffee tables, no televisions, no mobile phones, no
windows. No implements, tools, ethernet connections, or whining hard-drives.
And, as this is not an experiment, there is no one watching from behind mirrored
glass or by video surveillance.
Start the dialogue.
Imagine, what are the possibilities?
Now, increase the separation to ten meters between you and the Other. Repeat
the instructions. What now? Add the mediation of a heavy glass window between;
add a microphone and speakers on each side. What happens? Abstractly paint
over the glass with opaque pigments. Take away the microphones and speakers,
each of you has a pencil and paper to write messages which will then be carried
by robotic assistants from one half of the room to the other via a long hallway.
Imagine designing the rooms.
Add the fact that neither of you speaks a common mother tongue, but instead,
you must use a third or even fourth language, sometimes relying on a book to
supply the proper words.
Imagine building the rooms.
Split the room in half, place the two halves at least 1000 kilometers apart,
replace the hallway with a slender wire of glass, you are given the means to
throw words, encoded with several layers of machine translation, through the
glass wire. Provide keyboards for each to touch, exchange the glass window
with a monitor that displays the color, form, sign and symbol of your decoded
dialogue.
Imagine several hundred million rooms, a person in each.
What are the dialogues about? Is any one dialogue more valuable than another?
Add an arbitrary team of humans to choose which languages might be used, and
which dialogues are more significant than others. Connected through a tree-branching
structure of glass wires, have the selected dialogues distributed to all Others.
Go back in the plain white room, sit in one of the chairs and talk about things
with an Other.
OPENING CONNECTION
Hard-wired almost directly onto the Finnish Internet backbone here in Helsinki,
my first experience of n2art.nu consisted of the message "Netscape is
unable to locate the server n2art.nu. Please check the server name and try
again." I checked to see if there was a problem with the local DNS (Domain
Name System) server, but it appeared that the Internet's command-and-control
system was intact. I found out later there were technical problems with a temporary
host server the project was using.
Okay, this is nothing new -- just a typical example of Murphy's Law operating
on digital-media-based projects -- that at least 50% of the time 50% of them
don't work. Technical failure is part of the process and until the Cultural-Industrial
sector gets funding like the Military-Industrial sector, triple-redundant systems
will be for the war-makers only.
Persisting for several days, I finally made it to the n2art.nu introduction
page...
RECEIVING SIGNAL
The Nordic culture scene, with some specific exceptions, has been relatively
quiet when compared to central and eastern European cultural networking initiatives.
Contentious social issues that often stimulate network-organizing activities
elsewhere are largely missing, in part because of the homogeneity of Nordic
societies. It is ironic that although the region is drowning in telecommunicative
fetish objects and public cultural funding, one does not often encounter a
deep practice of cutting-edge networking activity. Because of European-wide
state economic policies promoting the Holy Grail of "content," though,
it seems that the Nordic Cultural-Industry sector has finally "discovered" network-based
activities and the funding is flowing from Ministry-level accounts. We will
certainly see many cultural content producers materializing and competing for
these funds in the near future. One can only hope that the cash reaches the
artists who deserve it!
Materializing in the first wave of this current investment, n2art.nu is a
geographically defined vehicle featuring network-based Nordic art projects.
It was organized in the midst of the ongoing debate whether or not traditional
curation of network-based activity is desirable or even possible. The curatorial
committee, with one representative from each Nordic country, took a sensible
path by keeping the project development process somewhat transparent. For example,
they published a transcript of the curatorial team's opinions on some core
issues: this article looks at some of the same issues. The selection process
had no thematic criteria, allowing the participating audience to contextualize
the included projects based on their own criteria. Anyway, with five curators,
agreeing on a theme and actually finding enough work to fit it would have been
difficult or impossible.
Cultural institutions and their associated heirarchies of power face an implicit
conflict in the task of commodifying the activities and processes of the
artist-networker. Hierarchies, by nature, construct static, sterile structures
within their hegemonic environment by restricting and channeling the flow of
social energy. Ideal networks operate as dynamic and anarchic fields of energy
that embody the conditions of natural life -- where energy movements are continuous,
multidirectional, and cyclic. As in the case of other mainstream curatorial
contact with network-based activities, n2art.nu balances precariously at the
intersection of these two elemental social forms. Traditional curatorial strategies
closely bound to the physical or definable object-ness of art work fail to
recognize that in the network domain, the tangible objects that do appear are
often only digital traces of a distributed communicative process: "You
had to BE there!"
Curation inherently is a process of targeted exclusion that limits the richness
of the networking experience and denies the multiple contexts, conflicts, and
cross-disciplinarity that is the networked space. In the collective roar of
digitized tera-bytes of information groping their way across the divergent
post-Cartesian event horizons, anyone making convergent curatorial reductions
should be immediately suspect. It is clear that curation, among many other
socio-cultural processes facing the dynamics of the non-hierarchical communicative
network space, needs to transform itself.
Long conditioned to be the passive consumers of curatorial production, there
is also the significant problem of re-educating the public. Many networking
initiatives demand that audiences become active participants in diverse communicative
processes. In the end it is a burden that will weigh down artificially organized
networking events where, instead of having a "grass-roots" constituency,
there is the traditionally detached audience expecting a cultural spectacle.
In a way, this is evidence of the self-regulating process that makes heirarchic
versus networked structures so difficult to bring into juxtaposition.
Anyway, better to look at the projects included in n2art.nu now and come back
to the question of curation later.
FEEDBACK
A quick click-through of all the projects and related hyperlinks revealed
a typical range of technological challenges for the potential participant --
long download times, downed servers, plug-ins and specific software needed,
and dead links. Murphy's Law is back in action. Although this is often annoying,
it is just the way the medium works: technology does not always work! This
is not a criticism, only a recognition of the facts. Keep it in mind the next
time you board an airplane.
All of the projects fall more-or-less under the operational paradigm where
the artist (or group of artists) is creating, designing, and constructing a
situation to be located in a networked environment. Within this conceptual
space, online participants engage the Other in a mediated dialogue -- sometimes
with the creator of the project, with an anonymous, random, or automated Other,
or with specific remote individuals.
There are many ways of categorizing the divergent range of the works. Placing
them on a scale that measures the operational freedom offered to the participant
can provide some insight into the resulting experience of the work. By setting
the conceptual limits too narrowly, the artist forces the participant to restrict
their creative activity and input. Overly codifying and mediating the encounter
with the Other reduces their presence to a marginal feature of the experience.
The work, deprived of this energizing presence, falls into the ghetto of static
click-through eye-candy -- art-on-the-web -- and fails to activate the unique
possibilities of the network. When the situation too open or ambiguous, the
participant ends up floating without orientation in the online digital limbo.
Of course, limits are subjective, relative, and different for each participant
and each situation might have intrinsic value. The issue is how to balance
technical, psychological, conceptual, and social possibilities and limitations
across the flux of users.
Emma23, by Thomas Broomé, and play.ground, by Kevin Foust, both take
full advantage of the chaotic "ready-made" richness of the Internet
environment. By tapping in on the global IRC (Internet Relay Chat) network
(Emma23) and the killer-application power of email (play.ground), the "author" remains
very much in the background and conceptually provides the participant great
freedom of action. Both works are open-ended and easy to understand, although
a basic familiarity with IRC is necessary in the case of Emma23 and with
standard free web-based email services in the case of play.ground. Their
conceptual strength is in their simplicity and the potential for encountering
the raw life force of the network -- text-based communications between disembodied
individuals. Emma23, a 'bot (programmed text-based conversationalist) raises
the users experience from the normal flow of chat to a psychological playground
in which the informed participant may interact with mystified onlookers or
just lurk around to see what develops.
Discussion.is, by Thóroddur Bjarnason and 10thCity: share life, by
the katastro.fi collective, are both projects that expect the participant
to actively seek out a collaborative Other -- within a particular conceptual
framework that might be difficult to immediately understand. This initial conceptual
learning curve places an additional responsibility on the author(s) -- that
they must act as facilitators -- a deeper role that must involve the be-ing
of both the author and the participant. It is an active role that does not
end with a simple explanation of how to proceed. In the process leading to
the network deployment of these two situations, the artists did not focus
enough attention on how to facilitate the involvement of a community of participants.
Personally, I know that the artists involved in these two projects do not
naively assume that once the work is on the Internet that people will magically
participate. Nevertheless, the fact is, it takes a massive amount of attention
and energy to develop a networked community -- the very thing that sustains
and vitalize such projects. This is not a process solved by adding figures
to the budget, either. It is a personal process that is at least as important
as the technical construction of the environment itself. It demands a dynamic
and possibly life-changing extension onto the conceptual space itself.
Páll Thayer's Sólarlag illustrates the fact that network-based
projects have a life span and developmental time-line that is fundamentally
different from traditional curatorial objects. The artist's concept and construction
of the situation leading up to the release into public space is only a beginning.
Similar to the previous two projects, the author must then actively construct
a viable network of participants -- a network that carries the work forward.
As a long-time networker, Thayer will probably make Sólarlag succeed
in a certain social dimension, but for several reasons, technical implementation
will continue to be a source of severely limiting problems.
In all three of the previous works, the richness of the resulting collective
database of experience and by the resonant depth of the human network that
is established is the clearest measure of success.
Musical collaboration located within telecommunication networks is not a new
idea, but given the natural possibilities of audio expression, it remains
a fertile field for experimentation that Peter Fjeldberg digs into in his work,
Molecubes. Unfortunately when trying to participate I was repeatedly told
that the "Region is fully populated" -- and at that point, I gathered
that I could only participate as a listener. After navigating around in the
space for ten minutes trying to find an unpopulated region and hearing a
variety of oscillating tones, somebody poked their head into my workspace and
asked politely if everything was okay. I said yes. There is nothing like having
a dialogue when, as in a dream, you speak but no sound comes from your mouth,
while the Other is humming a tune and you can't quite remember its name.
Apparently an online prototype of a corporate prototype-design process, it
is not clear whether servoline_1/urbantoys by Servo is or is not prototypical.
There are many net-based projects that subversively take on corporate forms,
identities, and paradigms -- etoy, needweb, and ®™ark come immediately
to mind as examples -- so the idea of subversively acting like one is not
being subversive seems like a novel and almost amusing strategy. They even
automated the download and installation of the Cult3D plug-in (without user
authorization, mind you) -- now that is subversive! My browser crashed immediately.
When I finally made it back to the project, I was able to design a prototype
selected from their product-line and have it physically produced and shipped
to me via DHL for several hundred dollars. I decided not to give my Visa
card number. The servoline_1 interface plays with the idea of creation and
distribution of material objects via networked systems. However, in the end,
do we really need more design, production, and consumption of urban toys
in the world?
In One Minute Movies by Oncotype, the experience of the Other is so highly
mediated and the degrees of freedom so limited that the resulting experience,
compared with play.ground, seems like a vague one-liner. Please let me know
if I am missing something important.
With free access to a 200mps connection, I had fun watching the balloons inflate
and the public transportation go by the window in Tore Nilsson's piece, The
Way That You Love Me. Somehow, though, it is a little hard to imagine interacting
with this work via a dial-up line, paying by the minute. A balloon or two popping
might have stimulated my interest, but that never happened; actually I had
no sense of connecting with anyone at all. The thought crossed my mind that
the mere presence of technologically networked space is not a de facto reason
for artists to work there -- some projects might translate better off into
traditional physical situations or installations. I wondered if Nilsson should
have at least put the installation in his home, next to the breakfast table
or at the head of the bed -- at least not in a gallery space sterilized by
remote absence.
CLOSING CONNECTION
The mechanics of creating "interactive" situations in a technologically
networked space is often so complex that little energy is left over to position
the work critically in the ever-changing context. By context, I mean specifically
the matrix of ideas that the work is developing within. In the case of network-based
activities, the matrix is the rapidly developing social environment that is
expressing itself through communications networks. This environment is a direct
extension of the "normal" social milieu; its expression in networked
spaces is an accumulation of a broad range of social activities. For this reason,
I agree fundamentally with Saskia Sassen's sentiments (expressed a year ago
in Tallinn at the "Interstanding 3" conference,) that the contextual "meaning" of
networked spaces lies in the accumulation of all practices taking place within
it. This idea implicitly reflects a theme of inclusion, and suggests, at the
very least, multiple curatorial and critical voices in dialogue.
It is not only cultural producers, but the artists as well who needs to maintain
a critical dialogue with this broad inclusive context and the probable results
of the participative encounter by staying actively tuned into their own social
networks. Interested in exploring networked space as the locus for creative
action, they must develop a deep understanding of what a human network actually
is and how it functions. Without dynamic and distributed feedback during the
personal creative process, there is a definite risk that the work will not
fulfill initial intentions.
On the question of curatorial contact between the artist-networker and cultural
institutions, there is no answer. Purists who insist that no curation can or
should take place -- that curation is a deadly strike against the nature of
network-based art projects -- are probably taking the situation too seriously.
On the other hand, artists who are constructing creative network-based projects
(and networks) need to critically examine the impact of heirarchic institutions
on their working methods and goals. This is especially important in the Nordic
region where state patrimony is not just a passive feature of the cultural
landscape: it supports a vast range of creative activities. The artificial
constraints that heirarchic organizations inevitably impose may cause serious
damage to a natural network.
One of the best curatorial alternatives, expressed by Perttu Rastas, senior
Media Art curator at KIASMA, is for cultural institutions to support development
for open-platform environments -- temporary or semi-permanent situations that
are relatively free of traditional curatorial limitations -- that foster the
creation of new ideas, initiatives, and procedures.
In the end, individual humans make up both heirarchies and networks and it
eventually comes down to how these individuals interact -- either through distributed
open-source channels, or centralized "black-box" control. Assuming
that they understand and develop the project, I would challenge the new hosts
for n2art.nu, NIFCA (the Nordic Institute for Contemporary Art based in Helsinki),
to have all future curatorial dialogues and discussions recorded for distribution
on the NIFCA web site via Real Video. Networkers know this concept of sympathetic "full
disclosure" of personal process is a powerful energy flux that initiates
and sustains human connection like no other single action. This energy directly
feeds back into the network to keep it healthy. Ideally speaking, if all the
humans involved in cultural processes establish and maintain deep communicative
pathways with each other, a radical restructuring of the social landscape will
result. Otherwise it will be, literally, business as usual.
Build a white room, find a couple chairs, find the Other, and keep talking,
keep doing.
Imagine that.
Helsinki, 04.December.2000
John Hopkins is nomadic networking artist and educator moving across northern
latitudes. You may reach him at jhopkins (at) uiah.fi. Information at
http://neoscenes.net.