Rhetoric aside, the project
has several interlinked concepts and goals relating to creating a viable
independent social network of people who share creative aspirations.
Dialogue is at the core of
the whole
nso idea -- dialogue as the bi-directional movement of
energies between any two people who engage each other in honest and open
exchange. Dialogue that moves in opposition to the oppression of monologue
and centralized patriarchal infotainment; that stands as two quiet voices
versus the blasting inferno of social emission. Dialogue, as pure expression
of heart and soul, is the core of all meaningful activism.
The question of mediation
-- that is, the way those dialectic human energies are packaged by one
and delivered to the Other -- is critical to all forms of human interaction.
nso defines mediation as the final realized form that the energy
takes on -- spoken word, gesture, object, text -- so that the definition
of technology begins with symbol systems, runs through the history of
language, and through multiple forms of prosthetic device that humans
have crafted to extend their reach and share their energies with others.
From weapons to the language of love, humans can package their energies
to deliver the full range of experience to their Other. Death to Life
to Death to Life. The contemporary concept of "high" technology is only
an extension of other, older means of delivering these energies to the
Other. So, despite the dislocation that tele-presence imbues in the situation,
it is absolutely possible for energy to reach the Other through the mediation
of the networked computer. The success of the delivery depends more on
the conditions under which the exchange takes place and the attention
and concentration of the two beings.
A primary goal on the
nso
agenda is either to bring dialogue back into the institutional space when
possible, and if that is impossible, find or create other spaces for lively
dialogue to develop. Networked computers allow many possibilities to create
de-localized and inclusive spaces starting with the basic technologies
of IRC, email, and mailing lists and continuing through the range of other
more advanced tools. Although media hype would have us believe that in
developed countries all these technologies are widely known, there are
significant and critical gaps in media literacy that prevent the full
engagement of even these basic telecom technologies in broader creative
ways.
One of the more practical
goals of the project has been to establish a decent level of media literacy
among art and design students (and teachers!) in widely available Internet/telecommunications
technologies. This first step allows an immediate de-localization that
expands a participants field of action and communication independent of
what are generally restrictive local institutional situations. Students
who have been controlled by local top-down bureaucracies of imposed educational
experience can suddenly break into a different sphere of action given
a knowledge of these communications tools. The simple mastering of alternative
information sources (as represented by the Web or direct contact with
remote Others) may deeply affect a student's total perspective. Local
situations are also affected when communications paradigms are surfaced
and discussed in the classroom -- it is clear that there is a direct relationship
between the quality of creative learning and the quality of the communicative
environment.
Although I have found it a
real challenge presenting the concepts of communication-as-art and art-as-communication
within institutional frameworks that are most often divided into traditional
medium-based departments, thankfully students (and some faculty) are the
first to realize that these topical limitations are totally disconnected
with creative practice in this time, and, indeed, they are disconnected
with life in these times. Creative individuals understand that connection
is a key concept -- that is, linking ideas and humans not by the material
categorics of Western society, but by engaging life through a natural
understanding of the behavior of internal and external fluxes of energy.
Within the greater sphere of art activities, there are several historical
precedences which are not widely addressed within art institutional programs.
For example, few students are aware of the historical activities of Fluxus,
the mail/post art network, ArtStrike, the Cassette Underground, and other
ground-breaking creative threads that have mapped many important concepts
in the area of socially relevant art practice.
Typically, academies have
admitted computers into their programs as powerful and necessary tools
for re/creating art and design works that follow very traditional paradigms
of production -- for 2D artworks, (pseudo)3D imaging, video, and audio
-- but, unfortunately, the unique power of a networked computer has been
largely ignored. There are plenty of good stories about massive expenditures
on planning and purchasing computing equipment and building hardware networks
when faculty members still cannot function with email and where the general
communication lines within the institution are characterized by top-down
dysfunctional hierarchies. Absent professors, rigid rules and curricula,
ignorant application of technological tools, and lack of connection with
a broader social milieu all conspire to make many academies places not
for learning but for simply surviving. One neoscenes principle is that
learning can be more than surviving -- it can be an energizing, electrifying
series of events where, if each participant gives freely, all receive
in return a powerful surplus of life energy. The biggest challenge, though,
it that this (r)evolutionary process of transformative learning requires
an environment where open dialogue is not only emphasized, but acts as
the primary catalyst at the heart of the curriculum.
With this challenge in mind,
neoscenes occupation is included as one operating concept/tool
in the various workshops that I teach on networking and creativity. It
is through this process of meat-space nomadism that the network is spreading
to students across many countries and there have already been several
spin-off projects that explore the possibilities of remote presence and
network collaboration.
Within the sphere of
nso
operations, two major projects have taken place parallel to the sustained
networking praxis that is building the neoscenes network. The first,
nso
project 1 (
http://neoscenes.net/nso/project1),
was a 24-hour live network occupation and streaming event that was physically
based in Tornio, Finland, 27-28 November, 1998. Students from a "net.art"
course organized content after learning about the various tools that can
be used to form the networking environment into a creative space. They
engaged remote
nso participants and others linking in from a variety
of other locations with streaming content and various forms of dialectic
chaos.
The second event,
nso
project 2 (
http://neoscenes.net/nso/project2),
was also based in Tornio, between 14 June - 9 July 1999. Formally, it
was a four-week New Media workshop with 18 students from six Baltic countries.
While many students concentrated their time on network-based digital projects
-- MUD-space construction, IRC conferences, Linux server configuration,
and Web-authoring, there was significant activity outside the classroom
in the form of performance, discussion, planning future projects, and
social network-building.
A third
nso element,
the <neoscene> listserv was launched at the '98 Ars Electronica
Festival, and is hosted by an Ars server. It is an unmoderated list for
the present time, and there are around 80 subscribers who exchange information
and announcements about their projects and practices. The stated function
of the listserv is to promote "dialogue and the distribution of relevant
experience and information among humans who are learning and creating
in a network environment."
A true network takes time
to build, and
nso is no exception. As the initiator of the
nso
project, I find it extremely important not to get lost in fast solutions
that fit the contemporary hype of accelerated Internet-based pseudo-creativity.
nso is about building quality dialogues that lead to quality relationships
among a broad range of individuals.
-- John Hopkins, Helsinki 15.09.1999