Nova Gorica / Gorizia

Transcription

Nova Gorica / Gorizia
Mednarodni festival novomedijske umetnosti
International New Media Art Festival
4. - 11. 12. 2009
Nova Gorica / Gorizia
Kazalo / Index
Pavla Jarc
10 let mednarodnega festivala Pixxelpoint
10th Anniversary of Pixxelpoint International Festival
Domenico Quaranta
Bilo je nekoč na Zahodu
Once Upon a Time in the West
6
8
10
16
Projekti / Projects:
AIDS-3D – Forever Heath Death, 2009
24
Mats Andrén & Anders Carlsson – HT Gold, 2008
26
Michael Bell - Smith – Grid Panic, 2006
28
David Blackmore – Cracked LCDs, 2009
30
Ian Bogost – Guru Meditation, 2009
32
BridA / Jurij Pavlica, Tom Kerševan, Sendi Mango – Nanoplot, 2009
34
Wayne Clements – The Best and Worst of Possible Worlds, 2009
36
CON/CON vs. THISGASTHING – Cabotronium, 2009
38
Chris Coy – Chariots of Mortal Combat Fire, 2007
40
Florian Cramer – Floppy Films, 2009
42
Vuk Ćosić – ASCII Sculpture, 2009
44
Olle Essvik – Devices, 2007 – 2008
46
Vladimir Frelih – Katalogue, 1998 – 2000
48
Darko Fritz – Home, 2002 – 2009
50
James Houston – Big Ideas (Don’t Get Any), 2008
52
IOcose – FloppyTrip, 2009
54
Tom Jennings – Alan Turing Made Flat, 2000
56
Oliver Larić – 787 Cliparts, 2006
58
Les Liens Invisibles – Never Ending Happy End, 2008
60
Olia Lialina – Animated GIF Model, 2005
62
Paul Matosic – Deconstructed New Technology, 1995 –
64
Eilis McDonald – Lo-Fi Wi-Fi, 2008
66
Rosa Menkman – Happy Birthday Goto80, 2009
68
Rafaël Rozendaal – RGB, 2002
70
//thatisaworkaround.com – The Enemy Agent and You II, 2009
72
Eugenio Tisselli – Childhood Games, 1984 – 2009
74
Tonylight (Antonio Cavadini) – Space LED, 2009
76
UBERMORGEN.COM – Black ‘n White, 2000 – 2009
78
Harm Van Den Dorpel – Bison.gif, 2008
80
Windows Media Players – Graphic Interchange Series: Victorian Device,
2009
82
Math Wrath – While Playing Astro Groverin in 1989
84
Drugi projekti / Other projects:
Anja Medved – Ordinacija spomina / The Memory Clinic, 2009
88
Rosa Menkman – Študija motenj / Glitch Studies
90
Pixxeldinner:
Yuri Ancarani
94
Narvika Bovcon
95
Claudio Sinatti
96
Aleš Vaupotič
97
Pavla Jarc
vodja festivala, direktorica Kulturnega doma Nova Gorica
10 let mednarodnega festivala Pixxelpoint
Zgodba o Pixxelpointu se je začela povsem
virtualno. Pred dobrimi desetimi leti sem
na medmrežju v spletni klepetalnici ICQ
spoznala Blaža Erzetiča. Med razglabljanji
o sodobni umetnosti mi je predstavil svojo
idejo o organizaciji festivala računalniške
umetnosti v Novi Gorici, ki je v meni
takoj vzbudila zanimanje, začela odpirati
številne poglede na sodobno informacijsko
tehnologijo in z njo povezano umetnost ter
niz vprašanj, na kakšen način prezentirati
tiste vidike sodobne umetnosti, ki kot
ključno izrazno in produkcijsko orodje
uporablja
predvsem
računalniško
tehnologijo. Ko sva se srečala še v
realnem svetu, sva to idejo začela razvijati
ter jo s skromnimi finančnimi sredstvi,
z veliko mero entuziazma in s pomočjo
fantov iz Rock Vibe Music Promotiona leta
2000 v Mestni galeriji Nova Gorica prvič
realizirala. Že prva edicija festivala je bila
medijsko izredno odmevna ter je tako pri
občinstvu kot pri umetnikih in strokovni
javnosti naletela na izjemno navdušenje.
Na festival je prek mednarodnega razpisa
prispelo ogromno število del praktično z
vsega sveta, v treh dneh si ga je ogledalo
več kot 2000 obiskovalcev. Pravi elektronski
spektakel. Vera v ta projekt in vsesplošna
naklonjenost do te velike novosti v mestu
sta za organizatorje pomenila dodatno
motivacijo in izziv, zato smo zgodbo ponovili
še enkrat, tokrat z nekoliko več denarja ter
bolj dodelanim konceptom. In še enkrat se
je izkazalo, da je Pixxelpoint dogodek, ki
je vnesel v takrat sicer bolj konservativni
goriški kulturni milje neko novo dimenzijo.
Ali če uporabim besede nekdanjega
člana žirije in kuratorja ene izmed edicij
Pixxelpointa Jurija Krpana: “V Novi Gorici
je ponovno zavel duh avantgarde”.
Številne pozitivne strokovne ocene in dobri
odzivi javnosti so nas navdihovali in po
treh letih pripeljali do odločitve, da festival
vsebinsko bolj profiliramo, ga zastavimo
tematsko ter vzpostavimo tudi nek
teoretični diskurz in refleksijo o umetnosti
v času novih medijev. Velika novost leta
2003 je poleg tega bila uvedba kuratorja, ki
določi temo in ima možnost k sodelovanju
povabiti tudi na mednarodnem razpisu
neprijavljene avtorje, tiste, za katere meni,
da sodijo v koncept zastavljene teme. V
zadnjih šestih letih so Pixxelpoint krojili
Jurij Krpan, Dunja Kukovec in Nataša
Petrešin, Igor Španjol, Narvika Bovcon in
Aleš Vaupotič ter Domenico Quranta.
Tako se je Pixxelpoint počasi uveljavil
kot eden najpomembnejših festivalov
novomedijske umetnosti v slovenskem in se
začel pozicionirati tudi že v mednarodnem
prostoru. V zadnjih petih letih razvijamo
festival tudi kot čezmejni projekt, zato smo
k sodelovanju povabili Univerzo DAMS
– goriški oddelek videmske univerze
in društvo Lucide iz Gorice ter tako še
povečali njegovo prepoznavnost. K njegovi
afirmaciji sta nedvomno pripomogli tudi
naklonjenost Mestne občine Nova Gorica in
Ministrstva za kulturo Republike Slovenije,
ki že več let sofinancira izvedbo festivala.
Nenazadnje pa je kakovost programa leta
2005 potrdila tudi Evropska unija, saj je
projekt delno financirala iz programa Phare
CBC Slovenija/Italija 2003.
Brez dvoma živimo v norem, tehnološko
visoko razvitem času, ki pred nas postavlja
vrsto dilem in terja nove razlage mnogih
dejavnosti v našem delovanju. Spomnimo
se samo, kako je internet v zadnjih letih
korenito spremenil naš način komunikacije
in s tem naše vsakdanje življenje. Kako se
s pojavom in vse širšo uporabo sodobne
informacijske
tehnologije
spreminja
naša realnost, naša percepcija sveta.
In nenazadnje, kako se spreminja naše
pojmovanje umetnosti. Pixxelpoint se
že deset let odziva na te spremembe ter
lokalni in širši javnosti predstavlja ključna
dogajanja na polju novejše medijske
tehnologije, raznolike, nenehno razvijajoče
in spreminjajoče se umetniške prakse,
spodbuja komunikacijo in kritičen diskurz
na področju intermedijskih umetnosti, ki
že same po sebi delujejo globalno in nam
vedno znova odpirajo nove poglede, nove
(virtualne) svetove. V vseh teh letih smo na
festivalu spoznali številne domače in tuje
umetnike, ki so v svojih interaktivnih delih
z natančnimi in s premišljenimi koncepti
obravnavali formalne, estetske in družbenokulturne vidike sodobnih medijev, ustvarjali
nove modele predstavljanja in nas soočali s
senzibilnostjo tovrstne medijske umetnosti,
ki od gledalca zahteva spremenjen odnos
gledanja in zaznavanja.
In po desetih letih Pixxelpointa je največja
želja organizatorja, da bi festival rasel in
se razvijal naprej. Glavna ambicija pa je
doseči živahno izmenjavo najnovejše in
najpomembnejše umetniške produkcije s
področja intermedijskih umetnosti, skratka
pravi preboj na mednarodno sceno, kar
pa je povezano predvsem z veliko večjimi
finančnimi sredstvi, kot z njimi razpolagamo
sedaj. Zato se mi zdi ključnega pomena
vzpodbuditi predvsem lokalno skupnost, da
vendarle prepozna in razume festival kot
pomembno promocijo za mesto, idealen
medij komunikacije s svetom, urbano
manifestacijo, s katero bi se Nova Gorica
lahko ponašala in dosegla prepoznavnost
v širšem mednarodnem prostoru. Ambicije
in vizionarstvo nekega mesta se namreč
lahko kažejo tudi skozi takšne projekte,
kot je Pixxelpoint, ki za meščane pomeni
neko dodano vrednost, mestu pa daje tisti
prepotrebni pridih urbanosti.
Pixxelpoint 2000
Pixxelpoint 2001
Pixxelpoint 2002
Pavla Jarc
Festival Manager, Director of the Nova Gorica Arts Centre
10th Anniversary of the
Pixxelpoint International Festival
The story of Pixxelpoint began on an entirely
virtual level. A little over ten years ago I
met Blaž Erzetič on the internet, in an ICQ
chatroom. While discussing contemporary
art, he presented his idea to organize a
computer arts festival in Nova Gorica,
which immediately piqued my interest and
began to open up many aspects of modern
information technology and art relating to it,
as well as a number of questions as to how
to present those aspects of contemporary
art which work with computer technology
as primary a tool of artistic expression
and production. When we met in the real
world, we began to develop this idea and
realized it in 2000 in the Nova Gorica
City Gallery with modest financial means
and a great deal of enthusiasm and
assistance from the guys at Rock Vibe
Music Promotion. Even the first edition of
the festival received a great deal of media
attention and enthusiasm from both the
audience and the artists and expert public.
A great number of submissions applied to
the international call for artists practically
from all over the world, and over three days
more than 2000 visitors saw the exhibition.
It was a true electronic spectacle. Belief in
the project and general favorable attitude
towards this great novelty in the city served
as an additional source of motivation as well
as a challenge for the organizers, so we
repeated the story again, with a little more
money and a more defined concept. And
once again it turned out that Pixxelpoint was
an event which brought a new dimension
into the typically more conservative cultural
millieu of Nova Gorica. To quote a former
member of the expert jury and curator of
one of the Pixxelpoint editions, Mr. Jurij
Krpan: “The spirit of avantgarde visited
Nova Gorica once again”.
The positive feedback from other
professionals inspired us and after three
years we decided to further define the
festival’s content, introduce a theme
concept and establish a theoretical
discourse and reflection on art in the time
of new media. Another notable novelty in
2003 was the introduction of a curator who
sets the subject and may invite authors
who he believes to fit into the concept of
the subject in question, even if they did not
apply to the international call for artists.
Over the past six years Pixxelpoint has
been curated by Jurij Krpan, Dunja Kukovec
and Nataša Petrešin, Igor Španjol, Narvika
Bovcon and Aleš Vaupotič and Domenico
Quranta.
Thus Pixxelpoint gradually established
itself as one of the most influential new
media art festivals in Slovenia, and began
to be recognized internationally, as well.
Over the last five years we have developed
the festival as a transborder project, so we
invited the DAMS University – the Gorizia
department of the University of Udine – and
the Lucide Society to participate in the event,
further increasing its visibility. No doubt, its
affirmation is partly due to the support of
the Nova Gorica City Municipality and the
Slovenian Ministry of Culture, which has
funded the festival for a number of years.
Finally, the quality of the exhibition was
confirmed by the European Union, which
co-funded the project through the Phare
CBC Slovenia/Italy 2003 Programme.
Without a doubt, we live in a hectic, hightech time, which puts us before a number of
dilemmas and demands new explanations
for many of our activities. Just think back
to how radically the Internet has changed
the way we communicate and live our lives
today. How the emergence and widespread
use of modern information technology is
changing our realities, our perception of
the world. And finally, how our perception
of art is changing. For the past ten years
Pixxelpoint has been responding to these
changes and presenting the local and
broader public with key events in the field
of new media technology, the diverse and
changing artistic practice, it has been
promoting communication and critical
discourse in the field of intermedia arts
which by themselves act globally and open
up new glimpses into new (virtual) worlds.
In all these years we have met numerous
domestic and foreign artists at the festival,
whose interactive works employed precise
and thought-out concepts to explore the
formal, esthetic and socio-cultural aspects
of contemporary media, created new
presentation models and faced us with the
sensibility of this type of media art, which
demands that the viewer changes their
attitude to viewing and perceiving.
And after ten years of Pixxelpoint, the
organizer’s greatest wish is for the festival
to keep growing and developing. Its main
ambition is to achieve a lively interchange
of the most recent and most important art
production from the field of intermedia art,
to break through onto the international
scene, which involves much greater
financial means than are available to us
right now. Therefore I think it is essential
that we encourage the international
community to recognize and perceive the
festival as a special type of promotion for
the city, an ideal medium to communicate
with the world, an urban manifestation
which could increase the visibility of Nova
Gorica in the broader local environment.
The ambition and visionary nature of a
city can be reflected through projects like
Pixxelpoint, which presents an added value
for the citizens and gives the city that urban
spirit it needs.
Pixxelpoint 2005
Pixxelpoint 2007
Pixxelpoint 2008
Domenico Quaranta
domenicoquaranta.com
Bilo je nekoč na Zahodu
I
Toliko govorimo o “novih medijih”, čeprav
so ti mediji vse prej kot novi. Internet je
star že dvajset let, če štejemo od nastanka
spleta, in štirideset, če začnemo že pri
Arpanetu. Spacewar!, prva video igrica, je
stara skoraj prav toliko. Virtualni svetovi so
posodobljene, lažje različice tehnologije,
ki je veljala za “prihodnost”, ko so bili
programerji virtualnega sveta Second Life
še v plenicah; današnje socialne mreže
so pravzaprav nezakonski otroci Fidoneta.
Kar pa zadeva računalnik – res je mlajši
od Lorda Byrona, nikakor pa ni mlajši od
njegove hčerke Ade.
Nekoč je obstajala elektronska prostranost,
nekakšen mitološki zastareli konstrukt, ki se
je lahko regeneriral s pomočjo nenehnega
premikanja meja tega prostranstva. Tako
kot v vesolju tudi pri tehnološkem napredku
na koncu poti ne bomo našli oceana.
Vendar pa za razliko od dirke v vesolje,
dirka do naslednje tehnologije nima konca,
neskončnost pa je dolgočasna.
Čeprav smo že navajeni na inovacije in
govoričenje o “dnevu potem”, pa se še kar
nismo privadili na izgubo preteklosti. Če se
ozremo nazaj na to, kar je bilo še včeraj
novost, danes pa stara šara, nas prevzame
občutek globoke nostalgije. Commodore
64 in 386dx. Prvi Apple Macintosh. Sistemi
BBS. Animirani GIFi. Utripajoče sličice.
Spletni gumbi. Super Mario. Doom. Napster.
Jennicam. Mosaic. ASCII umetnost. MIDIji
in MOOji. Ali pa VHS, vinilke, avdio kasete,
katodne cevi, prenosni radijski sprejemniki,
telefaksi. Takšno nostalgijo občutimo ob
prezgodnji smrti bližnjega, ko mine prva
bolečina se sprašujemo, kakšen človek bi
postal. Ali takrat, ko nekdo ne izpolni svojih
10
obljub, ko odraste. Včasih se nostalgija
pretvori v raziskovanje zgodovine, postane
del arheologije medijev. Nič več ne iščemo
tehnologij, ki smo jih imeli nekoč radi,
temveč tiste, ki jih še nikoli nismo videli.
V obeh primerih ta sentimentalni pogled
v preteklost na področju umetnosti
ustvari nove, zanimive pojave. Obujanje
mrtvih medijev in zastarelih tehnologij,
osveževanje in vnovično obujanje njihove
lepote, njihova raba na nove, nepredvidljive
načine ter pripovedovanje zgodb o njih
na druge načine – to se je v zadnjem
času izkazalo za legitimno umetniško
strategijo – mnogo bolj kot “raziskovanje
umetniškega potenciala novih medijev”,
ki je postalo splošna mantra v večini
primerov novomedijske umetnosti. Do tega
pride, ker takrat, ko se odpovemo retoriki
novosti, na odru ostane samo še človeški
element: včerajšnji človek, ki je udomačil
medije, vanje prelil svoje življenje in se
skoznje spremenil; in današnji človek, ki
se ozira nazaj v tisto preteklost z enako
sentimentalnostjo, kot Sergio Leone, ki je
zrl na Zahod.
Ob svoji 10. obletnici se želi festival
Pixxelpoint posvetiti temu občutku.
Pospravite po svojem podstrešju, uredite
mape, ki se jih niste dotaknili že leta,
premečite shrambe starih digitalnih slik,
fakultetno skladišče in odpad Silicijeve
doline – oziroma njihove malomeščanske
približke. Poiščite to šaro in nam pošljite
svoje najdbe. Dovoljeni so vsi mediji razen
novih!
II
Ta poziv umetnikom sem napisal konec
aprila 2009. Takrat sem ravno postal
oče čudovitega otroka in pisec zahtevne
doktorske disertacije. Čeprav je bilo
prvo zame popolnoma nova izkušnja,
pa je slednje zame predstavljalo poskus
razumeti, kaj se je v zadnjih petdesetih
letih tako zelo zalomilo pri tako imenovani
“umetnosti novih medijev”. Seveda je
odgovor zapleten in za akademsko razpravo
o njem ter ustrezno formulacijo je bilo treba
napisati 300 strani besedila. Če želite
povzetek, vam lahko povem, da mantra
o “raziskovanju umetniškega potenciala
novih medijev” in že sam koncept “novih
medijev” nosita veliko odgovornost za
težave, s katerimi se je soočala “umetnost
novih medijev”, ko je poskušala preseči svoj
status nepomembne niše za navdušence
nad tehniko.
V tej luči bo morda lažje razumeti to pobudo
in razmišljanje, ki jo spremlja. Ko moraš
organizirati dogodek na podlagi odprtega
natečaja, je čas izjemno pomemben
element. Osem mesecev je zelo dolga doba,
tako za otroka kot tudi za razstavo. V tem
času je moj otrok zrasel s treh kilogramov
na skoraj deset, enkrat zbolel, zrasla sta
mu prva dva zobka in pridelal je neverjetne
količine ... saj veste česa. Če pogledamo
razstavo: v osmih mesecih pošlješ razpis
za umetnike, požanješ odziv od prijateljev,
prebereš nove članke in knjige, vidiš nove
projekte, začneš pripravljati kakšno drugo
razstavo na podobno temo, na koncu pa
dobiš prijave in jih začneš pregledovati.
Nekatera od teh del se lepo umestijo v
okvirni koncept, ki si ga pripravil, druga
sploh niso skladna z njim, nekaj izmed njih
pa te prisilijo, da raziščeš nove smeri, ki jih
prej sploh nisi predvidel. In ko se končno
spet lotiš projekta, vidiš da je ta “odrasel”,
da so mu zrasli zobje, da je drugačen od
tistega, kar si predvidel.
Takrat začneš pisati besedilo za katalog
– mudi se že in moraš pohiteti. Pregledaš
svoj trdi disk in poiščeš razpis za umetnike,
ki si ga napisal pred osmimi meseci. Ko ga
prebereš, se ti zdi nekako oddaljen in tuj,
saj je tako drugačen od prvega osnutka.
Vendar to ni bil samo prvi osnutek, nekaj
o čemer si se pogovarjali le s svojo ekipo
in nekaterimi drugimi posamezniki. To je
nekaj, kar je bilo objavljeno na spletnih
straneh, revijah, besedilo je prebralo sto
osemintrideset umetnikov, ki so se prijavili
na natečaj. To je del zgodbe, pa če hočeš ali
ne. Kot tista fotografija debelega najstnika,
kakršen si bil nekoč, ki je bila dolga leta
varno skrita v družinskem albumu, vse
dokler se ni nanjo spomnil nek pozabljeni
prijatelj iz davnine in jo naložil na Facebook
ter te na njej označil.
III
Pravzaprav besedilo sploh ni tako slabo,
vendar pa sem želel zgodbo razširiti, ker
moram zapolniti te strani in ker – ne glede
na to, koliko stvari se je vmes spremenilo
– boš na koncu vedno srečal starega
prijatelja, ki ti bo nekoč rekel: “Živjo stari,
še vedno si tak, kot si bil nekoč!” Kljub
temu pa ostaja še nekaj točk, ki bi jih rad
razjasnil, zanikal in se zanje pokoril. Prva
točka je občutek nostalgije, ki predstavlja
temelj razpisa za oddajo umetniških del,
hkrati pa na njem temelji tudi naslov te
razstave. Nostalgija je lep občutek, zelo
mi je všeč. Vendar pa je v svetu umetnosti
nostalgija pogosto sinonim za manierizem,
akademizem in dekadenco. Umetnike
11
pogosto muči nostalgija po nekem drugem
konceptu umetnosti oziroma drugem načinu
umetniškega ustvarjanja. Nostalgija, s
katero se srečamo v umetnosti odsluženih
tehnologij, je drugačna: v preteklost
medija, ki takrat ni bil obravnavan kot
umetniški medij, gleda na nov način, prav
tako pa z drugimi očmi gleda na estetiko, ki
se je razvila iz sveta umetnosti. Umetnik,
ki danes poskuša poustvariti Jodi, je
nekakšen “nouvelle Bouguereau”; umetnik,
ki danes v svojem umetniškem izražanju
uporablja animirane GIF sličice, je inovator,
ki uporablja odslužen medij.
Nostalgija pa še zdaleč ni edino čustvo,
zaradi katerega na primer znova vzamete
v roke svojega starega GameBoya. Kljub
vsemu še vedno mislim, da čustva pri tem
igrajo pomembno vlogo. Na nek način je
odslužena tehnologija bolj “človeška” kot
njena sodobna različica, ravno tako kot je v
filmu Terminator II Arnold Schwarzenegger
bolj človeški kot njegov tehnološko razvitejši
nasprotnik iz tekoče kovine, T-1000.
Odslužena tehnologija prinaša spomine
na lepe čase, ki smo jih preživljali z njo,
prav tako pa spomin na “prvotno obljubo”,
kot jo imenuje Walter Benjamin, in na njen
propad. Vsi ti razlogi ustvarjajo poseben
čustven odziv, ki je zelo drugačen od
odziva, ki je povezan z novejšimi, še vedno
osupljivimi in zmagovalnimi tehnologijami.
To velja tako za avtorja kot za občinstvo.
Poglejmo, kaj se dogaja na področju
3D animacije. Ko greste v kino na ogled
Ledene dobe III, pričakujete, da risanka ne
bo samo enako zabavna kot pretekla dva
dela, ampak bo tudi bolj spektakularna,
imela bo boljše posebne efekte in bolj
naravno animacijo. Njeni ustvarjalci se tega
zavedajo in se trudijo presenetiti občinstvo
z novo, vrhunsko tehnologijo.
Nasprotno pa, ko gremo gledat Kirikù ali
Persepolis, nočemo videti presenečenj
nove tehnologije. To ne pomeni, da nas
vodi želja po nostalgičnem občutju, da
iščemo nekaj starega, prijetnega, retro,
kakovostno izdelanega, nekaj kar nas
spominja na risanke iz otroštva, to je le
ena izmed možnosti. Tisto, kar nas večina
12
išče, je nekaj novega, narejeno s starimi
sredstvi. Implicirana domneva je, da
sporočila stare tehnologije ne ugasnejo,
četudi so jo nadomestila nova orodja. Prav
nasprotno.
IV
Prehajanje v pozabo je druga stran dirke za
iskanje novosti. Če ostanemo pri nostalgiji,
implicitno
sprejemamo
načrtovano
prehajanje
v
pozabo,
marketinško
strategijo, ki nas sili v kupovanje zadnje
izdaje tistega, kar že imamo. Trditi, da
nam je všeč odsluženo zaradi same
odsluženosti, je enako, kot če bi rekli:
“novo je boljše, vendar smo stari in so nam
zato ljubše stare reči.” Za mnoge umetnike,
ki pri svojem ustvarjanju uporabljajo
odslužene medije, razlog zato ni neke vrste
nostalgičen poklon preteklosti, ampak izraz
kulturnega odpora zoper sedanjost in to
marketinško strategijo. Izbiranje tehnologije
lo-fi namesto hi-fi, nizke ločljivosti
namesto visoke, amaterskega namesto
profesionalnega, starega namesto novega,
lahko torej postane politično dejanje. Že
samo dejstvo, da te danes nihče ne bo hotel
zaposliti, ker si virtuoz na področju GIF
sličic, izjemen programer v programskem
okolju Assembly, ali zavzet uporabnik
svojega starega Commodorea 64, pove
veliko. Delo z zastarelimi tehnologijami ne
more biti zgolj praksa amaterjev. In, kot so
zapisali Critical Art Ensemble v publikaciji
Digital Resistance, “[…] taktični medijski
delavci podpirajo in cenijo amaterske
prakse – tako svoje kot tuje. Amaterji imajo
sposobnost, da vidijo preko prevladujočih
paradigem, lažje znova uvajajo elemente
paradigem, ki veljajo za davno pokopane,
in v svoja razmišljanja vpeljujejo vsakdanje
življenjske izkušnje. Najpomembnejše
pa je, da amaterji niso vključeni v
institucionalizirane sisteme produkcije
znanja in politik, zato niso obremenjeni
z neobvladljivimi silami, ki usmerjajo
rezultate njihovega ustvarjalnega, na
primer
ohranjanje
položaja
znotraj
hierarhije financiranja ali vzdrževanja
kapitala prestiža.”1
Delo z zastarelimi mediji je tudi politično
dejanje, saj to pogosto pomeni, da
ustvarjalec
zavrača
komercialno
programsko in strojno opremo. V svoji
razpravi o uporabi animiranih GIFov Sally
McCay pravi, da “je njihova raba do neke
mere politično dejanje, ki lahko nakazuje
na dolgoročno zavezanost k odprti kodi in
aktivizem spletnih ustvarjalcev proti avtorski
zaščiti”.2 Na koncu moramo upoštevati,
da bolj kot je zapleten računalnik, bolj se
moramo zanašati na tiste, ki so odgovorni
za programsko opremo; in kot so nas
naučili člani kolektiva I/O/D, je “programska
oprema orodje za nadzor misli”, torej
kulturni artefakt, ki s seboj prinaša kulturo
in ideje tistih, ki so ga ustvarili. Tako pri
delu s starejšimi stroji, ki jih je mogoče
programirati le prek strojnega jezika, lahko
razvijete neposreden dialog s samim
strojem, pri čemer se izognete morebitnim
poskusom nadziranja vaših dejanj. V zvezi
s tem Seb Franklin citira Coryja Arcangela,
ki je zapisal: “Assembly mi je všeč, ker mi
daje nadzor nad strojem in zagotavlja, da
izbira estetike temelji na strojni opremi letega in ni plod domišljije nekega cepca pri
Macromedii.”3
V
Nadalje, če razmišljamo o prehajanju
medijev v pozabo kot fazi v življenjskem
ciklu medija ter slikovitem momentu
naše kulturne zgodovine, namesto kot
o žalostnem koncu zgodbe, ugotovimo,
da lahko z zastarelim medijem ustvarimo
izjemne novosti. Delo z medijem, ki se
ne bo več razvijal, ima velik potencial:
vanj se lahko poglobimo, lahko vse bolj
spoznavamo, kaj lahko z njim počnemo in
česa ne, lahko ga uporabimo na načine, ki
jih njegovi ustvarjalci nikoli niso predvideli;
na koncu pa ga kot otrok novega časa (in
ne preteklosti, ko je bil ta medij še nov)
lahko uporabite na zelo sodoben način.
Tako Chuck Close v svojih dagerotipijah kot
William Kentridge v svojih na roko izrisanih
animacijah uporabljata te stare postopke
na nove načine in na svoj način opisujeta
svoj čas. Close uporablja dagerotipijo
na način, ki kaže na poznavanje celotne
zgodovine fotografije ter digitalnega
preporoda v zadnjem desetletju, kot tudi
sodobnih tendenc proti velikemu formatu;
vendar pa natančnosti, globine in energije
teh slik nikoli ne bi mogli ustvariti z digitalno
kamero. Ob uporabi 386dx ali GameBoya
se nihče ne bi spomnil, da bi prvega
spremenil v rock zvezdo, drugega pa v
glasbeni instrument. In prav to je na koncu
devetdesetih let uspelo Alexei Shulgin in
skupnosti “navijalcev” čipov.
Delo z natančno določenim naborom
omejitev je, v nasprotju s pričakovanji,
lahko bolj razburljivo kot delo z orodjem,
ki človeku daje na videz neomejeno
svobodo. Očetje sodobne kulture, kot sta
Raymond Russel in Marcel Duchamp, so
se tega dobro zavedali, četudi tega znanja
niso znali predati svojim otrokom, pogosto
pijanim od občutka popolne svobode. Ko
ste prisiljeni ustvarjati z omejenim orodjem,
kot je animirani GIF, veste, da nekatere
stvari lahko naredite, nekaterih pa ne.
Uporaba omejenih orodij za doseganje
rezultatov, ki bi jih sicer domnevno lahko
naredili le z novejšimi orodji, je eden izmed
razlogov, da toliko umetnikov raje uporablja
to zastarelo tehnologijo kot Shockwave ali
Flash.
VI
Na koncu izbira zastarelega medija
razkrije kompleksen odnos do preteklosti,
ki ga ne moremo opisati le z nostalgijo. V
nekaterih primerih je ta izbira kot nekakšen
sočen plod steampunkovske domišljije,
ki si prizadeva vnovič zapisati zgodovino
na podlagi drugačnega razvoja po njenih
1 Critical Art Ensemble, Digital Resistance: Explorations in Tactical Media, Autonomedia, New York 2001, str. 8 – 9. Na voljo na
spletnem naslovu http://www.critical-art.net/books/digital/ (zadnjič naloženo 19. 11. 2009).
2 Sally McCay, “The Affect of Animated GIFs (Tom Moody, Petra Cortright, Lorna Mills)”, v Art and Education, 2009, na voljo na
spletnem naslovu http://www.artandeducation.net/papers/view/14 (zadnjič naloženo 19. 11. 2009).
3 Citiran Seb Franklin, “On Game Art, Circuit Bending and Speedrunning as Counter-Practice: ‘Hard’ and ‘Soft’ Nonexistence”, v:
Ctheory, June 2009, na voljo na spletnem naslovu http://www.ctheory.net/articles.aspx?id=609 (zadnjič naloženo 19. 11. 2009).
13
predpostavkah. Tako je Vinylvideo svojo
dejavnost, ki temelji na zapisovanju videa
(gibljive slike in zvoka) na analognih LP
ploščah, opisal kot “lažno arheologijo
medija”.4 In dalje, po razpravi o obdobju,
v katerem je bil ustvarjen računalnik,
Tom Jennings o svojem projektu World
Power Systems govori tako: “World
Power Systems je entiteta, ki ustvarja
artefakte in pisne zamisli ter tako odpira
nekakšen portal med obdobjem Hladne
vojne in današnjim časom; osvetljuje tudi
lepoto in strahovitost, ki sta obenem tuji
in domači, in tako znova povečuje vidnost
lepote in strahovitosti današnjega časa.
[…] Futuristične tehnologije preteklosti;
celotne veje znanosti ter industrije, ki
so skoraj popolnoma potonile v pozabo
in nekdanji strokovnjaki, ki so danes
okosteneli predstavniki preteklosti; rešitve
za probleme, ki se jih ne moremo več
spomniti; te rešitve so zdaj same postale
problemi.”5
drugih svetovih samo s peščico osnovnih
simbolov.”6
VII
Navsezadnje Bilo je nekoč na Zahodu,
naslov letošnjega festivala Pixxelpoint, le
ni tako slab. Tako kot v špageti vesternu
tudi pri tej razstavi nostalgija igra le majhno
vlogo. Prvič, filmi Sergia Leoneja so bili
eden najboljših produktov obdobja političnih
trenj, ki so pogosto obravnavani v njegovi
kinematografiji. Nadalje je bil žanr špageti
vesterna plod nepričakovanega razvoja
mrtvega medija (vesternov), ki je v izjemno
kodificiran žanr vnašal nekaj izjemnih
variacij in se je zato lahko ohranil do
današnjega dne. In nazadnje je preteklost
preoblikoval v literarni prostor, ji vdahnil
novo življenje in ji dal svetlo prihodnost.
V drugih primerih je pogled v zgodovino
medijev soroden pogledu v lastno
osebno zgodovino. To je sicer skorajda
samoumevno, vendar pa sem se sam
tega zavedel, ko sem odkril projekt
Eugenia Tissellija Otroške igre (Childhood
Games). Leta 1984, ko je bil star 12 let,
je Tiselli ustvaril nekaj računalniških igric
brez računalnika, programsko kodo pa je
napisal v zvezek. Leta 2008 je umetnik
te igre končno izdal na internetu. Vendar
pa futuristične otroške sanje niso postale
melanholičen spomin odraslega moža:
“Želel sem se znova povezati s svojim
otroškim umom in razumeti njegove
ustvarjalne procese. Smisel tega dela ni
nostalgija, temveč opominjanje, da lahko
domišljija (torej ustvarjanje podob) nastopa
tudi kot osrednji element igranja iger. Zato
je grafika nalašč preprosta, celo primitivna.
Nisem želel poustvarjati aktualnega
stanja tehnologije, ampak znova sanjati o
4 [About Vinylvideo], na voljo na spletnem naslovu http://www.vinylvideo.com/press/02_text/02_vv_about.html (zadnjič naloženo
19. 11. 2009).
5 Tom Jennings, “World Power Systems”, na voljo na spletnem naslovu http://wps.com/about-WPS/WPS/index.html (zadnjič
naloženo 19. 11. 2009).
6 Eugenio Tisselli, “Childhood Games”, na voljo na spletnem naslovu http://www.motorhueso.net/childhoodgames/english/index.
htm (zadnjič naloženo 19. 11. 2009).
14
Dr. Domenico Quaranta (1978) je
umetnostni kritik in kurator, ki živi in dela
v Bresci (Italija). S posebno zavzetostjo ter
zanimanjem za spletno in novomedijsko
umetnost redno objavlja prispevke v
različnih revijah, časopisih in spletnih
portalih, kot so Magazine électronique du
CIAC (CA), Rhizome (US), A Minima (SP),
Vague Terrain, HZ Journal, MESH (AU),
RCCS (Resource Center For Cyberculture
Studies, US), Maska (SLO), Around
Photography (IT), FMR Bianca (IT), Digimag
(IT), Exibart (IT), Noemalab (IT), Arte e
critica (IT), Drome (IT), Cluster (IT), L’Unità
(IT). Njegova prva knjiga, naslovljena NET
ART 1994-1998: La vicenda di Äda’web
(SPLETNA
UMETNOST
1994–1998:
Zadeva Äda’web), je bila objavljena
leta 2004. Skupaj z Matteom Bittanti je
bil sourednik knjige GameScenes. Art
in the Age of Videogames (Prizori iz
iger. Umetnost v času videoiger), Milan,
oktober 2006. Od leta 2008 je urednik
serije knjig o novomedijski umetnosti
pri italijanski založbi FPEditions (Todd
Deutsch – Gamers, 2008; Gazira Babeli,
2008; Holy Fire. Art of the Digital Age,
2008; UBERMORGEN.COM, 2009; RE:
akt! | Reconstruction, Re-enactment, Rereporting, 2009). Kot kurator ali sokurator
je kuriral številne razstave, med drugim
Connessioni Leggendarie. Net.art 1995–
2005 (Milan 2005); GameScenes (Torino
2005); Radical Software (Torino 2006); Holy
Fire. Art of the Digital Age (Bruselj 2008);
Za božjo voljo! / For God’s Sake! (Nova
Gorica, 2008); RE:akt! | Reconstruction,
Re-enactment, Re-reporting (Bukarešta,
Ljubljana, Rijeka 2009); Expanded Box
(ARCO Art Fair, Madrid 2009); Hyperlucid
(Praški bienale, Praga 2009). Poučuje “Net
Art” na akademiji Brera v Milanu.
15
Domenico Quaranta
domenicoquaranta.com
Once Upon a Time in the West
I
Although the term “new media” is one of
today’s great buzzwords, in actual fact
these media are anything but new. The Net
is twenty years old, if we start counting from
the advent of the Web, forty if we start from
Arpanet. Spacewar!, the first videogame
ever, is more or less the same age. Virtual
worlds are the updated, more streamlined
versions of technology acclaimed as “the
future” when Second Life programmers
were still in diapers; social networks are
the bastard sons of Fidonet. As for the
computer, it is younger than Lord Byron,
but certainly not than his daughter Ada.
Once upon a time there was the electronic
frontier, an abandonware myth which drew
life from the continuous advance of the
frontier itself. Like in space, in technological
progress there’s no ocean at the end of the
trip. But, unlike the space race, the race
to the next technology is endless, and
endlessness is boring.
Yet while we have grown accustomed to
innovation and the day-after rhetorics, we
have never got used to the loss of the past.
We look back to what was new yesterday
and is trash today, and we feel a deep
sense of nostalgia. Commodore 64 and
386dx. The first Apple Macintosh. Bulletin
Board Systems. Animated GIFs. Glittering
images. Web buttons. Super Mario. Doom.
Napster. Jennicam. Mosaic. ASCII art.
MIDIs and MOOs. Not to mention VHS,
vinyl, audio cassettes, cathode ray tubes,
portable radios, faxes. It is the kind of
nostalgia that we feel for a relative who
died young, once the pain abates: you are
left wondering what kind of man he would
have been. Or for someone who, once
16
grown up, does not live up to his or her
promise. Sometimes nostalgia develops
into historical research, and becomes
media archeology. We don’t look for the
technologies that we once loved, but those
we have never seen in action.
But in both the cases, in the artistic field this
sentimental look at the past is producing
some brand new, interesting stuff. Reviving
dead media and obsolete technologies,
retrieving and rekindling their aesthetics,
making them do things they were never
expected to do, and telling stories about
them with other means, is proving to be
a sound artistic strategy – undoubtedly
more so than “the exploration of the artistic
potential of new media” which became
the mantra of most New Media Art. This
happens because, when you give up on the
rhetorics of novelty, what is left on stage is
the human element: the man of the past
who domesticated the media, put his own
life into them and was changed by them;
and the man of the present, who looks
back on that past with the same sentiment
as the venerable Sergio Leone looked to
the West.
On the occasion of its 10th Birthday,
Pixxelpoint festival wants to explore this
feeling. Clean out your attic, the folders you
haven’t touched for years, GIF repositories,
your university’s warehouse, and the
dumps of Silicon Valley – or its small-town
emulators. Get your hands on this stuff, and
send us your finds. Any media is allowed,
apart from new!
II
I wrote this call for artists around the end
of April 2009. I had just become the happy
father of a wonderful child, and I was about
to become the happy father of a weighty
PHD thesis. While the first was all about the
new, the latter was an effort to understand
what went wrong with so called “New
Media Art” in the last fifty years or so. The
answer, of course, is complicated and took
about 300 pages to discuss and formulate
academically. The bottom line is that “the
exploration of the artistic potential of the
new media” mantra and the very notion
of “new media”, while not the only factors,
seem to have a lot of responsibility for the
problems that “New Media Art” experienced
in its efforts to become something more
than a niche for geeks.
This notion offers an insight into my call
for artists and the thinking behind it. When
you have to organize an event based on
an open call, time is a key factor. Eight
months is a really long time, both for a
child and for a show. In eight months, my
child went from about 3 kilos to almost
10, got sick once, cut his first two teeth
and produced an incredible quantity of...
well, you know what I’m talking about. As
for the show, in eight months you send
the call for artists, you get feedback from
friends, you read new articles and books,
you see new projects, you start working on
another exhibition on a similar subject, and
finally you get the applications in and start
reviewing them. Some of them fit perfectly
into the framework you set up, others don’t
fit at all, and a few force it to develop in
directions that you never envisaged. And
when you finally go back to the project,
you see that it has grown up, that it has
teeth, and that it’s different from what you
expected.
At that point, you start writing a text for
the catalogue – it’s late and you have to
hurry. You dig into your hard disk and find
the call for artists you wrote eight months
previously. Reading it, you see just how
far you now are from that point, how much
the project differs from that first draft. But it
wasn’t just a first draft, something that you
shared with just your team and a few other
people. It is out there, published on web
sites and magazines, and has been read
by at least the one hundred and thirty eight
artists who sent in applications. It’s part of
the story, like it or not. It’s like the picture
that shows how fat you were as a teenager,
hidden for years in the family album until
some so-called former friend you almost
forgot about uploads it on Facebook and
tags you in it.
III
Actually, I’m not that unhappy with that
text, but I wanted to make this story longer
because I have to fill up these pages and
because – no matter how much you think
you’ve changed – you always end up
bumping into someone from the past who
delights in telling you that you’re exactly
like you always were. Nevertheless, there
are a couple of points I’d like to clarify,
disavow, atone for. The first one is the
feeling of nostalgia, which was at the core
of the call for artists and also inspired the
title of the exhibition. Nostalgia is a good
feeling, I like it. But in the field of art,
nostalgia is often a synonym of mannerism,
academism, and decadence. Artists are
often nostalgic about another conception
of art, or of another way of making art. The
kind of nostalgia you can experience in art
made with obsolete technologies is rather
different: it looks back in a new way to the
past of a medium which wasn’t perceived
as an art medium at the time, or to a set of
aesthetics which were developed outside
of the art field. An artist trying to remake
jodi today is a nouveau Bouguereau; an
artist working with animated GIFs today
is an innovator working with an obsolete
medium.
Moreover, nostalgia is not the only feeling
that takes you back, for instance, to your
old GameBoy, and rarely is it the main
one. Yet I still think that feelings play an
important role in the process. In a way, an
obsolete technology is more “human” than
its newer counterparts, in the same way as,
in Terminator II, Arnold Schwarzenegger is
17
more human than the liquid metal T-1000,
the latest output of the same technology.
It carries the memory of the great times
shared, but also the memory of its “initial
promise”, as Walter Benjamin put it, and
of its final failure. For all these reasons, it
elicits an emotional involvement that is very
different from that related to newer, still
surprising and still successful, technologies.
And this is true for both the creator and the
audience. Look at what is happening with
3D animation, for instance. When you go to
see Ice Age III, you expect it to be not just
as entertaining as the previous two, but
also more spectacular, with more advanced
special effects, animated in a sleeker, more
natural way. The people working on it are
aware of this and do their best to dazzle us
with top-level technology.
On the contrary, when we go to see Kirikù
or Persepolis, for example, we are not
expecting to be surprised by technology.
But this doesn’t mean that we are
necessarily driven by nostalgic feeling
– that we are looking for something old,
reassuring, retro, done in the good old
way and recalling our childhood cartoons.
That is just one option. What most of us
are looking for is something new made with
old means. The implicit belief is that an old
technology doesn’t stop having something
to say because it has been replaced by
new tools. Quite the contrary.
IV
Obsolescence is the other face of the race
towards the new. Focusing on nostalgia,
we implicitly accept planned obsolescence,
the marketing strategy developed to force
us to buy the last release of something
we already have. Saying that we like the
obsolete because it’s obsolete is like saying:
“new is better, but we are old and prefer
old things”. For many artists working with
obsolete media, their art is not a nostalgic
tribute to the past, but an act of cultural
resistance against the present and this
marketing strategy. Choosing lo-fi instead of
wi-fi, lo-res instead of hi-res, the amateurish
instead of the professional, the old instead
of the new, can thus become a political act.
The very fact that nobody will employ you
today on the basis of being a GIF virtuoso,
a great Assembly coder or a passionate
manipulator of your old Commodore 64 is
meaningful in itself. Working with obsolete
technologies is necessarily an amateurish
practice. And, as the Critical Art Ensemble
wrote in Digital Resistance, “[…] tactical
media practitioners support and value
amateur practice – both their own and
that of others. Amateurs have the ability to
see through the dominant paradigms, are
freer to recombine elements of paradigms
thought long dead, and can apply everyday
life experience to their deliberations.
Most important, however, amateurs are
not invested in institutionalized systems
of knowledge production and policy
construction, and hence do not have
irresistible forces guiding the outcome of
their process such as maintaining a place
in the funding hierarchy, or maintaining
prestige capital.”1
Moreover, dealing with obsolete media is
political because it often entails a refusal
to work with proprietary software and
hardware. Writing about the current use
of animated GIFs, Sally McCay explains
that “their use is also somewhat political
and can indicate a commitment to the
long-standing open source, anti-copyright
1 Critical Art Ensemble, Digital Resistance: Explorations in Tactical Media, Autonomedia, New York 2001, pp. 8 – 9. Available online
at the URL http://www.critical-art.net/books/digital/ (last retrieved 19. 11. 2009).
18
activism of online producers”.2 Finally, we
have to consider that the more complicated
a computer is, the more we are delegating to
those who are responsible for the software;
and, as the collective I/O/D taught us,
“software is mind control”: a cultural artifact
which brings with it the culture and ideas of
those who built it. Thus, working with older
machines that can only be programmed in
machine language enables you to dialogue
directly with the machine itself, bypassing
any attempt to take control of what you
are doing. In this regard, Seb Franklin
quotes Cory Arcangel, who wrote: “I tend
to prefer assembly because it gives me
control over the machine and assures me
that the aesthetic choices are based on
the hardware of the machine, and not, say,
some dupe at Macromedia.”3
V
Furthermore, if we start viewing media
obsolescence as a phase in the life of a
medium and a vibrant stage in our cultural
history, rather than the unhappy ending of
the same story, we discover that we can
make stunningly new things with obsolete
media. Working with a medium that
can’t evolve any further has tremendous
potential: you can delve deeply into it, and
gain increasing awareness of what you can
and you can’t do; you can use it in ways
that were never envisioned by those who
created it, and lastly, being a child of your
time (and not of the past, when the medium
in question was new) you can use it in a
pretty contemporary way. Both Chuck Close
in his daguerreotypes and William Kentridge
in his hand-drawing based animations are
using old means in unprecedented ways,
and doing so to effectively talk about their
own time. Close uses the daguerrotype
in a way that contains an awareness of
the whole history of photography, of the
digital shift of the last decade and the
contemporary attitude toward the large
format; but the precision, depth and energy
of these images could never be achieved
with a digital camera. When using a 386dx
or playing with a Gameboy, nobody would
ever have thought about turning the
former into a rockstar, and the latter into a
musical instrument; but this is exactly what
happened to these devices at the end of
the Nineties, with Alexei Shulgin and the
chiptune community.
What’s more, working within a defined set
of constraints can, paradoxically, be more
exciting than working with a tool that seems
to grant an apparently total freedom. The
fathers of contemporary culture, such as
Raymond Russell and Marcel Duchamp,
knew this well, even though they did not
manage to convey it to their descendents,
who often got drunk on total freedom.
When you work with a limited tool, such
as an animated GIF, you know that there
are some things you can do and some
things you can’t; the idea of using these
to get results that you would only think
possible with later technologies is one of
the reasons that drives many artists to use
these instead of Shockwave or Flash.
VI
Lastly, the decision to use obsolete media
reveals a complex attitude toward the past,
which cannot be described only in terms
of nostalgia. In some cases, it is the juicy
fruit of a steampunk imagination, which
attempts to rewrite the past according
to a different evolution of its premises.
In these terms Vinylvideo described its
activity, based on the storage of video
(moving image plus sound) on analog
long-play records, as a “fake archeology of
media”.4 And, after talking about the era
of the birth of the computer, this is how
Tom Jennings talks about his project World
2 Sally McCay, “The Affect of Animated GIFs (Tom Moody, Petra Cortright, Lorna Mills)”, in Art and Education, 2009, available
online at the URL http://www.artandeducation.net/papers/view/14 (last retrieved 19. 11. 2009).
3 Quoted in Seb Franklin, “On Game Art, Circuit Bending and Speedrunning as Counter-Practice: ‘Hard’ and ‘Soft’ Nonexistence”,
in Ctheory, June 2009, available online at the URL http://www.ctheory.net/articles.aspx?id=609 (last retrieved 19. 11. 2009).
4 [About Vinylvideo], available online at the URL http://www.vinylvideo.com/press/02_text/02_vv_about.html
(last retrieved 19. 11. 2009).
19
Power Systems: “World Power Systems is
an entity that produces artifacts and written
ideas to create a sort of portal between the
early Cold War era and today; to illuminate
the beauty and horror, at once alien and
familiar, and thereby reflect today’s beauty
and horror back into visibility. […] Sleek
futuristic technologies of the past; entire
branches of science and industry utterly
forgotten, whose once-experts are now
cranks; solutions to problems impossible
to recall; the solutions now problems
themselves.”5
In other cases, looking back to the history
of the media goes hand in hand with
looking back to your own personal history.
This is almost obvious, but it became
clear to me when I discovered the project
Childhood Games, by Eugenio Tisselli. In
1984, when he was 12 years old, Tisselli
created some computer games without
access to a computer, writing the code in a
notebook. In 2008, the artist finally released
these games on the Net. Yet the futuristic
dream of a child did not translate into the
nostalgic reminiscences of an adult white
male: “I wanted to re-connect with the mind
of my childhood, and try to understand its
creative processes. This work is not about
nostalgia; it is about remembering that
imagination (that is, the act of creating
images) can also be a central element of
game play. Thus, the graphics are simple
on purpose, to the point of being primitive.
I didn’t want to re-create the then-current
state of technology, but to dream again of
other worlds, armed only with a handful of
basic symbols.”
VII
In the end, Once Upon a Time in the
West, the title chosen for this Pixxelpoint
festival, is not that bad. Indeed in spaghetti
westerns, as in this show, nostalgia is just
a minimal part of the whole thing. Firstly,
Sergio Leone’s movies were one of the
best things to come out of an age of political
conflicts, which are often addressed in his
work. Secondly, the spaghetti western
was the unexpected development of a
dead medium (western movies), which
introduced some extraordinary variations
into a highly codified genre, and enabled
it to survive to the present day. And lastly,
it turned that past into a literary place,
breathing new life into it and giving it a
bright future.
5 Tom Jennings, “World Power Systems”, available online at the URL http://wps.com/about-WPS/WPS/index.html
(last retrieved 19. 11. 2009).
20
Dr. Domenico Quaranta (1978) is a
contemporary art critic and curator who
lives and works in Brescia, Italy. He
focused his research on the impact of
the current techno-social developments
on the arts, with a specific interest in art
in networked spaces, from the Internet to
virtual worlds. As an art critic, he is a regular
contributor to Flash Art magazine; his
essays, reviews and interviews appeared
in many magazines, newspapers and web
portals, such as: Magazine électronique
du CIAC (CA), Rhizome (US), A Minima
(SP), Vague Terrain, HZ Journal, MESH
(AU), RCCS (Resource Center For
Cyberculture Studies, US), Maska (SLO),
Around Photography (IT), FMR Bianca
(IT), Digimag (IT), Exibart (IT), Noemalab
(IT), Arte e critica (IT), Drome (IT), Cluster
(IT), L’Unità (IT) and many others. His
first book titled, NET ART 1994–1998: La
vicenda di Äda’web was published in 2004;
he also co-edited, together with Matteo
Bittanti, the book GameScenes. Art in the
Age of Videogames (Milan, October 2006)
and contributed to a number of books and
publications. Since 2008 he edits, for the
italian publisher FPEditions, a series of
books on New Media Art (edited titles:
Todd Deutsch – Gamers, 2008; Gazira
Babeli, 2008; Holy Fire. Art of the Digital
Age, 2008; UBERMORGEN.COM, 2009;
RE:akt! | Reconstruction, Re-enactment,
Re-reporting, 2009). He curated and cocurated a number of exhibitions, including:
Connessioni Leggendarie. Net.art 1995–
2005 (Milan 2005); GameScenes (Turin
2005); Radical Software (Turin 2006); Holy
Fire. Art of the Digital Age (Bruxelles 2008);
For God’s Sake! (Nova Gorica, 2008); RE:
akt! | Reconstruction, Re-enactment, Rereporting (Bucharest, Ljubljana, Rijeka
2009); Expanded Box (ARCO Art Fair,
Madrid 2009); Hyperlucid (Prague Biennal,
Prague 2009). He lectures internationally
and teaches “Net Art” at the Accademia di
Belle Arti di Brera in Milan.
21
22
Projekti / Projects
AIDS-3D (Nemčija / Germany)
www.aids-3d.com
Forever Heath Death, 2009
Enokanalni video
Single channel video
Forever Heath Death je zanimiv video
posnetek, kjer je celotna zgodovina
tehnologije – od znanstvenofantastičnih
sanj o digitalnem življenju do neizbežne
smrti tehnologije – strnjena v eni sami
sliki. Na pisarniški mizi je računalnik.
Zaslon prikazuje ohranjevalnik zaslona z
zvezdnatim nebom. Ko se kamera počasi
premika nazaj, se pred našimi očmi
odpirajo še nekateri drugi detajli tega
presunljivega tihožitja: vse je prekrito s
prahom in pajčevinami, edina živa dela
na tem kraju zločina pa sta ohranjevalnik
zaslona in utripajoča zelena luč na dnu
zaslona, medtem ko prevrnjeni stol na tleh
izdaja, da se smrt ni prikradla tiho.
Forever Heath Death is a fascinating video
in which the whole history of technology
– from the science fiction dream of a digital
life to the inevitable death of technology
– appears to be compressed into a single
image. A computer sits on a desk, its screen
displaying a night sky screensaver full of
stars. While the camera moves backwards
in a slow long-take, we discover more
details of this disturbing still life: everything
is covered in dust and cobwebs, and while
the screensaver and the sparkling green
light at the bottom of the screen are the only
living elements on this crime scene, the
office chair overturned on the floor seems
to prove that death didn’t come silently.
AIDS-3D sta Daniel Keller in Nik Kosmas.
Umetnika, rojena leta 1986 v Združenih
državah Amerike, sta razstavljala v The
New Museum, PPOW in The X Initiative.
Živita in delata v Berlinu.
AIDS-3D are Daniel Keller and Nik
Kosmas. Born in 1986 in the United
States, the artists have exhibited at The
New Museum, PPOW and The X Initiative.
They live and work in Berlin.
24
25
Mats Andrén & Anders Carlsson (Švedska / Sweden)
HT Gold, 2008
Modificirana videoigrica, instalacija
Modified videogame, installation
HT Gold je obsežno modificirana
videoigrica za dva igralca. Na prvi pogled
bi ta nenavadni primerek z lahkoto odpisali
z domnevo, da izhaja iz drugega časa. Ko
pa se gledalec bolj poglobi v delo, ugotovi,
da HT Gold funkcionira, vendar na drugi
ravni kot se mu je zdelo na prvi pogled.
Algoritmi, ki urejajo krmiljenje, zakoni fizike,
vizualizacija, avdio in točkovni sistem – vse
to je bilo porušeno in pomešano z novimi
oblikami logike, zaradi česar postanejo
vidne standardizirane zakonitosti žanra
videoigric ter z njimi povezana tipificirana
pričakovanja njihovih “odjemalcev”. Tako
ponuja alternativno videnje tega, kaj
pomeni oziroma lahko pomeni zatopljenost
v videoigrico kot oblika bivanja v svetu
(Heidegger, 1962).
‘Potovanje’, na katero se je podal švedski
duo pri ustvarjanju umetniškega dela, bi
lahko opisali z Debordovimi besedami
(1981), torej kot dérive. Dérive je potovanje
brez cilja. Pomeni, da se podamo oziroma
odtavamo stran od utečenega kurza, hkrati
pa se zavedamo psihogeografskih učinkov
našega okolja.
HT Gold is a thoroughly modified video
game for two players. At first sight this
peculiar piece could easily be abolished on
the premise that it descends from another
period, like a ruined hieroglyph from the
past. But as visitors get closer they will
notice that HT Gold actually functions very
well – just on a different level than they were
first aware of. The algorithms that define
its steering, laws of physics, visualization,
audio, and scoring have all been
destabilized and infused with new forms
of logic, which has the effect of visualizing
the standardized conventions of the video
game genre and the corresponding typified
expectations of its “consumers”. Thus, it
provides an alternative to what it means, or
may mean, to inhabit an engagement with
a video game, as a form of being-in-theworld (Heidegger, 1962).
The ‘journey’ that the duo from Sweden
undertook while creating the artwork
could be described in terms of Debord
(1981), namely as a dérive, a trip without
a destination. A dérive entails drifting off
course, straying or wandering while still
being aware of the psycho-geographical
effects of your environment.
Anders Carlsson (www.goto80.com),
imenovan Goto80, je skladatelj čipovske
glasbe in umetnik. Mats Andrén
(www.salc-sssk.org/pages/andren.mats/)
je študent doktorskega študija na Centru
za jezike in književnost švedske univerze
Lund. Oba ustvarjalca živita in delata na
Švedskem.
26
Anders Carlsson (www.goto80.com), also
known as Goto80, is a chipmusic composer
and artist. Mats Andrén (www.salc-sssk.
org/pages/andren.mats/) is a PhD student
at the Centre for Languages and Literature
at Lund University, Sweden. They live and
work in Sweden.
27
Michael Bell Smith (ZDA / USA)
www.michaelbellsmith.com
Grid Panic, 2006
Spletna stran
Website
Delo Michaela Bella Smitha pogosto obravnava semantiko pop in vizualne kulture,
od televizije do videoigric in spleta. Umetnik
bodisi prisvaja dekontekstualizirane drobce
podob popularne kulture ali simulira njihovo
estetiko, nato pa jih s preprostim zasukom
spremeni v fascinantne, meditativne
podobe.
Grid Panic je preprosta spletna stran, kjer
so prikazane animirane GIF sličice, ki so
povezane v enovito sliko. Ta se predvaja v
neskončni zanki kot smešno, psihedelično
ozadje. Le-to je v smislu spletnega
dizajna popolnoma disfunkcionalno in ga
zaznamuje takšen horror vacui, kakršen je
bil tako pogost na starih spletnih straneh
(in tudi v naivni in popularni kulturi). Ozadje
postane prostor zase, ki za svojo osmislitev
ne potrebuje nobene dodatne vsebine.
Michael Bell Smith’s work is often
concerned with the semantics of pop
and visual culture, from television to
videogames and the World Wide Web. The
artist either appropriates decontextualized
fragments of pop imagery or simulates its
aesthetics, and in a simple shift turns them
into fascinating, meditative images.
Grid Panic is a simple web page where
found GIF animations of fireworks are
gathered in a single, looping background
image, which is repeated on the screen
like a frenzied psychedelic wallpaper.
Completely dysfunctional in web design
terms, and characterized by the sort of
horror vacui that often characterized early
home pages (and naïve and popular culture
in general) this background becomes a
place in itself, which requires no other
content to make sense.
www.burncopy.com/grid_panic.html
Michael Bell Smith (East Corinth, Maine,
1978) živi in dela v Brooklynu, New York.
Diplomiral je iz semiotike na Univerzi
Brown, Providence, RI.
Izbrane razstave: Foxy Production, New
York 2009; Liverpoolski Bienale 2008,
Velika Britanija; 5. Mednarodni medijski
bienale v Seulu; Foxy Production, New
York (solo); The New Museum, New York;
Hirshhorn Museum, DC (vse leta 2008);
Musee d’Art moderne de la Ville de Paris;
MoMA, New York (selekcija).
28
www.burncopy.com/grid_panic.html
Michael Bell Smith (East Corinth, Maine,
1978) lives and works in Brooklyn, NY.
He holds a BA in Semiotics from Brown
University, Providence, RI.
Selected
exhibitions
include:
Foxy
Production, New York 2009; The 2008
Liverpool Biennial, UK; The 5th Seoul
International Media Biennale; Foxy
Production, New York (solo); The New
Museum, New York; Hirshhorn Museum,
DC (all 2008); Musee d’Art moderne
de la Ville de Paris; MoMA, New York
(screening).
29
David Blackmore (Velika Britanija / UK)
www.davidblackmore.co.uk
Cracked LCDs, 2009
Instalacija
Installation
“S počenimi zasloni iz tekočih kristalov
(LCD) delam zadnje leto. Ti počeni zasloni
LCD izvirajo iz najnovejših digitalnih
naprav, kot so prenosni računalniki, telefoni
in kamere ter fotoaparati. To so tehnologije,
ki igrajo pomembno vlogo v naši dnevni
rutini in so skoraj popolnoma nadomestile
analogno tehnologijo v industriji.
Privlači me primitivna slika, ki se ustvari
iz poškodbe, zaradi katere postane sicer
moderna naprava neuporabna. To je
nekako tako, kot če bi LCD nazadoval na
prejšnjo stopnjo tehnološkega napredka.
Ta umetniški korpus katalogizira in postavlja
pod vprašaj mesto zastarele tehnologije v
umetnosti in sodobnem življenju.”
“I have been working with broken liquid
crystal display (LCD) screens for the past
year. These broken LCDs are salvaged
from the latest digital devices, appliances
such as laptops, phones and cameras.
These technologies play a large part in
our modern daily routines and have almost
completely replaced analogue technology
in industry.
I am drawn to the idea of a primitive image
being created through accidental damage
that renders an advanced device useless.
It is as if the LCD reverts to an earlier stage
of technological development.
This body of work catalogues and questions
the place of obsolete technology in art and
contemporary life.”
David Blackmore
David Blackmore dela kot višji predavatelj
na Univerzi za ustvarjalne umetnosti. Kot
gostujoči predavatelj je predaval na številnih
ustanovah, med drugim na Westminstrski
univerzi (London) ter Inštitutu za umetnost,
oblikovanje in tehnologijo (Dublin).
30
David Blackmore
David Blackmore works part time as a
Senior lecturer at the University for the
Creative Arts. He has also guest lectured
at a number of institutions including the
University of Westminster (London) and
the Institute for art, design and technology
(Dublin).
31
Ian Bogost (ZDA / USA)
www.bogost.com
Guru Meditation, 2009
Igra za Atari VCS
Game for Atari VCS
“Računalniški sistem Amiga je bil popularen
računalnik v osemdesetih letih. Na začetku
je bil namenjen igranju videoigric. Razvoj
Amige je trajal precej dolgo, v vmesnem
času pa je podjetje Amiga na trgu ponudilo
številne igralne palice in druge pomožne
naprave za uporabo v sistemih za
videoigrice.
Ena od teh dodatnih naprav je bila igralna
plošča, nekakšna igralna palica za noge.
Igralec je moral stopiti na igralno ploščo in
se zibati naprej-nazaj ali levo-desno.
Govori se, da so bili v zgodnjih časih razvoja
operacijskega sistema za računalnike
Amiga programerji zaradi pogostih
odpovedi sistema tako živčni, da so razvili
tehniko za sproščanje: mirno sedenje na
igralni plošči. Če gre verjeti amigovskim
legendam, so se tu pojavila obvestila o
sistemskih napakah Guru Meditation.
Ta domneva me je navdušila, še bolj pa so
me navdušile pozabljene povezave med
Silicijevo dolino in hipijevsko anti-kulturo.
Guru Meditation je moj poskus, da bi
ustvaril pravo igro o zen meditaciji. To je
tudi deloma (morda celo pretežno) poskus
upodobitve in poklon zgodovini Amige,
zato sem jo napisal v programskem jeziku
Assembly 6502 za Atari VCS, tako da jo je
mogoče igrati z igralno ploščo.
Pri igri mora igralec sedeti po turško na
igralni plošči. Postaviti se mora popolnoma
mirno, da sedé s prekrižanimi nogami
ujame ravnotežje na podlagi. Jogi se bo
počasi dvigoval, če je igralec pravilno
postavljen. Če se premakne, jogi pade na
tla in igralec mora spet ujeti ravnotežje in
poskusiti znova.”
“The Amiga computer system was a
popular personal computer of the 1980s.
The development of the Amiga took
considerable time, and in the interim the
Amiga corporation released a number of
joysticks and other peripheral devices.
One of these peripherals was the Joyboard,
a joystick for the feet. The player would
stand on the joyboard and rock side to side
or front to back to play a game.
In the early days of the development of
the Amiga computer operating system,
the company’s developers are rumored to
have become so frustrated with frequent
system crashes that they developed a
relaxation technique: sitting perfectly still
on a joyboard. According to Amiga lore,
this is where the Guru Meditation fatal error
messages on the Amiga arose.
I am fascinated by this idea, and more
generally with the often forgotten
connections between Silicon Valley and
hippie counter-culture.
Guru Meditation is my attempt to create a
legitimate zen meditation game. It is also
partly (perhaps largely) a reimagining of
and homage to Amiga lore, and for that
reason I wrote it in 6502 assembly for the
Atari VCS, so that it could be played with
a joyboard.
The game is designed to be played by
sitting cross-legged on the joyboard.
Players must position themselves perfectly
still on the device, legs crossed, on the
floor. The yogi will slowly rise if the player
is properly positioned. If the player moves,
the yogi drops and the player can resituate
and try again without having to restart.”
Ian Bogost
Ian Bogost
32
Dr. Ian Bogost je oblikovalec videoigric,
kritik in raziskovalec. Je izredni profesor na
inštitutu Georgia Institute of Technology in
ustanovni družbenik podjetja Persuasive
Games LLC. Njegove igre je igralo na
milijone igralcev po vsem svetu.
Dr. Ian Bogost is a videogame designer,
critic, and researcher. He is Associate
Professor at the Georgia Institute of
Technology and Founding Partner at
Persuasive Games LLC. His games have
been played by millions of people and
exhibited internationally.
33
BridA / Jurij Pavlica, Tom Kerševan, Sendi Mango (Slovenija / Slovenia)
www.brida-kud.si
Nanoplot, 2009
Enokanalni video, 2’09”
Single channel video, 2’09”
Glavna junaka se pogovarjata o nanodelcih,
kot njihovem življenjskem okolju. Na nek
način se ne zavedata nastale situacije,
zgleda kot da sta nastala po naključju,
čisto slučajno in mogoče le za trenutek. V
tem primeru je mehanska aplikacija tista, ki
prenaša informacijo o vsebini na neobičajno
površino in na neobičajen način. Plotter, ki
je sicer namenjen izrisovanju končne risbe
ali končne predstavitve projekta, v videu
prevzame vlogo “performerja” igralca.
Njegova lastnost mehanskega vlečenja črt
in čas, ki je potreben za izvršitev aplikacije,
postaneta pomembnejša kot njegov
prvotni namen. Plotter, ki je sicer zastarela
naprava iz 80-ih let prejšnjega stoletja,
postane sodobna zaradi zamenjave
vrednosti izvajanih funkcij. Mehansko
gibanje robotizirane roke in celo zvok, ki
ga ta naprava povzroča, ustvarjata v videu
nekakšno paradoksalno scenografijo,
v kateri sta čas in prostor nenehna
neznanka.
Nano dimenzija, ki je z našimi čuti ne
moremo direktno zaznavati, postane tako
prostor, kjer vladajo povsem drugačne
fizikalne zakonitosti. Ta svet je sestavljen iz
majhnih delcev, ki jih lahko manipuliramo le
s posebnimi napravami, kot so sofisticirani
mikroskopi (scanning tunneling microscope
ali atomic force microscope). Le-ti s
konico veliko kot molekula ogljika lahko
manipulirajo s snovjo in rišejo grafite v
nano skali. Nanoplot si potemtakem lahko
predstavljamo kot nekakšen znanstveni
model, ki poskuša umestiti sodobno
vizualno dojemanje v še neraziskano
okolje, kjer je realnost potrebno definirati z
novimi in drugačnimi parametri.
In Nanoplot a plotter, an obsolete printing
machine from the Eighties, has been
adapted to an uncommon operation.
The robotic hand of the machine and the
noise it makes while working become a
paradoxical scenery, an ambiguous world
evoked by technology. At the same time,
the plotter – normally used for technical
drawings – becomes a performer, telling a
story and giving it its own peculiar rhythm
and time. In this fictional world, the two
characters of the story talk about nano
particles as their living space. They don’t
understand the situation, apparently they
have been created by chance and for a
very short time.
Nanoplot is an attempt to explore, with
unusual means, a still unknown space-time
dimension: the nano world. This world is
made of particles that can be manipulated
only using special microscopes (such as
the Scanning Tunneling Microscope STM,
or the Atomic Force Microscope AFM) with
a needle as big as a carbon molecule and
able to move nano particles.
34
BridA (Jurij Pavlica, Sendi Mango in
Tom Kerševan) je skupina slovenskih
umetnikov iz Nove Gorice, ki je bila
ustanovljena leta 1996, v času njihovega
študija na Beneški akademiji likovnih
umetnosti. Ime BridA kot karakterizacija in
zaščitni znak zabrisuje sledi individualnosti
in tako se poustvarja nov, avtonomen
subjekt, ki lahko funkcionira tudi ločeno od
posameznih ustvarjalcev.
BridA (Jurij Pavlica, Sendi Mango
and Tom Kerševan) is a Slovenian art
collective based in Nova Gorica. The group
formed during their studies at the Academy
of Fine Arts of Venice in 1996. The name
BridA represents a characterization, a trade
mark that cancels traces of individuality,
reestablishing a new subject is that is
capable of existing autonomously and
functioning outside its individual members.
35
Wayne Clements (Velika Britanija / UK)
www.in-vacua.com
The Best and Worst of Possible Worlds, 2009
Enokanalni video
Single channel video
The Best and Worst of Possible Worlds
temelji na besedilu vodilnega britanskega
kibernetika Gordona Paska iz leta 1982, ki
si zamišlja prihodnost, v kateri dominirajo
“informacije, komunikacije in sistemi
nadzora”. To je svet, kjer je prevažanje
v službo preteklost, razredne razlike
so odpravljene in šole učijo “družabne
spretnosti, zrelost in splošno oliko”. To je
tudi svet, kjer ljudje živijo kot puščavniki
in se pogovarjajo le po elektronskih
sredstvih.
Paskov svet predstavlja upe in strahove
o svetu v prihodnosti, ki je že tu in hkrati
nikoli ne bo ...
Based on a 1982 text by leading British
Cyberneticist Gordon Pask, The Best and
Worst of Possible Worlds imagines a future
in which “information, communication and
control systems dominate”. This is a world
in which commuting is already a thing of
the past, in which class distinctions have
been abolished, and where education now
teaches “social skills, maturity and general
demeanour”. Also it is a world where many
people are recluses and only communicate
electronically.
Pask’s world represents the hopes and
fears of a future world that has both already
happened and never will ...
Wayne Clements je vizualni umetnik in
pisatelj. Njegova umetniška dela so bila
predstavljena na številnih festivalih in
razstavah elektronske umetnosti. Delo
un_wiki je prejelo nagrado za odličnost
Net Vision, Prix Ars Electronica (2006).
Njegova dela so bila nedavno razstavljena
v Madridu, Barceloni in Atenah. Pridobil je
doktorski naziv likovnih umetnosti v Kolidžu
za umetnost in oblikovanje Chelsea (2005)
s praktično doktorsko disertacijo, ki je
raziskovala razmerje med umetnostjo in
računalniki.
Wayne Clements is a visual artist and a
writer. His artworks have been shown in
many festivals and exhibitions of electronic
art. un_wiki received the Award of
Distinction, Net Vision, Prix Ars Electronica
(2006). His artworks have been exhibited
recently in Madrid, Barcelona, and Athens.
He completed a practice-based Ph.D.
in Fine Art at Chelsea College of Art and
Design (2005) which investigated the
relationship between art and computers.
36
37
CON/CON vs. THISGASTHING (Italija / Italy)
www.aircolabs.com/cabotronium
Cabotronium, 2009
Performans v živo
Live performance
Cabotronium je avdio-vizualni sistem,
zgrajen iz starih analognih naprav,
ki so integrirane z novimi digitalnimi
tehnologijami. Cabotronium I in II sta
stari analogni mešalni plošči, ki ju je
v zgodnjih osemdesetih letih izdelala
italijanska tovarna Cabotron. Njuno vezje
je bilo modificirano tako, da ustvarjata več
povratnih signalov med vhodi in izhodi
vseh mešalnih plošč.
Vsaka kombinacija proizvede edinstven
zvok, ki ga je mogoče modulirati z
nadzornimi gumbi na napravah. Naprava,
katere namen je bil nekoč uravnavati
jakost in ravnovesje različnih avdio virov,
postane nekakšen elektronski instrument,
ki lahko ustvari celo paleto različnih zvokov
brez kakršnega koli zunanjega vhodnega
signala. Povratni signal, ki se ustvarja
znotraj naprav, je vedno drugačen, tako
da se mora glasbenik prilagoditi na
to nepredvidljivost in v realnem času
improvizirati z zvokom, ki ga ustvarjata
napravi.
Namen tega projekta je reciklirati zastarele
tehnologije in jih preoblikovati v nekaj
svežega in novega, kar lahko uporabimo
na popolnoma različne načine.
Med ustvarjanjem Cabotroniumov je bila
običajna napaka, ki jo proizvajata mešalni
mizi, torej povratni signal, postavljena v
središče. Tako je ta napaka postala osrednji
zvočni vir glasbenega sistema.
Zvoki, ki jih ustvarja Cabotronium, se
analizirajo in nato pretvorijo v MIDI podatke,
ki nadzirajo nabor sintesajzerjev in naprave
za ritem. Tako nastane popolni ansambel,
ki ga vodita Cabotroniuma.
Vizualni del nastane na isti način. Generirajo
se osnovne geometrične oblike, ki jih
modificira in popači signal Cabotroniumov.
Cabotronium is an audiovisual system
based on old analog devices integrated
with new digital technologies. Cabotronium
I and II are two old analog mixing boards,
manufactured during the early 80’s by the
italian factory Cabotron, whose internal
circuitry has been modified in order to create
several feedback signals between inputs
and outputs across all the mixing boards.
Every combination produce an unique
sound that can be modulated using the
controls on the machines. What was usually
used to modify volume and equalisation of
different audio sources can now be “played”
like a real electronic instrument, capable of
producing a full palette of different timbres
on its own, without any external signal fed
into it. Every feedback generated inside
the machines is always different so the
performers operating must react to this
unpredictability improvising on what the
machines are producing in real-time.
The purpose of the project was to recycle
obsolete technologies and to transform
them into something new and fresh that
can be used in totally different ways.
During the process of making the two
Cabotroniums, the normal error produced
by the mixing boards, that is the feedback,
was put into a new perspective in order to
became to most important sound material
of the system.
The sounds generated by the Cabotronium
are analyzed and transformed into MIDI
data, used to control a set of synthesizers
and a drum machine creating a full
ensemble led by the Cabotroniums.
The visual part is built in the same way,
generating basic geometric shapes that
are modified and distorted by the signal of
the two Cabotroniums.
38
CON/CON je elektronski hip hop duo,
katerega sestavljata Martino Sarolli in
Emilio Pozzolini, študenta glasbe in novih
tehnologij na Konservatoriju Paganini v
Genovi, Italija. Delujeta na multimedijskih
projektih in instalacijah, ki se nanašajo na
video igre, hitro hrano in death metal.
THISGASTHING je kolektiv osredotočen
na iskanje kreativnih poti, ki bi lahko bile
aplicirane na tehnologijo. Njihovo glavno
zanimanje je organizirana dekonstrukcija
zvočnih in vizualnih materialov z
nekonvencionalno uporabo tehnologije.
CON/CON is an electronic hip hop duo,
formed by Martino Sarolli and Emilio
Pozzolini, both students of Music and New
Technologies at Conservatorio Paganini
in Genoa, Italy. They are involved in
multimedia projects and installations
concerning videogames, junk food and
death metal.
THISGASTHING is a collective focused
on finding creative ways to be applied
to technology. Its main interest is the
organized deconstruction of audio and
visual materials through the unconventional
use of technology.
39
Chris Coy (ZDA / USA)
www.seecoy.com
Chariots of Mortal Combat Fire, 2007
Spletna stran
Website
Chris Coy, član kluba Nasty Nets, ki je
eden prvih in zanimivejših primerkov
kolektivnega bloga umetnikov, v svojih delih
pogosto uporablja materiale in standardne
elemente, poleg tega pa vanje vmeša tudi
fragmente popularne kulture z Youtuba ali
GIF sličice in zvočne MIDI datoteke.
Chariots of Mortal Combat Fire je spletna
stran, v kateri nastopajo različni liki iz igre
Mortal Combat (1992), ob glasbeni podlagi,
ki je MIDI različica Vangelisove skladbe
Chariots of Fire (1981). Ta dobro znana
skladba je bila ustvarjena kot glasbena
podlaga v eponimskem filmu, ki pripoveduje
zgodbo o dveh herojskih tekmovalcih na
olimpijskih igrah leta 1924. Film si je naslov
sposodil od poezije Williama Blakea.
Z uvedbo likov iz igre Mortal Combat v to
spletno različico skladbe Chariots of Fire je
Coy združil dva različna epa pod simbolom
Williama
Blakea,
čigar
romantična
slikovitost je prisotna v obeh pripovedih.
A member of the surfing club Nasty Nets,
one of the first and more interesting
collectively-published blogs run by artists,
Chris Coy often uses found materials and
standard features in his work, remixing
fragments of popular culture found on
Youtube as well as in GIF and MIDI file
repositories.
Chariots of Mortal Combat Fire is a
web page that features a race between
various characters from the game Mortal
Combat (1992), set to the soundtrack of a
MIDI version of Vangelis’ Chariots of Fire
(1981). This famous track was of course
the soundtrack for the eponymous movie,
which tells the story of two heroic athletes
competing in the 1924 Olympics. The title
of the movie comes from a William Blake
poem.
By inserting Mortal Combat characters
into this online version of Chariots of
Fire, Coy remixes two different epics,
forging a connection with William Blake,
whose Romantic imagery seems implicitly
referenced by both the narratives.
Chris Coy, rojen leta 1980 v mestu
Provo, Utah, živi in dela v mestu Salt
Lake City, Utah. Coy je umetnik in član
kluba internetnih surferjev Nasty Nets. Na
spletu ga pogosto najdemo pod vzdevkom
Seecoy.
40
Chris Coy, born 1980, Provo, Utah, lives
and works in Salt Lake City, Utah. Coy is an
artist and member of Nasty Nets Internet
Surfing Club. Online, he frequently goes by
the handle Seecoy.
41
Florian Cramer (Nizozemska / Netherlands)
cramer.pleintekst.nl:70
Floppy Films, 2009
Videi na disketah, spletni projekt
Videos on floppy disk, online project
“Z naših miz so najprej izginile zaradi pekačev
CD ROMov, nato pa (ko se nam je stožilo
po hitri prenosljivosti podatkov s pomočjo
disket) zaradi USB ključev. Diskete še danes
podpira večina glavnih operacijskih sistemov,
vendar pogosto počivajo v škatlah kot
pozabljeni ostanki preteklosti. Prav disketa
(3.5˝) je bila izbrani medij v domišljeni seriji
umetniških del Floriana Cramerja. Začel se
je poigravati s programi za editiranje videa
in kompresijskimi kodeki ter ustvarjati kratke
videe, ki so dovolj majhni, da jih je mogoče
shraniti na ta stari medij. nkdlunch.mp4 je
filmski kolaž kolaža Cronenbergove filmske
upodobitve kolažnega romana Williama Burroughsa. tapetrff.mp4 je dokumentarni film o
Tape Treff Kant A, večeru eksperimentalne
glasbe na magnetogramskem traku, ki je
bil posnet v dvorani Extrapool Nijmegen.
Tu nastopa medij nizke kakovosti (lo-fi), ki
hrani vsebino, ustvarjeno z drugim medijem
nizke kakovosti. Izdal je tudi filme, ki so bili
nominirani za Oskarje leta 2009, kot datoteke
velikosti 1,44 MB (med drugim tudi Revni
milijonar) in sicer v obliki animiranih GIFov
dimenzij 7x3 pike, 8 sličic na sekundo, 128
barv, pri čemer je renderiral tudi ustrezno
barvno paleto in upošteval vse pripadajoče
estetske vidike. Na koncu je Cramer posnel
20-sekundni disketni posnetek predstave,
ki je bila posneta na kameri z disketo
Sony Mavica. Očitno je, da smisel teh del
ni vzbujanje občutka “retro” ali nostalgije.
Poleg njihovih konceptualnih usmeritev
gre za velik tehnični izziv. Obuditev skoraj
mrtvega medija v življenje pomeni, da ne
obravnavamo le pozabljenih formatov,
ampak tudi intimni značaj strukture vsebin in
njihovih manifestacij. Pobrišite prah s svojih
disketnih pogonov in uživajte!”
Alessandro Ludovico,
Neural, 24. julij, 2009, © www.neural.it
“Disappeared from our desktops first
because of CD-ROM burners and then
(after regretting losing the floppy’s quick
data portability) because of USB keys, the
floppy disk is still supported by major OSs,
but is often found sleeping in quantities in
boxes as old relics. The floppy disk (3.5”) is
the medium of choice for Florian Cramer’s
brilliant artwork series. He has started
to play with video editing software and
compression codecs in order to make short
videos that fit this old medium’s capacity.
nkdlunch.mp4 is a film cut-up of the cut-up
of David Cronenberg’s film adaptation of
William Burroughs’ cut-up novel. tapetrff.
mp4 is a documentary of Tape Treff Kant A,
an evening of experimental cassette tape
music recorded at Extrapool Nijmegen.
Here we have a lo-fi medium being used to
preserve content generated by another lofi medium. Then he released 2009 Oscarnominated films as 1.44 MB files (including
Slumdog Millionaire), in the form of 7x3 pixel
/ 8fps / 128 colors animated GIFs, rendering
the respective dominant color palette, with
all the consequent aesthetic considerations.
Finally, Cramer has recorded a 20 sec. live
floppy film of a performance, recorded with a
Sony Mavica floppy disk camera. It’s evident
that these works are not about “retro” taste
or nostalgia. Beyond the conceptual goals,
it’s a painstaking technical challenge.
Resurrecting an almost dead medium means
questioning not only the obsolescence of
formats, but also the intimate nature of
content structure and its embodiments. Blow
the dust off your floppy drives and enjoy!”
Alessandro Ludovico,
in Neural, July 24, 2009, © www.neural.it
42
floppyfilms.pleintekst.nl
Florian Cramer je mlajši predavatelj
primerjalne književnosti na berlinski univerzi
Freie Universität, ki je objavljal članke na
področju kodne poezije, primerjalne študije
o književnosti in umetnosti, modernizmu,
besediloslovju, književnosti in računalništvu,
sodeloval pa je tudi pri arhivu softverske
umetnosti runme.org in bil urednik publikacije
o kodni poeziji Unstable Digest.
Leta 2004 je Florian Cramer obiskal Inštitut
Pieta Zwarta kot raziskovalec oblikovanja
medijev in napisal esej Besede meso
postanejo, koda, domišljija kulture ter
poučeval študente na delavnicah in vajah.
Poleti leta 2006 se je vrnil kot direktor
magistrskega
študija
za
oblikovanje
medijev.
Florian Cramer has been junior lecturer in
Comparative Literature at Freie Universität
Berlin and had published papers in the
area of code poetry, comparative studies
in the literature and the arts, modernism,
text theory, literature and computing,
collaborated on the runme.org Software Art
repository and edited the Unstable Digest of
code poetry.
In 2004, Florian Cramer visited Piet Zwart
Institute as a Media Design research fellow,
wrote the essay Words Made Flesh, code,
culture imagination and worked with students
in workshops and tutorials. In summer 2006,
he returned as the new course director of the
Media Design M.A. program.
43
Vuk Ćosić (Slovenija / Slovenia)
www.ljudmila.org/~vuk/
ASCII Sculpture, 2009
Leta 2001 je imel Vuk Ćosić samostojno
razstavo v galeriji Digital Artlab v Tel Avivu.
Takrat je ustvaril instalacijo ASCIImades
– Sculptures, v kateri so bile v temnem
prostoru na 30 cm visoke bele skulpture
projicirane podobe, sestavljene iz nabora
znakov ASCII. Podobe so bile le slike istih
skulptur, pretvorjene v znake ASCII. Sam
pravi: “Nihče si ni ogledal te razstave”.
Za festival Pixxelpoint je Ćosić izdelal
miniaturno različico iste instalacije, pri
tem pa je uporabil male skulpture, ki jih je
našel v nekem stroju za prodajanje figuric
v Seulu. To malo instalacijo mora gledalec
gledati skozi majceno odprtinico, ki je velika
kot šivankino uho. Kot je že običajno, Ćosić
igra šah z Duchampom, svojim “idealnim
očetom”, opazne pa so reference tako na
Boîte-en-valise kot na Étant donnés.
In 2001, Vuk Ćosić staged a solo show
at the Digital Artlab in Tel Aviv. On that
occasion, he realized the installation
ASCIImades – Sculptures, in which a
slideshow of ASCII images was projected
onto 30 cm high white sculptures in a dark
space. The images were nothing less than
pictures of the same sculptures, converted
into ASCII code. In his words, “nobody saw
that show”.
For the Pixxelpoint festival, Ćosić has
designed a miniaturized replica of the same
installation, using some small sculptures
he found in a vending machine in Seoul.
This diminutive installation is meant to be
observed by the viewer through a pinhole.
As usual, Ćosić is playing chess with
Duchamp, his “ideal father”, referencing
both the Boîte-en-valise and Étant donnés.
Vuk Ćosić je eden izmed pionirjev
internetne umetnosti, ki pogosto razstavlja
(Beneški bienale; ICA, London; Beaubourg,
Pariz; ICC, Tokio; Kunsthalle, Dunaj; ZKM,
Karlsruhe; Ars Electronica, Linz; Walker,
Minneapolis; Friedricanum, Kassel; Neue
Galerie, Gradec; Baltic, Newcastle) in
predava (muzeji: Beaubourg, Pariz;
Guggenheim, Benetke; LAMoCA, Los
Angeles; festivali: Hong Kong, London,
Liverpool, Dessau, Montreal, Banff, Madrid,
Gorica, Kopenhagen; Umetniške šole in
univerze: Stockholm, Los Angeles, Chicago,
San Francisco, Troy, Dundee, Liverpool,
Benetke, Linz, Barcelona). Obravnavan
je bil v številnih diplomskih, magistrskih
in doktorskih delih, prispevkih v medijih
(NY Times, Liberation, La Repubblica,
Guardian, Financial Times, Cahiers du
Cinema, Artforum, Newsweek, Wired,
Haaretz, ORF, CNN, BBC) ter v ključnih
publikacijah o novih medijih (MIT press,
Thames & Hudson, Tate, Taschen, Baltic).
Vuk Ćosić is one of pioneers of internet art,
who frequently exhibits (Venice Biennial;
ICA, London; Beaubourg, Paris; ICC,
Tokyo; Kunsthalle, Vienna; ZKM, Karlsruhe;
Ars Electronica, Linz; Walker, Minneapolis;
Friedricanum, Kassel; Neue Galerie, Graz;
Baltic, Newcastle) and lectures (Museums:
Beaubourg, Paris; Guggenheim, Venice;
LAMoCA, LA; Festivals – Hong Kong,
London, Liverpool, Dessau, Montreal, Banff,
Madrid, Gorizia, Copenhagen; Art schools
and Universities: Stockholm, Los Angeles,
Chicago, San Francisco, Troy, Dundee,
Liverpool, Venice, Linz, Barcelona). Subject
of numerous BA, MA and PHD works,
media coverage (NY Times, Liberation, La
Repubblica, The Guardian, The Financial
Times, Cahiers du Cinema, Artforum,
Newsweek, Wired, Haaretz, ORF, CNN,
BBC) as well as key publications on new
media (MIT press, Thames & Hudson, Tate,
Taschen, Baltic).
44
45
Olle Essvik (Švedska / Sweden)
www.jimpalt.org
Devices, 2007 – 2008
Instalacija
Installation
Devices je pokopališče odrabljenih
elektronskih naprav. Nekateri predmeti
so stari elektronski deli, ki so imeli nekoč
neko vrednost, vendar so danes pozabljeni
in jih pogosteje vidimo na smetišču kot v
trgovini. Nekateri predmeti so interaktivni,
na primer svetloba, zvok, motorji. Drugi
so pokvarjeni in danes nimajo več nobene
funkcije; nekateri so bili spremenjeni v
nekaj, kar nas spominja na preteklost.
Devices is a cemetery of old electronic
objects. Some of the objects are old
electronic parts that once had a value, but
that today are forgotten and are seen more
in landfill sites than shops. Some objects
are interactive, like light, sound, motors.
Other objects are broken, while some are
restored to something else that reminds us
of yesterday.
Olle Essvik je bil rojen leta 1976 v
Gothenburgu na Švedskem, kjer živi in
dela. V njegovih delih pogosto nastopata
narava in tehnologija ter njuno sobivanje.
Dela so razmišljanja o tem, kako se
tehnologija uporablja v naravi in kako
ljudje uporabljamo tehnologijo, da bi
naravo poustvarili oziroma jo prenesli
v vsakodnevno življenje. Umetniška
dela so poetična in so v obliki instalacij,
računalniških iger, skulptur, reprodukcij in
programske opreme.
Njegova umetniška dela bi lahko gledali
kot antitehnološka, čeprav je pri njihovi
izdelavi morda uporabljen tudi računalnik.
Zanima me, na kakšen način stroji
dehumanizirajo naš način življenja. Kako
to, da svoje življenje preživimo pred stroji,
vpliva na naše življenje in spomine, sanje
in sporazumevanje? Kje je romantična
komponenta življenja v informacijski dobi?
To so vprašanja, ki si jih zastavlja umetnik
in ki se odražajo v njegovih delih.
46
Olle Essvik was born in 1976 in
Gothenburg, Sweden where he lives and
works. In his works he often explores nature
and technology and how they correspond.
His works look at how technology is used
in nature and how we use technology in
order to recreate nature or how bring it into
our everyday lives. The artworks are poetic
and manifest themselves as installations,
computer games, sculptures, prints and
software.
Despite his use of computers his art could
also be seen as anti-technology. He is
interested in how non-human machines
affect the way we live our lives. How does
the fact that we spend our lives in front of
machines affect our memories, dreams and
communication? Where is the poetry in a
computerized life? These are the questions
that his works address and represent.
47
Vladimir Frelih (Hrvatska / Croatia)
Catalogue, 1998 – 2000
Interaktivni CD in instalacija
Interactive CD-ROM and installation
Delo Catalog vsebuje “vse barve tega
sveta”, torej 16.777.216. Ta številka
označuje največje število barv, ki jih vsebuje
paleta RGB. Vsaka barva ima določeno
ime in pripadajočo decimalno številko od
0 do 16.777.215. Če damo vsaki barvi
določeno ime, lahko ta postane unikatna in
jo je mogoče razločiti med preostalimi. Po
drugi strani je Catalog utopični konstrukt
brez pomena oziroma množica barvnih
odtenkov, ki niso namenjeni za praktično
uporabo. Kljub temu pa lahko nanj gledamo
kot na nekakšno sredstvo v gledalčevem
kognitivnem procesu: gledalca obkroža
“brezmejno vesolje”, ki pa je kljub temu
nekako omejeno. CD-ROM funkcionira na
dveh nivojih: med zagonom bo program
samodejno začel prikazovati seznam vseh
barv: od 0 do zadnje. Z desnim klikom
miške se odpre ločeno okno z različnimi
možnostmi brskanja med barvami.
Uporabnik lahko v posebno okence vpiše
tudi številko. S pritiskom na tipko “enter”
bo računalnik samodejno prikazal barvo
pod zahtevano kataložno številko oziroma
imenom.
The piece Catalog contains “all the colors
of the world”, namely 16.777.216. This is
the maximum number of colors used by a
computer’s RGB palette. Every color was
given a name and corresponding decimal
number starting with 0 and ending with
16.777.215. Attaching a specific name to
each color gives them the possibility to be
unique and distinguished from the group.
On the other hand, Catalog is a meaningless
utopian object/addition of hues, not
intended to be used in practice. However,
it can be seen as a vehicle in the viewer’s
cognitive process: he/she is surrounded by
an “infinite universe” that is still somehow
limited. The CD-ROM functions on 2 levels:
during start up the program automatically
starts listing all the colors: from 0 to last
one. With a right mouse click, a separate
window appears, displaying several options
for color browsing. It is also possible to
write a number in a box provided. By hitting
the “enter” key the computer automatically
displays the color cataloged under a
desired number/name.
Vladimir Frelih je bil rojen v Osijeku leta
1963. Leta 2001 je magistriral iz kiparstva
/ instalacij na Akademiji v Düsseldorfu. Od
leta 2008 je zaposlen kot izredni profesor
in vodja oddelka za likovno umetnost na
osiješki akademiji za umetnost. Sodeloval
je na mnogih domačih in mednarodnih
razstavah ter prejel številne nagrade
in štipendije za svoje delo. Živi in dela
večinoma v Osijeku in Düsseldorfu.
48
Vladimir Frelih was born in Osijek in
1963, and received an MFA in Sculpture
/ Installation from the Dusseldorf Art
Academy in 2001. He has been working
as an assistant professor and the Head of
the Department Fine Arts at the Osijek Art
Academy Since 2008. He has participated
in national and international art exhibitions
and projects and has received many awards
and scholarships for his work. He lives and
works mostly in Osijek and Düsseldorf.
49
Darko Fritz (Hrvatska / Croatia)
www.darkofritz.net
Home, 2002 – 2009
Javna instalacija, odvisna od lokacije
Site-specific public installation.
Grafični simbol Home je podoba ikone
“Home” iz brskalnika Netscape Navigator.
V nasprotju s prvotno ikono “Home” je
ta natisnjena v črni, srebrni in beli barvi.
Dimenzije grafike so 2 x 2 metra. Na
panoju za plakate je projekt prikazan na
belem ozadju.
Plakati so prikazani na komercialnih
oglaševalskih panojih, blizu robov. Del
zamisli plakata ikone “Home” je, da ob
posterju ni nobenih dodatnih informacij.
V ozadju te oglaševalske kampanje ni
nobenega produkta, plakat torej oglašuje
samega sebe in svoje sporočilo.
The Home graphic consists of an image
of the “Home” icon from the Netscape
Navigator browser. Unlike the original
“Home” icon, here it is printed in black and
silver and white. It is 2 x 2 meters in size.
Within the billboard the project is displayed
on a white background.
The posters are displayed on commercial
billboards close to the borders. A part of the
“Home” icon poster is that there is no further
information at the point of the poster. There
is no other product behind this advertising
campaign, i.e. the poster is advertising its
own image and message.
Darko Fritz je bil rojen leta 1966 na
Hrvaškem, trenutno pa živi in dela v
Amsterdamu, Zagrebu in na Korčuli.
Je medijski umetnik, kustos in grafični
oblikovalec. Študiral je arhitekturo na
Univerzi v Zagrebu (1986–1989) in
medijsko umetnost na Rijksakademie
van Beeldended Kunsten v Amsterdamu
(1990–1992). S svojim delom je zapolnil
vrzel med sodobnimi umetniškimi praksami
in kulturo medijske umetnosti. Internet
kot umetniški medij uporablja že od leta
1994. Od leta 2005 dela kot mentor na
umetniškem magistrskem programu na
inštitutu Transart. Od leta 2006 vodi sivo)
(zono – prostor za sodobne in medijske
umetnosti v Korčuli.
Darko Fritz was born in 1966, in Croatia,
and he currently lives and works in
Amsterdam, Zagreb and Korčula. He is a
media artist, curator and graphic designer.
He studied architecture at the University
of Zagreb (1986–1989) and media art at
Rijksakademie van Beeldende Kunsten in
Amsterdam (1990–1992). His work fills the
gap between contemporary art practices
and media art culture. He has been using
the internet as an artistic medium since
1994. Since 2005 he has been a mentor
at the Transart Institute MFA art program.
Since 2006 he has led the gray) (area –
the contemporary and media art space in
Korčula.
50
51
James Houston (Velika Britanija / UK)
www.1030.co.uk
Big Ideas (Don’t Get Any), 2008
Enokanalni video
Single channel video
“Skupina Radiohead je objavila spletni
natečaj za remiks skladbe “Nude” z albuma
“In Rainbows”. To je bila dokaj težka naloga
za kandidate, saj ima Nude 6/8 takt pri 63-ih
udarcih na minuto. Večina klubske glasbe
ima običajno 4/4 takt pri 120-ih udarcih na
minuto. DJ-u ni lahko narediti neopaznega
prehoda skladbe v valček.
Glede na besedilo (in podnaslov) “Big
Ideas: Don’t get any” (“Bujna domišljija.
Izogibaj se je”) sem sestavil zbirko stare,
odslužene strojne opreme in jo postavil
v položaj, kjer se na vso moč trudi početi
nekaj, za kar ni ustvarjena, in ji to sploh
ne uspeva. Zvočno gledano ni izdelek nič
posebnega, a to niti ni bil moj namen.”
“Radiohead held an online contest to remix
“Nude” from their album – “In Rainbows”
This was quite a difficult task for everybody
that entered, as Nude is in 6/8 timing, and
63bpm. Most music that’s played in clubs
is around 120bpm and usually 4/4 timing.
It’s pretty difficult to seamlessly mix a waltz
beat into a DJ set.
Based on the lyric (and alternate title) “Big
Ideas: Don’t get any” I grouped together a
collection of old redundant hardware, and
placed them in a situation where they’re
trying their best to do something that
they’re not exactly designed to do, and not
quite getting there. It doesn’t sound great,
as it’s not supposed to.”
James Huston
James Huston
James Houston je diplomiral iz grafičnega
oblikovanja na glasgowski akademiji
za likovno umetnost, smer vizualne
komunikacije. Prejel je medaljo Newbury, ki
jo prejme najboljši študent leta, ter nagrado
Brama Stokerja za najizvirnejše delo.
James
Houston
graduated
from
the Glasgow School of Art Visual
Communication course with a first-class
degree in graphic design. He was awarded
the Newbury medal, which is given to the
year’s top student, and the Bram Stoker
Award for the most imaginative work.
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53
IOcose (Italija / Italy)
www.iocose.org
FloppyTrip, 2009
Instalacija: FloppyTrip_Kit in FloppyTrip_
HowTo (video, 2’45”)
Installation: FloppyTrip_Kit and FloppyTrip_
HowTo (video, 2’45”)
Na tržišču visoke tehnologije se vsak dan
pojavljajo novi izdelki, od malih napravic do
ogromnih strojev. Vsak izdelek ima kratek
rok uporabe: takoj, ko se pojavi na tržišču,
se začne njegov postopek staranja. To je
tisto, zaradi česar se tržišče pravzaprav
ohranja pri življenju.
Kaj se zgodi s temi izdelki, ko jih nihče več
ne uporablja in ko končajo na odpadu?
Na kakšen način lahko te produkte kljub
vsemu uporabljamo še naprej? Kako lahko
izrabimo njihov potencial, njihove skrite
odlike in neznane lastnosti?
Kaj se zgodi, ko vsa ta šara, ki se je nabrala
skozi desetletja neregulirane gospodarske
rasti, izpolnjuje potrebe 14-letnega dečka?
Morda se bo deček vprašal: “Ali se ga
lahko zadenem s tem? Ali bolj zadene kot
lepilo? In zavorno olje? Kako se ga sploh
zadenem s tem? A se to pije ali kadi?”
Kako bi izgledal eBay, če bi FloppyTrip res
lahko odpiral vrata zaznave? Ali bi se naše
dojemanje tehnologije spremenilo? Ali bi
bili pripravljeni vzeti trip?
Če bi res želeli kar najbolje izkoristiti
tehnologije, moramo shraniti in ohraniti
kolikor je le mogoče. FloppyTrip je naslednja
razsežnost reciklaže. Ta nova, pametna
droga zadovolji vse, od mladostnikov, ki
še nikoli niso videli diskete, do ostarelih
piflarjev, ki se jim toži po dizajnu iz
osemdesetih. Pa tudi tiste, ki delajo na
področju recikliranja, tiste, ki potrebujejo
novo drogo, da se nasitijo, znanstvenike, ki
jih zanimajo nove halucinacije.
FloppyTrip je stvar za vse. FloppyTrip
odlikuje preprosta priprava. FloppyTrip
je poceni. Še pomembneje, FloppyTrip ni
prepovedan.
The hi-tech market displays new products
every day, from little gadgets to huge
pieces of machinery. Every product has a
short term expiry date: as soon as it is on
the market, its obsolescence process has
started. This is what actually keeps the
market alive.
What happens to these products when they
are not used anymore and get trashed?
What is the best way to keep using these
products anyway? How can we exploit
their potential, their hidden qualities and
unknown properties?
What happens when all this rubbish,
produced during decades of unregulated
economic growth, meets the needs of a 14
year old boy? Maybe the boy would ask:
“Can I get high with this stuff? Does it work
better than glue? Than brake oil? How can
I get high on it? Am I supposed to drink it
or inhale it?”.
How would eBay look, if FloppyTrip really
could open the doors of perception? Would
our conception of technology change?
Would we be ready for a trip?
If we really want to use technologies to
their best, we need to preserve and save
as much as we can. FloppyTrip is the new
frontier in recycling. This brand new smart
drug satisfies everyone, from the youngster
who never saw a floppy disc before, to
ageing nerds nostalgic about ‘80s design.
Not to mention those who work in recycling,
those who need a new drug to stop
feeling hungry, and scientific researchers
interested in new hallucinations.
FloppyTrip is for everyone. FloppyTrip is
easy to prepare. FloppyTrip is cheap. More
importantly, FloppyTrip is legal.
54
Umetniška skupina IOcose v Italiji in
Evropi deluje od leta 2006. V okviru
svojega delovanja organizirajo subverzivne
aktivnosti, ki izzivajo ideologije, prakse
in postopke identifikacije ter ustvarjanja
pomenov. Pri svojih lahkotnih aktivnostih
uporabljajo potegavščine in šale kot
strateško orodje. IOcose ulice, internet in
ustno izročilo dojema kot bojišče. Mimezis,
prevara in razkrivanje so orodja, s katerim
občinstvo zavedejo v semantično past.
The group IOcose has worked in Italy and
Europe since 2006. It organizes liminal
actions, in order to subvert the ideologies,
the practices and the processes of
identification and meaning construction. It
uses pranks and hoaxes as tactical means,
as joyful and sound tools. IOcose sees the
streets, the internet, and word of mouth as
battlefields. Mimesis, hoax and revelation
are tactics for wrong-footing the audience
in a semantic pitfall.
55
Tom Jennings (ZDA / USA)
www.wps.com
Alan Turing Made Flat, 2000
Inkjet na sijočem premaznem papirju
Inkjet on glossy paper
World Power Systems je entiteta, ki ustvarja
artefakte in pisne zamisli ter tako odpira
nekakšen portal med obdobjem Hladne
vojne in današnjim časom; osvetljuje tudi
lepoto in strahovitost, ki sta obenem tuji
in domači, in tako znova povečuje vidnost
lepote in strahovitosti današnjega časa.
Artefakti so zastareli ponaredki. Moje
delo ni povsem vizualno; če želimo slišati
njegovo zgodbo, ga moramo začutiti in z
njim rokovati. Oblika pripoveduje zgodbo
o evoluciji estetske oblike; funkcije
opredeljujejo resnično zgodovino denarja
in politike.
Alan Turing Made Flat je hekerski izdelek,
je preizkus nekega procesa. Vzel sem
Turingovo sliko in jo obdelal (skeniral in
prečistil; pretvorba iz slike v besedilo s
pomočjo programa pbmtoascii, nato pa
obsežno preoblikoval besedilo; ročna
pretvorba v postscript) ter natisnil s
komercialnim tiskalnikom inkjet formata
90 x 120 cm; modro-črne črke na rahlo
rumenkastem ozadju. Poudarjam, da to
ni “ASCII umetnost”, ampak (1) uporablja
znakovni nabor ITA2 (tega podpira večina
“teleksov”) in (2) to ni več niz znakov,
ampak njegova upodobitev s črnilom na
papirju; to je umetna umetnost ASCII. Z
drugimi besedami – ponaredek. Je tudi
primitivna umetnost pisalnega stroja ter
napredna različica umetnosti teleksa.
World Power Systems is an entity that
produces artefacts and written ideas to
create a sort of portal between this early
Cold War era and today; to illuminate
the beauty and horror, at once alien and
familiar, and thereby reflect today’s beauty
and horror back into visibility.
The artefacts are obsolete forgeries. My
work is not entirely visual; it needs to be felt
and manipulated to hear it’s story. The form
tells a story of aesthetic design evolution;
the functions define the true history of
money and politics.
Alan Turing Made Flat is a hack, a test of a
process. I took an image of Turing hacked
it (scanned and cleaned up; image to text
conversion via pbmtoascii, followed by
substantial text transformations; manual
conversion to postscript) and printed on a
“service bureau” inkjet printer at 3 feet by 4
feet; blue-black letters on a faint yellowish
background. Note that this is not “ASCII
art”, it’s (1) the ITA2 character set (what
most “teletypes” are capable of) and (2) it’s
not a character stream any longer, but a
ink-on-paper rendering; artificial ASCII art.
A fake, in other words. It’s also low-brow
typewriter art, and a high-brow version of
teleprinter art.
Tom Jennings (Boston, Massachusetts,
1955) živi in dela v Los Angelesu, Kalifornija.
Sam sebe imenuje “umetnik z znanjem iz
tehnologije” – relativno skromna definicija,
če pomislimo, da je med drugim izumitelj
FidoNeta (35.000 serverjev leta 1995).
56
Tom Jennings (Boston, Massachusetts,
1955) lives and works in Los Angeles,
California. He calls himself “an artist with
a background in technology” – quite a
modest definition, if you take into account
that he is, among other things, the creator
of the worldwide FidoNet bulletin board
network (35,000 servers in 1995).
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S&91&)ZS///&SKH&9HHMRM&??SFRZ?SS/T/?:()?SS:I8/?S?I(&)S/SF&(K8://R&//I?/:?(/L&48F&9&?K6&BH&&6M&H&9&HH1RH6&SHH&R&&RH&&9&1FMSFKHSFKH9&1/:::8Z//S(&&8/)?//://:://I:?)S:///SS&HSDZSF1SS:(/::??(Z&SS&1SF1S)?/SS&&S&&?SS&SS/SS&ZKH1&11S&&&SKFK&/7)/?)&ZS&
Copyright Tom Jennings 1999
57
Oliver Larić (Nemčija / Germany)
www.oliverlaric.com
787 Cliparts, 2006
Video zanka, 1’05”
Video-loop, 1’05”
Po besedah Wikipedie “Clip art […]
označuje vnaprej pripravljene slike, ki se
uporabljajo za ilustracijo medija. Danes se
clip art uporablja v osebnih in poslovnih
projektih, od doma narejenih voščilnic do
industrijskih sveč. Clip art sicer najdemo
v različnih oblikah, tako elektronskih kot
tiskanih. Kljub temu se danes večina clip
arta ustvarja, distribuira in uporablja v
elektronski obliki.”
Clip art ni popolnoma zastarel medij,
čeprav ga spremlja nekakšen retro pridih.
Clip art sličice so se uporabljale večinoma
v predstavitvah, ko so jih pripravljali vsi,
ne da bi se pri tem preveč obremenjevali s
tem ali so na videz resne in profesionalne.
Danes clip art živi le še v popularno kulturni
obliki, najdemo ga na voščilnicah in v doma
narejenih publikacijah.
787 Cliparts je zbirka sličic clip art, ki se
nanašajo na človeka, njegove navade
in prostočasne aktivnosti (na primer
šport, glasba itd.). Kot je značilno za
njegova dela, Larić deluje kot zbiratelj in
kombinira kulturne objekte, ki jih prikliče iz
internetnega ozadja.
According to Wikipedia, “Clip art […] refers
to pre-made images used to illustrate any
medium. Today, clip art is used extensively
in both personal and commercial projects,
ranging from home-printed greetings cards
to commercial candles. Clip art comes in
many forms, both electronic and printed.
However, most clip art today is created,
distributed, and used in an electronic
form.”
Clip art is not properly an obsolete
medium, even if it does have a retro feel,
due to being largely used in presentations
not overly concerned with looking serious
and professional; today it survives as a
vernacular cultural form, in greetings cards
and homemade publications.
787 Cliparts is a looped collection of clip art
images, all referring to human beings, their
habits and leisure activities (such as doing
sport, playing music etc.). As in most of
his work, Larić operates as a collector and
subtle remixer of cultural objects retrieved
from the internet underground.
oliverlaric.com/787cliparts.htm
Oliver Larić (rojen leta 1981 v Carigradu)
živi in dela v Berlinu. Leta 2008 je bilo
njegovo delo vključeno v razstavo “Montage.
Unmonumental Online” (Rhizome.org in
New Museum of Contemporary Art, New
York).
58
oliverlaric.com/787cliparts.htm
Oliver Larić (born 1981, Istanbul) lives and
works in Berlin, Germany. In 2008 his work
was featured in the exhibition “Montage.
Unmonumental Online” (Rhizome.org and
New Museum of Contemporary Art, New
York).
59
Les Liens Invisibles (Italija / Italy)
www.lesliensinvisibles.org
Never Ending Happy End, 2008
Spletna stran
Website
Never Ending Happy End je neskončna
flash animacija, prikazana v celozaslonskem načinu, ki prikazuje natanko to,
o čemer govori naslov: na videz neskončen
niz “srečnih koncev”, vzetih iz klasičnih
holivudskih filmov. Delo je ironičen komentar
na razlike med linearnim in nelinearnim
medijem, kjer običajno “konec” ne obstaja
in tako “srečen konec” sploh ni mogoč.
Ko se prebijamo skozi tisto, kar navadno
opisujejo kot neskončno vesolje možnosti,
nas delo končno povabi, da sedemo in si
v neskončnost ogledamo tisto, kar nam
manjka: možnost, da sledimo zgodbi od
začetka do njenega neizbežnega srečnega
konca. Delo odpira še eno vprašanje: ali
je kino mrtev medij? Je gledanje filmov
nostalgično početje?
Never Ending Happy End is an online loop
of flash video displayed full page, and
presenting exactly what the title says: an
apparently infinite series of “happy endings”
appropriated from classic Hollywood
movies. The work is an ironic take on the
difference between linear media and nonlinear media, which usually do not have an
“end”, and therefore cannot have a “happy
end”. Navigating what is usually described
as an open field of possibilities, we are
finally invited to sit down and watch an
endless version of what we are missing out
on here: the option of following a story from
the beginning to its inevitably happy end.
Furthermore, the work raises a question:
is cinema a dead medium? Is watching
movies a nostalgic activity?
www.neverendinghappyend.com
www.neverendinghappyend.com
Les Liens Invisibles je umetniška skupina
iz Italije. Sestavljata jo medijska umetnika
Clemente Pestelli in Gionatan Quintini.
Njuna umetniška dela črpajo navdih iz
nevidnih vezi med infosfero, možganskimi
povezavami in resničnim življenjem.
Les Liens Invisibles is an imaginary artgroup from Italy. It is comprised of media
artists Clemente Pestelli and Gionatan
Quintini. Their artworks are based on
the invisible links between the infosphere,
neural synapses, and real life.
60
61
Olia Lialina (Nemčija / Germany)
art.teleportacia.org
Animated GIF Model, 2005
Animirani GIF, spletna stran
Animated GIF, webpage
“Časi animiranih ikon ‘delo na cesti’ na
spletnih straneh, letečih kuvert in utripajočih
puščic morda še niso docela minili, vendar
pa so te vsebine zagotovo pokopane
globoko pod spletnimi novicami, Facebook
profili in Wikipedijinimi slovarskimi članki.
Spletno umetnico Olio Lialino zanimata
obe različici […]. Če uporabite samega
sebe kot model za animirani GIF, seveda
ne boste tako popularni kot leteči medvedi
ali rotirajoči dolarji, vendar Lialina skozi
posnemanje takšnega gibanja in dobesedno
interpretacijo njihovega pomena (uporaba
GIF sličic je vsekakor način izgradnje
spletne identitete) pokaže na to, kako
pomembni so bili nekoč uporabniki spleta.
Na ta način izpostavi edinstveno lepoto teh
sličic; tako govori zgodbo o novi podobi
spleta, hkrati pa to tudi zavrača.”
“The days of animated web site construction
signs, flying email envelopes and blinking
arrows may not be entirely gone, but they
are certainly well buried beneath CNN news
reports, Facebook profiles and Wikipedia
entries. Net artist Olia Lialina finds interest
in both incarnations […]. Of course, using
yourself as animated GIF model may not
have seen the kind of currency floating
bears and rotating money signs had but in
mimicking that movement and literalizing
their purpose (the use of GIFs is after all,
a means of constructing on online identity),
Lialina demonstrates their importance to
web users of the past. In doing so, she
also highlights the unique beauty of these
images; an attribute that both informs the
new look of the web, but also includes its
simultaneous rejection.”
Art Fag City, 29. septembra, 2008
www.artfagcity.com
Art Fag City, September 29, 2008
www.artfagcity.com
art.teleportacia.org/exhibition/AGM/
art.teleportacia.org/exhibition/AGM/
Olia Lialina, rojena leta 1971 v Moskvi,
je diplomirala na moskovski državni
univerzi leta 1993, smer novinarstvo in
filmska kritika. Sredi 90-ih je bila ena
izmed voditeljev moskovskega kluba
eksperimentalnega filma, CINE FANTOM,
nato pa je postala ena najprepoznavnejših
pionirk net.arta. Od 1999. poučuje kot
profesorica na akademiji Merz (Oblikovanje
vmesnikov / smer novi mediji) v Stuttgartu.
Je avtorica del Last Real Net Art Museum
in First Real Net Art Gallery. Zadnjih šest
let sodeluje z Draganom Espenschiedom.
Piše o novih medijih, digitalnem ljudskem
izročilu in pogovornih spletnih vsebinah.
Born in Moscow in 1971, Olia Lialina
graduated from Moscow State University
in 1993 as a journalist and film critic. In
mid 90s she was one of the organizers
of the Moscow experimental film club
CINE FANTOM, and went on to become
one of the best known net.art pioneers.
A Professor of Merz Akademie (Interface
Design / New Media Pathway), Stuttgart
since 1999, Lialina has authored Last Real
Net Art Museum and First Real Net Art
Gallery. For the last six years she has been
collaborating with Dragan Espenschied.
She also writes on new media, digital
folklore and vernacular web.
62
63
Paul Matosic (Velika Britanija / UK)
www.matosic.org.uk
Deconstructed New Technology, 1995 –
Instalacija in performans
Installation and performance
Dekonstruirana nova tehnologija je trajna
instalacija, ki se je začela leta 1995. Od
takrat se je razvila in ima danes lahko
mnoge oblike.
Osnovno načelo je, da vzame odslužene
tehnološke naprave, ki bi morda nekoč
lahko postale odpadek, vendar pa z
umetniškim posegom te postanejo
materiali, ki jih je mogoče reciklirati. To
postavlja pod vprašaj koncept “vgrajenega”
zastaranja. Projekt Dekonstruirana nova
tehnologija je od svojih začetkov leta
1995 razvil v večplasten projekt. Obstajajo
številne variacije, pri nekaterih je potrebno
predvajanje vsebin prek spleta, druge pa je
mogoče razvijati na bolj neposredne, fizične
načine. Tudi pri preprosti implementaciji
v obliki instalacije imamo več možnosti,
izmed katerih ima vsaka svoje prednosti
in vsaka lahko poudari ali problematizira
posamezne vidike.
Deconstructed New Technology is an
ongoing installation project initiated in
1995. Since this time it has evolved and
can now take on many forms.
The basic premise is that it takes
redundant technology machines, that at
one time might have become landfill and
through the intervention as art materials
is transformed into materials that can be
recycled. In so doing it questions the notion
of built-in obsolescence. Deconstructed
New Technology has developed into a
multi faceted project since its inception in
early 1995. There are numerous variations,
some requiring web streaming and others
technological input, whilst others can be
developed in a more physical manner. Even
within the simple implementation of an
installation there are several possibilities,
each of which has its own merit and
each can address or emphasize specific
aspects.
Paul Matosic živi in dela v mestu
Nottingham, Velika Britanija. “Z različnimi
rabljenimi ali najdenimi predmeti Paul
Matosic
kritično
obravnava
našo
potrošniško družbo. Matosic z različnimi
umetniškimi oblikami izraža te poglede:
instalacija, skulptura, film in performans so
izrazne oblike, s katerimi je ustvarjal nova
dela, katerih centralni fokus je okolje, ob
tem pa komentira druge vidike družbe.”
64
Paul Matosic lives and works in
Nottingham, United Kingdom. “Using a
variety of reclaimed or found objects Paul
Matosic’s work takes a critical look at our
consumer-orientated society. Paul uses a
variety of art forms to express these views:
installation, sculpture, film and performance
have all been used to generate new work
that has a central focus on the environment
while commenting on other aspects of
society.”
65
Eilis McDonald (Irska / Irland)
www.eilismcdonald.com
Lo-Fi Wi-Fi, 2008
Najdeni jpg slike Thomasa
animirani GIF in glasba MIDI
Morana,
Found Thomas Moran jpg, animated GIF
& MIDI
Lo-Fi Wi-Fi je malo, a dragoceno delo,
ki ga lahko razumemo kot konceptualno
šalo na račun mita o oddaljeni meji na
ameriškem Zahodu. Delo je sestavljeno le
iz animirane sličice GIF in datoteke MIDI
na beli spletni strani. GIF je dvoplasten:
statična slika (pokrajina ameriškega slikarja
Thomasa Morana) in animacija (izmenjava
informacij med dvema računalnikoma).
Zvočna podlaga je predelava priljubljene
country skladbe v datoteko MIDI. Čeprav
delo vsebuje dve različni verziji mitov o
napredku (gorovje Rocky Mountains kot
metafora ameriškega Zahoda in internet
kot metafora tehnološkega napredka),
nam uporabljeni medij (nizko kakovostna
slika in zvok) sporoča, da so te sanje stvar
preteklosti.
Lo-Fi Wi-Fi is a little gem of a work that can
be read as a conceptual joke on the myth
of the frontier. The work consists only of
an animated GIF and a MIDI file embedded
in a white webpage. The GIF contains two
elements: a static image (a landscape
painting by the Hudson River School
painter Thomas Moran) and an animation
(representing an exchange of information
between two computers). The soundtrack
is a MIDI version of a country classic.
While the contents of this work regard two
different versions of the myth of progress
(the Rocky Mountains as a metaphor for
the West and the internet as a metaphor
for technological progress), the medium
adopted (lo-fi image and sound formats) is
telling us that both of these dreams are a
thing of the past.
eilismcdonald.com/lofi-wifi
Eilis McDonald je zaključila dodiplomski
študij kiparstva na irskem Nacionalnem
kolidžu likovne umetnosti in oblikovanja
leta 2005. Med drugim je razstavljala v Irish
Museum of Modern Art, na festivalu Eigse
Arts, v Pallas Contemporary Projects,
Mestni galeriji v Dublinu – The Hugh Lane
in v Temple Bar Gallery & Studios.
66
eilismcdonald.com/lofi-wifi
Eilis McDonald graduated with a 1st class
honours BA degree in fine art sculpture
from the National College of Art and Design
(Ireland) in 2005 and has since been invited
to exhibit in galleries and events such as:
Irish Museum of Modern Art, Eigse Arts
Festival, Pallas Contemporary Projects,
Dublin City Gallery – The Hugh Lane, and
Temple Bar Gallery & Studios.
67
Rosa Menkman (Nizozemska / Netherlands)
rosamenkman.blogspot.com
Happy Birthday Goto80, 2009
Enokanalni video
Single channel video
Ta kratki video na strani Vimeo komentirajo
takole: “Danes ima rojstni dan princ
radostnega uničevanja podatkov! Hura!
Torta smorgass za vse in naj se pesem
sliši daleč naokoli! Na žalost ne morem
proslaviti z vami, vendar upam, da vam
bo tole pomagalo ustvariti pravo vzdušje
födelsedaga.” Video in njegov opis nam
odpirata pogled v neko skupnost z lastnim
jezikom, prakso in estetiko: skupnost
navijalcev čipov, ki svoj vizualni kontrapunkt
najde v raziskovanju estetike bitmapa in
motenj.
This is the comment attached to this short
video on its Vimeo page: “the prince of
happy data destruction has his birthday
today! Hoera! smorgasscake treat and
singing. Unfortunately I cant be there to
celebrate but I hope this will bring some
vibe for födelsedag”. Both the video and
its description give us a glimpse into a
community with its own language, shared
practices and aesthetics: the chiptune
scene, and its visual counterpart, the
exploration of bitmap and glitch aesthetics.
vimeo.com/3139980
Rosa Menkman je nizozemska vizualistka,
katere delo je osredotočeno na vizualne
motnje, ki jih ustvarijo napake v digitalnih
medijih. Njene vizualije so rezultat motenj,
kompresij, mikrofonij in hrupa. Svoja
dela je predstavljala na festivalih Haip
(Ljubljana), Cimatics (Bruselj), Video
Vortex (Amsterdam) in Pasofest (Ankara);
sodelovala je pri umetniških projektih z
Alexandrom Gallowayem, Govcom.org,
Goto80 ter s skupino internetne umetnosti
Jodi.org. Leta 2009 je končala magistrsko
nalogo pod mentorstvom Geerta Lovinka
ter vpisala doktorski študij na KHM.
68
vimeo.com/3139980
Rosa Menkman is a Dutch visualist who
focuses on visual artifacts created by
accidents in digital media. The visuals
she makes are the result of glitches,
compressions, feedback and noise. She
has shown her work at festivals like Haip
(Ljubljana), Cimatics (Brussels), Video
Vortex (Amsterdam) and Pasofest (Ankara)
and collaborated on art projects together
with Alexander Galloway, Govcom.org,
Goto80 and the internet art collective Jodi.
org. In 2009 she finished her master thesis
under the supervision of Geert Lovink, and
started a PhD at the KHM.
69
Rafaël Rozendaal (Nizozemska / Netherlands)
www.newrafael.com
RGB, 2000
Flash animacija
Flash Animation
Obsežni
umetniški
opus
Rafaëla
Rozendaala vsebuje skoraj izključno Flash
animacije. Umetnik ustvarja presenetljive
enostavčne spletne strani in se pogosto
poigrava
z
ustaljenimi
metaforami
grafičnega uporabniškega vmesnika, kot
so kazalec, predstavitve z diapozitivi in
RGB paleta.
V delu RGB z 8-bitno zvočno podlago še
pospeši psihedelično animacijo v rdeči,
zeleni in modri ter jo napravi zabavnejšo.
Pri tem ni uporabljena stara estetika
medijev, ampak se ta estetika porodi iz
samozavestno izdelane umetnine, ki se
ne poskuša izogniti “visokim” referencam
na zahodnjaško tradicijo geometrijske
abstrakcije.
Rafaël Rozendaal’s large body of work
predominantly uses Flash animation. The
artist creates surprising, one-liner websites,
often playing with the conventional
metaphors of the graphic user interface,
such as the cursor, flip chart presentations
or the basic RGB palette.
In RGB, a psychedelic animation in red,
green and blue is bopped up by an 8bit
soundtrack. This bold work invokes, old
media aesthetics rather than actually
using them, and does not avoid a “highbrow” reference to the Western tradition of
geometric abstraction.
www.newrafael.com/sites/rgb/
Rafaël Rozendaal. Born 1980 in
Amsterdam. Father Arie Rozendaal from
the Netherlands. Mother Heloisa Castello
Branco from Rio de Janeiro, Brazil. Great
grandfather Humberto Castello Branco,
former president of Brazil. Exhibited all
over the world in galleries and museums,
makes installations with projections. Makes
websites as art pieces, pieces are sold
with domain name, work remains public,
name of collector in title bar. Collectors
in France, UK, Spain and Austria. Lived
in Amsterdam, Rio, Los Angeles, Paris,
Tokyo, and Portland. Lives in Berlin now.
Engaged to Petra Cortright.
Rafaël Rozendaal. Rojen leta 1980 v
Amsterdamu. Oče: Arie Rozendaal,
Nizozemska. Mati: Heloisa Castello
Branco, Rio de Janeiro, Brazilija.
Pradedek Humberto Castello Branco,
nekdanji predsednik Brazilije. Razstavljal
je v galerijah in muzejih po vsem svetu,
izdeluje instalacije s projekcijami. Ustvarja
spletne strani kot umetnine, te se prodajajo
skupaj z imensko domeno, delo ostane
javna last, ime zbiratelja pa se pojavi v
naslovni vrstici. Zbiratelji so iz Francije,
Velike Britanije, Španije in Avstrije. Živel je
v Amsterdamu, Riu, Los Angelesu, Parizu,
Tokiu, Portlandu. Trenutno živi v Berlinu.
Zaročen s Petro Cortright.
70
www.newrafael.com/sites/rgb/
71
//thatisaworkaround.com (Grčija / Greece)
www.thatisaworkaround.com
The Enemy Agent and You II, 2009
Instalacija
Installation
The Enemy Agent and You je bil učni video
proti vohunom, posnet v času Hladne vojne
v produkciji ameriškega ministrstva za
obrambo (DOD). Delo The Enemy Agent
and You II je digitalni dodatek drugega
sloja čez izvirno vsebino propagandnega
filma. Ta dodatek se nanaša na premestitev
političnih in gospodarskih nasprotij med
ZDA in Kitajsko / Rusijo v drugačen okvir:
prihajajoča digitalna Hladna vojna.
Ta sloj je sestavljen iz raznolikih vizualnih
elementov:
fragmenti
uporabniškega
vmesnika, vmesniki mainstreamovskih
programov, programska oprema za
varovanje omrežja, celo slavna orodja za
hekerje, ki so jih po raziskavah in objavah
v zadnjih letih vse pogosteje uporabljali
kitajski ter ruski hekerji proti ameriškim
vladnim objektom in podjetjem.
Poleg videa je prikazan tudi elektronski
arhiv spletnih strani s članki, ki navajajo
te hekerske napade. Ta arhiv je zasnovan
kot nerodna HTML simulacija stroja za
pregledovanje mikrofilmov, kot jih najdemo
na časopisnih oddelkih knjižnic.
Estetika obdobja Hladne vojne in banalnost
nedavne tehnološke preteklosti sta v delu
The Enemy Agent and You II izraženi kot
sredstvo za vnovičen razmislek o sodobni
zgodovini Zahoda ter kot priznanje uspeha
in neuspeha zahodnjaške kulture.
The Enemy Agent and You was an
instructional counter-espionage film shot
during the Cold War era, a production of
the U.S. Department of Defense (DOD).
The work The Enemy Agent and You II is
a digital addition of a second layer over
the original material of the propaganda
film. This addition concerns the shift of
the political and economical juxtapositions
between the USA and China / Russia to a
different framework: an emerging digital
Cold War.
This layer consists in a wide visual code:
GUI fragments, interfaces of mainstream
programs, network security software, even
famous hacking tools that according to
research and publications were used by
Chinese and Russian hackers targeting
the USA’s governmental and corporate
resources, in attacks which became
increasingly frequent during recent years.
The video is accompanied by an online
archive of web sites with articles referring
to these hacker attacks. The archive is
designed as a clunky HTML simulation
of a microfilm viewer, the kind used in
public libraries for archiving and browsing
newspapers.
The aesthetics of the Cold War era and
the banality of the recent technological
past are employed in The Enemy Agent
and You II as a means to reconsider
contemporary Western history and as an
acknowledgment of Western culture’s
successes and failures.
72
//thatisaworkaround.com je umetniška
kolaboracija Theodorosa Giannakisa in
Petrosa Morisa, ki se je začela leta 2005.
Z različnimi sredstvi in orodji poskušata
avtorja znova ovrednostiti kulturne sisteme
(na primer medije, tehnologijo, digitalno
kulturo) tako, da v mnogih primerih posvojita
njihove kodekse ravnanja in prakse.
//thatisaworkaround.com
se
trenutno
nahaja v Atenah.
//thatisaworkaround.com is an artistic
collaboration
between
Theodoros
Giannakis and Petros Moris that began
in 2005. It deals with the re-evaluation
of cultural systems (such as the media,
technology, digital culture), in many cases
by appropriating their codes and practices.
//thatisaworkaround.com is currently based
in Athens, Greece.
73
Eugenio Tisselli (Španija / Spain)
www.motorhueso.net
Childhood games, 1984 – 2008
Spletni projekt
Online project
“Mexico City, 1984. Takrat sem bil star 12
let in sanjaril o ustvarjanju računalniških
igric. Znal sem že programirati v jeziku
BASIC, vendar še nisem imel računalnika.
Zato sem vzel svinčnik in beležko ter začel
vanjo pisati svoje igrice.
Sčasoma so mi starši kupili Commodore
64. Spomnim se, da sem takrat kopiral
igre iz beležke na zaslon ter jih snemal na
kasete in velike diskete ter jih kot darilo
dajal svojim piflarskim sošolcem. Sam
sem namreč mnogo bolj užival pri samem
pisanju kot pri igranju igric.
Skoraj 25 let pozneje sem znova odkril
svojo staro beležko s prvimi na roke
napisanimi igrami. Bila je sicer prašna, a še
vedno se jo je dalo prebrati (medtem ko se
disket že dolgo ni več dalo). Odkritje me je
tako navdušilo, da sem se odločil napisati
nove igrice na podlagi prvotnih zamisli. In
zdaj vam jih znova podarjam, moji piflarski
prijatelji, ki obiskujete motorhueso.net.
Te nove igrice niso zgolj implementacija
stare izvorne kode, ampak reinterpretacija
le-te. Če bi hotel, bi lahko preprosto
prekopiral kodo v emulator Commodorea
64, vendar to ni bil moj namen. Želel sem
se znova povezati s svojim otroškim umom
in razumeti njegove ustvarjalne procese.
Smisel tega dela ni nostalgija, temveč
opominjanje, da lahko domišljija (torej
ustvarjanje podob) nastopa tudi kot osrednji
element igranja iger. Zato je grafika nalašč
preprosta, celo primitivna. Nisem želel
poustvarjati aktualnega stanja tehnologije,
ampak znova sanjati o drugih svetovih
samo s peščico osnovnih simbolov.”
“Mexico City, 1984. There and then I was 12
years old, dreaming of creating computer
games. I already knew how to program in
BASIC, but I didn’t have a computer. So
I just took a pencil and a notebook, and
wrote down my games.
Eventually, my parents bought me a
Commodore 64. I remember copying the
games from the notebook to the screen,
saving them on cassettes and 5 1/4” floppy
disks, and distributing them as presents
for my geeky friends at school. I enjoyed
programming games much more than
playing them.
Almost 25 years later, I re-discovered the
old notebook with my first hand-written
games. It was dusty but still readable
(unlike the floppy disks). Thrilled by this
encounter, I decided to write new games
based on those original ideas. And again,
I am offering them to all you geeky visitors
of motorhueso.net.
The new games are not simply
implementations of my old code, but
rather re-interpretations of it. I could have
just copied the code on a Commodore
64 emulator, but that was not my goal.
I wanted to re-connect with the mind of
my childhood, and try to understand its
creative processes. This work is not about
nostalgia; it is about remembering that
imagination (that is, the act of creating
images) can also be a central element of
game play. Thus, the graphics are simple
on purpose, to the point of being primitive.
I didn’t want to re-create the then-current
state of technology, but to dream again of
other worlds, armed only with a handful of
basic symbols.”
Eugenio Tisselli
Eugenio Tisselli
74
Eugenio Tisselli (Mexico City, 1972).
Pisatelj, programer in digitalni umetnik. Pri
svojem delu se osredotoča na ustvarjalno
rabo kode pri digitalnem pisanju. Svoje
delo je predstavil in ustvarjal na različnih
festivalih in dogodkih po vsem svetu.
Trenutno je eden izmed vodij magistrskega
študija digitalnih umetnosti na univerzi
Pompeu Fabra v Barceloni.
Eugenio Tisselli (Mexico City, 1972).
Writer, programmer and digital artist. His
work is focused on the creative use of
code and digital writing. He has shown
and performed his work in numerous
festivals and events around the world. He
is currently co-director of the Master in
Digital Arts at the Pompeu Fabra University
in Barcelona.
75
Tonylight (Italija / Italy)
www.tonylight.it
Space LED, 2009
Skulptura, prilagojena elektronika
Sculpture, custom electronics
SpaceLED je mali zaslon narejen iz 192
LED diod, ki jih je umetnik ročno sestavil.
Zaslon prikazuje različne animacije
(elementarne slike iz 8-bitnih kaset z
videoigricami, kot so Space Invaders ),
ki nazaj priklicujejo čas vzpona digitalnih
medijev, v katerem so nas že “prve
elektronske iskrice” navdušile in vzbudile
našo domišljijo. Poleg tega so pustile tudi
neizbrisno zapuščino slik, estetike in barv,
ki se jih danes spominjamo z občutkom
nostalgije.
SpaceLED is a little screen featuring 192
LED and manually assembled by the artist
himself. The screen visualizes various
animations – elementary images taken
from 8bit videogame cartridges such as
Space Invaders – that allude to the dawn
of the era of digital media, in which the “first
electronic sparks” struck our imagination,
leaving a permanent legacy of images,
aesthetics and colours that we now regard
with fond nostalgia.
Tonylight (Antonio Cavadini) je vidna
osebnost na italijanskem prizorišču
ustvarjalcev v 8-bitnem načinu ter
ustanovitelj
milanske
podružnice
mednarodne skupnosti Micromusic.net.
Kot umetnik ustvarja s svetlobo, zvokom in
zastarelimi tehnologijami.
76
Tonylight (Antonio Cavadini) is a prominent
figure on the Italian 8bit scene, as well
as the founder of the Milan node of the
international Micromusic.net community.
As an artist, he works with light, sound and
obsolete technologies.
77
UBERMORGEN.COM (Avstrija / Austria)
www.ubermorgen.com
Black ’n White, 2000 – 2009
Instalacija in spletna stran
Installation and website
“Pri svojem delu se ukvarjamo izključno
s pikslom kot surovino, piksel je namreč
naša barva, naš les ali kamen – Black ’n
White je animacija posameznih slikovnih
pik v različnih časovnih intervalih, 1/100,
1/10, 1 in 10 sekund.
Programski jezik HTML uporabljamo kot
čopič ali izvijač, spletni brskalnik pa je naše
platno oziroma galerija ali muzej. Digitalne
poustvaritve črpamo iz znanih umetnin
ustvarjalcev, kot so Judd, Lewitt, Graham,
Haacke, Emin, Anastasi in IRWINovci, nato
pa te umetnine uporabimo kot podlago
za vizualni nabor navodil. Pri delu strogo
transformiramo podobe teh objektov v
digitalne, spletne objekte, včasih obdelamo
več različic ali vidikov znotraj istega
smiselnega okvira.
Poleg tega ustvarjamo generične digitalne
objekte z vnaprej definiranimi okvirji,
tabelami, grafičnimi pasicami, posameznimi
slikovnimi pikami in belim prostorom skozi
razporeditev teh reduciranih elementov v
prostoru. Tudi tu so kot delovna surovina
uporabljeni izključno 7-pikslov veliki
animirani GIFi ter 2 statična GIFa (črni in
beli).
Kot naš prispevek k somodifikaciji digitalnih
izpeljav, se digitalni objekti iz obeh
serij vstavijo, povežejo s posameznim
imenom domene, objavijo in nato prodajo
najboljšemu ponudniku. Koncept, ki stoji
za tem delom, in način njegove izdelave,
sta pomembnejša od končnega izdelka.
Konceptualna umetnost in spletna umetnost
se prekrivata in medsebojno povezujeta in
mnoge umetnike lahko umestimo v obe
veji.”
“We work exclusively with the idea of the
pixel and with the pixel as raw material, the
pixel is our paint or wood or stone – Black
’n White animated 1x1 pixel sized pixels
with different time intervals, 1/100, 1/10, 1
and 10 seconds.
We use the HTML-coding language as our
brush or our screwdriver and the browser
as both canvas and gallery or museum. We
abstract digital remakes from well known
conceptual art objects from Judd, Lewitt,
Graham, Haacke, Emin, Anastasi and
IRWIN und use these as our visual set of
instructions. We strictly transform images
of these objects into digital web-objects,
sometimes producing different variations
or different viewpoints within the same
framework. The specials are deviant, they
leave the black n white framework and use
color, Art and Language instead.
Additionally, we create generic digital
objects by using pre-defined framesets,
table arrays, bannerz, the sole pixel and
whitespace by spatial alignment of this
reduced material. Here as well, the working
material is solely the raw 7 pixel animated
GIFs and the 2 static GIFs (black and
white).
As our contribution to the commodification
of digital derivates, the digital objects of both
series are attached to an individual domainname, published and sold to the highest
bidder. The idea behind this work, and the
means of producing it, are more important
than the finished work. Conceptual art and
net-art overlap and interrelate substantially
and several artists can be said to belong to
both tendencies.”
www.ubermorgen.com/BlacknWhite
www.ubermorgen.com/BlacknWhite
78
UBERMORGEN.COM (A/CH/ZDA, *1999)
je umetniški duo, ki sta ga na
Dunaju ustanovila Lizvlx in Hans
Bernhard, ustanovitelj etoya. V ozadju
UBERMORGEN.COM lahko najdemo
eno najbolj edinstvenih identitet sodobne
umetniške tehno avantgarde, ki je
tako kontroverzna kot ikonoklastična.
“Ubermorgen” po nemško pomeni bodisi
“pojutrišnjem” ali “nad-jutri”.
UBERMORGEN.COM (A/CH/USA, *1999)
is an artist duo created in Vienna, Austria,
by Lizvlx and Hans Bernhard, a founder of
etoy. Behind UBERMORGEN.COM we can
find one of the most unmatchable identities
– controversial and iconoclast – of the
contemporary European techno-fine-art
avant-garde. “Ubermorgen” is the German
word both for “the day after tomorrow” or
“super-tomorrow”.
79
Harm Van Den Dorpel (Nizozemska / Netherlands)
www.harmvandendorpel.com
Bison.gif, 2008
Animirani GIF
Animated GIF
Spletna dela Harma van den Dorpla
pogosto uvajajo dvoumno situacijo, ki odpira
možnost manipuliranja in subverzivnega
vpliva na uporabnikova pričakovanja. Na
primer, Ethereal Self je flash animacija,
ki prikazuje diamant, v katerem odseva
fragmentirana
podoba
uporabnika,
pridobljena prek računalniške kamere. Ko
uporabnik obišče delo Ethereal Self, se slika
shrani in prikaže v mreži na matični spletni
strani, Ethereal Others. Sleepwalkers in
Resurrection sta seriji flash animacij,
kjer se speča oseba iz najdene slike
nenadoma začne počasi premikati. Nekaj
podobnega se dogaja v delu Bison.gif, kjer
se črno-bela slika bizona nenadoma začne
sesuvati sama vase. Zanimivo je, da pri
opazovanju teh del čutite nelagodje, četudi
se sama dela sploh ne trudijo, da bi prikrila
prevaro ali način svojega nastanka. Kot
pri Magrittovih dvoumnih slikah Van den
Dorplove animacije zmotijo naše možgane
namesto naših notranjih občutij.
Harm van den Dorpel’s online work is
often concerned with the creation of
an ambiguous situation in which the
user’s expectations are manipulated and
subverted. Ethereal Self, for example, is a
flash animation displaying a diamond that
reflects and fragments the user’s “self”,
as grabbed from the computer’s video
camera; when a user visits Ethereal Self,
an image is stored and displayed in a grid
on a parent website, Ethereal Others.
Sleepwalkers and Resurrection are a
series of flash animations where a sleeping
person, captured in a found image,
suddenly starts slowly moving. Something
similar happens in Bison.gif, where the
black and white image of a bison suddenly
starts to collapse into itself. The interesting
thing about these works is that even though
they make no attempt to conceal their
stratagems and means of creation, they
still have the power to disturb the viewer.
Like Magritte’s ambiguous images, Van
den Dorpel’s animations upset our brains,
rather than our feelings.
Harm van den Dorpel je internetni
umetnik, ki živi v Amsterdamu in večino
časa ustvarja dvoumne animacije.
80
Harm van den Dorpel is an internet artist
living in Amsterdam who spends most of
his time making ambiguous animations.
81
Windows Media Players
(Velika Britanija, Francija, Brazilija / UK, France, Brazil)
Graphic Interchange Series: Victorian Device, 2009
Instalacija
Installation
Zoetrop – ena izmed prvih naprav za
prikazovanje gibljive slike – je izjemno
zanimiv medij zaradi svojih omejitev: celotna
animacija mora biti omejena na zelo majhno
število sličic; sličice morajo biti urejene v
zanko; in njihovo hitrost določa gledalec z
roko. Posledično gledalec nehote pomisli,
da vsebino animacije skoraj vsiljuje ta
nenavadna naprava; rekli bi lahko, da je to
nekakšen odmev njenih tehničnih omejitev.
Zelo redko vidimo tako očiten vpliv medija.
V delu Graphic Interchange Series: Victorian
Device se animacije prenesejo v zoetrop iz
neke druge, popolnoma drugačne oblike
medija: iz animiranega GIFa, digitalnega
formata, ki je višek svoje slave doživel v času
telefonskega interneta in ki je, ironično, tudi
sam omejen na le nekaj sličic, nizkodetajlnih
podob in vsiljeno zanko. Specifičnost obeh
medijev, ki sta nastala več kot sto let narazen
in ki sta že v osnovi tako različna, tu najdeta
presenetljivo stično točko. Ta namreč med
drugim spodbudi naše razmišljanje o tem,
kako je avdiovizualna vsebina odvisna
od svojega medija ter kako ta odvisnost
(oziroma njena odsotnost) deluje, ter pod
vprašaj postavlja naše pojmovanje linearne
‘evolucije’ avdiovizualnih medijev.
The Zoetrope – a very early device of
the moving image – is remarkable for its
media limitations: the entire animation must
constrain itself to a very small number of
frames; it must form a loop; and its velocity
is defined by hand by the viewer. As a
consequence, one is tempted to consider
the content of its animations, at best, as
forcefully shaped by such a conspicuous
device; almost, one could say, as an
afterthought of its technical limitations. In
very few situations is the decisive effect of
the medium so evident.
In Graphic Interchange Series: Victorian
Device, animations are remediated to the
Zoetrope from another, radically different
media condition: the animated GIF file, a
digital format that enjoyed its hey-days in
the times of dial-up Internet and which is
also, ironically, constrained to few frames,
undetailed images, and a forceful loop. The
specificity of the two media – over a century
apart, and distinct in the basest material
senses – find here a surprising, ironic
alignment, challenging, among other things,
our understanding of how audiovisual
content is dependent on its media, how
this dependency (or lack thereof) operates,
and our narratives of a linear ‘evolution’ of
audiovisual media.
Windows Media Players je skupnost
medijskih umetnikov, ki združuje Gabriela
Menottija, Joséa Carlosa Silvestra in
Mario Isabel Lamim. Gabriel Menotti je
kandidat za doktorat na oddelku za medije
in komunikacijo na londonski univerzi
Goldsmiths. José Carlos Silvestre je
telekomunikacijski inženir in umetnik novih
medijev ter pisatelj. Nekdanja fotografinja in
vsestransko razgledana učenjakinja Maria
Isabel Lamim je dodiplomska študentka na
Université de Lille 3.
82
Windows Media Players is a media arts
collective formed by Gabriel Menotti, José
Carlos Silvestre e Maria Isabel Lamim.
Gabriel Menotti is a PhD Candidate on the
Media and Communications department
of Goldsmiths University of London. José
Carlos Silvestre is a Telecommunications
engineer and New Media artist and writer.
Former photographer and aspiring polymath
Maria Isabel Lamim is an undergrad
student at the Université de Lille 3.
83
Math Wrath
www.mathwrath.com
While Playing Astro Grover in 1989
Enokanalni video
Single channel video
Astro-Grover je otroška igrica za osebni
računalnik, ki so ga razvili pri družbi HiTech Expressions in Children’s Television
Workshop leta 1987. Igra za enega igralca
uporabnika uči štetja, seštevanja in
odštevanja. While Playing Astro Grover in
1989 je video z motnjami, kjer se dve ravni
realnosti, ki ju ponavadi doživlja igralec
med igro, zlijeta v eno neločljivo celoto.
Astro-Grover is a Sesame Street game for
home computers which was developed
by Hi-Tech Expressions and Children’s
Television Workshop, and released in 1987.
The game teaches counting, adding and
subtracting for one player. While Playing
Astro Grover in 1989 is a glitched video
in which the two levels of reality usually
experienced by a gamer while playing are
intertwined and meshed together in a way
that makes them indivisible.
www.mathwrath.com/astro.html
Math Wrath je skrivnostni umetnik in
ilustrator, ki ustvarja z videom in animiranimi
GIFi. Njegova ikonografija govori o njegovi
preteklosti v metalskem podzemlju in na
sceni ustvarjalcev demov.
84
www.mathwrath.com/astro.html
Math Wrath is a mysterious artist and
illustrator who work with video and animated
GIFs. His imagery suggests a past in the
metal underground and the demo scene.
85
86
Drugi projekti / Other projects
Anja Medved (Slovenija / Slovenia)
Ordinacija spomina / The Memory Clinic, 2009
Mesta v mestu
Čezmejna urbana akcija zbiranja in
digitalizacije družinskih fotografij in
filmov nastalih na območju Nove Gorice
in Gorice
Cities within a City
A cross-border
urban
campaign
involving digitalization of
family
photographs and films created in the
region of Nova Gorica and Gorica.
Carinarnica na Erjavčevi ulici v Novi Gorici
Customs post on Erjavčeva ulica
in Nova Gorica
Zanimivo, bolj ko se svet spreminja z
neobvladljivo hitrostjo, bolj se veča potreba
po ohranjanju spomina. Nove video
tehnologije omogočajo vedno cenejše
snemanje in s tem tudi bolj demokratičen
ter neposreden odnos do vsebin. Osebne
zgodbe in spomine lahko danes hranimo
za prihodnje rodove brez tako imenovanih
“producentov vednosti”, ki odločajo,
kdaj spomin postane resnica. Spomin
namreč nikoli ne govori zgolj o preteklosti,
ampak tudi o sedanjosti, v kateri spomine
hranimo. Spomin je zato v neposredni
povezavi z načrti, vizijami in strahovi, ki jih
gojimo do prihodnosti. Da se zgodovina ne
bi v nedogled ponavljala, je zato vredno
pobrskati po kaščah in starih predalih. Ne
iščemo velikih resnic, ampak neznatne ter
morda za zgodovino nepomembne podobe,
ki pa ohranjajo sledi preteklosti obeh mest.
Prihodnost namreč vedno nastaja tukaj in
zdaj; iz točno določenih spominov in točno
določenih pozab.
Bivša carinarnica, ki nas je leta ločevala,
bo po dveh letih brez zapornic in ob
jubileju padca Berlinskega zidu, postala
skupni prostor druženja. V njej bomo
izvedli
medmestno
spominodajalsko
akcijo zbiranja fotografij, diapozitivov in
družinskih filmov, ki prikazujejo različna
časovna obdobja obeh Goric.
Arhiv medmestnega spomina Kinokašča
se razvija v okviru Zavoda Kinoatelje.
To nalogo sicer opravljajo tudi različne
Interestingly, the more the world changes
with uncontrollable speed, the greater the
need for preservation of memory. New
video technologies have decreased the cost
of filming, bringing a more democratic and
direct attitude to content. Intimate stories
and memories can now be preserved
for future generations without so-called
“awareness producers”, who dictate when
a memory becomes truth. A memory does
not only speak about the past but also
about the present in which these memories
are preserved. Memory is thus directly
linked to the plans, visions and fears we
have about the future. In order to prevent
history from endlessly repeating itself, we
must rummage around in the old pantries
and look through old chests of drawers. We
are not looking for great truths but rather for
miniscule, perhaps historically insignificant
images in which traces of history of the two
cities are preserved. The future is always
created in the here and now, from specific
memories and omissions.
The former customs post, which has
served as a separating force for years,
will be transformed into a common social
area two years after the barriers have been
removed and on the anniversary of the fall
of the Berlin Wall. It will serve as an intercity memory donor campaign where we
will collect photographs, slides and family
videos portraying the different time periods
of the two Goricas.
88
državne ustanove, vendar je za naš obmejni
prostor pomembno, da nastajajo tudi
nevladni projekti, ki obravnavajo območja
„nikogaršnje zemlje“. Arhiv medmestnega
arhiva Kinokašča je torej odprt čezmejni
projekt, ki bo nastajal in se razvijal s časom
in bo nekakšno darilo, ki ga prebivalci obeh
mest poklanjamo bodočim someščanom.
The intercity memory archive, the Cinema
Storehouse (Kinokašča) is being developed
in the framework of the Kinoatelje Institute.
While different state institutions are also
involved, it is important for our border area
that non-governmental projects which deal
with “no man’s land” areas are developed.
The Kinokašča intercity archive is therefore
an open cross-border project which will
grow and develop over time and serve as
a sort of gift which inhabitants of both cities
present to the future inhabitants.
89
Rosa Menkman (Nizozemska / Netherlands)
Študije motenj / Glitch Studies, 2009
Delavnica
Workshop
Izkušnje motnje ne moremo uloviti. Je v
nasprotju z razumom in v času ne zaseda
nobene trdne oblike ali stanja; motnja je
prehodna. Motnja je čudovita prekinitev, ki
objekt preoblikuje in ga povleče stran od
utečene oblike in diskurza. Za trenutek sem
izgubljena, polna občudovanja, sprašujem
se, kaj je ta nova oblika, kako je nastala
in ali je to morda ... motnja? Umetnost
motenj se spreminja kot vreme; včasih se
to dogaja zelo počasi, spet drugič lahko
udari nenadoma kot strela. Je lepa in
nevarna, nenadoma sprosti vso napetost
drugih mogočih kompozicij. V trenutku, ko
zaznam motnjo, je preveč spremenljivk,
da bi lahko popolnoma razumela, zakaj je
bilo ustvarjeno določeno delo. Ko doživetje
označim za ‘motnjo’, spremenim svoje
videnje le-tega; od sedaj naprej motnjo
sprejemam in lahko jo poskušam razumeti.
Pretekle izkušnje nerazumevanja so
naredile prostor za racionalni razmislek,
v katerem lahko poskušam razvozlati
sestavo motnje in odkriti njen izvor.
Natančno ne morem ugotoviti, kdaj so se
te študije motenj začele, niti vzroka za to,
da sem svoje teoretično in praktično delo
popeljala na področje motenj. Mislim, da
se je moje razmišljanje o umetnosti motenj
sčasoma izoblikovalo skozi mojo dolgo,
razčlenjeno akademsko pot, na kateri sem
našla ne le zanimiv subjekt, ampak tudi
čas in možnost, da ga raziskujem. Preden
sem prišla do te točke, sem obiskovala
šolo za umetnost, kjer sem se naučila,
kako bi stvari morale delovati (obiskovala
sem smer oblikovanja z digitalnimi mediji),
na univerzi pa sem se učila umetnostne
zgodovine (edini primerki, ki smo jih lahko
videli v tem študijskem programu, so bili
marmorni akti). Spoznala sem, da mnogi
The experience of a glitch is uncatchable. It
goes against reason and has no solid form
or state through time; it is ephemeral. A
glitch is a wonderful interruption that shifts
an object away from its ordinary form and
discourse. For a moment I am lost, in awe,
asking myself what this other utterance
is, how was it created, is it perhaps... a
glitch? Glitch art moves like the weather;
sometimes it moves very slowly while
at other times it can strike like lightning.
Beautifully dangerous, it takes at once all
the tension of other possible compositions
away. At the moment I experience a glitch,
there are too many variables involved
to completely understand how and why
a specific piece is created. Once I have
named the experience a ‘glitch’, I changed
my understanding of it; I now accept it and
can move on to try to understand it. The
earlier experience of non understanding
has made place for a rational reflection, in
which I can try to map its composition and
trace back its origins.
I cannot pinpoint a specific beginning of this
glitch studies, nor one particular cause for
why I moved my theoretical and practical
work towards the realm of glitch. I think
my reflections on glitch art gradually took
shape during a long, disjointed academic
path in which I finally found not only an
enchanting subject, but also the time and
possibilities to research it. Before I got
here, I experienced art school, where I
learned how things were supposed to
work (I studied Digital Media Design) and
art history at the university (where the
only artifacts that were on the program for
studies were marble nudes). I realized that
the many linear, tutorial educational styles
did not speak to my imagination and that
90
linearni, tutorski načini poučevanja niso
sprostili moje domišljije in da niti mediji niti
računalniške panoge niso v celoti zadovoljili
mojega zanimanja za področje motenj.
Študija motenj je izredno kompleksno
področje, ki se nahaja med več disciplinami
in kategorijami tako teorije kot prakse,
smisla in nesmisla. Brez pristopa, ki
upošteva nesmisel, študije motenj ne
bi mogle obstajati. Do tega zaključka
sem prišla po pridobitvi svojega prvega
magistrskega naziva na področju novih
medijev leta 2006. Študij sem zaključila
z magistrsko nalogo o skupini umetnikov
digitalne umetnosti Jodi. Čeprav delo te
umetniške skupine pogosto omenjajo
kot pomembnejše primerke umetnosti
motenj, same “umetnosti motenj” nisem
omenila niti enkrat. Če se ozrem nazaj,
sem takrat verjetno poskušala razumeti
njihovo umetnost tako zelo (s teoretičnega
vidika), da nisem več videla motenj;
Jodijeva umetnost je naenkrat postala zelo
konceptualna. V tem delu mojih raziskovanj
se je tehtnica nesramno povesila v korist
teorije. Ta predlog za študije motenj ima
temelje v praksi, ki je v veliki meri povezana
z mojim sodelovanjem z glasbenikom
Andersom Carlssom (Goto80 / Extraboy).
Skozi to sodelovanje so se moji interesi
premaknili od bolj statičnih medijev k videu.
Začela sem sintetično prevajati strukturo
njegove glasbe v video zapis, na primer s
povečevanjem in pomanjševanjem slike ter
editiranjem hitrosti videa glede na glasbo.
Čeprav so mi bili končni rezultati teh prvih
videov všeč, se mi je vse skupaj zdelo
nekako prelahko in preveč nadzorovano.
Tako sem poskušala najti druge, bolj
neither media and computer disciplines nor
art perspectives related completely to my
fascination for the glitch.
Glitch studies is a very complex studies
that takes place between disciplines and
categories of both theory and practice,
sense and nonsense. Without a nonsense
approach, glitch studies would not exist.
I came to this conclusion after I my first
master in new media in 2006. I finished this
studies with a master thesis on the digital
art collective Jodi. Even though the work of
this collective is often referred to as some
of the more important glitch art, I did not
reference to ‘glitch art’ once. In hindsight, I
think I was trying to understand their art so
‘well’ (from a theoretical point of view), that
I could not see the glitch anymore; Jodi’s
art had ‘just’ become highly conceptual. In
this part of my studies the balance of my
research had shamelessly tipped in favor
of theory. This proposal for a glitch studies
comes with a practical foundation, of
which an important part is tied up with my
collaborations with the musician Anders
Carlsson (Goto80 / Extraboy). These
collaborations shifted my interests from
more static media to the video medium,
in which I started making synesthetic
translations of the structures of his music
into video, by for instance zooming in and
out and editing videos slower and faster to
the music.
Although I liked the final results of these
first videos, the outcomes always felt a
bit arbitrary and easy. This motivated me
to search for more technologically based
translations of musical effects into the
video medium.
91
tehnološke načine preoblikovanja glasbenih
učinkov v video medij.
Nove možnosti so se odprle, ko mi je
Goto80 razložil, kako uporablja zvočni čip
Commodorea 64 (čip SID) za ustvarjanje
glasbe. Na primer omejitve jakosti zvoka
je težko stabilizirati zaradi napak v zasnovi
čipa, filtri pa so deloma analogni in se
razlikujejo med posameznimi računalniki.
Goto80 te napake v zasnovi izkoristi za
doseganje dinamike in nepredvidljivosti v
njegovi glasbi. Opazila sem, da izrabljanje
hroščev njegovemu zvoku daje specifično
teksturo in, kar je še pomembneje, da imajo
te teksture vizualne inačice. Sčasoma sem
lahko potegnila vse več teh vzporednic
med avdio in vizualnimi tehnologijami
ter jih začela uporabljati v svojih delih,
ki sem jih imenovala kar “Videoscapes”
(video pejsaži). V teh video pejsažih sem
poskušala ustvariti nova okolja, sestavljena
tako iz zvočnih kot vizualnih elementov.
Med ustvarjanjem sem ugotovila, da
orodja, s katerimi delam, niso le nevtralni
predmeti. Nekatere funkcionalnosti so bile
“nedovoljene” ali so vsebovale napake.
Programska oprema jih je zavrnila kot
neveljavne ali nepodprte. To je primer
digitalne norosti, ki mi je zelo zanimiva.
Ugotovila sem tudi, da se te funkcije močno
razlikujejo glede na strojno in programsko
opremo. Zato zelo pogosto spreminjam
različne medije (sodobni računalniki,
potrošniška elektronika iz osemdesetih,
fotoaparati, kodeki, avdio zapisi, ROM-i,
slikovne datoteke). Pri svojem delu se ne
ukvarjam z nasprotji, na primer strojna
oziroma programska oprema, realno
oziroma virtualno, analogno oziroma
digitalno. Gre bolj za odnos do strojev, ki
jim vladajo strogi zakoni. Zanima me, kaj
se dogaja onkraj teh zakonov, raziskujem
torej polje nerazumskega. Kakšne možnosti
odpira polje nerazumskega?
92
New possibilities presented themselves
when Goto80 explained me how he
uses the Commodore 64 sound chip (the
SID chip) for the creation of music. For
example, the volume envelopes for sounds
are difficult to stabilize due to bugs in the
chip, while the filters are partly analogue
and vary between computers. Goto80
uses these bugs to achieve dynamics and
unpredictability in his music. I noticed that
the bugs Goto80 exploits give a very specific
texture to the sound, and more importantly,
that these textures have visual equivalents.
I gradually found more and more of these
correspondences between audio and
visual technologies and started using
them in my works that I came to think of as
‘Videoscapes’. In these Videoscapes I set
out to create new environments consisting
of both sonic and visual artifacts.
During these modes of working, I realized
that the tools I used were not neutral
objects. Some functionalities were ‘illegal’
or erroneous. They were rejected by
software as invalid or unsupported and fell
outside the preprogrammed field of reason;
they are an example of digital madness
that I find very inspiring. I also learned that
these disregarded functions varied greatly
between different hardware and software.
This is why I switch very often between
different media (modern computers,
consumer electronics from the 1980s,
photo cameras, codecs, audio, ROMs,
image file formats). My work does not focus
on oppositions like for instance hard and
software, real versus virtual or analogue
versus digital. Instead, it is mostly an
attitude towards machines that are known
to be controlled by rigid laws. I explore
what happens beyond these laws, as an
investigation into the unreasonable. What
are the possibilities of the unreasonable?
Pixxeldinner
Teoretični diskurz o umetnosti novih medijev
Theoretical discussion on new media art
Yuri Ancarani (Italija / Italy)
Yuri Ancarani (režiser, video ustvarjalec
rojen 1972 v Ravenni) je docent za video
umetnost na milanski NABA – Nuova
Accademia di Belle Arti. Od 2004 z
Dimitrysem Kozarisom vodi delavnico
avdiovizualnih medijevi na oddelku za
vizualno umetnost (NABA). Sodeluje z
različnimi podjetji tako v Italiji kot v tujini;
med drugim Brembo, Viabizzuno, Cariaggi,
Malo, Loro Piana, Lindemberg / Stockholm,
Tomorrowland / Tokio.
Je avtor številnih videov, instalacij in
performansov, svoje delo pa redno
predstavlja tako na samostojnih kot
skupinskih razstavah. Z zanj značilno
poetično, a ironično stilistiko v svojem
delu dokumentira spreminjanje sodobnega
sveta, pri čemer posebno pozornost
namenja socialnim ritualom, ki ta teritorij
spreminjajo, in novim relacijam, ki se v
njem vzpostavljajo. Yuri Ancarani živi in
dela razpet med Ravenno in Milanom.
94
Yuri Ancarani (director and video artist born
in 1972 in Ravenna, Italy) is an Assistant
Professor of Video art at Milan’s NABA –
Nuova Accademia di Belle Arti. Since 2004
he has worked with Dimitrys Kozaris to
organize an audio-visual media workshop
at the Visual Arts Department (NABA). He
has collaborated with different companies
both in Italy and abroad; these included,
among others: Brembo, Viabizzuno,
Cariaggi, Malo, Loro Piana, Lindemberg /
Stockholm, Tomorrowland / Tokyo.
He is the author of numerous videos,
installations and performances, and he
regularly presents his works at independent
and group exhibitions. With characteristic
poetic yet ironic style woven into his work
he documents the changing contemporary
world, devoting special attention to social
rituals changing this territory, and the new
relationships being established there.
Yuri Ancarani lives and works between
Ravenna and Milan.
Narvika Bovcon (Slovenija / Slovenia)
Razstavljati nove medije
Exhibiting new media
ArtNetLab Društvo za povezovanje
umetnosti in znanosti je produkcijska
enota, ki podpira in razstavlja novomedijske
projekte mladih slovenskih umetnikov. Leto
2009 je desetletnica delovanja platforme,
ki povezuje študente Akademije za
likovno umetnost in oblikovanje s študenti
Fakultete za računalništvo in informatiko
v interdisciplinarnem sodelovanju na
novomedijskih umetniških projektih.
To je priložnost, da se ozremo nazaj
in premislimo
načine,
kako smo
konceptualizirali in realizirali novomedijske
razstave.
ArtNetLab Society for Connecting Art and
Science is a production entity that supports
and exhibits the new media artworks
created by the emerging new media artists
in Slovenia. In 2009 ArtNetLab marks ten
years of activity in which time we have
organized four international festivals
and several exhibitions. This occasion is
suitable to look back and rethink the ways
in which we have conceptualized and
construed new media exhibitions.
Narvika Bovcon je novomedijska umetnica
in teoretičarka. Napisala je knjigo Umetnost
v svetu pametnih strojev. Novomedijske
projekte je razstavljala v Sloveniji in v tujini.
Je aktivna članica Društva za povezovanje
umetnosti
in
znanosti
ArtNetLab.
Organizirala in kurirala je več mednarodnih
razstav
in
festivalov
novomedijske
umetnosti, med njimi 8. Pixxelpoint.
Narvika Bovcon is a new media artist and
theorist. She wrote the book Art in the world
of smart machines. She has exhibited new
media art projects in Slovenia and abroad.
She is an active member of ArtNetLab
Society for connecting art and science. She
organized and curated several international
new media art exhibitions and festivals,
among them the 8th Pixxelpoint.
95
Claudio Sinatti (Italija / Italy)
http://www.claudiosinatti.com/index_home.htm
Claudio Sinatti (režiser, video ustvarjalec
in VJ rojen 1972 v Milanu) je s svojo
dejavnostjo začel sredi 90. let s sorežijo
videospota za pesem Cose difficili skupine
Casino Royale, ki je bil nagrajen kot
najboljši italijanski video na PIM-u (Premio
Italiano della Musica) leta 1996. Med
letoma 1996 in 2000 je živel razpet med
Milanom in New Yorkom, kjer je režiral
videospote priznanih izvajalcev, kot so 99
Posse, Neffa, Carmen Consoli, Articolo 31,
Alex Britti, Alexia, Eiffell 65, Sarah Jane
Morrison in Africa Unite.
Leta
1999
je
ustanovil
kolektiv
avdiovizualnega raziskovanja Wu-Kung, s
katerim je realiziral live-videe za izvajalce,
kot so Carl Craig, 99 Posse, Almamegretta,
Cinematic Orchestra, Ken Ishi, Claudio
Coccoluto in Gotan Project. Istega leta
je začel tudi sodelovati z glasbenikom
Sergiom Messino, s katerim je ustvaril
avdio-video skupino Crop.
Sodeloval je tudi z Nike in trenutno vodi
tečaje avdiovizualnih eksperimentiranj
na Evropskem inštitutu za oblikovanje v
Milanu (Istituto Europeo di Design).
96
Claudio Sinatti (director, video artist and
VJ) was born in Milan in 1972. He began
his business in the mid-nineties to direct his
first music video clip for the song “Things
difficult” for Casino Royale, selected as the
best Italian video PIM (1996). Between 96
and 2000 he travels between Milan and
New York to direct music videos for artists
like 99 Posse, Neffa, Carmen Consoli,
Articolo 31, Alex Britti, Alexia, Eiffell 65,
Sarah Jane Morrison, Africa Unite.
In 99 he based on collective research
audiovisual-Sun Wu Kung, whose main
interest is the interplay between images and
sound in real time. Sun Wu Kung-produces
live-video for Carl Craig, 99 Posse,
Almamegretta,
Cinematic
Orchestra,
Ken Ishi, Claudio Coccoluto, Etienne de
Crecy, Gotan Project and others authors.
The same year he began to work with the
musician Sergio Messina with which the
Band he creates audio video Crop.
He also collaborated with Nike for the
Nike Football section and currently holds
courses audiovisual experimentation at the
European Institute of Design in Milan.
Aleš Vaupotič (Slovenija / Slovenia)
Poezija v novih medijih
Poetry in new media
Fenomen soneta na področju novih medijev
zastavlja vprašanja o intermedijskih
tranzicijah. Vendar hipotezna univerzalnost
(npr. po Levu Manovichu) novih medijev,
njihova sposobnost povezovanja različnih
vrst izražanja, od književnosti do videa
in glasbe, znotraj homogenega medija
oziroma “post-medija” (povzeto po
konceptu postmedijskega stanja Petra
Weibla) zahteva posebno obravnavo.
Besedilo obravnava slovenske sonete v
novih medijih – Nacija–Kultura Vuka Ćosića
(2000), Spam.sonnets (2004) Tea Spillerja
in Sonet v obliki ‘tag cloud’-a (21 Jan 09)
Jake Železnikarja – z dveh zornih kotov:
literarni značaj izvorne literarne zvrsti
soneta, kako se ta umešča v komunikacijo
novih medijev, po drugi strani pa raziskuje
značilni kulturni status soneta v slovenski
(literarni) zgodovini – npr. sonetov
romantičnega pesnika Franceta Prešerna
– kar je bistveno za razumevanje konteksta
uporabe soneta s strani slovenskih avtorjev.
V zaključku se prispevek dotakne splošnih
vprašanj poezije v novih medijih.
The sonnet phenomenon in the new media
domain raises questions of intermedial
transitions. However the hypothesized
universality (e.g. by Lev Manovich) of the
new media, the status of being able to
integrate different modes of expression
from literature to video and music in a
homogeneous medium or “post-medium”
(derived from Peter Weibel’s concept
postmedia condition), necessitates a
particular approach. The text will consider
Slovene new media sonnets – Vuk Ćosić’s
Nacija—Kultura / Nation–Culture (2000),
Teo Spiller’s Spam.sonnets (2004) and
Jaka Železnikar’s A tag cloud sonnet of my
day (21 Jan 09) – from two points of view:
the literary nature of the original sonnet
genre, how it integrates into the new media
communication, and by considering the
particular cultural status of the sonnet in
Slovene (literary) history – e.g. in respect
to the sonnets of romantic poet France
Prešeren –, which is indispensable to
understand the context of use of the sonnet
by Slovene artists. In conclusion, the paper
addresses the general issues of poetry in
new media.
Aleš Vaupotič je novomedijski umetnik in
literarni komparativist. Kot raziskovalec
povezuje literarnoteoretske pristope z
vidiki medmedijskih prehodov in teorijo
novih medijev. Zadnja razstava z naslovom
Jaques je povezala različne oblike mešane
realnosti z motivom semiotičnega gozda,
kot ga je najti v Shakespearovi drami
Kakor vam drago. Novomedijske projekte
producira v okvirih društva ArtNetLab,
katerega namen je vzpostaviti produkcijsko
platformo za nastajanje novomedijske
umetnosti. ArtNetLab vzpostavlja in
produkcijsko
podpira
institucionalne
Aleš Vaupotič is a new media artist and
literary comparatist. As a researcher
he combines the theoretical literary
approaches with the aspects of intermedia
transitions and the theory of new media. His
last exhibition Jaques connected different
versions of mixed reality with the motif of a
semiotic forest as found in Shakespeare’s
play As you like it. His new media projects
are produced in the framework of the new
media art production platform ArtNetLab,
which aim is also to establish inter97
povezave med znanstvenoraziskovalnimi
institucijami in umetniškimi akademijami ter
humanistiko. Aleš Vaupotič verjame, da se
umetniško delovanje in teoretska refleksija
ne izključujeta, temelj tovrstnega pogleda
na svet pa išče v teorijah realizma iz druge
polovice 19. stoletja.
98
institutional connections between the
scientific, artistic and humanist research
institutions. Aleš Vaupotič believes that
the artistic activity and theoretic reflection
are not excluding each other, this view is
based in the theories of realism from the
second half of the 19th century.
Pixxelpoint 2009 – 10. mednarodni festival novomedijske umetnosti
Nova Gorica / Gorica, 4. – 11. 12. 2009
Pixxelpoint 2009 – 10th International New Media Art Festival
Nova Gorica / Gorica, December 4th – 11th 2009
Organizacija festivala / Festival organized by: Kulturni dom Nova Gorica
Kurator / Curator: Domenico Quaranta
Vodja projekta / Festival manager: Pavla Jarc
Koordinator projekta / Project coordinator: Mateja Poljšak Furlan
Tehnični vodja / Technical director: Blaž Erzetič
Katalog izdal / Catalogue issued by: Kulturni dom Nova Gorica
Zanj / Represented by: Pavla Jarc
Avtorji besedil / Texts written by: Pavla Jarc, Domenico Quaranta
Ureditev kataloga / Catalogue edited by: Mateja Poljšak Furlan, Pavla Jarc
Lektoriranje / Slovene language revision: Andrejka Šušmelj, Tadej Reissner
Prevodi / Translated by: Tadej Reissner, Domenico Quaranta, Mateja Poljšak Furlan
Oblikovanje / Design: Blaž Erzetič
Tisk / Print: Tiskarna Petrič
Naklada / Number of copies: 500
Nova Gorica, december 2009
Mestna galerija Nova Gorica
Trg Edvarda Kardelja 5
SI 5000 Nova Gorica
Slovenija / Slovenia
Fondazione Cassa di Risparmio di Gorizia
Via Carducci 2
I 34170 Gorica / Gorizia
Italija / Italy
T: +386 5 335 40 17
E: [email protected]
W: www.mgng.net
T: +39 0481 537111
Urnik / Timetable:
Urnik / Timetable:
sob. - pet., 9.00 - 19.00
Sat. - Fri., 9 a.m. - 7 p.m.
sob. - pet., 14.00 - 19.00
Sat. - Fri., 2 p.m. - 7 p.m.
99
CIP - Kataložni zapis o publikaciji
Narodna in univerzitetna knjižnica, Ljubljana
7:004.9(083.824)
MEDNARODNI festival novomedijske umetnosti (10 ; 2009 ; Nova Gorica
/ Gorizia)
Bilo je nekoč na zahodu = Once upon a time in the West /
Pixxelpoint [tudi] 10. mednarodni festival novomedijske umetnosti,
4.-11. 12. 2009, Nova Gorica - Gorica ; [besedila Domenico
Quaranta, Pavla Jarc ; urednik Mateja Poljšak Furlan, Pavla Jarc ;
prevodi Prevajalska pisarna, Tadej Reissner ... et al.]. - Nova
Gorica : Javni zavod Kulturni dom, 2009
ISBN 978-961-6783-05-7
1. Gl. stv. nasl. 2. Vzp. stv. nasl. 3. Poljšak Furlan, Mateja
248603136
100
www.pixxelpoint.org