DIY

Description (in English)

Speak, Pen is a web-based art tool programmed in JavaScript. It’s a drawing tool that replaces the traditional paintbrush with custom text inputs. Users are free to use text on the canvas to make visual poetries, interactive drawings, and performances, etc. The work explores the materiality of text, and ways in which users experiment with texts beyond their semantic functions.

Created during a radical tool workshop at SFPC, Speak, Pen takes inspiration from other “radical” tools that encourage DIY spirit and playfulness. It is not just a digital drawing tool, but rather, a community that aims to inspire makers to experiment with texts beyond their daily functions. It is something that can be performed, alone, or alongside others. I intend to blur the lines between users and the creators or mediators of a platform. Our community guidelines are based not on rules for how to use the text brush, but examples of how past audiences have experimented with it. The meaning of the works lies not within the interpretation of the texts in the drawings, but the different engagements with the tool within and outside its community.

(Source: ELO 2021)

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By Piotr Marecki, 27 April, 2018
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Abstract (in English)

For the month of August, the Media Archaeology Lab has been honored indeed to host Professor Piotr Marecki (from the the Institute of Culture at the Jagiellonian University in Krakow and lecturer at the Film School in Łódź, Poland) and Yerzmyey, a lo-fi artist, demoscener, musician, graphic artist, photographer, and writer also from Krakow, Poland.

To celebrate their visit, they will present a 90-minute demoshow of their work in the MAL on original ZX Spectrum Machines as well as local clones such as Timex, Speccy 2010, Zx-Uno, and the ZX Vega console.

More information below – again, please come and/or spread the word!

When: 4:30pm Thursday August 18thWhere: Media Archaeology Lab, 1320 Grandview Avenue, lower levelWhat: ZX Spectrum Scene Poetry Collection

This project is demoscene and ZX Spectrum oriented. What is the demoscene? This phenomenon is apparent to those with advanced understanding of digital media. In the book Freax. The Brief History of Computer Demoscene it is stated that “almost all modern art genres have an underground stream that can not be found anywhere, or bought in shops, and only insiders know of its existence.” Adjectives such as illegal, grassroots, independent and DIY aesthetics are often related with this field and practice. The term itself is derived from the word “demonstration” and refers to the demonstration of the capabilities of a platform and the skills of a programmer. A basic understanding of the demoscene will treat it as “a subculture in the computer underground culture universe, dealing with the creative and constructive side of technology” (Demoscene FAQ). The demoscene, as a phenomenon developed from the 80s mainly in Central, Eastern and Northern Europe, was created as a response to the lack of legal access to hardware and software. The demoscene is composed of demosceners, that is – as they define themselves ironically – “a bunch of boozing computer nerds, programming weird, useless multimedia stuff” (Demoscene FAQ). This phenomenon comes directly from the “cracker” community, namely traders and distributors of illegal software, who by copying games and other programs left behind their signature on them (in effect, a satisfied customer had to go back for more merchandise). In the field of digital media demosceners have unique knowledge of the platform, as well as the languages of the program. During organized parties by sceners, demosceners (by using nicknames) are always affiliated with a platform, for example ZX Spectrum, C-64, Commodore Amiga and PC (just as some academics are affiliated with various institutions in which they work and with which they identify). In the world of digital media this is the only such community in which the platform fills such an important role in terms of identification. The demoscene is in other words art generated in real time. The genres created by demosceners are demos and intros, or pieces of music and graphics that have no purpose other than to amaze the audience (usually also well versed in a given platform or programing language). It is worth to emphisazie that demoscene gathers programmes involed wit programming for fun. Our project focuses on one particular demoscene platform, the ZX Spectrum, which was popular mainly in Europe (despite attempts, the platform was never popularized in the United States). The aim of the research project is to put in context the phenomenon of ZX Spectrum scene poetry. Demosceners themself don’t call themself artists, they mostly treat their creative activity as a hobby. Many demos are treated as a kind of video clip, hence the demoscene was usually contextualized as a phenomenon from the field of digital media and audiovisual art. There exist several demos of which an integral part is constituted by text and poetry, and we want to distinguish those demos which we can call scene poetry. During our reasearch project such a collection of ZX Spectrum demos will be built. This project takes into account and affirms the local perspective, different from the dominant one (ZX Spectrum as platform and demoscene as form of activity are very local). So our collection consists of creative works not only in English, but also in Russian, Polish and Czech. This is also a project built at the intersection between a few fields in creative computing (eg. electronic literature, electronic music, demoscene).

By Piotr Marecki, 27 April, 2018
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Abstract (in English)

Piotr Marecki, Ph.D., from Jagiellonian University and the UBU Lab in Kraków, Poland, will speak on the popular 8-bit computer released in 1982 in the UK, the ZX Spectrum. The title of his talk,  “The ZX Spectrum Demoscene as Organized Anarchy,” argues that the ZX Spectrum platform is unique as compared to other 8-bit machines and can be seen as organized anarchy. The event is scheduled on Friday, September 1, from 12-1 p.m. in VMMC 211A on the campus of WSUV.

Its uniqueness lies, Marecki claims, in the reception of the platform by users on a scale which is incomparable to that of any other platform. The traditional way of using platforms (not only the 8-bit) is based on their consumption, or the use of the official equipment, as well as programing, delivered by the manufacturer. And although the stories about platforms such as the C-64 or Atari are no strangers to creative and bottom-up approaches, these are based on the creation of independent programs. Besides the ZX Spectrum, none of these platforms generated, on such scale and creative level, the same hardware systems or clones. This is related to the simplicity of the computer’s construction and the cheap cost of the accessories as well as the geopolitical conditions in the world in the period of the platform’s popularity, the 80s and 90s.

As an example of organized anarchy, the ZX Spectrum demoscene, the phenomenon is apparent to those with advanced understanding of digital media. In the book Freax. The Brief History of Computer Demoscene it is stated that “almost all modern art genres have an underground stream that can not be found anywhere, or bought in shops, and only insiders know of its existence.” Adjectives such as illegal, grassroots, independent and DIY aesthetics are often related with this field and practice. The term itself is derived from the word “demonstration” and refers to the demonstration of the capabilities of a platform and the skills of a programmer. A basic understanding of the demoscene will treat it as “a subculture in the computer underground culture universe, dealing with the creative and constructive side of technology” (Demoscene FAQ). This talk takes into account and affirms the local perspective, different from the dominant one (ZX Spectrum as platform and demoscene as form of activity are very local). Talk is based on the research project on ZX Spectrum platform runs by the UBU lab at the Jagiellonian University.

By Piotr Marecki, 27 April, 2018
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Abstract (in English)

Digital media, which are today dominant in social communication, serve also different types of creative expression (video games, new media art, electronic literature, demoscene). It is trivial to say that digital media are dominated by the English language. Both most recognized theoretical texts as well as canonical works are in the English language. And it is the West that is treated as dominant in this area. However, only over the past few years have we seen a new trend emerging, one which aims to discover what has happened in areas that the center has meaningfully called the “end (s)”. Particularly interesting are the perspectives and phenomena that have developed without influence or inspiration from the center in question (for example, communist countries beyond the Iron Curtain or the non-Latin languages, like Arabic or Chinese).

There is no strong scientific recognition of the distinctiveness of the approach to digital media in eastern countries. Both a lack of access to hardware and legal software under communism, as well as exclusion of the peripheries after the transformation gave rise to a number of local phenomena as cloning hardware, creating independent software, and widespread creative programming. The best proof of this is the demoscene – an underground subculture which developed in Europe (also in Central and Eastern Europe), with no comparable phenomena in other areas of the world.

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Description (in English)

Special America: The Movie is a film adaptation of the "Poetry Is Special America" iteration of the ongoing project. The movie was filmed at the School of Visual Arts in New York, NY on April 26-27, 2014. Our crew of 14 included Claire Donato & Jeff T. Johnson (Creators & Writers of Special America), Juana Hodari (Director), Amy Bergstein (Producer), Alejandro Veciana (Assistant Director), Alexander Norelli (Art Director), Edward Pages (Director of Photography), plus grips and electricians TBA. As of July 2014, we are in post-production.

Pull Quotes

"Special America is an upstart, outreach, non-partisan organization located at the intersection of poetry, politics, patriotism, digital history and fate."

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By Scott Rettberg, 12 February, 2013
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Florian Cramer's thought is justly (in)famous. From early provocative studies of combinatorial language's roots in antiquity and alchemy ("Words Made Flesh"), Cramer has segued into a concern with DIY culture.For Cramer, DIY is the natural extension of utopian renegades, social and cultural outliers whose play was not formal but utopian.Any renovation of language constitutes a renovation of cognition and subsequently culture itself; even as the possibility for everyone to publish through networked media questions the notion of the literary. Furthermore, 4chan image memes are digital poems, language transformed through practice with the aim of transforming practice.Consider yourself expanded.

(Source: David Jhave Johnston, Vimeo)

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Description (in English)

In 2008, in Providence, RI, a strange melancholy pervaded us to which we hesitated to give the grave and beautiful name of SPECIAL AMERICA. It began amorphously. Badges left in a hallway, flash rallies alongside the insinuations of handbill slogans, an ambiguous slideshow. Over the years, SPECIAL AMERICA appeared untroubled, yet in solitude we penned personal, soul-bearing texts, melancholy slogans that made us weep whilst inducing within us a perverse sense of comfort. Composed in corporate network space, our glum poesy set the tone for a new tale of longing and loneliness. In the past, the idea of calling this melancholy SPECIAL AMERICA always appealed to us; now we are almost ashamed of its complete egoism.

SPECIAL AMERICA (Claire Donato & Jeff T. Johnson) is an exercise in and an exorcism of American Exceptionalism, based on the spirit of intellectual play—semiotic, humorous, and performative. Incubated in the electronic literature community and spread to the New York City Poetry Industrial Complex, SPECIAL AMERICA presents itself as an analog hack, a gesture toward embodied viral media. Since 2008, SPECIAL AMERICA has incorporated a variety of topics, including ambiguous political speech, American Exceptionalism, adjunct labor, genre and gender politics, 21st century literature, and e-poetics. SPECIAL AMERICA has been described as "the internet," "always new!" "shouldn’t be necessary, but is," "another freakin’ marathon," "singularly unhelpful," "heavy," "beautiful," and "fucking boring."

On stage, SPECIAL AMERICA consists of multiple digital projections presented alongside musical loops and remixes that propel the performance through various scenes, acts, and interludes. Our script—whose language has been appropriated from sources as wide-ranging as Robert Burton, Jacques Derrida, Andrew Lloyd Weber and Rosmarie Waldrop—is delivered using high-affect character voices inspired by politicians and CEOs, game show announcers, motivational speakers, old- school professors, new-age gurus, angry neighbors, and cocktail banter. Staging, choreography, and costuming embody our theoretical and theatrical concerns. We recently donned all-black evening wear and mounted a “shitty internet disco,” complete with sound art installation, wine tasting, yoga demo, stump speech, PhotoBooth selfies, and various dance routines, including a rendition of the Twin Peaks character Audrey Horne’s infamous solo slow dance. In the future, we plan to pump up this disco mix alongside homemade set pieces and lighting, built from recycled technology like obsolete laptops, telephones, and computer speakers.

SPECIAL AMERICA aims to imbue humor and play into academic conferences and other historically wearisome spaces, without sacrificing the rigorous exploration of its theoretical framework. We enact what Florian Cramer refers to as the “post-digital,” or the cultural circumstance in which “digital technology is no longer a revolutionary phenomenon but a normal part of everyday life.” We engage remix and social network culture, elaborating Kenneth Goldsmith’s concept of the writer as meme machine. Over the course of a site-specific installation, the phrase “Special America” accumulates significance just as Internet memes do. For example, at the 2012 Electronic Literature Organization (ELO) conference, attendees alluded to SPECIAL AMERICA in their presentations, and in turn, SPECIAL AMERICA implicated and absorbed aspects of other presentations.

In all of its manifestations, SPECIAL AMERICA aims to explore American Exceptionalism in the hope that the literary communities in which we perform question their own modes of community-driven exceptionalism. We take part in communities as we deconstruct the assumptions and contradictions that animate them. In this sense, SPECIAL AMERICA is a complex grassroots effort in the tradition of Antonin Artaud’s Theater of Cruelty. While invoking and problematizing literary communities’ values and false realities, SPECIAL AMERICA seeds the communal discourse with theoretically engaged humor and the shared experience of live performance.

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Description (in English)

Inspired by the poet Vladimir Mayakovsky who killed himself in 1930 at the age of thirty-six, this hybrid media novel imagines a dystopia where uncertainty and discord have been eliminated through technology. The text employs storylines derived from lowbrow genre fiction: historical fiction, science fiction, the detective novel, and film. These kitsch narratives are then destabilized by combining idiosyncratic, lyrical poetic language with machine-driven forms of communication: hyperlinks, "cut-and-paste" appropriations, repetitions, and translations (OnewOrd language is English translated into French and back again using the Babelfish program.) In having to re-synthesize a coherent narrative, the reader is obliged to recognize herself as an accomplice in the creation of stories whether these be novels, histories, news accounts, or ideologies. The text is accessed through various mechanisms: a navigable soundscape of pod casts, an archive with real-time Google image search function, a manifesto, an animation and power point video, proposals for theatrical performances, and mechanism b which presents the novel in ten randomly chosen words with their frequencies. Following in the tradition of Russian Futurism, the site adopts a "do-it-yourself," "art-in-the-streets" aesthetic that privileges ready-made code, found media objects, and thought and language games over high-tech wizardry.

(Source: Author's description from Electronic Literature Collection, Volume Two)

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Technical notes

Requires a live internet connection to function properly.

Contributors note

Graphic Design Animation/Manifesto: Pelin Kirca

Music for animation: Itir Saran

Web design: Cloudred Studio, NYC