net art

Short description

This fun, playful, one-hour workshop is primarily intended for participants who identify as women, femme, nonbinary, trans, and/or queer. However, anyone is welcome to attend. What’s a queer femme aesthetic? I conceptualize it as a hyper-saturated, self-conscious, postmodern, performative femininity. Glitter, sequins, lip gloss, nail polish, dELiA*s magazine, ‘90s neon pink and slime green. Digitally, the queer femme aesthetic was innovated in spaces like Tumblr and MySpace, with tools like Blingee and Angelfire Dollz. Of course, there is no one definition of a queer/femme digital aesthetic, though I’d argue that the nail polish emoji is pretty key! In this workshop, we’ll first explore how and why net artists like Olia Lialina, Marisa Olson, and Momo Pixel break “good design” rules and embrace a Web 1.0 aesthetic. Queer femme internet aesthetics often intentionally subvert minimalist design principles and usability heuristics, making the user aware of the platform/medium rather than concealing it. Building on the “Queer & Femme Digital Literature” panel that I chaired at AWP 2020, featuring Sarah Ciston, Sam Cohen, Kate Durbin, Feliz Lucia Molina, and Sandra Rosales (https://www.awpwriter.org/awp_conference/event_detail/17596), we’ll also discuss these multimedia aesthetics in a literary context. Then, we’ll experience digital femme history and culture firsthand through the embodied limitations and affordances of using web 1.0 technology: participants will make an old-fashioned glitter GIF. Although the 1.0 Blingee aesthetics are echoed in contemporary Instagram and Snapchat stickers, we’ll use one of the “original” platforms, clunky by our current standards, to experience not only the aesthetics but also the tools and techniques inherent to the platform that enabled those aesthetics. Since the Blingee platform, developed in 2006, is no longer functional, we’ll use the open-access platform GlitterPhoto (https://www.glitterphoto.net/), developed in 2003. Finally, we'll share our creations and think together toward queer femme digital aesthetic futures. Participants will need to have access to a web browser (Chrome or Firefox).

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By Lene Tøftestuen, 25 May, 2021
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Abstract (in English)

A primary interface pattern of contemporary software platforms is the infinite scroll. Often used to deliver algorithmically-selected personalized content, infinitely scrolling feeds are one of many design decisions seen as responsible for compulsive use of social media platforms and other information-rich sites and apps. During the COVID-19 pandemic, a time marked by a substantive increase in time spent online, the infinitely scrolling feed has been implicated in a new negative pattern: “doomscrolling.” Doomscrolling refers to the ways in which people find themselves regularly--and in some cases, almost involuntarily--scrolling bad news headlines on their phone, often for hours each night in bed when they had meant to be sleeping. While the realities of the pandemic have necessitated a level of vigilance for the purposes of personal safety, doomscrolling isn’t just a natural reaction to the news of the day—it’s the result of a perfect yet evil marriage between a populace stuck online, social media interfaces designed to game and hold our attention, and the realities of an existential global crisis. It may be hard to look away from bad news in any format, but it’s nearly impossible to avert our eyes when that news is endlessly presented via designed-to-be-addictive social media interfaces that know just what to show us next in order to keep us “engaged.” As an alternative interface, the author’s artwork, titled The Endless Doomscroller, acts as a lens on our software-enabled collective descent into despair. By distilling the news and social media sites down to their barest most generalized phrases and interface conventions, The Endless Doomscroller shows us the mechanism that’s behind our scroll-induced anxiety: interfaces—and corporations—that always want more. More doom (bad news headlines) compels more engagement (via continued liking/sharing/posting) which produces more personal data, thus making possible ever more profit. Using concepts from Christian Ulrik Andersen’s and Søren Pold’s Metainterface, Wendy Chun's analyses of habitual new media, Geert Lovink’s theories of how sadness gets coded into platforms, and Matthew Fuller’s software studies guidance to perform deep analyses of small computational things, this paper will examine how the infinite scroll has intersected with pandemic-era platforms to create a world full of unhappy and unrelenting doomscrollers. Why don’t users look away from the scroll? Who most benefits when they can’t stop? And how might text-focused digital artworks intervene? Can an artwork that asks users to read *more* bad news headlines create an opportunity for mindfulness or enable a sort of exposure or substitution therapy, a way to escape or replace what platform interfaces want from and do to us? What if, in this age of pandemic platforms, the only way out of too much doomscrolling is endless doomscrolling?

(Source: Author's own abstract)

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By Milosz Waskiewicz, 25 May, 2021
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Abstract (in English)

Visual artists, writers, and other cultural producers have long leveraged networked technologies to establish platforms that circulate cultural products in participatory contexts intentionally distinct from cultural institutions. As technologies change over time—including deprecated plug-ins, changes to HTML, and linkrot—these platforms fall into various states of decay. In this paper, I examine an example of a platform, the Net Art Latino Database (1999-2004), an effort to document net-based artworks vulnerable to obsolescence that overall stands as a precarious monument to an earlier era of digital culture. As the platform slowly falls out of joint with current web technologies, the Database illustrates practices of cultural production that respond to the decay of the very technologies being used.

The Net Art Latino Database was initiated by the Uruguayan digital artist Brian Mackern to compile examples of net art activity by Latinx artists, working at the periphery of English-language dominant net art communities. The Database functions as an art platform in the sense offered by Olga Goriunova: a dynamic configuration of people and technologies amplifying new kinds of creative activities that push beyond the boundaries of existing categories of cultural production. As Goriunova’s theorization of art platforms suggests, the lines between categories like ‘net art’ and ‘electronic literature’ are often blurry, as artists and writers deploy the same technologies and pursue similar aesthetic strategies to circulate digital cultural production online.

While the Database catalogs principally digital visual artworks, it is instructive to think about this platform in the context of electronic literature specifically. First, the Database documents works that function expressly as electronic literature, including listings for e-zines. More fundamentally, though, the Database can be read as a work of electronic literature. Coded by hand in HTML, Mackern’s work exemplifies the scribal practices that were the foundation of early Web culture. The text-based work consists entirely of descriptions of other artworks and links to other projects. These sites are frequently located under the top-level domains of Central or South American countries, though many are no longer active, and these defunct sites are rarely captured in public web archives. As such, the Database serves an ekphrastic function, evoking multimedia artworks that no longer readily circulate online—and may no longer materially exist beyond this description.

I approach this analysis from the discipline of library and information science (LIS). A deeper understanding of Mackern’s artistic and curatorial practices can help to shape professional perspectives on the preservation of net art, electronic literature, and digital cultural production more generally. Unlike a traditional institutional repository, the diverse artworks included in the database are documented as part of a living, interconnected media ecology. Rather than adaptively preserving individual works through migration to new technological environments, Mackern’s Database enacts a poetics of obsolescence, carefully stewarding works on a platform built with the recognition of its own fragility.

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Description (in English)

When Los Angeles shut down in March 2020 due to the pandemic, and most cities became ghost towns, I returned to making art for the screen, developing what has become a dynamic and multi- layered artwork that is readily disseminated. One of the things that thrilled me about making art for the internet (net art) was that it could exist beyond the traditional gallery space. I saw it as a new form of public art, easily accessible to all and a viable platform where unconventional narratives could be created by combining photographic images, drawings, short poetic texts, and animations through a succession of linked pages. The viewer actively “clicked” on images and words to engage with the work and move through the site. 

Since the beginning of the Pandemic, (March 2020) I have been creating a net art project that in many ways is a pandemic journal with reflections about what I see around me as I walk in my neighborhood (Santa Monica, CA) as well as react to events world-wide. I have created images, roll-overs, texts and animations. The site has about 200 pages (or more). It lives within an earlier net art project called Ghost City (www.ghostcity.com) and because it stems from the "S" square on the Ghost City website, I have called it Avenue S (www.ghostcity.com/avenue-s). To navigate one clicks on the red squares at the bottom of each page ( … ). Avenue S is a visual record of these disconcerting times as it includes imagery related to the pandemic and interpretations of this fraught national and global political moment. The project has become a document of this extraordinary moment in time that unveils regularly like a serialized novel. 

Returning to net art recently has been both a challenging and rewarding experience: challenging as I have had to relearn a lot of the HTML code used to create interactive webpages and rewarding because I love using this medium to create work. It is a pleasure every day to be inspired by what I see and to imagine an interactive scenario while I walk and then come home and create it. This immediacy engenders a feeling of freedom and is why I gravitated to net art originally. It is a dynamic and interactive form of art that can be experienced by anyone, anywhere, anytime. 

(Source: Author's description)

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Abstract (in English)

Electronic Literature is an emergent form of born-digital, experimental writing as well as an academic field with a global community of scholars and artists that support, promote, preserve and write critically about creative works. This course is a survey of the field’s evolution from floppy disks to VR and is broken into thematic modules – such as “hypertext”, “interactive games” and “recombinant poetics” – that frame certain practices of computer-writing. For each module, students will read relevant essays and creative works, as well as explore tools and practices for creative expression.

The course is designed for students to find thematic threads that excite them to creative scholarly responses. While this is not a “production” course, it is important for students to understand certain ideas through hands-on making. Students will receive training in the close-reading and analysis of works of electronic literature, as well as technical training in digital writing tools. Students will practice different forms of digital writing – blogging, experimental and collaborative fiction, multimodal and hypertext essays – that will develop critical thinking, reading, and writing skills. Shorts assignments will lead to a final digital writing project and oral presentation that explores works and/or themes in the course.

Description (in English)

“Internal Damage Data” uses the structure of a multiple choice questionnaire for self assessment of internal damage to shape the first part of the poem. For each question, Mez uses option C (maybe, unsure, other…) to develop her poem, seeking to transcend the traditional yes/no binaries in such questionnaires. In the part depicted above, she uses algorithms to structure her poem: using the logic and language of programming to guide the reader’s experience of the poem.

[From the "I Love EPoetry" “Internal Damage Data” and “Fleshis.tics” by Mez Breeze Entry.]

I ♥ E-Poetry entry
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Description (in English)

Nine Billion Branches is an interactive digital poem and fiction hybrid. It explores the unexpected beauty hidden in the seemingly mundane objects and places around us. And the desires is for this digital poem to open a curious hope in the reader, that in our local and immediate worlds there are wondrous and interesting narratives and poetics, streaming out from and around us.

Note: Nine Billion Branches refers to a hypothetical number of the narratives within reach of all of us. And to experience it is to experience a book of poetry if that book was mutated and recreated as wondrous interactive creatures! Each section is different, each section is its own creation.

This digital poem won the inaugural digital writing prize at the Queensland Literary Awards. The prize of $10,000 is the largest of its kind internationally.

w: http://media.hyperrhiz.io/hyperrhiz17/gallery/nelson/index.html

d: The world, its politics and environments, conflicts and economies, is in peril, in disarray. We are flooded with tragic tales and the shameful deeds of others. And because of this we have lost sight of the beauty, the story and narrative hidden in the local, in the landscapes around us. We filter out the seemingly mundane of our immediate world. And yet it is in this immediate world where beauty lives, and change begins.

Description in original language
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Nine Billion Branches is an interactive digital poem and fiction hybrid. It explores the unexpected beauty hidden in the seemingly mundane objects and places around us.

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Built with magical hands. 

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Mosteiro de São Bento da Vitória
Porto
Portugal

Short description

This  exhibit  acknowledges  the  wide  range  of  community  practices  converging  and  sharing  reflections,  tools  and  processes  with  electronic  literature,  as  they challenge  its  ontological  status.  Implying  an  existing  set  of  relationships,  communities, such as those represented in this exhibit - the Artists’ Books, ASCII Art, net  Art,  Hacktivism/Activism,  Performance  Art,  Copy  Art,  Experimental  Poetry,  Electronic Music, Sound Art, Gaming, and Visual Arts communities - share a common aesthetic standpoint and methods; but they are also part of the extremely multiple  and  large  community  of  electronic  literature.  Our  aim  is  to  figure  out  the nature and purposes of this dialogue, apprehending, at the same time, their fundamental contributions to electronic literature itself.

Communities: Signs, Actions, Codes is articulated in three nuclei: Visual and Graphic Communities; Performing Communities; and Coding Communities. Each nucleus is porous, given that some works could be featured in several nuclei. Because it is necessary to negotiate the time-frame, locations, situations and genealogies of electronic literature, this collection of works expands the field’s approaches by proposing a critical use of language and code — either understood as computational codes, bibliographical signs, or performative actions. Therefore, the exhibit adopts both diachronic and synchronic perspectives, presenting works from the 1980s  onwards,  and  showing  the  diversity  of  art  communities  working  in  nearby  fields  which,  at  close-range,  enrich  the  community/ies  of  electronic(s)  literature(s),  either  in  predictable  or  unexpected  ways.  Distributed  authorship  and co-participant audience are key in this exhibit.

(Source: Book of Abstracts and Catalogs)

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Short description

Picking up the thread from last year’s conference, The End(s) of Electronic Literature, we chose the theme “New Horizons,”—that is, looking past current practices and ahead to future ones, with emphases on literary games, preservation, and new digital technologies.

The festival involves 27 works in the Exhibit, 13 Readings & Performances, four works in the Screenings, and five Sound Installations — for a total of 49 works. Caitlin Fisher, ELO 2016 Artistic Director, and her team of curators — Brenda Grell (Exhibit), Jim Andrews (Readings & Performances, Jim & Justine Bizzocchi (Screenings) and John Barber (Sound Installations and radioELO) have selected some excellent works involving mobile apps, AR/VR, robotics, video, net art, sound art, and other forms that reflect our theme.

The Artistic Director of the Festival is international artist, and Canada Research Chair at York University, Caitlin Fisher, whose research investigates the future of narrative through explorations of interactive storytelling and interactive cinema in Augmented Reality environments. She is co-founder of the University of York’s Future Cinema Lab. Working Fisher, are four curators:

  • Exhibit: Brenda Grell
  • Readings & Performances: Jim Andrews
  • Screenings: Jim Bizzocchi, Curator; Justine Bizzocchi, Producer
  • Sound Installations, John Barber
  • All events take place at the University of Victoria. The Exhibit is located in the Atrium of the MacLaurin Building; Readings & Performances, at Felicita’s; Screenings, at Cinecenta; and radioELO will provide live broadcast during the conference and festival from a station located in the MacLaurin Atrium.

    (Source: http://elo2016.com/festival/)

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