[-empyre-] is: institutionalization was: art games pre computers

Gianni Wise gana at iinet.net.au
Sun Mar 23 12:53:23 EST 2008


Hi Paul .. wondering what you meant by the talk wasn't very well  
received. I am curious as to how how they justified their (reactive)  
position.
Another quick point  - perhaps a slight contradiction in your own  
position - I may have misread you- but when you support the  
legitimisation of the early computer period - 1960-1980 is this not  
institutionalisation in itself? (thinking here of fluxus and  
institutionalized extension of the bourgeois mechanism of production  
and distribution etc)

Gianni Wise

http://gianniwise.blogspot.com/






On 23/03/2008, at 7:50 AM, Paul Brown wrote:

> I once gave a talk to the curators of a large state art gallery  
> where I compared acquiring contemporary art for the collection to  
> the 19th century practice of going out to Africa, seeing a  
> beautiful lion wild in the savannah.  Killing it, having it stuffed  
> and then exhibited in a diorama as "the real thing".  The talk  
> wasn't very well received!
>
> However it seems to me that contemporary practice doesn't or  
> shouldn't last forever - it evolves and changes (another concern is  
> the turgidity of the mainstream artworld since the 60's which  
> Hughes has referred to as "The New Shock of the New" - but no time  
> for that). So two things can happen to it.  It can be  
> institutionalised by the mausoleums and thus became a "legitimate"  
> part of the historical record.  Or it dies with the artist(s) and  
> is effectively lost and forgotten though (like early computer art)  
> may assume some "apocryphal" status.
>
> Sean mentioned the recent CACHe project that i was involved in  
> (Computer Arts, Contexts, Histories, etc...).  This was a funded  
> initiative intended primarily to legitimise an apocryphal period of  
> British art history (the early computer period - 1960-1980).  It  
> was very successful - the Victoria and Albert Museum (the UK's  
> leading mausoleum for the arts and crafts) now have a major  
> collection of this work (over 1000 pieces) and have appointed a  
> senior curator of computer art - and a number of books are about to  
> appear, etc...  In Germany Bremen Museum recently acquired Herbert  
> Franke's collection of over 2000 early works of computer art.
>
> This initiative is broader and covers many areas of "forgotten"  
> late modernism.  In a recent post I referred to Gustav Metzger who,  
> after a lifetime of abject poverty, is now receiving due  
> recognition with several recent shows and books.  Someone referred  
> to Fluxus games - as a young artist I worked as an assistant for  
> some of these game/performances in the UK.  The following is an  
> initiative that is trying to preserve the spirit of Fluxus but in a  
> way that tries to prevent the "stuff it and put it in a diorama"  
> approach:
>
> March 22, 2008
>
> <px.gif>
>
>
> <logo_eflux_medium.gif>
>
> Follow Fluxus - After Fluxus
>
>
> <1205940488image_web.jpg>
>
>
> <px.gif>
>
>
> <px.gif>
>
> Emily Wardill
> is the first laureate of the
> Follow Fluxus–After Fluxus grant!
>
>
> Follow Fluxus - After Fluxus
> ll\ NKV
> nassauischer kunstverein wiesbaden
> wilhelmstr 15
> 65185 wiesbaden
> germany
> info at kunstverein-wiesbaden.de
> http://www.kunstverein-wiesbaden.de
>
> <px.gif>
>
>
> <px.gif>
>
>
> <px.gif>
>
> The first ever Follow Fluxus – After Fluxus grant for young  
> contemporary art called by the NKV nassauischer kunstverein  
> wiesbaden and the State Capital of Wiesbaden and doted with 10.000  
> Euro goes to British video and performance artist Emily Wardill.
>
>
> Follow Fluxus – After Fluxus /
>
> Follow Fluxus – After Fluxus supports young international artists  
> whose work suggests ideas inherent to the Fluxus art movement in  
> order to keep the art current alive. The establishment of the grant  
> was inspired by the “Fluxus Festival of Very New Music” which took  
> place in Wiesbaden in 1962. This Fluxus event provided the first  
> real broad impact for the new art movement and started off what is  
> now seen as the first international movement operating in a global  
> network.
>
> The endowment of 10,000 Euro is provided annually for a residency  
> in Wiesbaden from June through August. Living quarters and studio  
> space is provided by NKV during this time. The work stipend  
> concludes with an exhibition of the artist’s created work in the  
> following year between September and May and includes a  
> publication. The grant holder should reside predominantly in  
> Wiesbaden for the duration of the grant period.
>
>
> Emily Wardill /
>
> Emily Wardill's fresh and insistent pictorial language and her  
> ambition to tap the full potential of the medium film convinced the  
> jury to elect her as the first ever Follow Fluxus – After Fluxus  
> laureate of the NKV and the State Capital of Wiesbaden.
>
> Following sources of philosophy, science and culture, in her films  
> Emily Wardill recomposes text and image material from the history  
> of ideas – such as the motives of medieval church windows or  
> theoretical treatises from Ruskin to Rancière – and develops a many  
> layered and intense meshwork of autonomous statements and concepts.  
> Her work is concerned with strategies of communication and the  
> implicit connection between the structure of a language and the  
> media conversion of the pre-existent text and image material.
>
> Based on one single metaphor, one carefully chosen motif, Wardill  
> plays with the sensuous possibilities of filmic narrative. With the  
> thus surging social and psychological implications, she pulls the  
> spectator into an intense tableau vivant. The expectation of a  
> complex overall meaning is fed by hidden leads and encoded clues  
> for possible interpretations: The visitor’s perception is wooed  
> along a labyrinthine path of intellectual seduction.
>
> This is where the jury sees the point of contact in the further  
> development of George Maciunas’ ideas. Primal for the jury’s  
> decision was not an artist’s self-image as an heir of historical  
> Fluxus but rather a body of work which transpires the Fluxus  
> spirit, free of any categorical boundaries.
>
>
> The Jury 2008
>
> / Prof. Thomas Bayrle, artist and Professor at the Staedelschule  
> Frankfurt
> / Michael Berger, Collection Berger, Wiesbaden
> / René Block, Curator of the Fluxus Trilogy Wiesbaden 1982 - 1992 -  
> 2002
> / Rita Thies, Head of Cultural Department of the city of Wiesbaden
> / Elke Gruhn, Director and Curator of NKV and Dr. Ursula Schaumburg- 
> Terner, Board Member of NKV
>
>
> Follow Fluxus – After Fluxus is a cooperation of the ll\ NKV  
> nassauischer kunstverein wiesbaden and the State Capital of the  
> City of Wiesbaden.
>
>
>
> <logo_eflux_small.gif>
>
>
> <px.gif>
>
> 53 Ludlow street
> New York, NY 10002, USA
>
>
> On 23 Mar 2008, at 03:35, jonCates wrote:
>
>> i wanted to bring this backup in relation to the issues of  
>> institutionalization + archiving efforts:
>>
>> On Mar 18, 2008, at 12:07 PM, Julian Oliver wrote:
>>> of note is an interesting irony pointed out by Celia Pearce, a  
>>> (video)game
>>> theorist at Georgia Tech:
>>>
>>> There is deep and tragic irony in going to an exhibition of Fluxus
>>> artifacts#. Objects whose entire purpose was to elicit play exist  
>>> now
>>> only as the corpses of their former selves, trapped in a "Mausoleum"
>>
>> the ability of artworlds to absorb institutional critique,  
>> colonialize outsider arts or incorporate anti-art movements is an  
>> important point to keep in view but i would say its not so much  
>> ironic as it is expressive of the ability of capital to move/flow  
>> + encompass oppositional strategies.
>>
>> so, this move/flow is the quicksand that can entrap + freeze  
>> movement, capturing corpses to be presented in "Mausoleum" shows  
>> or the kind of slow death that i think/feel Christian, you were  
>> referring to when you wrote:
>>
>> On Mar 21, 2008, at 10:13 AM, Christian McCrea wrote:
>>> Daphne, I think you're quite right in that a pure
>>> archive just adds another coat of white paint to the walls. Video  
>>> work
>>> of lets say, Brody Condon's Lawful Evil of 2007
>>> (http://www.tmpspace.com/lawfulevil.html).. instantaneousness is  
>>> great
>>> for some projects, and being able to reproduce that moment is  
>>> better -
>>> but specifically some game-based art, and specifically in an  
>>> archive -
>>> you are freezing the d20 in time
>>
>> + yet the d20 has to stop rolling in order to allow for gameplay  
>> as well as for an attempt @ documentation, let alone archiving +  
>> preservation. an N-Dimensional die infinite rolling towards  
>> greater + greater degrees of infinity while calculating aleph sets  
>> is a wonderful entity/process to imagine (+ in fact was often  
>> conversationally invoked among the core.developers of  
>> criticalartware, of which i am 01, back in the days when we were  
>> guests on empyre) but it never stops to display a result, a  
>> number, to work from or respond to in your D&D campaign. so  
>> freezing the die, @ least momentarily, is a necessary moment in  
>> order to play the game. + rolling the die again is also important.  
>> as Julian reminds us, we also roll + reroll our taxonomies when he  
>> wrote:
>>
>> On Mar 18, 2008, at 4:00 AM, Julian Oliver wrote:
>>> taxonomies can be considered an ecology of vectors, vectors that are
>>> tested and expended in the distribution and production of  
>>> culture. they
>>> are used in the conception and process of making work itself:  
>>> even if
>>> taxonomies exist to be argued, rejected, to be battled against, then
>>> that is a valid rationale to create them (apologies to Voltaire).
>>
>>
>> i want to comment that there are other options + approaches taken  
>> by + in: institutions, organizations, museums + mausoleums, white  
>> cubes + black boxes, etc...
>>
>> for instance,
>>
>> @ the ZKM Exhibition:
>>
>> "Algorithmic Revolution. On the History of Interactive Art" -  
>> Peter Weibel and Dominika Szope, Katrin Kaschadt, Margit Rosen,  
>> Sabine Himmelsbach (2004.10.21 - 2008.01.06)
>> http://tinyurl.com/35jpsv
>>
>> Digital and New Media Art, Artware + Fluxus work was all included  
>> in a consideration of instruction sets or code-based art practices  
>> + as parts of an (institutional) account of the "History of  
>> Interactive Art". while this major exhibition, by a major  
>> institution, included Fluxus work, when i saw the exhibition i  
>> personally thought/felt that it was an inclusion that did not  
>> deaden the Fluxus work but rather activated it in a way that  
>> included/engaged it in New Media Art Histories in ways that helps  
>> reconnect the work to (what we in the criticalartware project)  
>> refer to as 'rightful unruley pasts'.
>>
>> the Algorithmic Revolution also reconnected the History of  
>> Interactive Art to games via the section "World of Games :  
>> reloaded". about this section, they wrote:
>>
>> "Interactivity is best illustrated by video and computer games..."
>>
>> "World of Games : reloaded is an extension of the previous  
>> presentation of video and computer game ‘classics’ of recent  
>> years, which from now on is to be updated at regular intervals..."
>>
>> +
>>
>> "The history of these games is illustrated in an 'ancestral  
>> portrait gallery'. Artistic installations document the wide area  
>> of applications for game technology, while a selection of the  
>> latest games illustrates the state of the art."
>>
>> these quotes point towards the difficulties + challenges of  
>> exhibiting, documenting, archiving, preserving, researching +  
>> including these kinds of works in historical accounts but include  
>> also important insights into how to achieve these efforts through  
>> considerations of interactivity, play, extension + a framing/ 
>> enframing of commercial corporate/military/academic/entertainment  
>> technologies in the ancestral portrait gallery'.
>>
>> by contrast, i recently saw:
>>
>> 9 Evenings Reconsidered: Art, Theatre, and Engineering, 1966 -  
>> Clarisse Bardiot (2007.11.10 - 2007.12.08)
>> http://www.fondation-langlois.org/flash/e/index.php?NumPage=571
>>
>> at Tesla in Berlin:
>>
>> http://tesla-berlin.de
>>
>> 9 Evenings Reconsidered was an exhibition/event which was  
>> connected to:
>>
>> re:place 2007: The Second International Conference on the  
>> Histories of Media, Art, Science and Technology
>> http://www.mediaarthistory.org/replace/
>>
>> which, btw, included:
>>
>> Open Score - Robert Rauschenberg (1966)
>>
>> a performance/interactive/happening project that based on/ 
>> appropriated parts of the game of tennis.
>>
>> Open Score + the other works in 9 Evenings Reconsidered were in my  
>> experience presented much more as historical/anthropological  
>> artifacts under glass in display cases more removed from their  
>> original states as playful interactive forms than the FLUXUS work  
>> in the Algorithmic Revolution show even though (@ least for me)  
>> Tesla has the feeling of being much more of an alternative  
>> cultural space as compared to the ZKM as institutional museum space
>>
>> ...which is a long way of saying that these issues are complex +  
>> that inclusion of projects such as these, Art Games or any other  
>> interactive or playful forms, in archives or exhibitions/events  
>> entails a complex set of considerations but can + should be  
>> constructed + navigated in ways that maintain, sustain or even  
>> reactivate the actual + potential energies of the work
>>
>> // jonCates
>> # Assistant Professor - Film, Video & New Media
>> # The School of the Art Institute of Chicago
>> # http://saic.edu/~jcates
>> # Game As Art, Art as Game
>> # http:// 
>> artgames.ning.com_______________________________________________
>> empyre forum
>> empyre at lists.cofa.unsw.edu.au
>> http://www.subtle.net/empyre
>
> ====
> Paul Brown - based in OZ Dec 07 - Apr 08
> mailto:paul at paul-brown.com == http://www.paul-brown.com
> OZ Landline +61 (0)7 5443 3491 == USA fax +1 309 216 9900
> OZ Mobile +61 (0)419 72 74 85 == Skype paul-g-brown
> ====
> Visiting Professor - Sussex University
> http://www.cogs.susx.ac.uk/ccnr/research/creativity.html
> ====
>
>
>
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