Friday, April 17, 2009

Navigating Virtual Space

“Virtuelle Mauer/ ReConstructing the Wall,” a virtual reality artwork by artists T+T (Tamiko Thiel and Teresa Reuter at the Goethe Institute on April 23 2009 with an artist’s talk at 6 pm. The exhibit will be on view April 24 – May 6, 2009.



Here’s how it will begin: You’ll be standing in a darkened gallery at a podium. In front of you an animated three-dimensional (3-D) world will be glowing, projected onto a nine by twelve foot screen. With your hand on a simple joystick, you’ll navigate. You’ll be wandering in a space fractured by the Berlin Wall sometime between the 1960s and 1980s.

The Berlin Wall, which divided West and East Berlin during the Cold War has become a cultural and political icon. However, its lived experience and daily reality is fading with the distance of time. "Virtuelle Mauer/ReConstructing the Wall," in one respect, is an intervention in this forgetting, a catalyst for understanding and remembrance. Built over years of research and reflection, involving interviews with residents, archival documents and the artists’ own personal experiences of the wall, the artist team T+T (Tamiko Thiel and Teresa Reuter) have reconstructed a one-kilometer (~1/2 mile) area of the neighborhood between the West Berlin district Kreuzberg and the East Berlin district Mitte. You, the viewer, inhabit this space. You may try to overcome the physical obstacle presented by the wall, attempting escape, or you may engage the characters you meet; each interaction will unfold and release other stories that make up the social and political fabric of the space.

What exactly you’ll see and experience is a choice. “I think of the virtual world as a virtual stage set; not in that the audience watches the stage, but that you’re inside of the play. Your movements and actions, your decisions of where to go and what to do are triggering the elements of the plot,” explains Thiel. Without a viewer to look at and engage with the virtual world, the work is incomplete. “The primary idea of the installation,” according to Thiel “is that the user explores it themselves and, with their own kinesthetic and spatial sense, measures the wall in essence, and really deals with the wall as a barrier. ‘How do I get around this? How do I make sense of this world that is split in two by the wall?”

“Virtual reality” (VR) usually suggests donning expensive hardware or entering a specialized studio. Here, T+T are more concerned not with the technology that VR utilizes, but the experience it enables—an immersive and interactive experience of space. Moreover, the technology T+T work with is accessible to as many viewers as possible. “I think interactive 3-D media has so much potential to reach a wide audience,” Thiel says. “And, it’s clear to me that reaching a very wide audience includes people who don’t like games and people who would never touch a computer, reaching not just young people but very old people and people who are handicapped and don’t have the finger dexterity to do keyboard shortcuts.” Thus, the necessary movements for interaction are reduced down to a bare minimum: a joystick which moves right, left, forward and back.

The installation proves to be not only an exploration of the lived experience of the Berlin Wall but also an exploration of the idea of the virtual. How are we transported to new spaces and new ideas by technology? How can we engage the mental and physical spaces of history? T+T’s installation proves to be a fascinating, thought-provoking experience – and surely not to be missed during this year’s festival.


For more information on the exhibit, see the Cyberarts Festival page or the “Virtuelle Mauer/ReConstructing the Wall” project page.

For further reading, an excellent interview about the piece was published last year between Tamiko Thiel and Jonathan Taylor of On Screen Magazine during its US premiere at 911 Seattle Media Arts Center.

Sunday, April 12, 2009

Gene Gort on LABOR & the Creative Commons Philosophy


Ken Steen, Gene Gort and Jeffrey Krieger with the Reliquary of Labor logo,
a circle of dancing sparks that symbolizes their collaboration.
Q: Why is transparency of the creative process important to you?

GG: The notion that art is a result of some divine inspiration that drops from the sky into the gallery/museum/concert hall is overrated and mythologized too much. We want people to know that art is a struggle, a process, a dialogue that comes in fits and starts. In short, it is LABOR, hence the title. Our metaphor was like a building progressing over time within plain sight of the neighborhood or the community; it changes subtly and not so subtly every time you pass by. For the idea to work for us, we wanted to de-emphasize the end result - the performance moment - and allow viewers/participants to witness the mistakes, the false starts. We were educated in the 70's and things like process driven art, performance art and the strategies of artists like John Cage have influenced us profoundly.

Q. How can audiences participate in the project?

GG: Well, the project is ongoing. We are open to any and all suggestions. The score is available on request as are all the raw date files. There are podcasts available from the site with a lot of writing and notation. If someone is inspired to take on this material, they can use it and rebuild it themselves. They can also send us remixes for use to incorporate in future iterations. As part of the Creative Commons philosophy, we would like to be credited with the origin of the material if someone undertakes this independently.

Q. What do you hope audiences will discover?

GG: Like any good artwork, the process of discovery itself is important. I, as an artist, am not interested in reaching a mass audience. I am more interested in what is akin to a gentle nudge in the ribs and a whisper, "Did you ever notice this?" That's what good art does to me. If we can allow the audience access to our process of discovery maybe they can arrive at their own moment of discovery on their terms. As we gathered the material over the year or so, our observations blossomed into something transformative to us about work and skill and craft and cooperation of the workers at the site, as well as our own processes. The logo for the project, the circle with dancing sparks, is emblematic of our discovery. A pipe subject to an electric grinder, at the hands of a skilled worker, seen from a particular vantage point, becomes something altogether different and beautiful. This is the area of discovery we hope ROL invites in the viewer.

RELIQUARY OF LABOR, a parallel-media project by Gene Gort + Ken Steen features a solo performance by electronic cellist Jeff Krieger. It is a work-in-progress that incorporates the performing forces of electronic cello, multi-channel computer generated and manipulated sound, video and a variety of web-based components.

More info about at: www.reliquaryoflabor.net

Tuesday, 28 Apr, 2009 - 7:30pm Axiom Gallery, 141 Green Street, Jamaica Plain, Boston, MA. Tickets - $10



Tuesday, April 7, 2009

Playing around at MIT

by Marlene Genovese

I enjoy a few video games, including popular titles like Halo and Portal. Games are everywhere; in the box, in the newspaper, on my mobile phone, on the social networking site and in advertisements. I’ve been enjoying gaming for many years, and for me classic titles from childhood include Pong, Ms. Pac Man, Castlevania and how many times have we all dreamt Tetris?

My husband works in the video game industry and I’ve learned that all things involved in commercial gaming are TOP SECRET until the marketing machine decides its time to promote. If you are curious about how video games are made you will want to add the Singapore-MIT GAMBIT Game Lab to your list of events to see. This isn’t a commercial lab so they are inviting you right in to show you how it’s done.

In the development phase, video games are a nascent combination of graphics and programming, all which will run on an engine platform (video and engine processors) which originate the interaction between the programmed content and the player(s). Game theorists, artists and programmers collaborate on a medium that is interactive, fun, visually pleasing while trying to achieve a technically smooth experience. The grad students at the lab are doubly busy this spring as they each have a thesis to complete and part of the exhibit to design for the opening day on May 1.

At the exhibit you will be able to view a plotted history of video game craft in the Boston/Cambridge area. There will also be plenty of opportunities to sit down and enjoy some of the local games that have a place in this history.

Creating a game is quite a process. It’s amazing really that you can go from storyboarding and idea to completing a final experience that is ready for anyone to play. The artists have a vision of how it will look. The game designers want to invent fresh fun that has a strong element of challenge and the programmers figure out what engine platform it will run on. Sprinkled in are technical artists, process leads, special effects and audio teams.

It’s a big endeavor but Philip Tan, the executive director is enthusiastic to share it. “We want to demystify the process of making games.” The exhibit will be set-up during April. In addition to the timeline, grad students will be on hand to demonstrate a little audio integration, special effects, graphics creation and animation exercises. You can demo a mobile game (for Nokia or Ericsson cell phones) online or download a XBOX game at http://gambit.mit.edu/loadgame if you can’t wait! I know I couldn’t.

Tuesday, March 31, 2009

Gene Gort on Evolution of a Project

Q: What should people expect at Reliquary of Labor?

GG: We will present the solo version of ROL as seen on the website with a few tweaks. There are some areas in the last movement I want to embellish with images from earlier sections as a kind of reprise...I haven't told Ken or Jeff (cellist in image on left) yet, but that' what's interesting about this - they will probably surprise me with something too. The set up for the evening will be single channel video projection, stereo fixed-media sound and Jeff on electric cello with real-time effects using MAX/MSP processing. It focuses on Jeff's musicianship as a soloist, so other parts from the original work that highlighted percussion have been edited out. It runs about 40 minutes.

Q. How has Reliquary of Labor changed over time? Has the project evolved as you had imagined it?

GG: Some things have happened that we expected/predicted. Ken developed the music for Jeff's solo repertoire that will be at Axiom, which required a re-working of all the percussion parts as electronic, sampled and pre-recorded parts. I re-worked the multi-channel video into single channel with the opportunity for sync sound editing in this version. We were able to do a studio recording as well,, which is now on the site. Jeff has also worked with a short section of the "Under Wraps" video, edited it, and now has an improvisation he has added to his solo "Videocello" repertoire under the title "Recycled Tyvek." One thing that hasn't developed very much is the re-use of our material as posted online. I think that's just due to marketing/visibility but we don't know unless people inform us - which is part of the Creative Commons philosophy. There is so much material I want to return to - especially the sound files. We harvested material for over a year so I suspect we all will resuscitate new things as time goes by. It's very rich for us.

RELIQUARY OF LABOR, a parallel-media project by Gene Gort + Ken Steen features a solo performance by electronic cellist Jeff Krieger. It is a work-in-progress that incorporates the performing forces of electronic cello, multi-channel computer generated and manipulated sound, video and a variety of web-based components.

More info at: www.reliquaryoflabor.net Podcasts and videos of the work are on the website.

Tuesday, 28 April, 2009 - 7:30pm. Axiom Gallery 141 Green Street, Jamaica Plain, MA Tickets $10

Friday, March 20, 2009

Checking Out CyberArtCentral


The staff took some time on Thursday to look at the terrific space that will house CyberArtCentral, the central headquarters and visitor center for the 2009 Boston Cyberarts Festival. We’re going to be occupying a spacious, light-filled corner storefront on the ground floor of 1330 Boylston Street, a brand-new building run by Samuels & Associates in the Fenway neighborhood of Boston.

CyberArtCentral is the place where Festival-goers can pick up information about the Festival, learn more about specific exhibitions and events, talk to Festival volunteers, and purchase Festival merchandise (wait ‘til you see this year’s t-shirts!). We’re also planning an exhibition in the space of artwork by area digital media art students.

In one of those great coincidences of timing, the first weekend of the Festival coincides with a three-game home stand against the New York Yankees at Fenway Park, right across the street. So we’re pretty sure there will be plenty of people wandering by and checking us out.

Monday, March 9, 2009

Filthy Fluno in SL

Delighted to see that our friend Jeff Lipsky -- also known as Filthy Fluno in Second Life -- was the subject of an extensive article in the New York Times Magazine yesterday! Filthy is working with us to create our own exhibition in Second Life as part of the upcoming 2009 Boston Cyberarts Festival.

Click here to read the entire article.

Tuesday, September 30, 2008

Well, the installation of Act React is finished. The exhibition opens this week. There are two nights of openings and a panel discussion with all the artists this Friday. The exhibit opens to the public on Saturday, October 4th. I'm very pleased with exhibit and excited about it. Already there seems to be considerable buzz. Here are some picture I took of the installation.

Artists at work

Here is Brian Knep working on the his projectors.


Brian’s Healing Pool is a world premiere. It’s the size of a swimming pool and is in the middle of the exhibit. Below is Brian checking the projection out before the vinyl floor has been laid down and before Brian has tweeked it to his satisfaction.


Camille Utterback is showing three works, External Measures 2003, Untitled 5 and Untitled 6. This is the first time all three works in this series have been shown together. They’re very impressive. Both Camille and her assistant, Genevieve Hoffman loved the Lift Truck. I think they both want to get one for themselves when they get back to San Francisco. Here they are talking to John McKinnon, the Assistant Curator of Modern & Contemporary Art, and the Museum point person for the show. It’s been great working with John.


And here’s John again talking with Robyn Moody, Janet Cardiff’s installer for her interactive table, To Touch.


Robyn is a genial artist himself from Calgary and we enjoyed looking for Milwaukee restaurants with him a great deal. Here’s Robyn installing the work. And that isn’t just some old work table he’s laying stuff out on, that’s the artwork itself.


That was the first week. Last week, Liz Phillips, Danny Rozin and Ian Budish, Scott Snibbe’s installer all came. Here’s a picture of Danny working in front of his magical Snow Mirror, that captures your reflection in digital drifts of falling snow.


Finally here’s John Irion, Museum exhibition designer, who did such a great job organizing the space of Act React, putting the final touches on the front of the Baker/Rowland Gallery.


George Fifield