essays

Sydney Non-Objective Gallery exhibition

John Hopkins → 03::December::2009 04:29 → cats::audio, drift, essays, projects, texts

reflections on neoscenes :: drift

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blurb for SNO gallery exhibition web site, November 2009, NSW, Australia:

drift arises from an ordered archive of ambient phonographic fragments recorded over the past twenty years or so. From this archive improvisational works are assembled: indeterminate and reductive modulations that critically sample the flow of embodied be-ing. Known objects and discrete events populate our world only because we are social animals who have learned the dominant protocols of the techno-social system that we inhabit. This condition is especially onerous with the protocols circumscribing the failed (object-oriented) materialist world-view. drift consciously moves algorithmically with-in and with-out of recognizable protocols, acknowledging that without these memory-impressed protocols, all immediate experience becomes an incomprehensible flow. However, the cosmos we participate in, and indeed, are part of, is composed of these flows and comprehension is an illusion. What we know is only the temporal persistence of patterns in our embodied consciousness which resonate with an attenuated selection of those flows. drift simulates the full signal width of the flows, recognizable or not, and simply transits the field which is the present.

blurb for SNO gallery wall, December 2009, NSW, Australia:

reflections on neoscenes :: drift

drift is an approach to the task of comprehending the flow of life around and through the energized body. In particular, sonic energy flows may be used as an indication of the order of the localized universe. In some world-views, all points in a energy field are thought to contain the full (yet indeterminate) information set necessary to reconstruct the entire implicate order of the universe.

or

drift arises in habitually restless nomadic sampling of sonic energies.

drift depends on a somewhat fluid, though discontinuous, processing of those mediated samples.

drift retrospectively charts a pathway taken.

drift follows that pathway as defined by the energy constraints of that path.

drift reflects the trace of an indeterminate trajectory.

drift moves through numerically limited post-Cartesian dimensions and through several discrete parallel universes.

drift should be of infinite length to adequately circumscribe the unknowable Void.

drift demands an assumption of relativity and provides quantized realism.

drift is a simulation of energized be-ing.

drift is made available by the relentless domination of the machinic over the humane.

drift is a simulation of apprehending the storehouses of knowledge that culture tend to build: a consuming of the fruit of the tree of the knowledge of good and evil.

drift is be-ing lost.

or

Energized expressions that are the essence of life arise when beings-of-energy frame and re-direct small samples of the impressing flows that they are immersed within. This sixty minute piece is a spontaneous low-resolution sonographic drift approximating the extent of the universe.

or

Depending on your frame of reference — concatenated with the dynamic range of your point-of-view — you may resonate as you follow this drift, or you may not. And, as you go, it is good to recall that the simulation is not the thing itself: the map is not the territory.

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Can you come out and play with me?

John Hopkins → 22::November::2009 07:37 → cats::essays, texts

The following quick essay was for the last and final edition of the annual NetArts awards from the Machida Museum in Tokyo:

Grand Prize for this year, the online platform VisitorsStudio, is not a complete newcomer to the netart scene — it’s been running as a live visual-sonic collaboratory for a few years now. As a playground, it offers many degrees of freedom within what appears at first to be a restrictive environment. But, isn’t it true that all play-places have limits? Your mother would never let you go off just anywhere and play. She would certainly approve of VisitorsStudio. The limits of VisitorsStudio lie primarily in the intriguing area of file sizes (more on that shortly). The interface is intuitive and straight forward, and without a steep learning curve, anyone can create mesmerizing works in no time.

The most obvious elements of digital mash-up play are the text, the image (still and moving), and the sound. Participants in VisitorsStudio may gather these elements themselves and using a rich set of live controls make compelling live mixes. There is an existing database of files to work with, or, you can prepare your own media library to upload and play with. This is where each sound, image, or video file is limited to a 200kb maximum size — you will be surprised at what can be done — the result is absolute proof that great things come in small packages.

VisitorsStudio is available for special performances and makes an ideal platform for educators in all settings who wish to stimulate imaginations with real interactive digital art — its not simulated and its not eye-candy. As a collaborative tool, it does not aggressively take the foreground in the process, but rather works as a solid and supportive background element for seamless play.

Of course, the best way to enjoy a jam session is with a heavy-duty sound system and a 72-inch plasma screen or a video projector. You will be the resident visual-sonic artist. But intimate small-screen solo play is also very satisfying. The best feature is the possibility for live remote partners and audience. Invite your friends half-way around the world to join you in a jam session!

Technically, VisitorsStudio needs only an internet connection and a browser running the latest version of the Flash plugin. And, hey, if we ask, maybe they will port a Wii controller to VisitorsStudio! Wouldn’t that be fun? Let’s play.!

One of the Honorable Mentions for the 2009 netart award is SiTO’s gridcosm project which, if there ever was a primordial interactive play-place online, this is it. Gridcosm was initiated by Ed Stasny way back in 1997 as an outgrowth of SiTO’s live online image mash-up collaborations. That’s in the PreCambrian era of internet time! It even has its own Wikipedia entry! But gridcosm clearly tapped into something fundamental — with a fresh and accessible interface design; solid back-end code; and exuding a rare social sensibility of precisely what it means to collaborate online — there are hundreds of contributors. A dozen years later, the collaborative space is continuously full with a vibrant and evolving palette of personalities and plenty evidence of creative juice spilling out onto the screen. The acronym SiTO originally came from OTIS (Operational Term is Stimulate) which was the motto of the nascent online collective collaboratory back in 1994 or so. So, kudos to gridcosm for sheer staying power and what looks to be a lively future. How many layers does an artwork need to have for it to be classified as cosmologically significant? Visit gridcosm and discover the answer to this profound question! It’s an open project for anyone to jump into — as are all the SiTO collaborative projects — so, check it out!

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Conch

John Hopkins → 07::January::2009 21:46 → cats::essays

I spaced-out posting the netarts 2008 selections last November. here’s my brief jury comments:

This year’s netart award was very difficult to close in on. The absolute volume and traffic of data on the network does not seem to be correlated to its ultimate creative vitality. Can it be that the net has reached the saturation point as a means to realize the creative potential of its creators: that the signal-to-noise ratio has reached an asymptotic limit? Or is it merely an approach to the saturation point of the haplessly consuming audience? Is the net only a flooded communications platform in service of global capitalism? There is perhaps no particular reason to be overly cynical, although for this tech-no-madic curator the life-changes that accompany each further implementation of technologically-mediated connection seem to lose their appeal more and more quickly. For a creative, though, the question remains — how to be evolutionary when taking on the next tool presented by the Venture Techno-capitalists. Where to find something that avoids the clichés of, for example, the ubiquitously pop Web 2.0? There are the occasionally surprising implementations of the 2.0 paradigm, but they are often revealed as the tired exercises in the viral marketing of venture capital dreams. What inspiring sources are out there in the net? Are there any? Perhaps, but only if we leave the material behind to search of the ghost in the machine.

Where is the immaterial, the trace or evidence of the metaphysical, where is it hidden in the technological network of things? Is it actually hidden at all? Or is it simply not there? Has technology, in the form of global networks, banished those inexplicable essences from itself? Technology does have its obvious formative materialized essence, as it is another thing that presents itself to us in our limited sensibilities. But in the dislocated network, far from our touch, what is the apprehended essence, that attractor that keeps us intently focused on the screen. An attractor so compelling and full of gravitas that we chose to limit any change in our point-of-view and remain instead in a motionless screen-bent gaze, in a stationary orbit?

What draws us with this gravity, what draws us into its field of action? We are fascinated by the Light, sure, but our attention is bound by the gravity. The attractor of the machine lies within itself, not within us. We orbit the gravitational center of our own creation, the dense hubris of code. Without code there is only the material gap into which falls our embodied being, levity left to airs and vapors, (hydro)carbon (a)(e)ffluence and other oxidation-reduction reactions.

The grand prize goes to a work that is elegantly inexplicable, conch by the Japanese designer Yoshiyuki Katayama. Four topical and simple interactive works explore code as a means to transform time and space into essential visual essences. We may easily orbit the code while watching its realization. And time passes. Such is life.

The runners-up all seem to find simple interactions between code and presentation, leaving some viewers to perhaps simply shrug and move on. Somehow I like to think that these projects represent a search for the network coding of the koan — the Buddhist meditative tool — where the code is an essential step on the path to enLightenment.

Cloud of Clouds by Miguel Leal and Luís Sarmento keeps the sky open for interpretation as it should be, while Ethan Ham’s work, Self Portrait, leaves the self open for interpretation. And, to disagree with the Internet, as does the Disagreeing Internet well, that leaves our orbit around the gravitas of code very much open for not only interpretation but for fundamental questioning and even outright rejection. No more passive agreement with those Venture Capitalists!

Perhaps, when the last flicker comes from the last flat screen, we will understand that code is a chant to exorcise the machine, leaving the ghost (and us!) free to move on to something else. We shall see.

John Hopkins, Prescott, Arizona, USA, 04.Nov.2008

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Art and Teaching Philosophy

John Hopkins → 20::January::2007 17:59 → cats::essays, teaching, texts

Art, at its social core, is the trace of an engaged pathway. A pathway that conducts the circulation and exchange of creative human energies as they are attenuated by a vast range of mediative (materialized) carriers. The artist is that person who opens and offers the Self in a directed seeking: to engage in a dialogue of human energies with an Other. Finding a proper pathway for those energies: transmitting: simultaneously receiving the expressions of the Other, this is the moving act of creativity. Creativity is the charged flow of energies between and through the Self and the Other over relative spaces and times.

These two proto-definitions are the basis of my art and teaching praxis.

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