ASDF at IRL

Another recycled Rhizome comment, this one about the IRL show at Capricious Space:

I enjoyed the performance by ASDF. As the IRL website described it, "With Mylinh Nguyen sitting in the gallery and David Horvitz chatting live from Golden Age in Chicago, ASDF made available an ephemeral show of 48 artists existing for only 4 hours. Each art work was available, one at a time, for only 5 minutes. The works were sized to print and available for download (also including instructions so that viewers may print the works using basic consumer technologies). After the 4 hours are up all the original files were deleted."

The 8 1/2 x 11 artworks inkjet-printed and hurriedly taped to the wall in a line around the room were nothing to write home about but it was interesting to see the webcam projection of the crowd in Chicago with their identical group of objects in a line around their room. It felt like looking through a doorway into a parallel universe. Who are these people standing around with their Chicago versions of the art? Is that Chicago-me mugging for the camera?

ASDF's was a work that took the real time/real space aspects of the gallery presentation into account, the internet vs white box dynamic, as well as the crowd or party vibe that became part of the art.

Double Happiness Radio Interview

...on WNYU.

It's great to hear "surf club" art explained so well, although that term is not used in the interview.
Topics include: use of large photos ("we are very indebted to whatever community out there exists that seems to post very high resolution photos of family vacations and personal moments"), "that guy" ("the guy tasked with getting a company online and he has some strange idea that this is what the company needs but really just gets it wrong") and an offline project called "the Bar," a metal bar you can add or clip things onto, that is "vastly functional."

Double Happiness explains its three modes of art production as: generative (e.g., an original online painting), digestive (modified video or image), and regurgitative (little or no modification, other than being moved from the web to their site).

Question re: Agatha

Comment posted to Rhizome.org re: the restoration of Agatha Appears, a net art work by Olia Lialina:

I am proud to be a part of the new webring for Agatha.

In a talk at Bryce Wolkowitz gallery a while back Olia Lialina discussed the context of this work when it was made [1997] versus the present context.

Everything on the Web loaded slowly and you never knew what was coming up or when.

Consumers had more patience because they were accustomed to this.

Her art played with the uncertainties of this new vehicle.

To consume the site now you should know you are meant to keep clicking somewhere on the page in a state of semi-frustration. You don't get to the globe hopping web ring without navigating a series of popups and new pages that you have to keep clicking, clicking.

I raised a point in the new media vs artists with computers discussion that no one responded to. For proles like me who use Windows at home because it is the workplace default, there has been a certain loss of innocence about clicking pop ups, or clicking a lot of unknown places on a web page. IE is called Internet Exploder for a reason. Even with Firefox 3 we still get trojans pushed onto our computers (and Firefox 3 wouldn't allow certain popups on Agatha).

So, because of this menace, clicking around websites is not viewed with pleasure but with trepidation. Isn't this a fundamental change in the work and should restorers be taking this into consideration? Should critics and curators of web art?

Update: Just to clarify--not saying Lialina's project is infected, merely that it was made before infection became an everyday occurrence.

around the web

well, two places:

Britta Gustafson on the animated silhouette film Prince Achmed. Good thoughts and copious linkage about the movie.

Some discussion at Paddy Johnson's of Mark Essen's videogame-as-art Flywrench. A tangle of misunderstanding and mutual suspicion among gamers, art worlders, new media people, and assorted freaks, some of it unkinked on the thread. My contribution was to mention the LSD game, quite simply the best-sounding video game ever.