ISEA Newsletter #98 - ISSN 1488-3635 #98, August - September 2004
For the online version of this newsletter:
http://www.isea-web.org/inl/inl98.html
ISEA Board Editorial by Nina Czegledy
ISEA News by Angela Plohman
"A Brief History of Early Estonian Computer Arts" by Mare Tralla
"Electronic arts and new media culture in Scandinavia" by Minna Tarka
"Ponijpirts: The Mobile Sauna Project" Interview with Karlis Kalnins, conducted by Kristine Briede (edited by Marc Tuters)
"Locative Media, the MILK model" by Marc Tuters
"The Trans-Culture Mapping Network & the Iceland Workshop" by Marc Tuters
Board Editorial
by Nina Czegledy
Dear members,
In August 2004, science, electronic arts, technology and popular culture
converge to celebrate ISEA2004 in Helsinki, Tallinn and the ferry
travelling between these Baltic cities.
Ever since m-cult's submission in Paris, we looked forward in great
anticipation to this summer. Now considering the remarkable mix of
programs on offer, we shall not be disappointed.
It is a great pleasure to introduce on behalf of the ISEA Board this
special issue welcoming ISEA2004, the 12th edition of the ISEA
symposium. We are delighted to present special reports on a variety of
topics from Mare Tralla, Minna Tarka and Mark Tuters. These texts
reconfirm the unique cultural context in the Baltic, providing
inspiration for outstanding collaborations such as ISEA2004.
The schedule of the ISEA public meetings have been published in our #97
Newsletter.
Aiming for a more inclusive means of cooperation and collaboration, we
extend a special invitation to these meetings for all ISEA2004
participants to discuss current activities and recommend plans for the
future. If you wish to be involved in ISEA or if you have questions or
comments these opportunities will provide an excellent platform to
express your views.
The African Network Meeting at ISEA2004 has a special meaning for the
Inter Society.
We are extremely pleased to announce ISEA's endorsement of this
workshop, reflecting our desire to collaborate on various projects in
the field of digital culture and electronic arts. One of our primary
goals is to extend the momentum of these activities in the future and to
diversify our networks by co-sponsoring events in the global electronic
arts community.
When ISEA was founded, it was hard to imagine the rapidly unfolding
growth of the electronic arts scene. Nevertheless, despite the
significant shifts over the years, ISEA remained unique and independent,
and kept the role of organizing and promoting unifying yet nomadic
multicultural events. For each of us involved in the organization ISEA
might mean something different. The strong team of Board members and
the invaluable contribution of our Coordinating Director, Angela Plohman
however stimulate the often-invisible work of the Inter Society,
Once again, ISEA2004 will be the place to meet each other, to be
stimulated, to share our experience and plan for the years to come. In
the hope that the symposium participants as well as our readers will
gain inspiration, knowledge and pleasure from this special issue
Welcome to the 12th International Symposium on Electronic Art.
Nina Czegledy, Chair
ISEA board of directors.
Editorial
by Angela Plohman
This very special issue of the ISEA Newsletter coincides with the launch
of ISEA2004 but also of the new website of the Inter-Society for the
Electronic Arts, which is scheduled to go live during ISEA2004. The
visual design and structure of the site is the creation of students in
the Digital Arts Program at Bowling Green State University in Bowling
Green, Ohio, USA. (Bonnie Mitchell, faculty advisor; Nick Consolo and
Andy Ranville). The structure of the site, based on the work of the
students from Bowling Green State University, was further developed and
completed by two students from the Hogeschool van Utrecht
(Mediatechnologie, Amersfoort, the Netherlands): Quinten Beek and Adam
Chapman. The ISEA website is generously hosted by Public Domain
http://www.pd.org, in Atlanta, Georgia, USA. This special enhanced issue
of the ISEA newsletter was designed by René Paré (MAD, Eindhoven, the
Netherlands).
As you have noticed, we are experimenting with a new format for the ISEA
Newsletter. We welcome any feedback you may have - please feel free to
write to us at info@isea-web.org with your comments.
We would like to thank all of the volunteers who have worked very hard
to get all of this online, and would also like to thank everyone who has
contributed to this newsletter focused on the Baltic region: Nina
Czegledy, Minna Tarka, Mare Tralla and Marc Tuters.
We hope you enjoy this special issue and we hope to see some of you at
ISEA20004! In that regard, we would like to remind you that there will
be several opportunities to meet with the ISEA Board and committee
members at ISEA2004:
++ ISEA Networking Meeting @ ISEA2004
ISEA will be hosting an informal networking meeting on the Networked
Experience Cruise during ISEA2004. The meeting will be held in the
Carmen Conference Room on level 9 of the Silja Opera Ferry, on August
16, 2004 at 18:00. Representatives from the ISEA Board, ISEA
Headquarters, the ISEA Cultural Diversity Committee, the ISEA-sponsored
African-networking workshop, the Asia Pacific New Media Art Network,
ISEA2006 and the ISEA International Advisory Committee will be present.
++ ISEA GM @ ISEA2004
The ISEA General Meeting for all ISEA members will be held on August 22,
2004 at 12:00 in the Sampo Auditorium of the Lume Media Centre in
Helsinki, Finland. This meeting will also give participants a chance to
evaluate and comment on ISEA2004 and offer suggestions for the future.
At 13:00, following the GM, the Director of ISEA2006, Steve Dietz, will
give a presentation on ISEA2006.
A Brief History of Early Estonian Computer Arts
by Mare Tralla
It is thought that electronic art in Estonia is a rather new phenomenon.
In popular opinion, it is only seen to originate here after the first
Interstanding new media festival, which took place in Tallinn in 1995.
Bi-annually organized, Interstanding was the idea of two individuals:
Eric Kluitenberg and Ando Keskk, with the first edition organized
collaboratively between Soros Center for Contemporary Arts (SCCA),
Estonia, Estonian Academy of Arts and SCAN, Groningen, Holland. In
association with the conference, the SCCA organized its annual
exhibition under the title Biotopia, which, looking at the connections
between technology and biology, was ahead of its time and not understood
by the local art world and media. Only later the understanding and
significance of the ideas proposed by the curators, Sirje Helme, Eha
Komissarov and reflected by young Estonian artists and even some
scientists, have been revealed.
On the one hand, it is true that Interstanding could be blamed as the
inspiration for many Baltic new media initiatives, as this was the first
time and place where the seeds were sewn. On the other hand, if one
looks only at the Estonian case, the development of the society in
general and its economy also played a role in the use of the digital
medium by some Estonian artists. Firstly, the Estonian state had
declared IT and TCT its developmental priority, however that did not
include funding in the cultural sector; it was mainly targeted to
primary, secondary and technical higher education. Yet, there was a lot
of media talk about those developments and schemes; the idea of
E-Estonia was widely advocated in 90s. But even despite very little
funding of IT and ICT in the cultural sector, some money and equipment
found their way there, too, thus access to technology became easier.
Unfortunately, the general development of the ICT sector in Estonia and
its rapid commercialization also meant that the space was quickly filled
by activities with which artists had nothing in common and was not an
area that artists had the will to occupy.
The activities in the period after 1995 have been quite extensively
documented, due to the work of SCCA (later CCA) and a number of artists
who were active within the more traditional contemporary art scene. It
is wonderful that this exists, but at the same time, a neutral
perspective on what really happened to media art in Estonia is long due.
I am speculating here, but I think we have missed activities in Estonia
that were not so close to the local established art world and its
networks, activities that similarly, in the 80s, happened among close
circles of friends or computer enthusiasts. The current history of
Estonian media art after 1995 is filled with partial interests and even
conflicts, personal likes and dislikes. With my more traditional art
background, I am not the right person to point fingers at anyone, but
just to bring out the need for new writing and research in this field.
Also, I have observed from a distance the petty politics that have done
no good for the interest of digital arts in Estonia since 1996. The
reason for the local conflicts has been mainly a desperate race for
international acknowledgment or 'fame', which is probably quite similar
in many other small cultures, where it is a way of escaping local
cultural isolation.
Members of the cultural establishment have voiced their disappointment
that there is no alternative new media centre in Estonia, but they see
the alternative centre as something similar to ZKM, and are not
analyzing issues of sustainability and need for such a centre in a
society as small as Estonia. At the same time, smaller and vibrant
initiatives by local groups, like Moks, looming.org and
Multikultuurimaja have been active almost invisibly. Recent activities
by local artists and practitioners show different types of interests and
initiatives in new media in Estonia. Just as an example, during
ISEA2004, there are two week-long initiatives by local, young artists;
one, an associated programme of ISEA2004, occupies a warehouse for
second-hand computers in central Tallinn for a week, showcasing Estonian
and Baltic artists' works, including a night of experimental sound. The
other collides with ISEA2004 and includes opening festivities and
exhibitions in an alternative cultural space, 'Culture factory', in an
old abandoned polymer factory.
To look at the origins of local computer arts and the possible current
parallel practices, one needs to revisit the period before
Interstanding. In spring 2004, Tuuli Lepik defended her MA dissertation
"END IF or Estonian earliest computer art and its sub-cultural
background in years 1960 -1995". Her work was the first serious study
into the period of computer arts in Estonia before 1995.
The computer-assisted works made during that period in Estonia can be
considered only conditionally as 'computer-arts' as they were made
without a niche that could identify the works as art. Only the lens of
history provides us with the possibility to consider those early
attempts in the context of art. In her research, Tuuli Lepik observes a
wide variety of authors, from those of the first Estonian computer games
with visual output and programmes generating audiovisual outputs to
those of simple printouts like ASCII-art that have acquired an aesthetic
value. That so-called maker of "material without art" might be "a
designer" -creating the understanding of the technology of the computer
making visual art. Lepik finds that the early programmers worked with
great enthusiasm when producing early computer programmes.
In the title of her research, Lepik uses the archaic programming command
'end if', which ends the lines of possibilities of a statement. At the
same time, many statements can be interwoven and there can be an
infinite number of possibilities. And so "end if" ends only its own
statement. New statements are still possible, leaving the system open.
Lepik characterizes the early creative works by keywords: archaic,
meaning, game, naivety, the means, cryptic.
She used all possible ways to collect information: interviewing people,
using excerpts from records, Internet sources, dialogues, conversations
with people in Internet chat rooms, in lists and also by mail. The
historical facts of Estonian computer art were retrieved from articles
in the local newspapers and journals from the columns of culture and
computer science.
Through that work, Lepik discovers that there was an active hackers
sub-culture in Estonia at the end of the 80s and in the beginning of the
90s. The former 'artists' of that circle currently form a group of
varied professionals - programmers, designers, public figures and
scientists. As a close circle of people, those authors were difficult to
pinpoint and the information found about their activities only emerged
after finding someone from a particular computer centre or classrooms of
which there were several in Estonia in those days. The historic material
about those centres has however being neglected by museums and is only
found in private collections. Even the universities have not documented
their early activities in computing. This may of course also be related
to the secrecy of the Soviet era and the way the Soviet regime
controlled any technology which allowed one to manipulate information.
All kinds of reproduction technologies were heavily controlled. Computer
graphics were taught as a separate subject or mixed with the studies of
design in many universities in Estonia. But there are almost no examples
of computer graphics works done before the year 1995 either at the
Tallinn Technical University or at the Tartu Art School because of high
entropy. Based on my own encounter with the Tartu Art School in the late
eighties, there seemed to be no need to save a work and 'take it home'.
Lepik describes her detective work as collecting folk stories, from one
word of mouth to another, leading from one person to another, from one
material to another. In this way, it is of course difficult to control
the authenticity of the material, especially because often the real
evidence of a particular programme or print or experiment no longer exists.
The first visual images of a cat by Heiki Sumre, made with an M-3
computer at the Cybernetics Institute in Tallinn sometime between 1960
and 1965, were made to demonstrate the use of the computer and to
entertain the school groups visiting the Institute. The printer
computer graphics arrived after the introduction of Minsk-2 at the
Cybernetics Institute, which allowed printing out. First, the ASCII
images printed were of unknown origins and by unknown authors, used like
pirate software now, the programmes often arrived in Tallinn through
computer centres in Russia. An ironic fact is that one of the first
popular programmes printed out an image of Mickey Mouse.
The first exhibitions introducing computer art in Estonia were held
already between 1969-1973, when Enn Tĺu and Ivar Papp organized
exhibitions at the Tartu Engineers House, using international computer
magazines as sources. The 70s mark an active period of formation of
computing centres in Estonia, by universities and research institutions.
That meant some kind of access to computers for reasons besides
'official' research and needs. Ustus Agur, an Estonian scientist and
computer enthusiast, wrote several articles in the early 70s, which look
at the creative potential of computers and the perfect symbiosis of
cybernetics and arts. Engineer Harry Tali also recalls discussions with
his artist friends who were fascinated by the computer as a tool for
artists. Yet computer art was not considered an art.
Many artists exploited the computer to produce mechanical or anonymous
patterns. Computer technology allowed using matrixes with ease. Artists
like Heitti Polli, Aavo Ermel, T Kukk, Raul Meel, Priit Pangsepp,
Mall Nukke, the group "Fin Plotter" and Studio 22 used this in their
works. In the 1980s, artists from Group Fin Plotter tried to show their
computer graphics works in established art exhibitions, but found that
the works were not accepted. However, Fin Plotter had 4 separate
exhibitions since 1986. From the above-mentioned names, group Studio 22
has managed to be included in the more traditional contemporary art
world. Their abstract, meditative, audio-visual programmes 'Early Sping'
and 'Sea-space' were exhibited within the context of the early Soros
Centre annual exhibitions, and they found recognition by the local art
press.
One of the first computer animation films "Stroika" by Viktor Siilatsi,
Krista Siilatsi and Keith Siilatsi from 1987, was one of the first
computer animation films that can be looked at independently as a film
produced in Estonia and probably in the Soviet Union. It is a perfect
comment on Soviet society at that time: the film is about a man who
builds a house, taking bricks from a finished end of a wall to continue
building, so the work never ends. Unfortunately, only bad quality video
footage remains from the original Basic III programme.
In 1990, several artists also started working with interactive
multimedia and later the Internet. Often they looked at the computer not
merely as a tool, but tried to look at it in a more philosophical
context and also as communication device. Rauno Remme, Ando Keskk,
Raivo Kelomees. Tiia Johannson and Mare Tralla belonged to that group.
The ways those artists reached the computer and how they used it are all
different. Rauno Remmes' absurd computer game "Wanna Play" is an
excellent example of a user's frustration with playing old, redundant
computer games that arrived with humanitarian aid packages and that were
totally useless. The artist generates his own game in Basic, which gives
an impression that there is a game and one can play it, but it is absurd
and pointless; before you start, it is over.
The local computer art history is also well described with the
development of personal technological skills. Many artists are now
recognized as top computing specialists. For example, the programmers of
the firm Bluemoon Interactive, who are famous for their software
solutions, like the Kazaa file exchange programme and the technical
solutions for the Internet phone Skype, started as young game
programmers in the mid 1980s. At first they were making games just for
fun, but soon discovered that there was also a market for their
productions.
What also makes the research into the early period of computer arts even
more difficult is the multitude of types of computers used: from Minsk -
32 to less available Commodore Amiga-s with different file formats and
operating systems. The extracts of codes and files have no value anymore
if they have no output. For example, the files of the installations "PCS
07-11" made by Raoul Kurvitz and Andres Lepp in 1994 are useless when
there is no possibility to expose them in hardware, yet that work was
the first digital art installation bought by the Estonian Art Museum and
probably will never be seen again as an installation, as the museum did
not invest in the hardware of that period.
It was surprising to see all the different types of activities by early
computer enthusiasts and artists in Estonia. The above text only touches
some, perhaps the most influential, of them. There could also be many
parallels drawn with activities in the rest of the world. Despite the
isolation of Soviet Union, it is surprising to see that the works made
here carry so much similarity to the works done in West. Sure, often the
international computer magazines, where bits of information were used,
are to blame here. At the same time this also shows the communication
starting between the west and 'east', and the enormous interest by
Estonian scientists, programmers and artists, who later in 90s provided
the ground for introducing ICT into Estonian society and artists into
the world of new media.
Mare Tralla
Mare Tralla (EE/UK) is the programme chair of ISEA2004 Tallinn, she is
an internationally active media artist and organizer. 2000-2003 she was
the head of E- media Centre at the Estonian Academy of Arts. Her artwork
often questions the place and the role of women in our societies and how
women from Eastern Europe are perceived or seen in the Western world.
Her work tackles or illustrates sensitive issues often with a large dose
of humor and irony. She was also a co-curator of the last new media
festival Interstanding in Tallinn in 2001.
Electronic arts and new media culture in Scandinavia - a brief overview
by Minna Tarka
When visiting Nordic countries, where to get connected with local
practitioners? And is there a distinctly Nordic quality to be
witnessed in the media arts of Scandinavia?
Even if Scandinavian policies relating to media, culture and IT are
crafted along similar lines, there are strong differences in the
contexts and positionings of media art and cultural practice. Thus
interpretations of what a transdisciplinary practice in art and
technology involves, and where its boundaries should be placed, vary a
lot across in the five Nordic countries.
This diversity was a perhaps surprising finding of the research project
Nordic media culture - actors and practices, realised by m-cult (FI) in
collaboration with PNEK, (NO), CRAC (SE), Lorna (IS), Reykjavik and
CultureNet Denmark (DK). The research involved a mapping of
organisations, a 150-respondent-survey on practices as well as reports
on national contexts. It showed that differences in context and
discourse are not only national, they are also local and regional.
*Centres, networks and patchworks: some national characteristics*
The Scandinavian model country for electronic arts is* Norway*, where a
national E-Art policy, together with dynamic centres such as Atelier
Nord and NOTAM in Oslo, BEK in Bergen, and TEKS in Trondheim
provide a fruitful environment for production and critical discourse,
also exemplified by the very active Norwegian online forae.
In building their environment, Norwegians have closely followed
developments in the Netherlands, and they also have their own 'Virtual
Platform' - PNEK, Production Network for Electronic Art - to
coordinate activities between the centres, disseminate information and
develop competences across the country.
The Norwegian scene is also decidedly about electronic arts, with
education grounded in art academies. Prominent areas are in electronic
sound and open source tools development for networked music collaboration.
*Finnish* media art has received wide international recognition and has
been framed as a key area in national 'cultural export'. One reason for
the success is certainly the long-term international networking and the
development of critical discourses in seminars and publications. But
also the patchwork of variously profiled organisations creates a whole
that is larger than the sum of its parts, connecting practitioners and
providing informal learning environments.
Finland's links with the international electronic arts scene stem partly
from ISEA'94 Helsinki, but also from the MuuMediaFestival which
presented interactive installations already in early 90's. Media arts
organisations - eg. MUU, Avantofestival, Av-arkki - collaborate with
national institutions such as Kiasma and LUME with their excellent
presentation and production facilities.
The 'demo scene' of programmers has been big in Finland and has bred
new generations of computer artists and designers, whose contributions
are directed not only to games production but increasingly to the art
world, as in the case of media arts collective katastro.fi and the
Pixelache festival.
Overall, the Finnish media arts presents a very hybrid scene: arts,
design and research as well as the more popular and tactical modes of
electronic culture co-exist and cross over. This hybridity is in focus
for m-cult centre for new media culture, which works to support the
field, develop competences and accelerate exchanges in research,
development and production.
In Sweden, Stockholm has the already 70-year old Fylkingen with
electronic music and performance, CRAC's media lab and workshops, and
Splintermind which streams projects across Nordic countries. In Malm
Electrohype hosts one of Scandinavia's key media art festivals while
the MalmUniversity Art & Communication has an education and research
profile in interaction design and creative technology.
Compared to the Norwegian strong electronic arts network and the Finnish
hybrid patchwork, the research revealed a more dispersed scene in
Sweden*,* where boundaries between sectors and media arts initiatives
seem to be more closely guarded.
On the other hand, an integrated model for transdisciplinary practice is
presented by the Swedish Interactive Institute (II), a network of
research studios that spans the whole country. In II studios, teams of
artists, researchers and engineers collaborate and seek liaisons with
the IT industry to promote a 'social entrepreneurship'; and the results
are increasingly witnessed at electronic arts manifestations around the
globe.
In Denmark and Iceland, the fragmentation of the media arts scene
was felt deeply and voiced by the research respondents as an 'intense
need for a place': a media lab, a centre, a meeting point for
practitioners. Despite the short-term and project-based support
structures - typical to to all Nordic countries with the exception of
Norway - organisations such as/ Artnode/ and/ Superflex/ in Copenhagen
have done exemplary work in presenting and supporting net art and
streaming media.
In the academic sector, Denmark presents a stronger picture. Especially
Aarhus is becoming an important node in digital culture, with a
university network joining digital aesthetics research (Aarhus
University) and advanced visualisation (CAVI center) with the arts and
IT sectors.
In Iceland, one might even speak of a 'brain drain': the availability
of foreign travel grants has led to a number of electronic artists
becoming permanent residents of New York, Paris and other metropoles,
while local support has been minimal.
An important initiative to support Icelandic media arts is Lorna,
established in 2002. This summer, perhaps significantly to the effort
to put Iceland back on the map, Lorna together with Baltic and European
partners, organised Iceland Inside Out, a trans-cultural mapping workshop.
Transdisciplinary, trans-Baltic collaboration
ISEA'94 Helsinki manifested the launch of the Media Lab UIAH, which
now hosts one of the world's largest doctoral programmes in new media
art and design. Interdisciplinary research and development of media
culture and technology is doing well in Scandinavia, with long
traditions in participatory methods. Besides design oriented
environments such as those at MalmUniversity and UIAH, there are
significant nodes in 'digital humanities' and computer games research,
with the international DIGRA association's HQ in Tampere University's
Hypermedia Lab and with a new Games research center in IT University
of Copenhagen.
In the last couple of years, Nordic and Baltic networking has gained
significant momentum. Projects such as the RAM workshop series (Visby,
Oslo, Helsinki, Tallinn, Riga and Vilnius) have networked actors both
regionally and globally. NIFCA, Nordic Institute for Contemporary Art,
has organised a series of new media art residencies. The Nordic
Cultural Fund, together with the Nordic Council of Ministers have
made several initiatives possible, among them the Nordic research
project reviewed in this essay.
ISEA2004, organised by m-cult, Estonian Academy of Arts and a host of
local and international partners will be an important manifestation of
this activity. With its trajectory across the Baltic Sea and a programme
spanning arts, research and popular media culture, ISEA2004 is a perfect
metaphor for the increasing transdisciplinary and trans-Baltic connections.
Minna Tarkka
Minna Tarkka directs m-cult, centre for new media culture in Helsinki.
She has acted as critic, producer and researcher of media art and
design, as professor at UIAH Media Lab professorship and director of
MUU. She was also programme director of ISEA'94 in Helsinki.
This review is based on the research publication Nordic media culture -
actors and practices (ed. Minna Tarkka and Mirjam Martevo), m-cult 2003.
Presentations of and links to mentioned organisations can be found in
the m-cult.net online database at
Ponijpirts: The Mobile Sauna Project
Interview with Karlis Kalnins, conducted by Kristine Briede (edited by Marc Tuters)
Based out of the K@2 media centre in Karosta [1], Liepaja, Latvia,
Karlis Kalnins' Ponijpirts is an project for cultural integration, a
multi-media mobile installation, that invites its audience come together
for a sweat. Built inside of a '81 Renault horse transport, Ponji Pirts
is a sauna on wheels, designed to travel throughout Latvia and the
Baltics, to serve as a means for bringing together the region's
different cultures to share in a common Nordic pastime. Traditionally
constructed with a wood burning stove, and with room for 15 people, the
sauna is also designed to record conversations and transmitting them to
an interactive web-based map of the Ponji Pirts's adventures. What
follows is an interview between the artist and one of the heads of the
institution that hosted the project at their media centre on the Baltic
Coast of Latvia in the former Soviet military outpost of Karosta.
Kristine: Who are you?
Karlis: Mans vrds ir Karlis Kalni, I'm a Canadian of Latvian origins.
Kristine: O.K., so what are you doing here in Karosta, then?
Karlis: We're making this Pirts Mobilais - Mobile Sauna inside this old
horse trailer. Yes.
Kristine: Then, please, describe this idea some more...
Karlis: O.K. so...Three years ago in the mountains of British Colombia,
Canada we were sitting around and there was really cold. We were
standing at this glacier and the mountains were all around, and there
was this forest and a river came through and the water was so cold. It
was summer time, you know, it was hot, the sun was shining, but if you
get into the water, you could not get warm again. And then we thought:
Oh, what we would need now is Sauna. But we were 4 hours drive from the
nearest city, we were really far away. And that's how we were thinking
and one thing led to another and we built this Mobile Sauna. And we
started to use it and it became very popular.
Kristine: But, that was in Canada.
Karlis: Yes, in Canada. And, you know, every time I come to Latvia and
every time I see some truck driving by or I am cold, I think, it would
be really nice if we had a mobile sauna here, it would be really good.
And Marc Tuters, Mrcis was talking to Calle and suggested that we build
one here as a project for integrating the cultures. Because one thing
that's interesting about all the cultures that are here - these northern
cultures - they all get cold and everybody needs to get warm and get
clean. So, what a perfect opportunity for this culture integration! To
have people sit, get naked and sweat together and become clean, both
physically and I suppose spritually and physiologically. So, the thing
is about getting naked together in a sauna, a 'pirts'. These clothes
that we wear are many things. They keep us warm. But if we are warm,
then why do we wear clothes? And what are the things that the clothes
give us? The sense of importance and class, because, what we wear... You
know, rich people wear rich clothes and poor people wear different
clothes from the rich people, the businessmen wear suits and those kind
of things. But also like knights and soldiers - it's armor - it protects
us from other people in some ways. So, one of the nice things about
getting into a sauna is that you get hot and you relax and you are
sweating together with everobody else, so you are equal... all your
psychological armor is taken away. So, it's not really only about
getting clean and sweating, but also about the communication, I think.
When you go to the sauna in Riga and you ask if you could rent a towel,
people may be ask: "would you also like to rent a girl besides?" It's
strange... but to sweat together is also considered sacred by many
people around the world. In Canada, where I live, the Natives have a
sweat lodge. It's a very spiritual, sacred, healing place...
Kristine: O.K. There is one more thing. I have been watching you already
for several weeks and I see that you are building this sauna through the
computer and also in our previous conversations I understood that this
sauna will be also more new media orientated. Could you, please, take up
this subject?
Karlis: O.K. so, what happens is that there is this guy Tapio Makkela.
He is a media art guy from Helsinki and he has been exploring this
concept of "Steaming media" as opposed to "Streaming media" - streaming
would be video, audio over the web and steaming would be then the steam
that comes out from the rocks at the sauna. So, and one of his concepts
was how these intimate spaces, intimate but public in different ways
change how we relate to each other. So, back in 1997 or 1998 he built a
sauna and he put in an IRC (Internet Relay Chat) terminal. So, you type
and communicate with other people and people are reading your messages
and they could type back and they would have this dialogue using this
keyboard that he put this in sauna. And then I think he brought in
guests and then people from all over the internet would converse with
this persons sweating. The conversation that I read was with Lev
Manovich. He is a Russian guy who lives in California.
So, after I built my sauna, I met Tapio and he was building another
sauna, but this time in collaboration with the Canadian artist David
Rockeby. And it was this very elaborate sauna. One wall was a projection
screen and there were cameras which you could not see, but they were
there. And the concept was that you would sit in there and the screen
would be all fogging. And if you wave in front of the screen you would
kind of clear the way on the screen like if you would virtually clean
away the steam and then you would see either yourself or some other
sauna in the world which was linked up through this video. After that
then I was working in Banff, in the same place where Tapio was building
this sauna and I would come there and I'd look at it. I was inspired to
do something that was a little simplier - a little easier, but also a
bit more wide spread, and also working with this GPS - based on ideas
from my previous work with this gpster project [2] and this locative
media concept [3].
For a few years now, every weekend in Vancouver, where I live, we have
been having sauna parties in a mobile sauna I built out there. I would
drive the sauna to the front door of a part, so that inside a house
there would be DJ's and musicians and then people would go out and jump
into sauna. My roommate would record this [4] but all the recording
equipment became a little intrusive (and dangerous) so, we came up with
this concept of wiring the place so that you could just hit a button and
record the sound. But, as we had a mobile sauna we thought that by
adding GPS into the mix, we could log our location too and associate
that with the audio and a website where you could look at a map and see
all these little dots that when you click on them play sounds from the
sauna.
For more information on the project please got to the Ponipirts' URL[5].
The Ponjipirts is currently stationed in Karosta where it is being
operated by Calle Biosmark <calle@karosta.lv>.
References
... 1 <http://www.karosta.lv> (website for K@2 media lab)
... 2 <http://www.gpster.net> (website for the GPSter/geograffiti project)
... 3 <http://www.locative.org> (website for the Locative Media Lab)
... 4 <http://www.saunasessions.ca> (website for Sauna Sessions audio archive)
... 5 <http://www.karlis.baremetal.com/sauna/ponijpirts.html> (website for the Ponipirts project)
Locative Media, the MILK model
by Marc Tuters
Locative Media is the term used to describe a mapping paradigm that has
received a degree of interest in the media arts recently due, in large
part, to the the newfound accessibility of lo-fi pervasive computing
applications to artists. According to the Wikipedia "the locative case
corresponds vaguely to the preposition "in", "at", or "by" of english
and indicates a final location of action or a time of the action" [1].
In the academic and corporate computer science research and development
sector, location-based services for next-generation mobile device have
been much celebrated in recent years --noted technologist Scott Fisher
for example states: "as the processing power and graphic frame rate on
microcomputers quickly increase, portable, personal virtual- environment
systems will also become available. The possibilities of virtual
realities, it appears, are as limitless as the possibilities of reality.
They can provide a human interface that disappears--a doorway to other
worlds" [2]. A graphic example of such a system was displayed at last
year's Art+Communication 6 festival in Riga [3], organized by the RIXC
Centre for New Media Culture, in which conference attendees were invited
to play a demo of the playing the popular online video game Quake in the
streets of Riga! Developed at the University of South Australia, ARQuake
used a wearable computer mounted into backpack to project the 3D space
of the video game over the landscape of 'the real world' through a
head-mounted display, coordinating the two via GPS (Global Positioning
System) technology [4].
At this same event, the term locative media was initially proposed as a
tentative category for new media art that sought to explore the
intersection of the virtual space of the internet with the physical
space of the urban (or non-urban) environment, that attempted to
distinguished from the corporate discourse in location based services
(LBS). This space was further explored during a subsequent workshop in a
suburb of Liepaja, Latvia, also organized by RIXC [5]. At Longitude
21.00, Latitude 56.55, on July 16-26, 2003, the Locative Media Workshop,
brought an international group of artists and researchers to the K@2
Culture and Information Centre in Karosta, (a partially abandoned
military installation on the coast of the Baltic Sea resembling 'the
Zone' from Tarkovsky's Stalker [6]) to explore the idea of location in
new media. The event focussed largely on exploring creative uses for the
GPS (Global Positioning System) real-time mapping and positioning
technology, and how, in combination with wireless networking
technologies, that former might impact on notions of space time and
social organization by potentially permitting people to produce and
share their our own cartographic data, and map their physical
environments and it's stories [7]. Participants of the workshop pondered
techniques for the cultural appropriation of military technology from
within the decaying ruins of a former military empire, perched on the
edge of integration into a new regime (NATO & EU). The workshop
utilized mobile, location-aware networking devices/software (courtesy of
and developed by the Waag Society [8], to trace the movements of
participants in real-time as they mapped Karosta's so-called 'elephant
trails', a web of footpaths criss-crossing the installation's rigid
military grid structure [9].
One of the projects to emerge RIXC's involvement with locative media has
been The MILK Project, a collaboration between the Dutch artist Esther
Polak and the Latvian artist Ieva Auzina's [10]. MILK uses GPS devices
to map the routes taken by dairy products from the udders of a Latvian
cows, to the mouths of the Dutch consumers. The MILK project functions
on at several levels: on one it is a poetic exploration of locative
media that reinvents the notion of landscape painting; on another MILK
is an ethnographic study that uses a map to present in-depth interviews
and images of its subject; and on yet another level MILK suggests a
model by which, in the words of Polak "the buying of a product can bee a
joyful and aesthetic fulfilling experience in itself, comparable with a
virtual trip." In the remainder of this article I would like his last
notion of what I'll call "the MILK model" for mapping and of locative
media as a potential consumer interface.
The MILK Project suggest to me that the same combination of technologies
that have allowed for artists to image new forms of locative media
(tracking technologies, digital cartography and network mapping methods)
can also be used to create representations of social and political
realities that are designed to be easily comprehensible to an average
consumer. The MILK model for visualizing data related to consumer
objects suggest means to "deconstruct" them, allowing one to visualize:
i.) the routes taken by the various sources that constitute a certain
object --i.e. a GPS trace-route from the farm to the factory to the
grocery store; ii.) the conditions of a products production --i.e.
photographs of the farm and/or factory; and potentially even iii.) a
social network map, representing, for example, the relations between the
company that has produced a product and its parent and sibling companies
--a form a mapping can help ease comprehension of complex social
networks as effectively demonstrated by the work of Richard Rogers [11],
Josh On [12], Jo Walsh [13] and the Latvian researcher Valdis Krebs
[14], to name but a few.
While campaigns for ethical consumption have traditionally attempted to
reach the consumer through a process of reasoning and argumentation,
this tends to requires a commitment of both time and concentration that
many people feel they do not necessarily have to spare. Extrapolating
from MILK, and the above-mentioned social network mapping projects, we
can perhaps, however, imagine a form of locative media that tactically
uses the aesthetic appeal of maps to reach people more on the level of
affect. Operating on a register closer to that of entertainment, such a
project might seek to captivate the consumer by presenting itself as a
kind of X-Ray device into the black box of consumer society, that
permits one the experience of peering under the organized surface of
consumer society to reveal a Matrix-like web of interconnected
decentered complexity. Crucially, however, the objective here would not
be to mystify this complexity, but rather to present this as a visually
compelling world (game-space) for a consumer to explore through a
variety of maps that convey information regarding the products
conditions of production, facilitating a degree of awareness into the
process perhaps even creating a new category for consumption that we
might call "awaretarianis m".
References
... 1 <http://en.wikipedia.org/wiki/Locative_case> (entry for "locative case" on Wikipedia website)
... 2 Fisher, S., Virtual Interface Environments (I990), cited in Howard Rheingold, Virtual Reality (London: Mandarin, I993), p.131
... 3 <http://rixc.lv/03/info.html> (website for Art+Communication6 festival in Riga )
... 4 W. Piekarski and B. Thomas, "ARQuake: The Outdoors Augmented Reality System," Comm. ACM, vol. 45, no. 1, Jan. 2002, pp.36-38, ACM Press
... 5 <http://locative.x-i.net> (website for Locative Media Workshop)
... 6 Tarkovsky, Adrei (dir),/ Stalker/, (1979), Image Entertainment, DVD Release Date: October 15, 2002
... 7 <http://mapmyths.rixc.lv/> (website for Signe Pucena and Andrew Paterson's/ Mapping and Sewing Together Mythologies/)
... 8 <http://www.waag.org/realtime/> (website for Waag's Real-Time Amsterdam project)
... 9 <http://www.elephantpaths.net/> (website for Mari Keshi-Korsu's Elephant Paths project)
... 10 <http://locative.x-i.net/piens/> (RIXC's website for the MILK project)
... 11 <http://www.govcom.org/> (website for Richard Rogers's Govcom.org Foundation, Amsterdam)
... 12 <http://www.theyrule.net/> (website for Josh On's They Rule project)
... 13 <http://space.frot.org/> (website for Jo Walsh's mapping projects)
... 14 <http://orgnet.com> (website for Valdis Krebs mapping projects)
The Trans-Culture Mapping Network & the Iceland Workshop
by Marc Tuters
The Trans-Culture Mapping series is a network for cultural exchange
amongst media artists founded to investigate cultural applications for
mapping in the context of an enlarging Europe. Comprising seven NGO's,
mostly from the periphery of Europe, the initiative has been led by RIXC
Centre for New Media Culture in Riga LV (the first time such network has
centered on Eastern European nation) and will culminate in an exhibit at
the 7th international Art& Communication festival in Riga, October 1-3,
2004.
In August of 2003, RIXC organized the Locative Media Workshop in Karosta
<http://locative.x-i.net/>, Leipaja, a semi-abandoned former Soviet
military base on the Baltic coast of Latvia. The event brought together
a diverse group of artists to contemplate, amongst other things, how to
appropriate the American military technology of GPS in the ruins of this
former military city, where former Soviet citizens carry "alien"
passports. (William Gibson commented on this fact in his blog at the
time saying: "I have a special fondness for descriptions of places like
this. They trigger ghost-dialog: "Forget it, man, she's *Karostan*.
Latvian 'alien' passport. It's not going to happen." [1]) This original
Locative Media Workshop became the model for the Trans-culture Mapping
(henceforth TCM) series of workshops [2].
Throughout the summer of 2003 TCM featured a series of week-long
workshops in Helsinki (FI) [3], Strasbourg (FR) [4], Loftgren (NO) [5],
the southern cost of Iceland [6], as well a portion of the RAM 5 [7]
event in Riga and an upcoming workshop on the Tammakari island in the
Helsinki archipelago just after the official part of the ISEA symposium.
The TCM events have brought together a variety of self-identified "new
media" artists (coders, film-makers, sound artists, etc.) to investigate
ideas of locality principally through the metaphor of cartography.
Their interpretations of the mapping theme raged from using GPS and
web-mapping in order to create photo-blogs, to more contemplative
studies on the meaning of place borrowing methods from contemporary
archeology. What follows is an informal interview I conducted during the
TCM's Iceland workshop, put together by local host organization Lorna,
in which I asked the other participants to describe how and why they
ended up at this new media arts workshop, based loosely as it was around
GPS, and how they positioned themselves and their work in relation to
mapping.
---
From the 30th of June to the 10th of July 2004, the participants of
Lorna's TCM workshop toured the southern coast of Iceland by bus from
Rekyavik to Hofn, stopping to take-in the raw beauty of the island along
the way. Participants came from very diverse backgrounds both in terms
of practice and nationality to work individually and collaboratively on
techniques to interpret Iceland's vistas with new media tools. Towards
this end, landscape was vigorously documented with perhaps 5000+ still
images, not to mention audio and video to be edited and compiled into
films and sound works, and uploaded to a database to be viewed through
web applications. By the close of the event, several mapping projects
had been realized, including an annotated map journal by Palli Thayer, a
time-based flash interface to Timo Arnall's GPS data and geo-encoded
images by Even Westvrang and a proximity mapping application by Matias
Arje, all of which will be made available in an open-source format on
the project's website [8]. (Other participants whom I did not interview
included Derek Holzer, Sara Hostler, Pete Gomes and Davis Bojars)
Marc Tuters (mt AT x-i.net): Who are you and what brought you here?
Palli Thayer (palli AT pallit.lhi.is): I'm the workshop organizer, I'm a
member of Lorna, a Rekyavik-based new media group and a partner
organization in the TCM. Lorna's responsibility for Iceland Inside and
Out was to raise a portion of the funds and organize a 10 day
workshop... As far as my artistic practice goes, before I started
working in digital, I used to be an abstract painter, but I couldn't
figure out where to put the dots... it all seemed so arbitrary, so I got
into generative art where an algorhythm could make that decision for me.
Even Westvrang (even AT bengler.no): I'm from Norway... into
interactive media, interfaces, design, theory, narrative. I came here on
the suggestion of Laura Beloff from the Art Academy in Oslo and because
of a general interest in locative media.
Annie On Ni WAN (slimboyfatboyslim AT slimboyfatboyslim.org): I'm a Hong
Kong new media artist currently based in Goteburg doing a master thesis
on interface design and I'm interested here in the representation of GPS
data by physical computing (motors, electronics and microcontrollers),
something which I don't think has been done before.
Timo Arnall (timo AT elasticspace.com): I'm a London designer living in
Oslo. I came here 'cause I was fascinated by Iceland's extreme
environment and wanted to go to a workshop focusing on 'tools'. I'm into
adaptive design hackability and emergent use. It's a small movement
building up amongst a few practising designers, looking at patterns in
successful projects, and bringing together a bunch of theories from HCI,
design, emergence and usability, to form a new design process more
rooted in traditional design practice.
Jason Harlan (harlan AT generaleyes.com): I code, do math, and I'm an
aspiring designer. I'm originally from San Francisco, but I've been
kinda nomadic for a few months now working with you (E.D. Marc Tuters)
and with RIXC on understanding how to aggregate the media created in
these workshops. I'm interested in finding a quick way to depict the
different mapping scenarios we encounter.
Matias Arje (matias AT arje.net): I'm a coder from Findland, who really
enjoys doing creative social engineering stuff with computers, for
example [7]... I've managed to make people click their mice over 3 000
000 000 times. I found out about the event through Juha Huuskonen (E.D.
the head of Piknik Frequency in Helsinki, one the TCM partner
organizations) and the katastro.fi mailing list.
Hline Gylfadottir (hlin_kikir AT hotmail.com): I'm an Icelandic artist
friend of Palli's, I've been doing works dealing with future animals,
old people drawn as Japanese cartoon characters.
Marc: So, what's the deal with mapping anyway?
Palli: I think we have to consider all the different types of
information we're capable of extracting from GPS data and try to view
that data in an abstract manner. We don't just have position, we have
relation to a significant position, we have temporal data, we have
elevation, etc.
Ani: For me it's all about focussing on the subjective quality (through
abstract representations) of the supposed objectivity of mapping. The
GPS track-log is subjective since you choose where you're going.
Timo: Mapping seems critical to taking 'cyberspace' back out into the
real world, making it more relevant and embodied. As a designer, I think
the active, dynamic and collaborative map is going to set itself at the
centre of many interactions.
Jason: Maps have rich utitility and representation within a small space,
and recent advances in consumer-grade technology have made it possible
for amateur cartographers to easily contribute to maps, collaboratively.
Matias: I see the role of mapping in this project as sort of a paradigm
or a framework for content, onto which we are building different tools
or projects, in quite a freeform manner.
Marc: What're you doing here?
Even & Timo: For the last 5 years I (Timo) have been photographing daily
experience, more recently I have also been recording locations via GPS,
resulting in personal geographic histories to accompany the photographs.
We're looking at visual representations of logs of images and GPS
tracks. When correlating images with GPS tracks the images are often
backgrounded in relation to spatial data [9].
Ani: I'm making kinetic cartography sculpture, more like an exploration
than only a visualizing of the GPS data. I think the work creates
alternative, more sensual representation of the data. I started by
building the sculpture from basically nothing just some trash and carton
boxes.
Jason: Building a framework to catalog the different scenarios we were in.
Matias: I'm doing an application which visualizes the timeline of the
GPS track and displays images from the route [10].
Hline: Creating monsters as seen on old maps. This sense of something
unknown is not present on maps today when every detail has been measured.
As workshop participant myself I'm going to tack-on a last word myself
(a la Jerry Springer). In his famous monologue in Swimming to Cambodia
[11], the late-great Spalding Grey explained his concept of questing for
a "perfect moment". Usually to be found in an exotic foreign locale,
this "perfect moment" is a solitary Zen kind of experience when a
feeling of contentment washes over you, and suddenly you're in the
moment. An obsessive-compulsive with a --ultimately fatal- tendency
towards depression, he made it seem like these experiences were
exceedingly rare, and that one quested in life through a series of
disappointments in search of these allusive moments. While I have to
admit that entirely too long was spent during this workshop tapping away
at my keyboard, I none-the-less had more than my share of solitary
moments of near perfection in Iceland: standing entranced in a luminous
ice cave under 10 tons of glacial ice; watching a seal bob in the waves
off of the coast of Hofn surrounded by sea birds and trancing-out to the
steady pounding of the waves, and watching the Puffins dive into the
wind from the crystaline cliffs at Reynishverfi. Yet, for all these
moments of personal meditation (whether before nature or the laptop)
I've come to understand the real value of these workshops may be in how
they physically manifest what otherwise would be totally a-geographical
communities. New media artists (what some policy-wonks are disturbingly
starting to call the "creative class") along with the business class
traveler, cultivate a new fluid kind of relationship with place by their
constant mobility --even more so than the latter, as new media artists
are often not tied-down to a particular home base and domestic
responsibilities. yet, while the spectacle of constant movement
provides a certain rush, the oppressive sameness of airports, cheap
hotels and ones desktop interface tends to leach the particularity from
a place, turning everything into a 24/7 real-time blur. Perhaps then,
this current interest in mapping can be thought of as a way contaminate
our increasingly digitized gazes with markers of the local, in the hopes
that we might turn-off the machine, tune-in to the unpredictable moment
that surrounds us and just... let... go...
References:
... 1 <http://www.williamgibsonbooks.com/blog/2003_08_01_archive.asp> (William Gibson's blog entry on the Locative Media Workshop)
... 2 <http://locative.net/workshop/index.cgi> (website for Locative Media Workshop website)
... 3 <http://www.pixelache.ac/locative/> (website for Pixelache locative media workshop)
... 4 <http://microdidouph.free.fr/index.php?OpenSourceCity> (website for the Stasbourg TCM workshop page)
... 5 <http://www.futurefarmers.com/survey/outskirts2.html> (website for the Loftgren TCM workshop pahe)
... 6 <http://pallit.lhi.is/~palli/tcmice/> (website for the Iceland TCM workshop page)
... 7 <http://rixc.lv/ram5/en/about.html> (website for the/ RAM 5/ workshop)
... 8 <http://homokaasu.org/killeveryone/> (website for one of Matias' former projects The Kill Everyone Project)
... 9 <http://www.elasticspace.com/index.php?id=50> (Timo and Even's project The Time That Land Forgot)
...10 <http://pallit.lhi.is/insideout/?readme=51> (Matias' Proximity Mapper application)
...11 Demme, Jonathan (dir), & Grey, Spanding (wr), Swimming to Cambodia, Hallmark Home Entertainment, release date Sept. 17th 1996
ISEA Newsletter Contributors: Kristine Briede, Nina Czegledy, Minna
Tarka, Mare Tralla, Marc Tuters.
ISEA Newsletter Design: René Paré (MAD <http://mad.dse.nl/>).
ISEA Board Members:
Peter Anders, Chris Csikszentmihalyi, Nina Czegledy, Gunalan Nadarajan,
Anne Nigten, Julianne Pierce, Wim van der Plas, Cynthia Beth Rubin, Mark Tribe.
ISEA HQ:
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