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Archivio per la categoria 'Hacking'

YouTube Video: JAZARI - How It Works

Note: Jazari was featured on NPR: Jazari: A One-Man, Wii-Operated Drum Circle.  What is interesting about the band’s approach (the band consists of only one person, composer/programmer Patrick Flanagan) is that by programming two Wii controllers for speed, rhythm, loudness and syncopation, the performance references the role of a conductor in front of an orchestra or phylarmonic.  One could speculate on the meaning of this approach to making music, especially in regards to how a performer has a certain agency in front of the audience.  What happens when this delivery is done through a computerized set up?  Where is the mythologized hand of the artist?

Exhibit: The Rotten Machine, Retrospective of Brian Mackern’s Early Net Art Activities

Still from video documentation, available at Dropbox

The Rotten Machine (La Maquina Podrida) is currently on display at the MEIAC, in Badajoz, Spain.   On the 8th of May 2004, Brian Mackern, born and living in Montevideo, Uruguay, put for sale his personal laptop computer, in which he developed his early net art projects.  He also used the machine to document early online activity–particularly from around the Americas.

When considering the history of new media, the sale was made at a moment when web 2.0 was about to change: the blog, for instance, which was one of the pivotal tools of the next stage of web development, became quite popular at this time.  Simultaneously, the machine’s sale is an overt commentary on the preciousness of the work of art, which was the subject of several attempts of dematerialization during the heyday of conceptualism. The fetishization of the object of art was an issue to consider for many early online art practitioners, since in online practice there appeared to be  no “object of art” to deal with directly.  The Rotten Machine turns this convention on its head, and shows that “anything” can be commodified.

These are some of my brief observations on a work that deserves more analysis, and that I hope now that it enjoys its first exhibit, will be acknowledged around the world as an important contribution to the history of art. 

Hard disk of the rotten machine with the fingerprint of its owner, brian mackern
http://dl.dropbox.com/u/3064699/la_podrida/c.JPG

A text was written in 2004 by Raquel Herrera: http://www.cibersociedad.net/congres2004/grups/fitxacom_publica2.php?idioma=ca&id=95&grup=60

Below is part of the official press release written by curator, Nilo Casares:

——

exhibition:::::::::::::::::::the rotten machine aka the toothless old thing
:::::::::::::::::::::::::::::1999-2004
:::::::::::::::::::::::::::::all net.art in a brian mackern’s laptop

works of:::::::::::::::::::::brian mackern

curator::::::::::::::::::::::nilo casares

technical coordination:::::::àngela montesinos

production:::::::::::::::::::
and organization:::::::::::::meiac

texts of catalogue:::::::::::rodrigo alonso
:::::::::::::::::::::::::::::andrés burbano
:::::::::::::::::::::::::::::nilo casares
:::::::::::::::::::::::::::::gabriel galli
:::::::::::::::::::::::::::::brian mackern
:::::::::::::::::::::::::::::àngela montesinos

edited by::::::::::::::::::::nilo casares

translation::::::::::::::::::polisemia

designer:::::::::::::::::::::fundc [http://www.fundc.com]

publisher::::::::::::::::::::meiac

opening::::::::::::::::::::::[20h00m/05.02.10]

schedule:::::::::::::::::::::[05.02.10)(04.04.10]
:::::::::::::::::::::::::::::from tuesdays until saturdays
:::::::::::::::::::::::::::::10h00m-13h30m/17h00m-21h00m
:::::::::::::::::::::::::::::sundays
:::::::::::::::::::::::::::::10h00m-13h30m

gallery::::::::::::::::::::::3th floor
:::::::::::::::::::::::::::::meiac
:::::::::::::::::::::::::::::virgen de guadalupe, 7.
:::::::::::::::::::::::::::::e46001-badajoz
:::::::::::::::::::::::::::::+34924013060
:::::::::::::::::::::::::::::[meiac@juntaextremadura.net  ]
:::::::::::::::::::::::::::::[http://www.meiac.es]

press contact::::::::::::::::àngela montesinos
:::::::::::::::::::::::::::::[angela.montesinos@juntaextremadura.net

:::::::::::::::::::::::::::::exhibition intro::::::::::::::::::::::

the rotten machine is a surprising exhibition that emanates from an old laptop from 1999, owned by the uruguayan netartist brian mackern, to recreate the time when net.art had its peak brightness, and perhaps therefore, the rattle before the emergence of web 2.0 (known as social network).

brian mackern is a founding artist who was ahead of the time in the development of online and offline soundvisual interfaces. founder of online directories artef@ctos virtuales [http://www.internet.com.uy/vibri] and latin netart database [http://netart.org.uy/latino/index.html] (currently owned by meiac).his reference sites are http://netart.org.uy, http://34s56w.org and http://no-content.net.

his computer, the rotten machine, it’s full and complete of all the data collected until the moment it was decided to be sold, on the 8th of may, 2004. it was the working tool (the studio, in classical terms) that accompanied brian mackern between 1999 and 2004, both in his personal work and in collaborative works for other artists and net jamms, apart from his work as a vj, conferences and workshops. in short, his tool.

a computer full of information and history, acquired by the meiac in order to expose it to posterity, when the development of hardware and software will prevent us from viewing many of the art pieces hosted on this computer.

the exhibition is divided into 5 audiovisual stations navigated by brian mackern himself.

1 - anthropological station: content and hardware components of the machine. sounds generated by its operation. references to files, etc.

2 - studio station: personal work (source files and visible works). the source code of his own work and at the same time the navigation of it.

3 - internet and networking station: content related to many of the projects and online/offline collaborative groups in which brian mackern has intervened.

4 - file, documentation and analysis station: random collection of information about net.art and internet culture of that time.

5 - history station. history of net.art: remix of endless net.art sites, in different states of preservation, many of them with retrofitted code to allow navigation within the machine without internet connection.

:::::::::::::::::::::::::::::::pics:::::::::::::::::::::::::::::::::::::::

a: starting point for the auction of the “rotten machine”. peam,
pescara (italy), 2004
http://dl.dropbox.com/u/3064699/la_podrida/a.JPG

b: display of directories contained in the computer
http://dl.dropbox.com/u/3064699/la_podrida/b.JPG

c: hard disk of the rotten machine with the fingerprint of its owner,
brian mackern
http://dl.dropbox.com/u/3064699/la_podrida/c.JPG

d: some of the stickers on the computer
http://dl.dropbox.com/u/3064699/la_podrida/d.JPG

e: keys that are missing, the reason why this computer is also called
*the toothless old thing*
http://dl.dropbox.com/u/3064699/la_podrida/e.JPG

f: way in which *the rotten machine* was exposed for auction in peam,
pescara (italy), 2004
http://dl.dropbox.com/u/3064699/la_podrida/f.JPG

g: accompanying monster for the rotten machine during countless
tours, alongside with the backpack shown in the picture above
http://dl.dropbox.com/u/3064699/la_podrida/g.JPG

h: the rotten machine working, during the exhibition for its auction
at peam, pescara (italy), 2004
http://dl.dropbox.com/u/3064699/la_podrida/h.JPG

Beatrix*Jar, Hacking Away at MCASD, by Eduardo Navas

Sound set up by Beatrix*Jar, combines hacked battery operated toys with prerecorded samples played on a vintage Denon CD-DJ machine.

On January 23, I attended a circuit bending workshop at Museum of Contemporary Art San Diego (MCASD) taught by the experimental music duo, Beatrix*jar.  The hacking session was organized specifically for teenagers, who were more than ready to open up battery operated instrumental toys to release the ghost in the machine.

Another shot of Beatrix*Jar’s set up.

I was interested in attending the event in order to get a sense of how teenagers in a time of  inter-connectivity relate to low-tech hacking.  I left the museum with a positive reaction as I confirmed that tinkering is not a trend but a constant creative staple for generations of the past, present, and future.

Video of Beatrix*Jar’s six minute improvisational performance

The session began with a six minute performance by the sound art collective,  which clearly got the young hackers excited about the possibilities of circuit bending.  Beatrix*Jar, who have a background in art, are quick to claim that when they got started they had no music training.  This was their way of saying “anyone can do it!”  They complemented their demos with historical information, and encouraged participants to read Reed Ghazala’s Extreme Tech Circuit Bending.

A hacked Casio keyboard.  The on/off switches on the sides add customized sounds found by benders who participate in the ongoing workshop sessions held at different venues by Beatrix*Jar.

After explaining the beginnings of circuit bending, they quickly moved to demonstrating how to open up the toys, and find unexpected sounds.

Opening the gadgets to release the ghost in the machine.  Circuit bending frenzy at its best.

Gabrielle Wyrick, Education Curator, who kindly hosted me for the afternoon, explained that the workshops for teenagers are part of a program set up to encourage kids of all ages to realize that the museum is a place to visit and learn, interact, have fun, and most of all be creative.  Workshops like these, Wyrick explained are at times held for adults as well.  It appears that the concept of interactivity is finding its way everywhere, even to institutions such as museums that in the past posed as monolithic entities.  A good thing this is, as Wyrick explains that the MCASD wants to embrace audience involvement. The museum is redefining itself as a place which searches for ways to reveal the creative process in visitors, who can experiment with similar strategies that inform the creative drive of artists who actually have exhibits in the museum.

Beatrix*Jar explain how to hack battery operated instrumental toys.

For me it was a treat to see a hacking duo having a lot of fun with second-hand gadgets that can be found at any garage sale.  Creativity is the best value money can’t buy.

REBLOG: Open source hardware 2009 - The definitive guide to open source hardware projects in 2009

Image and text source: Make

Welcome to definitive guide to open source hardware projects in 2009. First up - What is open source hardware? These are projects in which the creators have decided to completely publish all the source, schematics, firmware, software, bill of materials, parts list, drawings and “board” files to recreate the hardware - they also allow any use, including commercial. Similar to open source software like Linux, but this hardware centric.

Each year we do a guide to all open source hardware and this year there are over 125 unique projects/kits in 19 categories, up from about 60 in 2008, more than doubling the projects out there! - it’s incredible! Many are familiar with Arduino (shipping over 100,000 units, estimated) but there are many other projects just as exciting and filled with amazing communities - we think we’ve captured nearly all of them in this list. Some of these projects and kits are available from MAKE others from the makers themselves or other hardware manufacturers - but since it’s open source hardware you can make any of these yourself, start a business, everything is available, that’s the point.

This year, I am asking for your help - the Open source hardware page on Wikipedia is missing more projects that it actually has total at the moment. If any readers out there want to help out, review all the projects we’ve listed and please add them to the Wikipedia page so it’s a more complete resource. Also, many projects on the Wikipedia page are not “Open source hardware” but that will likely be debated, at the least - all of the projects in this guide are considered open source hardware by those who actually does open source hardware it seems.

Read the entire article at Make

A Visit to the Interactive Institute: Notes on Sweden’s Approach to Art and Exhibitions, by Eduardo Navas

Image: ‘Crisp Bread Turntable’ by Yoshi Akai. Video available below.

As part of my residency at the Swedish Traveling Exhibitions, on October 29 I visited the Interactive Institute, quite a unique research center located in the city of Stockholm.  Its model is unlike any other I have encountered. While the institute has close ties to the arts and the tradition of exhibitions as forms of communication and education, it also focuses on the development of projects that crossover to the commercial sector.  There are actually a few spin-off companies that were started as research collaborations in the Interactive Institute.  But to do justice to their mission, it is best that I quote how they present themselves publicly, from their about page:

The Interactive Institute is a Swedish experimental IT-research institute that combines expertise in art, design and technology to conduct world leading applied research and innovation. We develop new research areas, art concepts, products and services, and provide strategic advice to corporations, the cultural sector and public organisations. Our research results are communicated and exhibited worldwide and brought out to society through commissioned work, license agreements and spin-off companies.

I cite them directly because I find this type of research model to be an increasingly common hybrid: rigorous academic research meets commercial interests.  Yet, the Interactive Institute, seems unique because its creative drive appears to be well balanced, given that it is in the middle of a major corporate technology research sector in Stockholm, located in the neighborhood of Kista. One thing that became certain is that their model is directly informed in part by the always changing aesthetics of networked communication.  In their case, this tendency is found in the concept of “Interactivity;”  such premise is part of their name.

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Nick vs. Nic at Transitio MX, by Eduardo Navas

A performative confrontation between hardware and software.  Nick Collins vs. Nick Collins: hardware vs. Software, Old School vs. New School.  One of the hightlights of the concert series organized as part of “Bifurcaciones Sonoras” (Aural Bifurcations) for Transitio MX 03.

I was able to attend most concerts that took place nightly at Fonoteca, during Transitio MX, except for the last night of Thursday the 8th.  While there were many highlights, one that I found worth sharing on my blog is the performance of Nick vs. Nic.  A playful sound hacking performance by Nick Collins (USA) vs. Nick Collins (England).  The younger Collins (English) improvised in code, while the more seasoned Collins proved why he is one of the pioneers in circuit bending.  The sound was appropriately distributed and mixed on left and right sides of the stage, allowing the audience to evaluate how software and hardware hacking can be complementary, thus creating a performative mashup:  a meeting between the old school and the new school of experimental sound could not be better.

The Aesthetics of Representation in Circuit Bending, by Eduardo Navas

Detail of Szkieve’s circuit bending performance at Montevideo, Uruguay, July 28, 2006.
Image source: http://www.hushush.com

Note: This text was specifically written as a contribution to ReFunct 09’s Symposium taking place at ISEA 09.

One might wonder what is the concrete definition of “circuit bending.”  In a way, the name does not completely connect with the actual activity of appropriating sound from pre-existing sources, ranging from electronic toys to hacked radios, or even half-broken generators. When I first heard the term, I thought it referred to strict manipulation of electronic signals.  This possible definition hints at a certain purity in sound with specific electronic technology; yet, in 2009 circuit bending is quite the opposite, even if in the beginning it may have had a leaning towards hacking electronic gadgets of all types.  At the moment, it is a hybrid practice that appropriates any type of sound, freshly recorded or pre-recorded; re-recorded or significantly manipulated; even erased or retraced–or captured live from the environment in which a performance is taking place to be bent immediately, on the fly.

My most memorable performance of circuit bending took place in Uruguay, on July 28, 2006.  I attended a soundtoys event organized by Brian Mackern, one of the first net-artists from the southern cone, active since at least the mid-nineties. Mackern more recently has become a major supporter of sound performances of all types.   The performance took place at the French Alliance of Montevideo, where I saw Mackern and a number of other sound artists perform on customized software interfaces.  A couple of performers used Max MSP and Jitter, while Mackern presented a series of visual platforms built in Flash that remixed well-known movie clips from Hitchcock and Tarkovsky.

I saw a connection with the aesthetic of sound manipulation often found in circuit bending in these performances; yet, it was the performance of Szkieve (Dimitri della Faille), a Belgian-Canadian Sociologist that left a lingering impression on me.  He is obsessed with collecting toys that produce noise in any shape or form with the purpose to use them in circuit bending performances.  In fact, that afternoon, before the performance, I was invited by both Mackern and Szkieve to join them on a walk in downtown Montevideo.  At the time I knew that Szkieve performed with toys, but did not know exactly how he developed his sets.

That evening Szkieve used a green plastic fish toy which he had bought from a street vendor during our walk.  He pulled and released a string from the fish, which then emitted an expected fish-like sound that Szkieve slowly distorted into an echoish abstract noise, somewhat reminiscent of dub.  Szkieve then combined the loop with the distorted sample of a toy train that moved on a circular track.  The pitch of the train’s motion was drastically lowered several notes, turning it into a cacophonous massive bass sound that directly contradicted the petiteness of the actual train.  Szkieve also mixed loops from various electronic devices through a mixer.  If the audience had not experienced the visual development of the performance, the sound could easily have been mistaken for just another experimental electronic mix, carefully developed in a music studio–rather than from toys found at any corner store.

Szkieve’s performance is a good example of how the key to creativity is not so much the ability to produce sound from scratch, or have an advanced skill in performance, but actually to be able to conceptualize the potential of material that may already have a function, or holds particular cultural value.  In this sense, circuit bending is a unique link between individuals who believe that all production should be developed and manipulated from scratch, and individuals who are primarily invested in acts of sampling and recombining material, as commonly understood in Remix.  Circuit bending exposes how in the end it is not important if something is performed live or looped, or is a mix of the two, but rather whether or not what is performed challenges the audience’s perception of the source material.  This is true not just for sound and noise performers, but artists in all fields.

I must admit that I often view circuit bending primarily as a performance based medium.  My case in point is  Szkieve’s performance, in which the sound may not be as interesting on its own but in conjunction with its visual development.

However, Circuit bending is becoming more diverse. In 2009 it is closely linked to physical computing and all types of art installations.  What is promising about circuit bending is that it can be a medium, as well as a tool: it can include software and hardware, or exclude either one, as long as its only requisite is met: that perception be bent.  Most importantly, like Remix, circuit bending can also be an aesthetic, to be cited in literary terms:

The snare of a wet red elastic nylon wire licking the bass-line of grey wooden-nails bound with the blind screams of a last name never to be famous and always worth mentioning; the beat of gracefully scratched hair longer than the history of the will, pushing the finger that struggles to penetrate its own castration; the speed of trust on the Internet, showing off its color as it begins to understand its dependence on truth…

The series of workshops and symposium at ReFunct 09, taking place at ISEA, in Ireland, are likely to push circuit bending’s definition, perhaps to the point that people like myself will no longer desire a live performance, but simply aspire to think beyond representation as we know it.

Dub, B Sides and Their [re]versions in the Threshold of Remix, by Eduardo Navas

Text and image source: Vague Terrain

Note: This text was originally published on Vague Terrain, Digital Dub Issue, August 08. It is reposted here with minor edits, and an additional quote by Bunne Lee, to clarify the history of dub in Jamaica.

Abstract: This text outlines the foundation of dub as a musical movement that found its way from Jamaica to other parts of the world, in particular NY and Bristol. Upon looking at history, it can be argued that dub and other musical genres that it has influenced have constantly thrived on the threshold of culture, feeding the center. In support of this argument the essay links the influence of dub to the theories of Homi Bhabha and Hardt & Negri. Dub is also linked to Remix as a discourse of global production.

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The State of Swift Production: Interactivos?’08 (part 3 of 3), by Eduardo Navas

Image: Anaisa Franco, Testing software for “Expanded Eye”

See Part 1: http://remixtheory.net/?p=315
See Part 2: http://remixtheory.net/?p=319

Interactivos?’08-Madrid promoted Vision-play as a point of entry to reflect on how interactivity is redefining aesthetics in art particularly invested in emerging technologies. The Medialab-Prado website presented the two week work intensive series of events as a “workshop [that] aims to use open hardware and open code tools to create prototypes for exploring image technologies and mechanisms of perception.”[1]

To provide a rigorous contextual ground following this premise as a frame of reference for artists and collaborators, the Medialab organized a two day long conference in which artists presented their projects and scholars and writers presented papers focused on the ongoing changes of the image (vision-play) in contemporary art production. On the first day Marta Morales presented “Caída del juego: lo inaparente en la imagen” (Fall of the Game: The Inapparent in the Image), a text in which she explored the void of experience leaning towards the sublime in the work of Giacommeti; she examined his work from drawings to sculptures. I followed with “The Bond of Repetition and Representation,” in which I outlined previously introduced definitions of Remix and their links to the ongoing play between repetition and representation in digital media. Nadine Wanono then discussed her research on Visual Anthropology in “The Camera and The Perspective, as Tool and Metaphor.” In her talk she questioned the supposed objectivity of perspective, both formally and conceptually, when anthropologists study non-western cultures. Wanono’s presentation consisted of selected research she performed in Mali, West Africa, where she spent many years with the Dogon people. And the evening ended with Domingo Sarrey who presented “Cuadrats 40 años después” (Quadrats, 40 Years Later). Sarrey took the evening when he made many Spaniards in the audience aware about art and computer science explorations that took place in Madrid during the sixties. Sarrey was one of the first artists in Madrid to use the computer to develop drawings during that time period. (more…)

Reblog: Stereo Effect, by Tyler Coburn


Image: Christian Marclay, Untitled, 1984

Originally posted on May 16th, 2008

Image and text source: Rhizome.org

“Stereo,” Christian Marclay’s first solo exhibition at San Francisco’s Fraenkel Gallery, surveys “concepts of doubling and echoes” across the American artist’s career. Since the mid-1970s, Marclay has uniquely navigated the visual and sonic realms, exploring the materiality of equipment like the gramophone, turntables and record through processes that foreground what the artist calls the “unwanted sounds” of the mediums: the clicks, pops, scratches and deterioration that hold “expressive power” in themselves. In the past decade, Marclay has extended his position as cultural archivist with acclaimed installations like Video Quartet (2001) and Crossfire (2007), respectively comprising sequences of musical performance and gunshots assembled from dozens of feature-films.

Consisting of twenty-five works — the majority of them two-dimensional — “Stereo” offers a timely retrospective of a side of Marclay’s practice not always given due attention relative to his video and audio-based work. For Yin and Yang (1983), from his Recycled Records (1980-1986) series, Marclay cuts and reassembles two records according to the yin-yang design, rendering an unplayable product that also signifies turntable culture’s collage ethos. This approach can also be observed in paper works like Untitled (1984) and Double Tuba (1992), both of which find the artist producing fanciful modifications to instruments and equipment through paper collage. Seen within the broader scope of Marclay’s body of work, these objects offer examples of how visual art can provide conceptual space to reimagine sound and sound technology. — Tyler Coburn