Saturday, November 7, 2009

erasing the spiral


poster by helfe ihnen, 2009
Opening Nov 7, 2009, 1pm SLT at East of Odyssey. Curated by Helfe Ihnen. Text for the exhibition (see below) by Nusch Ray.
See also blog by soror nishi, blog by tangoafton apmel, and pictures and machinima taken at the opening by Helfe Ihnen, and another machinima by bark aabye.
"A dormant earthquake spread into the fluttering stillness, into a spinning sensation without movement."
Robert Smithson, 1970
In 1970, Robert Smithson constructed the Spiral Jetty, a large earthwork in the Great Salt Lake, Utah. The Spiral Jetty was visible only for two years and then became submerged in the water of lake. Even though Smithson didn't anticipate the drowning, the idea of entropy, of the inevitable change of his sculptures by the forces of natures was a central element of his work.

"Erased de Kooning Drawing is iconic because it stands for an era when something seemingly negative could, in fact, turn out to have positive repercussions."
Vincent Katz, 2006
In 1953, Robert Rauschenberg asked Willem de Kooning, whether he could erase one of his drawings as an act of art. De Kooning agreed, and, playing his part in the performance, gave Rauschenberg a drawing that was specifically difficult to erase. This "Erased de Kooning" has become one of the most important works of art of that period. In an interview, asked what this act meant for him, Rauschenberg answered: "It's poetry".
Selavy Oh's work erasing the spiral consists of scripted terraforming covering almost the whole area of the art simulator East of Odyssey in the virtual world of Second Life. A spiral slowly emerges out of the virtual water, white spheres cover the ground like pearls, structuring the ground and reminding of the salt crystals in Smithson's work. And suddenly, like a splash, a huge wave consisting of virtual ground forms and propagates over the water, erasing the subtle traces of the spiral. Then the cycle recommences and the spiral is slowly rebuilding.
Apparently, Selavy Oh's "scripted landart", as curator Helfe Ihnen calls it, refers to both these icons of modern art. But what could be more pretentious than attempting to re-enact Smithson's work, so depending on the context of nature, in a virtual setting? And, if that was not enough, to erase it by an earthquake simulation, pretending this to be a reference to Rauschenberg?
Or did we fall into Selavy Oh's trap when asking this question? Is this the question we should ask ourselves, just to realize that we are looking at a piece of software, producing an illusion of water and earth, of creation and destruction? The reference as an illusion, pretension as calculated or simulated provocation?
But there's more about it. We, as visitors, can also trigger the wave: when we let our avatars fly and land in the shallow water, the wave is released and erases Selavy's spiral. Even the small platform, a simple representation of the space, can be used to trigger the wave by clicking on it. Doing this several times may eventually lead to complete chaos, uncontrolled waves emerging everywhere, erasing the spiral before it is even drawn.
Admittedly, this playful destruction is amusing, and watching the intertwining waves shovelling avatars and white spheres around is an enjoyable experience. Perhaps, it is this tension between sophisticated pleasure and ironic reference to art history that makes this piece an excellent contribution to Odyssey's programmatic role in the yet underestimated world of virtual art.
Nusch Ray, November 2009

Saturday, October 17, 2009

irregularity


irregularity, conceived for burning life 2009, consists of 1872 identical poles. the poles are arranged so that they form edges of a three-dimensional regular grid of 2.5x2.5 cubes. by omitting cubes and edges, the remaining poles, still organized in a regular grid, form a hollow sphere. thus, constructing the sphere can be conceived as removing those parts of the grid which do not contribute to the shape, like a sculptor carving wood.
initially, the structure is completely symmetric and regular, but becomes more and more irregular over time. each visitor actively participates in this transformation: when avatars fly through the structure and collide with it, the edges touched fall down and the structure temporarily becomes damaged. after a certain time, which depends on how many visitors are present, the edges will start to rise and slowly move back towards their original position. however, they never end up in exact the same position, thus resulting in an accumulative disarrangement of the structure. read also bettina tizzy's NPIRL blog post, poid mahovlich's metanopsis blog (with interview), ana's blog, and michele hyacinth's blog with her picture of the work at the end of burning life after a week full of visitors, showing the avatar-induced distortion of the installation.
a slightly different version was shown at Brooklyn Is Watching and was discussed in podcast 74.
sounds: samples of Kurt Schwitters' Ursonate (performed by Kurt Schwitters, original recording May 5, 1932)

Tuesday, September 15, 2009

state of formation

state of formation
presented by IBM EXHIBITION SPACE (IBM 3, Secondlife)
Curated by Andrew Sempere (Tezcatlipoca Bisiani)
OPENING: 2pm SLT (5pm EST) SEPTEMBER 16th, 2009
SLURL: IBM 3/83/39/22
IBM SPACE: Gallery Information

UNTIL: December 1st, 2009

blogs about state of formation:

Monday, September 14, 2009

fourty four flowers

forty four flowers is a sound piece for mab macmoragh's sim eryri, and has also been shown at the artificial lawn of brooklyn is watching (mentioned by jay in a comment to this blog, but erroneously attributed to another work, see other comments). invisible moving sound sources play the names of forty four flowers, whispered by two different speakers. the visitor is confronted with the contradiction between the simulated environment, the invisible whispering human voices, and personal memories evoked by the flower names.
voices by amy freelunch (amy wilson) and arahan claveau (steve millar). arahan also made a video (well, more a sound recording) of it, see it here.

Thursday, August 13, 2009

the galleries: final show


machinima by penumbra carter
contribution for the final five show of Brooklyn Is Watching, on display in SL at East of Odyssey and in RL at Jack The Pelican Presents in NYC.
contributing artists:
  • Arahan Claveau – "Adrift"
  • Dekka Raymaker – "Artbortion"
  • comet Morigi – selected works
  • Oberon Onmura – "Fight for Order"
  • Misprint Thursday – "Suspended Hang-Ups"
see also mab macmoragh's soup blog, comet morigi's blog, moncherie afterthought's blog post at BiW, and the interview with jay at the npirl blog!

Wednesday, July 22, 2009

talking art

there are no pictures of this work, because it was an invisible chatbot specifically written for brooklyn is watching. you can read about it in jay's blog post "art critical chat bot" and hear what they said in their podcasts 58 and 59. the bot scanned the environment for objects, and made specific comments about them on the chat channel, mentioning the title and the owner of the work embedded in a statement such as "did you see XXX by YYY?".
here's part of my comment at the BiW blog to some of the reactions to the work:
what the bot chats is “rather empty”, it lacks subtlety, it quickly becomes “boring and annoying”. yes. this was my intention. the bot’s phrases are dull, repetitive, and uninformed. that’s the reason why i used a pretty simple ‘algorithm’ for generating the phrases, about 20 prefabricated ones (including one with a typo) with a placeholder for the work. far from anything intelligent. i even chose a fixed delay between each utterance, which adds to the machine-like stupidity.

why creating such a work? this spambot was my reaction to the decreasing quality of discourse at BiW, a reflection on the current state of BiW, and as such it should mention the names of the objects on the sim and their owners, but it was intended to be uninformed and annoying (again: i really like the comment in the podcast: smart but uninteresting, yes!).

Sunday, July 12, 2009

the circle (chain reaction)

the circle is the centrepiece of my level at the museum of hyperformalism curated by dc spensley. it evolved from several experiments with uniform units influencing each other locally, that is, within a certain range. each of the 180 cubic cells of the circle is identical, and touching anyone of them will start the chain reaction, which slowly will destroy the whole circle. upon touch, a cell will spawn rectangular prims, which slowly float away from the mother cell. when one of the child cells collides with another cell, that cell will also start spawning. each cell can only spawn a limited number of children before it vanishes. once all cells have vanished, the circle will start its life-cycle again by rebuilding itself.
a modified version of the circle can be seen at imagine plus: 180 portraits together with bark aabye, see the video by bark!