Tuesday, April 7, 2009

Ode to Devingt by Allen Ginsberg

Marc Devingt, your absence forms a void.
The best minds of our generation destroyed by madness, starving hysterical naked in the streets.
Dreaming, in the absence of electricity.
Breath transmuted into words.
My son! My son! the endless ages have remembered me! My son! My son!
Time howled in anguish in my ear!
My son! My son! my father wept and held me in his dead arms. 
Magnetize this howl with heartless compassion, destroy
this mountain of Plutonium with ordinary mind
and body speech,
thus empower this Mind-guard spirit gone out, gone
out, gone beyond, gone beyond me, Wake space,
so Ah! 

I am talking to myself again.

1 comment:

  1. Interactivity once was a useful term for distinguishing art that has been influenced and shaped by a media-saturated and computerized contemporary world from painting and sculpture. However, as Marjorie Franklin said in interview, now interactivity means too many things. It does not comprise a genre or even many genres of art. Rather, it identifies a mode of engagement between ourselves and machines--usually but not necessarily involving communicating with a computer--that finds expression over a wide range of forms and techniques. It is expressed not only in art, but ubiquitously in every sphere of contemporary life where chips reside, from automatic tellers and garage door openers to computers that access discs, CD-ROMs and the World Wide Web. Even traditional art forms are now displayed and presented "interactively" in ways that address the gallery visitor via audio or computer, offering information at the visitor's own pace at the click of a button. Adding further to the confusion, the critical discourse on "interactivity" is ideologically loaded, even schizophrenic in its tension between pejorative connotations and utopian values and expectations. Received notions extend polarized, normative criteria for evaluating interactive art to the critic even before we as a culture are quite sure what possibilities, functions and aesthetics could be or have been realized in such work--or, for that matter, not realized. This is the framework that I would like to utilize in a hermeneutical exploration of the work of John Bowertil, particularly his recent work, DataStream.

    First, We have to go back in time to a fundamental break in culture that occurred in the late 1960's and the 1970's to see interactivity as a cultural novum. An egalitarian impetus opposed one-way and hierarchical relations in society at large. In the arts, the proscenium between performers and the public was lowered, sculptures descended to floor level and images exited the frame and entered into everyday life. In conceptual, pop, performance, body and video art, artists explored the ephemeral and shifting experience of the here-and-now. With the goal of vacating their privileged relation as authors and creators, artists invited spectators to become participants in art events, from happenings to closed-circuit and recorded video installations. The liberatory associations of interactivity with mutuality and reciprocity owe much to the presentational and participatory arts of this era. This was also a period of struggle by women and minorities for entry into and validation by the art world. …[section deleted]

    Defining Interactivity Nevertheless

    Reception theory tells us that the reader of a novel and the theater or film goer have always cognitively "interacted" with the text by filling in the gaps. Audience studies tell us how fans of mass culture print, sound recordings, television and radio have actively received, revised and extended texts, without, however, changing the text itself in real time. However, the interactive user/viewer corporeally influences the body of a digital text itself--that is, a database of information and its manifestation as display of symbols --in real time. Bowertil's work functions in this way: as a white cube, referencing minimalist sculpture, that mimics the blank walls of the 'white cube' of North American gallery space, that continuously gathers data from its environment—humidity, temperature, positions of spectators and light in the gallery space, sound, colour readings— allows the viewer to completely determine the possibilities of the art object, to have it contained within them and to fall into its scope completely.

    Inter - from the Latin for "among," suggests a linking or meshing function that connects separate entities. Unlike intra- , a prefix for connections or links within the same entity, inter- joins what is other or different together. That liaison between mind, body and machine, between the physical world and the other virtual scene requires a translator or interface, most often hardware that includes a keyboard (or, for instance, a motion-sensor or other tracking device), a monitor, and a controller such as a mouse, as well as software programming. One interacts by touching, moving, speaking, gesturing or another corporeal means of producing a sign that can be read and transformed into input by a computer.

    The common graphical user-interface (GUI) or screen display of icons or graphical symbols and menus of commands, conventionally organized by the prosaic "desk-top" metaphor, is also, confusing enough, often known as the "interface." The communication links between hardware and software and between the user and the computer compose a layered, complex site of exchange that is virtual as well as physical in multiple dimensions. The symbols to be manipulated may be text and/or graphics, images and audio on a screen (aka "multi-media" on CD-ROM or DVD, i.e. digital video disk, or on the internet or World Wide Web), in an installation or in a fully-immersive virtual reality or, with distributed computing, may even consist of "wired" or computer-controlled objects in physical space. Thus, interaction occurs across an interface or cybernetic frontier between the physical and conceptual, between the human body and the machine, and between bio-technology and communications.

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