Participation, Flow, and the Redistribution of Authorship:
The Challenges of Collaborative Exchange and New Media
Curatorial Practice
Sara Diamond, Banff New Media Institute, Canada
Abstract
Despite the continuing attachment of galleries and museums
to the single author, several factors create apertures for the exhibition
of collaboratively created and participant-driven new media in the gallery
world. Curators working with living artists are engaged in an inherently
collaborative practice - effective exhibition expects an engaged relationship
with the artists, their method of working, as well as their final works.
Artists themselves work closely with each other, scientists and audiences,
blurring lines of creative control. This paper explores the challenges
of collaborative exchange and new media curatorial practices.
Keywords: collaboration, new media, participation,
authorship, redistribution
Introduction
Despite the continuing attachment of galleries and museums to the single
author, several factors create apertures for the exhibition of collaboratively
created and participant-driven new media in the gallery world. New media art
is no longer a specialization but instead a wide range of practices. As new
media becomes ubiquitous, many media and visual artists are engaging with
this art form, and the curators working with them are responding to this reality.
For example, Janet Cardiff and George Bures Miller's The Paradise Institute,
commissioned by Wayne Baerwaldt, and then presented together with the Plug
In ICA, Canada, at the Venice Biennale, won La Biennale di Venezia Special
Award in 2001. The prize was bestowed for "involving the audience
in a new cinematic experience where fiction and reality, technology and the
body converge into multiple and shifting journeys through space and time."
Paradise Institute "borrows from installation, video projection,"
as well as digital audio and video and by fusing "sculpture and performance,
the artists effectively function as movie directors, screenwriters, composers,
and radio play producers." (http://www.banffcentre.ca/wpg/exhibits/past.htm,
2001, 2005) One can also argue that curators working with living artists
are engaged in an inherently collaborative practice - effective exhibition
expects an engaged relationship with the artists, their method of working,
as well as their final works.
This essay will discuss issues surrounding collaborative exchange - as they
relate to artistic and cultural production, shifts in the understanding of
authorship, as well as the cultural contexts of communities - and the consequences
of these issues for curatorial practice. Some new media works emerge from
highly collaborative practices, where isolating one individual artist-leader
is not desirable and works against the grain of the work and its processes.
More and more curators, as well as outreach departments at institutions, acknowledge
the importance of direct engagement with the development process of art for
sustaining audience interest and raising awareness of the discursive and contributory
qualities of new media creation and distribution. Access to and active use
of the Web is moving from marketing departments, to education departments
and now, finally, to curators (Cook and Diamond, 2004).
Collaboration
Collaboration makes all roles in the creative and presentation process more
discursive, demanding more openness, consciousness of process, and acceptance
of less predictable results. These conclusions stem from numerous presentations
and discussions at the Participate! Collaborate! Participatory Design Summit
at The Banff Centre, Banff New Media Institute (BNMI), September 30th
to October 3rd, 2004. They are also reinforced by discussions
on the Web site of the New Media Collaboration Studies Network, the Banff
Centre administration research Web site. Hence, the role of curators is constantly
questioned - they are commissioner or producer, and arguably contributor;
they shape the artwork during its production process, rather than creating
context for completed works (Cook, 2005). Net artists directly challenged
the role of the curator by arguing that the Net, combined with self-organization
by artists, was a replacement for an obsolete intermediary role of the curator.
Early net artists and their groups, such as Amex, Backstreet, Technologies
to the People and irrational.org , held listserve text debates, intervened
into on-line environments where they disrupted commercial hierarchies and
redirected search engines, or undertook software hacks. The environment that
provided them with the material for their artistic practice also was the space
in which this work was 'exhibited.'
In 1998, at the Curating and Conserving New Media conference held
at the Banff New Media Institute, Vuk Cosic, Heath Bunting and others declared
that net art was dead, in part because of curators' newly focused interest
in this practice. On the other end of the spectrum, the fact that Barbara
London, media arts curator at the Museum of Modern Art, New York, had herself
begun to use the Web as a diary in planning her exhibitions, may have been
equally provocative (Ditta, 1998). London documented her travels through China
and her curatorial musings on these well before blogging became an acceptable
practice for professionals. Over half a decade later, curator Sarah Cook routinely
used blogs, instant messaging, and mobile communication to plan with a group
of artists a highly collaborative show about re-enactment. Their dialogues
are culled and published as part of the "re-enactment" of the exhibition itself,
revealing the emergence of a coherent exhibition strategy that relies on debates
and dialogues. The show will open at The Baltic Centre for Contemporary Art,
UK, in 2005 (http://www.balticmill.com/). Artists' works and
interventions into the Internet remain consistent. Curatorial new media practice
has continued the trend of the last two decades, during which curators have
increasingly worked as non-hierarchical teams in the contemporary art world.
Collaboration also manifests itself in the numerous artist/engineer or artist/scientist
dyads that produce work together, among them Jocelyn Robert and Émile Morin
or Ben Rubin and Mark Hansen. In 2001, I commissioned Morin and Robert to
create La Salle des Noeuds III, a video relay and early Global
Positioning System (GPS) art work that was coupled with a second commission,
n-Cha(n)t by David Rokeby (which eventually won the Golden Nica
at Ars Electronica), for a show entitled Computer Voices/Speaking Machines.
This show is elaborated in the catalogue for Computer Voices/Speaking
Machines, Walter Phillips Gallery and Banff Centre Press, 2001 and documentation
remains on the site at http://www.banffcentre.ca/wpg/exhibits/2001/0519_computer_voices/
(Diamond). The exhibition suggested that the voice is our fundamental means
of communication. It proposed that voice is one of the most enduring human
technologies, expressed through speech and music. The artists involved made
use of video surveillance and relay technologies, GPS data and tracking, voice
recognition and artificial intelligence. They transformed voice, speech, and
song. La Salle des Noeuds III used electrical relays to transmit sounds
and images from the Internet within an elegant sculpture of strings that play
and move with these signals. In La Salle des Noeuds III, GPS
weather patterns drive a player piano, and a real-time video relay is improvised
between artists in Quebec and Banff.
In n-Cha(n)t, David Rokeby created a networked
community of language-capable artificial agents that make their own associations
as punsters, poets, and experts. The chorus of computers chants from the database
and adapts to the input given by audience members speaking into the computers'
microphones, gradually reconciling their multiple voices. In both works, the
audience's voices drove the actions of the machines, which performed in a
semi-autonomous way, suggesting the limits of human agency and the eerie and
eloquent voices of computers. These works reconstituted concepts of voice,
identity, and free speech at the same time as they addressed the threat of
the loss of voice at the turn of the Millennium. The show worked well in a
gallery context because it beckoned, intrigued without interaction, and then
was raised to yet another level of meaning when audiences "completed"
the works.
Creating with technology demands both deeper levels of specialization and
greater levels of collaboration between people with creative and technical
expertise. For example, the Bridges Consortium, a joint project of the USC
Annenberg Center for Communication and the Banff New Media Institute, worked
based on the belief that the great challenge of convergence is not technology,
but communication between people (http://www.annenberg.edu/bridges/,
2001). Just as technology further enables global multi-cultures and economies,
the challenges of communication become even more urgent. Differences in work
and communication styles, priorities, educational principles, institutional
frameworks, temperaments, and fundamental beliefs and values have the potential
to become either obstacles or stimulants to effective collaboration. Bridges
pinpointed collaboration itself as a skill to be identified, studied, and
learned, and proposed practical strategies for including it as a vital component
in education, creation, and research. Collaboration identifies best practices,
amplifies networks and provides a means of communication for those engaged
in the reality of research across disciplines, borders, and cultural contexts.
While increased philosophical support for interdisciplinary practice is part
of the rhetoric of businesses and universities, cross-disciplinary collaborators
across the arts, social sciences, and sciences still struggle to achieve recognition
for and understanding of their research and creative work together. Moving
away from rhetoric into realization still requires much work on the part of
the gallery and museum.
Blurring the Lines
What happens when project teams extend beyond the dyad? The contribution
of scientists and engineers deeply influence the final artwork. Some works
double as scientific research and artistic research. Attribution can defy
grasp; roles stretch, and romanticism can enter the picture. What then, is
the role of the technologist, engineer, or computer scientist within the collaborative
team? New terminology is needed to acknowledge, when appropriate, the fundamental
role that technologists play in their collaboration with artists. Scientists
claim artistic identities and artists scientific ones. This is not necessarily
a wise strategy at all times. Instead, acknowledging the role that each field
of knowledge plays in creation may be wiser, more accurate, and ultimately
more useful as a map of the creative process. These collaborations at times
do shake hierarchies that consistently place science on top. At other times,
they decorate science. The organization ASCI (Arts & Science Collaborations,
Inc.) tries to provide a forum to talk about art and science (not just new
media) collaborations and extract systems that work from positive examples
(http://www.asci.org/, 2005). The key
point is that leadership shifts between the artist and the technologist. Artists
are often afraid of admitting to this shift because they come from behind
in their relatively low position of authority compared to the technologist.
They fear invisibility.
In many of the collaboratively produced projects, the pieces are ultimately
completed in collaboration with the audience. Medulla Intimata,
video jewelry created by Tom Donaldson and Tina Gonsalves as part of their
recent Clutch project, was shown at ISEA 2004 (Inter-Society for the
Electronic Arts) and then at the Institute of Contemporary Art (ICA) in London.
Clutch is a co-production with The Banff Centre that emerged through matchmaking
- joining the artist and the engineer in a creative team and even suggesting
the object of research. Since that time, with ongoing financial and critical
support from Banff and other funding agencies, they have created different
iterations of the project and tested its presentation in public contexts.
This piece relies on audience interaction with the wearer. The ICA placed
the team in three different contexts in their club. The first was a casual
bar night, the second a music night, and the third a film and video night
during which the wearers (Donaldson and Gonsalves) worked the room. The jewelry
switches layers of poignant and personal video images embedded in it based
on the voice tone of the interacting audience and the wearer. This artwork
is simultaneously performative and responsive, and the wearers are as vulnerable
as their inter-actors (once they realize that they are affecting the video
image of the jewelry). Their sense of presence or boredom, their alienation
or attraction to their interlocutor, as well as the rhythm of the conversation,
become visible – engagements with others intensify or fade quickly.
Within engineering practice, scientists often test the technologies that
they create, either in their research team or in more formal usability tests.
It is of interest that Donaldson, an engineer, uses the term engineer /
artist in his credit, in part, because he is featured in the video imagery
and becomes a performer of the work. How does the vulnerability of engineers
or scientists in an experiment, rather than their assumed objectivity, shift
the outcomes of scientific practice and the technologies that they are part
of designing? How does the usability testing of wearing the necklace in a
performance influence engineering design? How does it differ from usability
tests conducted in an engineering context? Where can the concept of usability
testing float in curatorial concepts? How does this dialogue fit into the
discourse that the curator constructs around the artwork? What negotiations
would an artist need to undertake to receive an engineering credit on such
a project, were it submitted for scientific review?
Authorized Authors
Historically and traditionally, curators authorize objects, guaranteeing
their authenticity, and placing them within a trajectory of cultural value.
According to the US Department of
Labor (2003),
Curators oversee collections in museums, zoos, aquariums, botanical gardens,
nature centres, and historic sites. They acquire items through purchases,
gifts, field exploration, inter-museum exchanges, or, in the case of
some plants and animals, reproduction. Curators also plan and prepare
exhibits… Their work involves describing and classifying…
Increasingly, curators are expected to participate in grant writing
and fundraising to support their projects… Some curators maintain
the collection, others do research, and others perform administrative
tasks… In small institutions, with only one or a few curators,
one curator may be responsible for multiple tasks, from maintaining
collections to directing the affairs of museums… Most curators
use the Internet to make information available to other curators and
the public.
Museums collect, and hence, contain both the aura of objects and individual
humans' creative lives. Curators have the onerous task of providing back-up
for the historical significance of their choices through the designation of
historical movements and tendencies. Despite the incredibly fragmenting force
of post-modernism, museums primarily continue to frame the artist as a unique
and creative individual, somehow able to channel the future as well as the
moment. Art history and exhibitions rely on descriptions and categories; the
curator's job is also to analyze and create genre. While audiences are of
vast importance to museums, the idea of their participation in actually making
the artwork is antithetical to the traditional division of labor between producing
artist and reading / receiving audience.
Yet curators inside the gallery and museum systems continue to work with
new media artists who favour collaborative forms as well as audience participation
in their own practice. The transient nature of the object, its tendencies
to emphasize process over product, its dependencies - more than other art
works - on the lateral, shared quality of authoring offer challenges to the
role of museums to establish values. This brings instability to new media
programs in museums, as seen by the unfortunate dissolution of the Walker's
excellent new media program and the loss of other media arts exhibition venues
(the National Gallery of Canada no longer has a dedicated media arts curator,
for example.) However, significant museums such as the Guggenheim, the Museum
of the Moving Image, the Whitney, the Barbican, ICA London, the Tate, all
continue to experiment with the challenges of exhibition and collection posed
by participatory new media.
Exhibitions also take place in numerous venues devoted to new media arts
worldwide. In 2004, ITAU Cultural in Sao Paulo, Brazil, organized the third
'Emoção Art.ficial 0.3,' the Brazilian Media Art Biennial - a production,
exhibition, and conference presentation of The Itau Lab (part of Itau Cultural),
led by Marcos Cuzziol, Guilherme Kujawski and André Lemos. Unlike previous
versions of the exhibition, the 2004 show layered new media and participatory
design with socially engaged art and coding practice from Brazil
and other contexts. Eight of the exhibition projects were commissioned new
works from Brazil. The show was popular
with a wide range of audiences and demanded and received hours of engagement.
Productive Exclusions
The idea that creativity, prescience, vision, and aura could reside with
a group is still challenging to visual art. Design by committee, or central
committee, seems to be feared by an art world that bases market value on individual
achievement. Yet notions of the collective are fundamental to the post-war
American understanding of the artist and avant-garde. The movements of the
1930s, such as surrealism, may have had leaders - André Breton to be specific,
John Heartfield before him - but operated as cohesive collectives with shared
aesthetics, methodologies, and projects. Artistic ventures into emerging technologies
have had a collaborative immanence, from the Futurists to General Idea and
the video collectives of the last century.
The 1990s saw a wave of change that shifted the role of the curator in the
contemporary art context. Jobs in institutions were sewn up, and new graduates
from art history and contemporary criticism programs had to survive on the
periphery. An educated new breed of curators perhaps even preferred to work
outside of the traditional institution, opening an alternate world of presentation
in artists' centers, new galleries, and inventive public locations. When they
at last went to work for the museum, they brought a critically engaged practice
to the inside of the institution, investigating its assumptions. They also
brought an interest in the periphery to the centre (Lunenfeld, 2000). This
periphery would begin to include new media art by the second half of the 1990s.
In a sense, shifts in curatorial understanding set the stage for collaborative
new media projects to enter the more traditional art world. Curators built
themed exhibitions, drawing from and building on critical theory; the curator's
text at times became as important as the artworks themselves, or the artists.
Many curators saw and still see their interventions in exhibition space as
a practice as creative and central as the artwork. This fits well with a collaborative
approach to exhibition commissioning, design, and dialogue. Exhibitions were
and are a discursive space. The boundaries of the artwork were blurring, softened
by the dialogue that swirled around them. The artist, the critic, the curator,
sat on each other's laps. Authorship had become a negotiated space. Reception
theory in particular underscored the experience of the audience; but it was
not the audience alone who was engaged in the active space of making meanings
(or remaking them).
Not all museums were open to the invigorating demands that media art exerted
on audiences and resources in the 1990s - particularly when it came to engaged
and activist media art. It would
be curators that would pull net art into the museum and Biennial context,
into Documenta, the Venice and Sao Paulo Biennale, and the Whitney Biennial.
In Naming a Practice: Two Steve Dietz, Victoria Vesna and I discuss
the problem of authorization. Some saw the inclusion of net artists Vuk Cosic
and Heath Bunting in Documenta X as gratuitous (Diamond, Dietz, Vesna, Townsend,
2003; Thomas, 2002). The Internet and then the visual Internet - the
Web - had attracted artists from the get go, and projects / groups such as
the Electronic Café International set the stage for exchanges between locations
and groups of performers, writers, and visual artists.
The obstacle still represented by the museum itself provided an opportunity
for artists to flow around the institution, constructing a practice independent
of the traditional art world - one that relied on social and technological
networks. See the Creative Commons at http://creativecommons.org/ for a sense of how this
plays out with copyright. Not surprisingly, artists centers such
as SAT (Society for Art and Technology) in Montreal, Back Street in London,
Eyebeam Atelier in New York City, C3 in Budapest and InterAccess in Toronto,
continue to serve as central reference points for event-based new media practice
that demands ongoing participation (Pringuet, 2004). Increasingly critical
is the necessity that informal and artists' contexts be links in a network
of presentation that binds together the gallery, museum and alternate space.
Network - Metaphor of Flows
Artists' networks have existed since long before the Internet, but the Internet
has amplified them both in terms of deployment and metaphor. Artists created
alternative networks comparable to artist-run centres for both visual and
media art in Canada (such as the Independent Film and Video Alliance) and
in the UK (through the media workshops of the 1970s and 1980s, many of which
then formed the backbone of Channel Four). Networks play a crucial role in collaborative
art works, either in the expression of the actual artwork or in its facilitation.
Networks vacillate between the local and the a-geographic, and the latter
cannot be contained by traditional boundaries of nation state, or even medium
and hierarchy. Some network formations are stable although the cast of characters
may shift. This has been the case with Rhizome and the nettime mailing list.
On the part of curators and galleries, this fluctuation requires a collaborative
approach to networks, which are collective crucibles for artistic production
as well as databases of work and discourse; this is also outside the purview
of many galleries. Finding a means of expression and description for network-based
artwork remains an elusive task.
Networks infer flow, whether of information, goods, or knowledge. These flows
can be disruptive as well as rational. Flows move around obstacles, creating
new, unexpected representations and relationships. Networks are a fantastic
and frustrating space where the signifier and signified illustrate their ability
to float away from each other. Scale and proximity structure networked collaborations
- with tiny sets of relationships affixing to others, like a coral reef made
up of many crustaceans. Any kind of flow implies power and its movement through
a system. Csikszentmihalyi proposes that there are sources of reception and
of transmission (Csikszentmihalyi, 1993). In the case of peer-to-peer technologies,
of course, the same points (i.e., servers) double as both sender and receiver.
Peer-to-peer technologies make every computer a server, or source of original
information over the network. This potentially eliminates centralized servers
and allows for file sharing between individual computer owners, sharing that
is difficult to trace. On principle, peer-to-peer is a model that brings back
the original nimble capacities of the Internet. Peer-to-peer returns to the
distributed nature of the original Internet and leans its structures contra
hierarchical organization (centralized servers, with thin clients, relying
on the center) (Oram, 2001). Mobile technologies and their increasingly ubiquitous
use give texture to a layer of constant communicative exchange between individuals
and groups.
Csikszentmihaly also describes flow as a state of deep creative expression.
Flow infers smoothness, a never-ending well of pleasure, of pure source. In
similar ways, artists' collectives have flowed around obstacles of funding
and territoriality. Deep collaboration amongst individuals located at distinct
points on a network can have an ecstatic feeling of collective and individual
empowerment. The New Media Collaboration Studies Network site, is designed
to enable discussants to describe the power of play, the sense of suspension
of individual agenda within equitable collaborations (http://www.collaborativenet.banffcentre.ca/public/).
Time is a key component in how relationships emerge within the network, with
synchronous and asynchronous experiences providing very different feels, intimacies,
forms of consciousness, yet piling up on top of each other in ways that allow
social relationships and expressions to become a thick texture of condensed
time. These different time zones have varying relationships to presence. Participatory
works by artists are a means of pinning down this endless movement, of building
identifications and communities. Victoria Vesna's NoTime screensaver
project is an example of a participatory work that builds an aesthetic for
investment of time and the search for information on the Internet – a work
where the layers of parallel identities emerge only with multiple participants
contributing a profile that then maps their ongoing interests and participation
on the Web. The endless real-time redrawing of patterns and the relative autonomy
of each agent is compulsively fascinating (Vesna, 2003).
Despite utopian thinking, networks
are also exclusionary, with hierarchies of access. Networks do not distribute
their contents evenly; nodes and sub-networks reference each other. There
are many sub-networks buried inside the Internet that are password-protected,
walled gardens or simply buried. Even in these, there may be the appearance
of flow; but filters and levels may be oblique (Malina, 2002). The technologies
and systems that artists invent for networks are often disruptive, resulting
in different kinds of experiences and even inventions, far distanced from
their original purpose and sometimes hacking through security barriers. Nortel
Networks disrupted itself by its inability to predict the development of the
technologies it developed, despite having a group called Disruptive Networks
whose job was to think strategically into future uses. Nokia has a similar
group. Distribution, finding content and providing some sense of original
context, as well its transformation over time, could be deemed the curatorial
prerogative.
Participatory Artworks in a Participatory Context
Participants consistently transform media objects – contributing to projects
in exhibition venues or on peer-to-peer sites or to Wikis.
Wiki is a piece of server software that allows users
to freely create and edit Web page content using any Web browser. Wiki supports
hyperlinks and has a simple text syntax for creating new pages and crosslinks
between internal pages on the fly. Wiki is unusual among group communication
mechanisms in that it allows the organization of contributions to be edited
in addition to the content itself. Like many simple concepts, open editing
has some profound and subtle effects on Wiki usage. Allowing everyday users
to create and edit any page in a Web site is exciting in that it encourages
democratic use of the Web and promotes content composition by nontechnical
users." (http://wiki.org/wiki.cgi?WhatIsWiki,
2005)
The role of the artist as originator is as subject to challenge as the role
of curator is. Common wisdom holds that there is an explicit rejection of
all middle positions on the part of the public. The conditions of exchange
of file sharing create the perception that more value is being created and
not that a theft of artists' intellectual property is occurring (Shirky, 2001).
Open source and free software are now permanent features of computational
life. The mobile revolution reinforces these trends, with its chatty context
and rejection of push media, at least in North America and Europe. (Push
media is a term used to describe content that is sent to technology users
without their asking for it (pull is when you request content). Most
phone users are hostile towards the idea of content being pushed at them.
For one thing, they would have to pay for it!
The notion that every computer on the network can give each participant the
capacity to create and distribute content may fundamentally change ideas of
a restricted, single creative source and authorship, even if users do not
take advantage of this opportunity. The new media art world continues its
romance with peer-to-peer technologies, blogging and game mods, seeing these
shifts as embodying democracy, and seeing open source as both heroic and emblematic
of an anti-authoritarian stance. Early works such as Open Source by
Vivian Selbo prefaced this trend. The CODE Conference, at Queens College,
Cambridge, UK, April 5-6, 2001, organized
by the Arts Council of England, was a means of exploring the prevalence of
open source in artists' practice. See also Jamie King's extensive writings
for MUTE magazine and for Kingdom of Piracy (2002) (http://www.jamie.com/
) for articulate debates about software knowledge as fundamental literacy.
The open source movement was built on the history of the free software movement.
See (http://gnu.sunsite.utk.edu/,
2005), for a discussion of the philosophy and methodologies of the Free
Software Foundation. The latter believed that software was a fundamental
resource and should be freely available, not owned. The open source
movement is a less radical version of this. It believes that collective
minds are necessary in the development of tools and complex systems.
Programmer / collaborators co-own the software they develop. Versions
must be credited and, if commercialized, paid out down the line. Arts
organizations such as the V2_Organisation Institute for the Unstable
Media, Netherlands or the C3 Center for Culture & Communication,
Budapest, Hungary, all hold to the open source credo, and most artists
who develop software choose to open-source it. Simon Pope is among the
very few who have pointed out that open source is a very masculine culture,
where competition for the best code drives production and where collaboration
is less present than might be imagined. Simon Pope gave a paper at the
Bridges Two Summit at The Banff Centre where he pointed out the masculinist
biases of open source. This position was hotly debated. Still, the culture
of programming increasingly demands collaboration.
In the last fifteen years, new media artists have invented
tools that facilitate collaboration – on-line, on a personal computer or a
the gallery space. Artists invent in order to critique existing technologies,
to make a gadget to run their show, or to genuinely create at the source.
Examples include Mary Flanagan with her games and self-analysis software,
Technologies to the People, and many others. Artist tool-developers such as
Sher Doruff's team at the Society for Old and New Media create software like
Keystroke to enable artistic exchange; at times the software and its
applications merge as reciprocal art works. In Pagan Poetry, by InsertSilence
and Björk, the player redraws the already luscious animations of strange machines
and bodies by stroking the screen while reveling in the music. InsertSilence
are as proud of their code as they are of its visible content; this artistic
practice has resonance in the world of software design. Some software architects
have always considered themselves artists or writers.
Collaborative exchange also occurs within the curatorial context, as in the
case of CRUMB (Curatorial Resource for Upstart Media Bliss), the curatorial
forum created by Beryl Graham, together with Sarah Cook, which attracts over
500 curators on a regular basis (Graham, CRUMB, 2005). CRUMB supports and
analyzes collaborative curatorial ventures, with an emphasis on the new media
context. Both Graham and Cook note that one of the challenges for curators
is the fact that the opening of a show is intended to be the point of revelation,
the theatrical narrative pinnacle of their practice. Yet the very nature of
collaborations often requires that concepts and plans be divulged throughout
the process of making the work. This obviously is antithetical to the theatrics
of opening night. Sarah Cook spoke about this at Participate! Collaborate!
Participatory Design Summit at The Banff Centre, Banff New Media Institute
(BNMI), this September. (Cook, 2004)
Opening night is now seldom the end of the artwork, nor is it the beginning.
New media art works that are based on audience participation change throughout
both the duration of their exhibition and the collaborative endeavours to
create them - getting communities in place and thinking through presentation
strategies starts well before the opening. Transformation can include form,
content, scale, and even focus; for example, in the cases of George Legrady's
Pockets Full of Memories, Sher Doruff's Wiretap 7.04, or Lynn
Hershman's Synthia, all shown at the Dutch Electronic Arts Festival
(DEAF) in 2003. On the most banal level, participatory works demand resources.
At DEAF, intensive participation brought down the network when the multitude
of external on-line participants continually crashed the streams that were
so essential to many of the projects. This tenuousness of technology is a
typical characteristic of many collaborative systems: even market-ready
software is often in a beta-test state. It can be difficult to judge the success
of an artwork when the contingency of the technology and its characteristics
are so liminal to the nature of the art experience.
Participation in collective production opens a different space for the audience,
enabled by peer-to-peer technologies. Some artists invite the audience to
remix originals and are eager to see their work mutate. Reception theory suggests
that audiences perform their relationships both to technology in general and
to the specific artwork. In installation work, some viewers assume the role
of performer / actor themselves, while others are spectators, similar to the
audience / player roles played in gaming arcades. Players anthropomorphize
technologies - a quality that is exaggerated in public spaces. See an excellent
discussion by Richard Lachman, Software Project Lead, on how we make technologies
human in CodeZebra: The Making of Software Video, 2002. Excerpts of
the discussion are at www.codezebra.net in the software section(CodeZebra
2004).
Cumulative or generative works engage not only individuals, but also entire
communities, who can write themselves into a media existence through
artworks on the Internet. In Subtract the Sky by Sharon Daniels,
Mark Bartlett, and Raja Guhatkakurta, audiences create personal maps
that function as diaries with scientific data from the Keck Observatory
as well as other mapping materials, such as genome data or GIS (Global
Information Systems) tracks. Each self-portrait is filed with many others,
developing a collective portrait of the visitors to the piece. Different
mapping tools reflect varying cultural contexts, such as Native Hawaiian
traditions, and provide different views of space / time / history /
community (http://arts.ucsc.edu/sdaniel/new/text_prop.html,
2004). Another example of the engagement of local communities is Patrick
Clancy's The Weather Machine, which uses weather patterns from
various locales as a means of writing semi-automatic poetry based on
local stories for visitors to his Web site. Visitors submit their own
stories that are rewritten through the weather program.
Probing Performances
The ephemeral qualities of some participatory new media works bear similarities
to video art or performance work, and make them difficult to collect and preserve.
From its beginning, the Internet was characterized by performance activity.
Participants could have alternate identities: they engaged in role-playing,
first in MUDs and MOOS, then in IRC, avatar chat worlds and games, where first-person
players build and control worlds. They interacted with computer agents or
each other. Preoccupations in performance art resonate in Internet works.
What is the body in space? What is the process of discovery? How can technologies
be inverted? MUDs are Multiple User Dungeons (or Domains); text-based, on-line
multi-user environments modeled after early Dungeons and Dragons computer
games such as Zork Zero. MUDs are Multiple User Dungeons or Domains; MOOs
are Object-Oriented - that is, a more sophisticated version of the text-based,
on-line multi-user environment of the MUD, based on object-oriented programming.
IRC is Internet Relay Chat. Avatar chat worlds are chat worlds in which participants
can choose or create an avatar - a graphic representation and alter ego; the term originates
from Hinduism and means 'descent’. Computer games distinguish
between a first-person point of view, where players control and experience
the game from their own perspective, and a third-person point of view, where
players control a graphic representation of themselves within the environment.
Bruce Barber proposes performance as an engaged and committed task of acting
on culture: "The task becomes restorative and critical." (Richards, Robertson,
1991) For a long time, telematic performances faced the challenge of getting
the technology to work, raising the stakes for gallery hosts. If, miraculously,
it did work, the simple recognition of human presence was all that could be
mustered. In the mid-1960s, Allen Kaprow, the father of The Happenings,
linked five sites in a television event appropriately entitled, Hello,
Hello. In 1980, Roy Ascott, in Terminal Art, mailed portable terminals
to artists in California, New York, and Wales in order to allow them to collectively
generate ideas from their own studios or public spaces. Shanken states that
this was Ascott's contribution to Robert Adrian's
The World in 24 Hours, an electronic networking event
at Ars Electronica in 1982. (Shanken, 2003, Ascott, 1984, Adrian, 1984, Grundmann,
1984). Hole in Space - created and produced by Kit Galloway and Sherrie
Rabinowitz in 1980 - engaged larger publics and was a step forward for these
practices. It connected malls in New York and Los Angeles over three evenings.
Head-to-toe, life-sized television images of the people on opposite coasts
appeared. They could see, hear, and speak with each other as if on the same
sidewalk. The first event was followed by an evening of intentional word-of-mouth
rendezvous, and then by a mass presence of families across the continent.
Content
followed. In Canada, the Western Front organized fax
events. Artists all over the world contributed a part of a drawing, or a bit
of a story, creating an exquisite corpse. Pirate Radio forums began at the
Western Front in the mid 1980s, led by Hank Bull and Eric Metcalfe,
later dovetailing into Internet Radio. In 1988, The Nowhere Men with
Sylvia Scott et al. created Speaking Pieces by using videophone technology
and telephony to accumulate contributions from international artists. The
World Tea Party celebrated the rituals of tea with tea ceremonies and
tea drinking, linking Tea Parties in remote locations. Collective forms of
performance flourished in relation to technology, despite the tendency towards
individual creative acts in live events. Canadian poet laureate b.p. nichol
was part of the Toronto Research Group that created events exploring The
Language of the Performance of Language. General Idea held the
Miss General Idea Pageant to explore the impossible future.
Another stage of on-line activity could be described as "Mirror, Mirror"
-- matching a signal from one place with the bit rate of another, thus enabling
dancers to contact improvise together, and musicians to play in synch. Artists
hoped they could defy both the speed of light and packet rates. In 1977, NASA
developed the Satellite Arts Project: A Space with No Geographical Boundaries.
Mitsuko Mitsueda danced at NASA Goddard Space Flight Center in Maryland, and
Keija Kimura and Soto Hoffman responded in Menlo Park, California. Their electronically
composited, satellite image appeared on monitors at each location.
Initiated by Galloway and Rabinovitz, Electronic Café International
(ECI) began as an artists' network during the 1984 L.A Olympics. It continues
to this day, with thirty affiliated international franchises. ECI uses the
performing arts, creating 'contexts' to support the emergence of new forms
and content. Technologies such as analog telephone lines, digital ISDN lines,
video and Internet networking are combined to link performers who act simultaneously
in various locations around the world. ECI is an example of collaborative
curatorial practice and an alternate venue that stepped in when there were
no institutions able to facilitate new media performance.
ECI networked diverse cultural groups who were otherwise unwilling to communicate.
In designing such spaces, we look not only at their qualities
and aesthetics, but how people communicate when they are disembodied
and their image is their 'ambassador'... The absence of the threat of
physical harm makes people braver. Virtual space diminishes our fears
of interaction (Galloway and Rabinovitch, 1993).
Ulysses Jenkins, an African-American musician and performance artist, created
poetry and music conversations between communities in Oakland and Los Angeles.
White women poets from Beverly Hills and black, male spoken-word artists became
on-line artistic collaborators and then, finally face-to-face colleagues.
Jenkins came to The Banff Centre as part of the Nomad project (1993-4),
which included a series of early Internet exchanges and on-line events using
text and video phones.
Internet performances can provide culturally challenging contexts because
of their short-term nature. Since 1990, Orlan, a French artist, has undertaken
a series of cosmetic operations to become a hybrid of Venus, Diana, Europa,
Psyche and Mona Lisa. In a 1993 on-line co-production, the Centre George Pompidou
in Paris, the McLuhan Program in Toronto, and The Banff Centre featured the
operating theatre in New York, tied to other locations. Audiences debated
the nature of femininity, narcissism and masochism, considered identity alteration,
argued literary theory and feminism, and viewed the performance. This process
of gathering artists, theorists and audiences in diverse locations, with activity
occurring on-line and in situ, is a consistent form of Internet art, located
somewhere between a forum, a curated art work and a publication. Another example
of this type of event is LiveForm by Michelle Teran and Jeff Mann,
who created a telekinetic dinner table. The piece included live video streams,
a tele-robotic talking fish, mass gourmet cooking, media mixing on the spot
with Keystroke software, wine-pouring machines, a magic show and telematic
toasts across the ocean.
The demanding relationship between audience and mediating technology has
carried over into Internet performances. Coco Fusco and Ricardo Dominguez
have collaborated on several performances, among them Life Under Surveillance
/ Dolores from 10am to 22h -- based on the story of a woman worker
in the free trade zones accused of troublemaking at her job. The project was
developed with Kiasma, Helsinki's Museum of Contemporary Art. It was also
simultaneously broadcast at the Art in Motion Festival in Los Angeles, the
Galerie Kapelika in Ljubjlana and iNIVA in London. It was re-played at Artspace
in Sydney during the Sydney Festival in Feburary, 2002.. Dolores' boss locked
her in an office without food or water or a phone and tried to force her to
sign a letter of resignation. When she refused and sued the company, her boss
and fellow workers insisted in front of the judge that the events had not
occurred. The intention of the performance was to use surveillance technology
over a twelve-hour period in order to show a re-enactment of this coercive
situation, recreated as a docudrama, and to allow Internet audiences to determine
Dolores' fate:
There will be three surveillance cameras recording me and the performance
can be seen as a direct Internet broadcast. None of my bodily needs will be
attended to, in other words, I will not be able to leave to use the bathroom,
wash, eat or drink. None of my emotional or social needs will be met either
- my calls to the guard will be unanswered and I will be unable to use a telephone
to notify anyone of my situation… We are trying to develop a critique of Survivor
and people's obsession with it. Half the world thinks invading people's privacy
on-line is great and erotic, while the other half is trying to get cameras
away from them, out of their lives, their neighbourhoods, schools and prison
cells. I don't think most privileged hypermedia-oriented people have any idea
of the social and political implications of the normalisation of surveillance,
of accepting the right of others to stalk you, to invade your space, to keep
track of your habits, note your faults, etc. (Vanhatalo, 2003)
Fusco notes that audience members, mostly male, were not empathetic to the
victim, but rather escalated her abuse. They instructed the male performer
to hurt and humiliate the victim in explicit detail. This project underscores
the power of Internet performance and the capacities for museums such as Kiasma
to play a role both in the presentation of controversial issues and the mediation
of the results through publications, symposia, and dialogue. Kiasma created
a public forum to discuss the performances as well as the publication of the
debates; Juha-Pekka Vanhatalo interviewed the artists. Galleries and museums
are often better equipped to fulfill this function than festivals with their
smaller resources and episodic nature. Perhaps Kiasma was comfortable with
leading this project because Finland has a strong history of intensive and
rigorous critical debate about controversial issues, as well as a leading
role in the creation of on-line virtual worlds, Internet drama, mobile experience
design and controversial and rich cultural content on its public television.
They had the resources to create a multi-point broadcast. The performance
was documented and then recreated as a video work. An example of artists whose
work reinforces these tendencies is Blast Theory (http://www.blasttheory.co.uk/); also see Matt Locke's
interactive dramaturgy work that is discussed on Horizonzero.ca, Issue 4,
Touch.
Collaborative Community Practice and Cultural Contexts
Reliance on collaboration is often particularly pronounced in communities
that are marginalized and/or have a long tradition of cultural heritage. Collaborative
artistic work emerging from these communities raises valid questions regarding
both the role of technology and the understanding of specific cultural contexts.
Ahasiw Maskegon-Iskwew is a Cree Metis - his ancestry represents the racial
mixing of French and Cree peoples. With Lynn Acosse, he took early aesthetic
strides forward in creating Aboriginal new media works that made use of the
capacities of the technology of the time (1996-97) - graphics, text and audio
- as an envelope for a form of story cycle. The piece Speaking the Language
of Spiders engaged fourteen Aboriginal artists, writers, and composers
in the development of a time cycle that stretches from the beginning of time
to infinity and then back to the beginning. Isi-pîkiskwêwin-ayapihkêsîsak
concentrated on the experiences of people who have been consigned to the fringes
of urban street life and their sources of joy, grief and intense humanity.
It is a story cycle that occurs in the round, with artists contributing elements
such as song, image, poetry in the circle of creation, destruction and regeneration;
as they leave the streets and become survivors, so goes the larger history
of Aboriginal cultures. The work took the efforts of The Banff Centre, Dunlop
Gallery Canadian Native Arts Foundation and the University of Regina, Film
and Video Department, Canada Council, with presentation by curator Anthony
Kiendl at the Dunlop Art Gallery. This project was developed through the collaborative
influence and the creative participation of the following artists: Lynn Acoose,
Cheryl L Hirondelle, Joseph Naytowhow, Greg Daniels, Elvina Piapot, Sheila
Urbanoski, Sylvain Carette, Mark Schmidt, Russell Wallace and Ahasiw Maskegon-Iskwew.
Richard Agecoutay and Anthony Deiter also made important contributions.
The powerful work speaks of the life cycle and different ways of living through
experiences - immersed, contemplative, suffering, and filled with hope. It
is a beautiful, multi-layered yet simple interactive experience that sustains
its power many years later as the viewer navigates through layers of images,
stories, poems and song.
"Aboriginal Collaborations" by Christine Morris an Adjunct Research
Fellow for the Australian Key Centre for Culture and Media Policy explores
these questions. She is a member of the Kombumerri and Munaljahlai clans
of South East Queensland, Australia. She has also participated as an expert
panelist on issues relating to indigenous media and genetic engineering for
the Convention on Biodiversity. Christine Morris stresses the relationship
of new media experience, respect for elders and the land or, as she calls
it, The Law. She suggests that we must
fully comprehend that technology is subordinate to the culture
and especially the Law. If you do not see the power of the culture you will
never understand the place of technology (Morris, 2002).
On the one hand, access to information deriving from a traditional culture
requires that participants earn the right to the information through their
behaviours within a larger physical community. On the other hand, it is imperative
that Aboriginal people represent themselves with the new tools, as Morris
puts it,
In one of the most remote regions of the Australian continent
and the world, Pitjantjatjara Yankunytjatjara [PY]. Media faces the day-to-day
challenge of using the latest tools and techniques of communication to preserve
and enhance the culture of the people of the Pitjantjatjara Lands so that
that culture may endure and continue to grow as a vital part of the global
community (Morris, 2002).
David Vadiveloo, a convergent media artist, works in Alice Springs, Australia,
with Aboriginal youth who design tangible objects such as bicycles as well
as interactive graphics and video environments that afford dialogue and play-acting.
The emerging works consist of powerful hybrid images that hover between the
spaces and historical time zones of Australia.
Collective cultural identity is built on the basis of a shared archive which
requires the development of databases that incorporate our histories as well
as tools that allow for navigation. Databases are deep repositories or encyclopaedias
of knowledge written on silicon. How do navigators evaluate the quality of
content and make decisions? In response to this problem and to their own observations,
numerous artists have created local data navigation tools and search engines
dedicated to picking out cultural references. The UK-based artist collective
Mongrel, for example, created a search engine tool titled Natural
Selection that was aimed at eliminating all documents on the Internet
promoting racism, nationalism, and eugenics (by creating 'mongrelized' pages
of these documents that would make the information look unreliable and obliterate
the credibility of the originals). Search engines are hierarchical, structured
through an economy of use and positioning, with contingent meanings and identities
drawn through associations. The database is leveled, without an inherent hierarchy
of story; yet it is, in actuality, never neutral. Users engage in a process
of authoring by selecting from given sources; the story is re-authored again
through each searching and threading of the database; the narrative is collective
by its very nature (Manovitch, 2001). Mongrel's authoring solution
for creating a collectively assembled database is the 'social software' Nine(9)
- a continuation of their project Linker. Nine(9) is an open-source software structure
that allows individuals and communities to 'map' their experiences and 'social
geographies' in collective knowledge maps. The system allows for the easy
structuring and assembly of a database by communities of interest through
the linking of images, text, and sound.
An extension of this type of work was the ambitious Container Project,
now in its fourth year, led by Mongrel member Mervin Jarman and Camille
Turner. Mervin and his team ship a basic computer learning/creation facility
into a community, train a local group and community, and either leave the
technology there or find a local source of supplying it. The learning, creation,
and presentation situations are structured as community experiences; groups
gather to work and experience the results. They finance their ongoing work
by training future users in the technology, the design systems, and basic
programming. These services are paid for by government agencies and local
councils. Mongrel has developed a method for community engagement that
shares models of pedagogy, infrastructure creation, intervention and curatorial
practice. While they construct the larger context, the local community develops
micro practices as a result, hopefully with enough skills to continue once
Mongrel leaves.
This combined modality is visible in other projects in the 'majority' world
or within marginalized cultures in the West. The use of digital networking
technologies for community development has become a major force in art activism.
Hermani Diamanti - a Brazilian artist, activist, academic and forceful blogger
- sees the blogging world as a recombinatory space where knowledge is exchanged
and where the fundamental hybridity of Brazilian culture melds with techno
theory from all over the world. He describes the current cultural moment as
a 'linkania', a good name for a new state, but this one a globalized, lateral
state of constant discursive transition and emerging relationships capable
of moving from the virtual to the physical and local. He and colleagues have
created collaborations with groups in the favellas, finding discarded digital
technology, redesigning and painting it, and building collaborative centers.
The communities involved are abandoned by all authorities and use technology
for educational, cultural, and economic purposes as well as self-organization.
(See http://www.intelligent.com.br/metacomunidade/index.php
for Linkania discussions and blogs.)
Another successful model for the integration of new media and collaborative
community practice is the work of Carlota Brito, an architect and artist of
Aboriginal descent from Belém (Pará), Brazil. Brito also has a background
in anthropology and works at the Museu Paraense Emílio Goeldi. She created
a remarkable CD-ROM about the Ticuna Indians (Magüta Arü Inü). It was made
with the indigenous group, while carefully guarding access to their sacred
information, and clearly communicated the process and duration of ritual.
A beautiful, accessible and ornate design work, the CD will be used in the
museum and within the community as a learning tool. Brito is also the technical
coordinator of a CD-ROM about the scientific research of the Goeldi Museum,
Museu Paraense Emílio Goeldi: An Amazonian Museum, and is involved
in an artistic project that uses Virtual Reality Modelling Language (VRML)
and investigates indigenous codices and symbols based on the collection of
indigenous art at the museum. There are several differences between this project
and many museum products:- Brito's intensive self-integration into the communities
that are part of the CD-Rom, the community's sense of control over the final
representation of their culture, and the subsequent aesthetic eloquence that
results.
The following examples suggest a framework of distributed curatorial practice
in which the artist is also the curator and, to some extent, the technology
developer. In the last decade, the Banff Centre developed Radio 90
- led by artist /activists Heath Bunting, Yvonne Faught, Susan Kennard
and Cindy Schatkoski. At first, Radio 90 concentrated on issues of
workplace organization as well as the development of an alternate music culture.
For the streaming media festival Net Congestion in Amsterdam, Radio
90 commissioned pieces from all over the world, including Croatia, Latvia,
and other sources in the former Eastern Europe. The Radio 90 team also
provided training in Internet radio, helping to create a station in Morley,
a reserve between Banff and Calgary; they collaborated with Shane Breaker
from Siksika First Nations to create a Blackfoot channel; they worked with
the Aboriginal Arts Programs at the Banff Centre to create Sleeping Buffalo,
a Banff indigenous station. Radio 90 provides community news and entertainment
and, thanks to the Internet, can program for more hours each day, allowing
a connection with Aboriginal stations around the world. In order to better
share programs, the team created a piece of technology that is a scheduling
program entitled the World Service Scheduler. This technology allows stations
in any location to place their two hour program on-line in a given time slot
and/or to fill their calendar with the programs of other international Internet
radio stations who are a part of the service.
Radio 90 also concentrates on work in areas where there is little
or no radio access. In 2001, the group, with its Aboriginal companions, attended
an event organized by eLab (rixc) in the forest of Latvia at a former Soviet
Space station. (See http://rixc.lv/
for project details.) For the space transmitter they created audio pieces
that addressed issues of globalization on earth, and they trained former Soviet
army personnel, abandoned in these remote forests of Latvia, in basic computer
communications and net radio so that they could renew their link to their
families and the world.
For Aboriginal groups in Canada, wireless, and Internet technologies have
been the key way to communicate their issues in confrontational contexts.
Internet Radio has helped to create a virtual sense of community. The movements
enabled by these technologies are part of a fabric of local interventions
and at times, technology development becomes a necessary companion to content
and context creation. While radio stations have programmers, not curators,
their role again often spans pedagogy, outreach, creating their own programs
and organizing others to create their own work. These structures are very
similar to the artist/curatorial formations of the 1980s and 1990s that provided
an exhibition and production forum for media art. As well, many artists double
as curators, initiating projects and then expanding these to include other
artists. As is evidenced in the radio examples and in the work described below,
a key aspect of Aboriginal curatorial and programming work has been the decision
to redefine the site of curatorial practice either outside of the gallery
and within the community or poised between gallery and community. Cheryl
l'Hirondelle describes interactive works as an extended form of story telling,
as a transactional process for Aboriginal people,
As Aboriginal people, we need to remember that our stories
convey vital cultural and ceremonial information; they remind us about the
laws of nature, how communities must work together, and that we are keepers
of the land, songs, dances, narratives, and everything they inspire. It is
our role and responsibility as artists to use, develop, and share this information
appropriately, for the survival of all. (L'Hirondelle, 2004)
In a performance entitled cistêmaw iyîniw ohci, Savage , bringing the wild
back to the west, at Makwa Sahgaiehcan Indian Reserve in Saskatchewan Cheryl
L'Hirondelle re-enacted the history of Cistemaw inyiniw, a runner who brought
stories and news across the reserve, running from home to home. (See http://askiy.banff.org/tipitotamowin01.html
for project documentation and http://ndnnrkey.net/lhirondelle/
for links to other projects.) Women on the reserve created a moccasin telegraph
where they signaled that L'Hirondelle was about to arrive; elders retold the
story; and artists Louise Halfe, Cheli Nighttraveller and Joseph Noytowhow,
who l'Hirondelle curated into the project, interacted with the community.
Through soliciting the community, these artists arranged for the water syllabic
to be placed on homes, indicating to L'Hironelle, who was running around the
twenty-five km reserve, that these homes would welcome her for water and food.
The other artists provided a means of community engagement through photo essays,
story circles, and radio streaming. In a more recent collaboration with Candice
Hopkins, L'Hirondelle worked with Morley reserve youth to create videotapes
and radio documentaries as well as hip hop performances about their lives.
This work is part of the ongoing legacy of Internet Radio at Morley. L'Hirondelle
was extending an analogy between rez radio (reservation radio) and piracy.
New technologies always pose the threat of cultural leakage and loss at the
same time as they signal potential empowerment. She says:
For Indigenous people around the world, this task is not
as simple as it sounds, especially when it comes to embracing new media forms
as a means of outreach. One limiting factor relates to concerns about intellectual
property and cultural appropriation. Many Aboriginal communities are extremely
sensitive and cautious about sharing cultural information too widely, thanks
to a long history of intellectual and government infiltrations and abuses.
Yet it is my belief that, as Aboriginal people, we should be investigating
contemporary open source philosophies and methodologies as an alternative
to both time-honoured cultural protocols and binding corporate and governmental
laws around intellectual property and copyright. I say this because I think
that our abilities to share and adapt are essential to our continued survival.
(L'Hirondelle, 2004)
A related direct challenge for Aboriginal artists and writers who wish to
work with digital tools to express participatory culture - as well as for
the curators working with them - is the issue of native languages, which need
to be kept alive in order to keep the culture alive. Aboriginal practitioners
such as Cheryl L'Hirondelle, Candice Hopkins, and Luanne Neal underscore the
ways in which language shapes the telling of the story, its mode of expression,
as well as its content (Graham, L'Hirondelle, Hopkins, 2004). These pieces
elucidate the role of community engagement and debate in creating new media
works, as well as the function of traditions of collaborative storytelling
(Hopkins, 2004). In order to tell Aboriginal stories in contemporary cultural
forms, a project needs to remain embedded in its language of origin with all
its richness, nuance and modality (Hopkins, 2004). It is language that structures
an overarching notion of group identity and ego, rather than the notion of
the individual. Cree, for example, is an Aboriginal language spoken across
the West of Canada and has sixty words for love and sixty words for suffering.
Cree, Inuktitut, and other languages use visual syllabic forms of expression
which offer an exciting connection to visual graphic languages.
The CREE ++ project -- conceived at the 'Skinning Our Tools: Designing
for Culture and Context' summit at the Banff New Media Institute (BNMI) -
links Aboriginal artists and linguists, as well as computer scientists and
designers from various cultures who are interested in rebuilding tools from
the linguistic concepts of extant Aboriginal and other minority languages.
After L'Hirondelle, Hopkins, and I worked in Dakar during the summer of 2004,
the project expanded to include non-Canadian Aboriginal languages, such as
Wolof from French Africa. Wolof is the trading language that bridges across
French Africa and is rooted in the original languages of Senegal, Cote d'Ivoire,
and other West African nations. The BNMI, Dak'Art Lab, Aboriginal Arts at
the Banff Centre and the University of California at Irvine are currently
developing strategies and alliances to launch this research program. Rather
than individuating consumer culture, these artistic practices and collective
societies are pressing to have technology redesigned for collaboration. Important
questions will emerge with this work. Can these culturally specific new media
linguistic pieces find a mode of communication to a broader community? What
is their appropriate mode of presentation? These are issues that interest
the artists and curators from within these communities as well as those on
the outside looking in.
In Summary: Collaboration and Agency
Agency is the fundamental construct of collaboration, of building a sense
of participation. Collaboration and collective action - whether they entail
writing, speaking, remixing, moving, or interacting - are inherently performative.
We construct our identities through roles and transactions, and new technologies
implicate us into a network of pre-existing structures while allowing us to
invent new cultures and identities, and remap the network itself. How can
the nuances of these transactions cross cultural space and barriers? This
particular moment in time offers a challenging terrain for collective creation
- a creation that recognizes complexity, self-organization, and unpredictability.
At the very basis of this collective creativity lies the ability to freely
access and share and thus build upon software and technological tools. In
June of 2004, The Banff New Media Institute co-created a new media laboratory
(running on the Linux platform) with the Dak'Art Biennale. At a meeting about
creating ongoing new media research, young computer programmers spoke about
their skills as hackers and open source programmers. The lack of resources
- cars are belted together with old parts, engines re-fabricated, music is
melded from the old and the new - combined with the need for cultural commitment
to improvisation had already created a positive attitude about engineering
from machine language up if necessary. All software was pirated, downloaded
thanks to Hotwire, and shared amongst colleagues. Skipping continents, a different
kind of open source friendliness has been formalized in Brazil by Lula, its
president, who has made Linux the new official language of Brazil, requiring
that all government departments run on open source software. This was a conscious
move to undermine American multinational control over information in Brazil,
to encourage the use of computer technology and media into all classes of
Brazilian society, and to make Brazil economically competitive.
According to presidential Chief of Staff Minister José Dirceu,
it is the fruit of a collective effort that began in the Electronic Government
Executive Committee to disseminate the culture of free software, the universalization
of information, and digital inclusion in the country. Software is one of the
priority areas of the industrial policy announced by President Lula. According
to information from the Secretariat of Logistics and Information Technology,
in the Ministry of Planning, Brazil as a whole, between the government and
the private sector, spends around US$ 1.1 billion annually on licenses for
the use of proprietary software (Cardosa, 2004).
Linux is still based on traditional computer science, but the support of
collaborative, open-source technological invention is a first step in trying
to build technologies and cultural expression from the ground up. Alliances
of programmers, curators and their institutions, and cultural producers can
lay the groundwork for creating technologies and the related collaborative
artistic experiences across continental divides.
While the historically privileged position of the curator may have become
unsettled, it still continues to remain relevant. This relevance is clearly
apparent in two contexts - the role of the curator as context creator and
as broker within the gallery and museum system. There remain many barriers
to the exhibition of collaboratively authored or participatory new media works
within the gallery context. Artists and curators continue to reach towards
festivals, the Web itself, mobile consortia, and alternative venues in order
to circumvent these obstacles. The gallery space in its traditional form may
not be the best location for some kinds of new media work, but galleries and
museums can and should have roles to play in the context of participatory
culture. This applies to both physical installations that deploy new media
and Internet art. Museums remain very anxious about their capacity to support
new media works: coping requires brokerage and trained staff, as well as
ongoing resources. Curators need to be familiar with the technology and network
needs of the pieces they want to exhibit. They are crucial links in the network,
creating circuits and enabling flow. When galleries and museums embrace the
Web as a meaningful space, they can support deeply creative works and large-scale
participation. The Walker Art Center, Minneapolis, MN, with Steve Dietz at
the helm, and the Whitney Museum of American Art, NY, with Christiane Paul,
have both led in the development of discourse about art and the Web. Both
have found effective ways to show new media, including Web-based pieces, in
the gallery context. New media offers a multiplicity of roles for curators
as well as artists. The creation of a space that enables people to move with
agility between these roles and to work in collaborative ways is one of the
big achievements of new media.
References
ABC (2004). Australian Broadcasting Corporation. Programming
Media Release, Aboriginal Life Stories Gain Funds to Enter Digital Domain,
May 7, 2004. http://www.abc.net.au/corp/pubs/s1103849.htm
Adrian, Robert. Communicating and The World in 24 Hours.
In Heidi Grundmann, Ed. Art
+ Telecommunication. Vienna, Austria: Shakespeare
Co.1984.
Annenberg/Banff (2001,2005). Bridges, International
Consortium on Collaboration in Art & Technology. A joint project of The
USC Annenberg Center for Communication & Banff New Media Institute
ASCI (2001-2005). Art & Science Collaborations,
Inc. (ASCI) http://www.asci.org/
Ascott, Roy (2004), "Art and Telematics: Towards
a Network Consciousness," and Robert Adrian, "Communicating"
and "The World in 24 Hours," in Heidi Grundmann (ed.). Art
+ Telecommunication. Shakespeare Co.: Vienna, Austria,
1984, p. 28.
Ascott, Roy. Art and Telematics: Towards a Network Consciousness.
In Heidi Grundmann, Ed. Art I. Vienna, Austria: Shakespeare
Co.1984.
AudioHyperSpace (2003-4) The Online Magazine of SWR2
RadioART: Hörspiel http://rixc.lv/
Banff (2002). Bridges: International Consortium on Collaboration
in Art & Technology. http://www.banffcentre.ca/bnmi/bridges/
Banff Center (2004). Aboriginal Arts at The Banff Centre
http://www.banffcentre.ca/Aboriginal_Arts/
Banff New Media Institute (2005) New Media Collaboration
Studies Network. http://www.collaborativenet.banffcentre.ca/public/
Bradner, Erin and Gloria Mark(200). Social Presence
with Video and Application Sharing. Department of Information and Computer
Science, UC Irvine, Presence Research, October, 2001, http://www.presence-research.org/
.
Brooks, Martin (2002). Access Grid. vcom list serve.
C3 (2005). C3: Center for Culture & Communication,
Budapest. http://www.c3.hu/
Cardosa, Mauricio (2004). How Do You Say, 'Bye Microsoft'
in Brazil? http://www.brazzil.com/2004/html/articles/apr04/p136apr04.htm
Clutch_Medulla Intima (2004) Tom Donaldson and Tina
Gonsalves http://www.thisisclutch.com/medulla.html
Cohen, Kris (2002). Applying Collaboration Theory to
Social Spaces. Banff: Bridges Conference Proceedings.
Cook, Sarah (2005). Prototypes from Other Disciplines.
Proceedings New Ways and New Technologies Conference. Calgary: University
of Calgary.
Cook, Sarah and Sara Diamond (2004). Scholarship and
Creativity Proceedings New Ways and New Technologies Conference, Calgary:
University of Calgary, October 13-15th, 2004.
Creative Commons (2005) The Creative Commons. http://creativecommons.org/
CRUMB (2005). curatorial resource for upstart media
bliss. Beryl Graham and Sarah Cook.(eds.) University of Sunderland. http://www.crumbweb.org/
Gallery 9 (2004). Walker Art Center, Gallery 9. http://gallery9.walkerart.org/
Csikszentmihalyi, Mihaly (1993). Flow: The Psychology
of Optimal Experience. NY: Perennial: 1993.
Daniel, S., M. Bartlett and R. Guhathakurta (2004) "Subtract
the Sky: a Prototype "Collaborative System". http://arts.ucsc.edu/sdaniel/new/text_prop.html
Diamond, Sara (2001). Computer Voices/Speaking Machines.
Banff: Walter Phillips Gallery and Banff Centre Press.
Ditta, Su (1998). Report: Curating and Conserving
New Media Conference. Banff: Banff New Media Institute.
Erickson, Thomas (2002). Social Translucence: Designing
Social Infrastructures That Make Collective Activity Visible. Communications
of the ACM, April 2002. Volume 45, Number 4.
Galloway, Kit and Sherrie Rabinowitz (1993). Welcome
to Electronic Café International. In Linda Jacobson Ed. CyberArts: Exploring
Art and Technology. San Francisco: Miller Freedman, Inc.
GNU Project. (1996-2005) The GNU Operating System. http://gnu.sunsite.utk.edu/
Graham, Janna Graham, Cheryl L'Hirondelle and Candice Hopkins
(2004). Sounding the Border: Echoes and Transmissions from the
Morley Reserve. FUSE Volume 27, Issue Four.
Hopkins, Candice (2004). Aboriginal Story in Digital
Media. HorizonZero.ca, Issue 17.
Hopkins, Candice (2005). How to Get Indians into
an Art Gallery. Banff: The Banff Centre Press. King, Jamie (2002) Kingdom
of Piracy. http://www.jamie.com/
ICA (2004). Medulla Intimata, Institute of Contemporary
Arts. http://www.ica.org.uk/index.cfm?articleid=13540
Insert Silence (2004) Demonstration Site of Automatic
Drawing Tools, http://www.insertsilence.com/
ISEA 2004 (2004) Catalogue and Program of Baltic Sea
Events, http://isea2004.net
Isi-pikiskwewwin ayapihkesisak: Speaking the Language
of Spiders (1997) A first nations art webhttp://www.snacc.mb.ca/projects/spiderlanguage/
Itaulab (2004) Emoção Art.ficial http://www.itaucultural.org.br/
L'hirondelle, Cheryl (2004) Curricullum Vitae Descriptions
and Links to all projects cited http://ndnnrkey.net/lhirondelle/
L'Hirondelle, Cheryl. SubRosa. Horizonzero.ca, Tell.
Issue 17.
Lachman,Richard (2004). CodeZebra: The Making of Software
Video. http://www.codezebra.net.
Latour, Bruno (2001). Thought Experiments in Social
Science: from the Social Contract to Virtual Society. http://www.brunel.ac.uk/research/virtsoc/events/latour.
Law, John and John Hassard (Eds) (1999). A.N.T, and
After. London: Blackwell.
Legrady, George and Brigitte Steinheider (2002). Pockets
Full of Memories: The Collaborative Construction of A Digital Archive. ISEA
Proceedings.
LiveForm Telekinetics (2004), Jeff Mann and Michelle
Teran http://interaccess.org/telekinetics/
http://ubermatic.org/misha/
Lunenfeld, Peter, Ed. (2000). The Digital Dialectic
- New Essays on New Media. The MIT Press: Cambridge, MA.
Malina, Roger. (2002). Toward a Cultural Connectionism
Keynote Address. ISEA 2002. Nagoya, Japan.Symposium Proceedings. http://vision.mdg.human.nagoya-u.ac.jp/isea/
Manovich, Lev (2001). The Language of New Media.
Cambidge, MA: The MIT Press.
Mary Flanagan (2004) Media Projects, Publications and
Tilt Factor http://www.maryflanagan.com
MetaComunidade - Testando o futuro(2005) http://www.intelligent.com.br/metacomunidade/index.php
Mongrel (2004) Projects, Software Nine(9) http://www.mongrel.org.uk/
Morris, Christine (2002). Indigenising the effects
of Media Globalization at the ABORIGINAL COLLABORATIONS: Within and
Between NATIONS, within and Between CULTURES session. Bridges Summit
2002. http://www.banffcentre.ca/bnmi/bridges/speakerabstract.html
Netime Mailing List (2004) Mailing lists for networked
cultures, politics, and tactics
http://www.nettime.org/
Notime: A Network Screensaver (2003) Victoria Vesna
http://notime.arts.ucla.edu/notime3/
Oram, Andy, Ed. (2001). Peer-to-Peer: Harnessing
the Power of Disruptive Technologies. San Francisco: O'Reilly.
Orlan: Carnal Art (2005) http://www.orlan.net/
Packer, Randall, and Ken Jordan (2001). Multimedia,
From Wagner to Virtual Reality. NYC: Norton.
Pringuet, Virginie (2004). The SAT Odyssey. In HorizonZero.ca,
Issue 11; http://www.horizonzero.ca/.
Radio 90 (2003) Radio 90 World Service Editor and
Programmes http://radio90.fm/
Rhizome, NetArtNews (2005) http://www.rhizome.org/
Richard, Alain Martin, and Clive Robertson (1991). Performance
in Canada 1970-1990. Toronto: Interdictions and Coach House Press.
Shanken, Edward A. (2004). Technology and Intuition:
A Love Story? Roy Ascott's Telematic Embrace. http://mitpress2.mit.edu/e-journals/Leonardo/isast/articles/shanken.html.
Shirky, Clay (2001). Keynote Address, Human Generosity
Project: Tools that Enable Collaboration,.Banff: Banff New Media Institute.
Smith, Jonas Heide (2002). The Architectures of Trust,
Supporting Co-operation in the Computer-Supported Community. University
of Copenhagen.
Star, S.L., and J.R. Greisemer (1989). Institutional
ecology, 'translations' and boundary objects: Amateurs and professionals in
Berkeley's Museum of Vertebrate Zoology, 1907-39. Social Studies of Science
19: 387 - 420.
Stone, Allecquere Roseanne (2000). Boundary Stories
about Virtual Cultures. In Ed. Michael Benedikt. Cyberspace: First Steps.
Boston: MIT Press
The Banff Centre for the Arts New Media Institute http://www.annenberg.edu/bridges/
Thomas, Catherine, Ed. (2002). The Edge of Everything:
Reflections on Curatorial Practice. Banff: The Banff Centre Press.
Townsend, Melanie, Ed. (2003). Naming a Practice,
Two,.Banff: The Banff Centre Press.
Turkle, Sherry (2002). E-Futures and E-Personae. In
Neil Leach, Ed.,. Designing for a Digital World. London: John Wiley
& Sons.
U R on ndn land (2004) http://askiy.banff.org/tipitotamowin01.html
US Department of Labor (2003). Archivists, Curators,
and Museum Technicians, http://www.bls.gov/oco/ocos065.htm
V2 Institute for the Unstable Media (2004)DEAF (1995-2005)
http://www.v2.nl/
Vanhatalo, Juha-Pekka (2003). Coco Fusco, Life Under
Surveillance. Kiasma Magazine.12/01
http://www.kiasma.fi
Wakeford, Simonne Nina, and Elizabeth Churchill (2001).
Framing Mobile Collaborations and Mobile Technologies. In Barry Brown, Nichola
Green, and Richard Harper, Eds. Wireless World: Social and Interactional
Aspects of Wireless Technology. London: Springer, Verlag.
WhatIsWiki (2005) http://wiki.org/
Whitney Artport (2004). The Whitney Museum of American
Art Portal to net art, http://artport.whitney.org
World Tea Party (2003) Community University Research
Association. http://www.cura.uvic.ca/projects/world_tea_party/home.html
Writing Machine (2003) Patrick Clancy http://www.patrickclancy.org/
Cite as:
Diamond, S., Participation, Flow, and the Redistribution of Authorship:
The Challenges of Collaborative Exchange and New Media Curatorial Practice,
in J. Trant and D. Bearman (eds.). Museums and the Web 2005: Proceedings, Toronto: Archives & Museum Informatics, published March 31, 2005 at http://www.archimuse.com/mw2005/papers/diamond/diamond.html
|