MachineMachine /stream - tagged with artist https://machinemachine.net/stream/feed en-us http://blogs.law.harvard.edu/tech/rss LifePress therourke@gmail.com <![CDATA[Toward a History (and Future) of the Artist Statement – Paper Monument]]> http://www.papermonument.com/web-only/toward-a-history-and-future-of-the-artist-statement/

From Paper Monument Number Four. Click here to order your copy. Google artist statement, and you will find a good dozen instructional websites enjoining artists to “follow these easy steps” to produce this essential bit of art-career ephemera.

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Mon, 23 Feb 2015 07:45:04 -0800 http://www.papermonument.com/web-only/toward-a-history-and-future-of-the-artist-statement/
<![CDATA[Artist Profile: Alex Myers]]> http://rhizome.org/editorial/2013/apr/3/artist-profile-alex-myers

Your work spans several distinct, but overlapping areas of discourse. We could start by talking through design, animation, glitch art, code, game play or the interface. I want to start right from the bottom though, and ask you about inputs and outputs. A recent work you collaborated on with Jeff Thompson, You Have Been Blinded - “a non-visual adventure game” -  takes me back to my childhood when playing a videogame often meant referring to badly sketched dungeon maps, before typing N S E or W on a clunky keyboard. Nostalgia certainly plays a part in You Have Been Blinded, but what else drives you to strip things back to their elements? I’ve always been interested in how things are built. From computers to houses to rocks to software. What makes these things stand up? What makes them work? Naturally I’ve shifted to exploring how we construct experiences. How do we know? Each one of us has a wholly unique experience of… experience, of life.. When I was a kid I was always wondering what it was like to be any of the other kids at school. Or a kid in another country. What was it like to be my cat or any of the non-people things I came across each day? These sorts of questions have driven me to peel back experience and ask it some pointed questions. I don’t know that I’m really interested in the answers. I don’t think we could really know those answers, but I think it’s enough to ask the questions. Stripping these things down to their elements shows you that no matter how hard you try, nothing you make will ever be perfect. There are always flaws and the evidence of failure to be found, no matter how small. I relish these failures. Your ongoing artgame project, Writing Things We Can No Longer Read, revels in the state of apophenia, “the experience of seeing meaningful patterns or connections in random or meaningless data”. [1] The title invokes Walter Benjamin for me, who argued that before we read writing we “read what was never written” [2] in star constellations, communal dances, or the entrails of sacrificed animals. From a player’s point of view the surrealistic landscapes and disfigured interactions within your (not)(art)games certainly ask, even beg, to be interpreted. But, what role does apophenia have to play in the making of your work? When I make stuff, I surround myself with lots of disparate media. Music, movies, TV shows, comics, books, games. All sorts of stuff gets thrown into the pot of my head and stews until it comes out. It might not actually come out in a recognizable form, but the associations are there. A specific example can be found in a lot of the models I use. I get most of them, or at least the seed of them, from open source models I find on 3D Warehouse. Because of the way that website works, it’s constantly showing you models it thinks are similar for whatever reason. Often I’ll follow those links and it will take me down symbolic paths that I never would have consciously decided to pursue. This allows a completely associative and emergent composition to take form. I’d like to paraphrase and link up your last two answers, if I may. How do “relishing failures” and “allowing things to take form” overlap for you? I know you have connections with the GLI.TC/H community, for instance. But your notgames Me&You, Down&Up, and your recent work/proposition Make Me Something seem to invoke experiments, slips and disasters from a more oblique angle. All are a means of encouraging surprise. In each piece it’s not about the skill involved, but about the thrill of the unknown. In all of my projects I try to construct a situation where I have very little control over the outcome. Glitch does this. But within the glitch community there’s a definite aesthetic involved. You can look at something and know that it’s glitch art. That’s not true for everything, but there is a baseline. For my notgames work I embrace the practice, not necessarily the look. I want irregularity. I want things to break. I want to be surprised. Your work in progress, the Remeshed series, appears to be toying with another irregular logic,  one you hinted at in your comments about “associative and emergent composition”; a logic that begins with the objects and works out. I hear an Object Oriented echo again in your work Make Me Something, where you align yourself more with the 3D objects produced than with the people who requested them. What can we learn from things, from objects? Has Remeshed pushed/allowed you to think beyond tools? That’s a tricky question and I’m not sure I have a satisfactory answer. Both projects owe their existence to a human curatorial eye. But in both I relinquish a lot of control over the final object or experience. I do this in the spirit of ready-to-hand things. By making experiences and objects that break expectations our attention is focused upon them. They slam into the foreground and demand our attention. Remeshed, and to an extent, Make Me Something, allows me to focus less on the craft of modeling and animation and more on pushing what those two terms mean. As Assistant Professor and Program Director of the Game Studies BSc atBellevue University you inevitably inhabit a position of authority for your students. Are there contradictions inherent in this status, especially when aiming to break design conventions, to glitch for creative and practical ends, and promote those same acts in your students? Yourecently modified Roland Barthes’ 1967 text ‘The Death of the Author’ to fit into a game criticism context. It makes me wonder whether “The Player-God” is something you are always looking to kill in yourself? Absolutely. When teaching I try break down the relationship of authority as much as possible. I prefer to think of myself as a mentor, or guide, to the students. Helping them find the right path for themselves. Doing this from within a traditional pedagogical structure is difficult, but worthwhile. Or so I tell myself. In terms of the Player-God, I think yes, I’m always trying to kill it. But at the same time, I’m trying to kill the Maker-God. There is no one place or source for a work. There’s no Truth. I reject the Platonic Ideal. Both maker and player are complicit in the act of the experience. Without either, the other wouldn’t exist.

Age: Somewhere in my third decade. Location: The Land of Wind and Grass / The Void Between Chicago and Denver How long have you been working creatively with technology? How did you start? Oof, for as long as I can remember. When I was 13 I killed my first computer about 4 days after getting it. I was trying to change the textures in DOOM. I had no idea what I was doing. Later, in college I was in a fairly traditional arts program learning to blow glass. At some point someone gave me a cheap Sony 8mm digital camcorder and I started filming weird things and incorporating the (terrible) video art into my glass sculptures. After that I started making overly ambitious text adventures and playing around with generative text and speech synthesizers. Describe your experience with the tools you use. How did you start using them? Where did you go to school? What did you study? I use Unity and Blender primarily right now. They’re the natural evolution of what I was trying to do way back when I was using Hammer and Maya. I did my MFA in Interactive Media and Environments at The Frank Mohr Institute in Groningen, NL. I started working in Hammer around this time making Gun-Game maps for Counter-Strike: Source. During the start of my second semester of grad school I suffered a horrible hard drive failure and lost all of my work. In a fit of depression I did pretty much nothing but play CS:S and drink beer for three months. At the end of that I made WINNING. What traditional media do you use, if any? Do you think your work with traditional media relates to your work with technology? I’m not sure how to answer this. About the most traditional thing I do anymore is make prints from the results of my digital tinkering. Object art doesn’t interest me much these days, but it definitely influenced how I first approached Non-Object art. Are you involved in other creative or social activities (i.e. music, writing, activism, community organizing)? I’m involved with a lot of local game developer and non-profit digital arts organizations. What do you do for a living or what occupations have you held previously? Do you think this work relates to your art practice in a significant way? I’m an Assistant Professor of Game Studies at Bellevue University. The job and my work are inexorably bound together. I enjoy teaching in a non-arts environment because I feel it affords me freedom and resources I wouldn’t otherwise have. I actually hate the idea of walled-disciplines in education. Everyone should learn from and collaborate with everyone else. Who are your key artistic influences? Mostly people I know: Jeff Thompson, Darius Kazemi, Rosa Menkman, THERON JACOBS and some people I don’t know: Joseph Cornell, Theodor Seuss Geisel, Bosch, Brueghel the Elder, most of Vimeo. Have you collaborated with anyone in the art community on a project? With whom, and on what? Yes. Definitely. Most recently I’ve been working with Jeff Thompson. We made You Have Been Blinded and Thrown into a Dungeon, a non-visual, haptic dungeon adventure. We’ve also been curating Games++ for the last two years. Do you actively study art history? Yep. I’m constantly looking at and referencing new and old art. I don’t limit it to art, though. I’m sick of art that references other art in a never ending strange loop. I try to cast my net further afield. Do you read art criticism, philosophy, or critical theory? If so, which authors inspire you? Definitely. In no particular order: Dr. Seuss, Alastair Reynolds, Alan Sondheim, Dan Abnett, Samuel Beckett, James Joyce, Stephen King, Margaret Atwood, Italo Calvino, Mother Goose, Jacques Lacan, Ludwig Wittgenstein, Carl Jung, H.P. Lovecraft, Jonathan Hickman, Brandon Graham, John Dewey, Umberto Eco... the list goes on and on. Are there any issues around the production of, or the display/exhibition of new media art that you are concerned about? I think we’ve partially reached an era of the ascendant non-object. That is, an art form, distinct from performance and theatre, that places an emphasis wholly on the experience and not on the uniqueness of the object. Because of this move away from a distinct singular form, there’s no place for it in the art market. Most artists that work this way live by other means. I teach. Others move freely between the worlds of art and design. Still others do other things. The couple of times I’ve had solo exhibitions in Europe, I’ve almost always been offered a livable exhibition fee. Here in the States that’s never been the case. When I have shows stateside, I always take a loss. The organizer may cover my material costs, but there’s no way I could ever live off of it. Nor would I want to. I think the pressures of survival would limit my artistic output. I’m happier with a separation between survival and art.

[1] “Apophenia,” Wikipedia, the Free Encyclopaedia, March 21, 2013, http://en.wikipedia.org/w/index.php?title=Apophenia&oldid=545047760.

[2] Walter Benjamin, “On the Mimetic Faculty,” in Reflections: Essays, Aphorisms, Autobiographical Writings (New York: Schoclen Books, 1933), 333–336.

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Wed, 03 Apr 2013 09:28:28 -0700 http://rhizome.org/editorial/2013/apr/3/artist-profile-alex-myers
<![CDATA[LISTEN TO MY EXECUTABLES]]> http://machinemachine.net/portfolio/listen-to-my-executables

Last year I released a music single through iTunes. Entitled RAWTunes.exe 10.4.2, it was my first forray into sound-art/noise-art. I AM a popstar. I am proud to announce the release of my 8 track album RAWTunes.exe 10! You can listen to a selection of tracks below (making sure that all small children and dogs are at a safe distance), or buy the whole lot for £7.99: RAWTunes.exe 10 by machinemachine It took me about 20 minutes to make this album. Here’s how you can do it yourself:

Using a program like Audacity, open ANY file as RAW data Choose your conversion method The file you send to iTunes and release to the world MUST be in this format: 16 bit (sample size), 44.1 kHz (sample rate), 1411 kbps (bit rate) stereo wav So, after playing with your file (or not doing anything in particular) export it with these options Using a service like TuneCore, release your album to the world Become a famous Noise artist like me

I chose to convert a series of iTunes executable files, each one plucked from a long list of releases under the iTunes 10 label, but you can choose anything. Have a look on Souncloud for a bunch of people who have done just this. This is ‘art’, so of course my work has to be critically engaged, and self aware. Thankfully, iTunes regulations make this really easy: Content that is not produced by Apple Inc. must not include the word “iTunes” anywhere in the metadata or cover art. I would argue that the content of my album is 100% ‘produced by Apple Inc.’ but they wouldn’t let me call it ‘iTunes.exe 10′. It was only after several iterations of cover art that the album was allowed into the Apple store. These are just some of the woes that a true Noise artist must suffer in the pursuit of their art.

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Mon, 23 Jul 2012 03:06:00 -0700 http://machinemachine.net/portfolio/listen-to-my-executables
<![CDATA[RAWTunes.exe 10.4.2]]> http://machinemachine.net/text/arts/rawtunes-exe-10-4-2

I’ve released a single. Yes me, a music single. It’s 79p / 99c on iTunes: RAWTunes.exe 10.4.2 RAWTunes.exe 10.4.2 by therourke But is it noise-art or just digital sinister?

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Fri, 22 Jul 2011 04:46:00 -0700 http://machinemachine.net/text/arts/rawtunes-exe-10-4-2
<![CDATA[#Don't Follow Twitter Art]]> http://www.thelmagazine.com/newyork/dont-follow-twitter-art/Content?oid=2145066

Twitter art bums me out. Fine, it’s a new medium that we don’t know what to do with yet, but it's receiving a growing amount of attention and most of it is bad. Between Creative Time’s Twitter artwork commissions and a recent ARTnews feature on social media, there’s enough conversation on the subject to start the complaining. Let me lead the way.

I’ll begin with painter and veteran online news maverick Joy Garnett’s self-described social-media performance #LostLibrary. In spirit, the concept is generous: each day Garnett gives followers a chance to pick up a curated selection of free books she no longer has space for, tweeting the address and an image of each new Soho location where she’s left them. Problem is, it’s not very compelling.

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Wed, 06 Jul 2011 09:23:19 -0700 http://www.thelmagazine.com/newyork/dont-follow-twitter-art/Content?oid=2145066
<![CDATA['Err' by artist Jeremy Hutchison]]> http://www.creativereview.co.uk/cr-blog/2011/june/jeremy-hutchinson

For his new project, Err, artist Jeremy Hutchison contacted various factories around the world, and asked if one of their workers would produce an 'incorrect' version of the product they make every day: in doing so, the functional objects became artworks. "I asked them to make me one of their products, but to make it with an error," Hutchison explains. "I specified that this error should render the object dysfunctional. And rather than my choosing the error, I wanted the factory worker who made it to choose what error to make. Whatever this worker chose to do, I would accept and pay for."

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Tue, 05 Jul 2011 09:25:25 -0700 http://www.creativereview.co.uk/cr-blog/2011/june/jeremy-hutchinson
<![CDATA[Glitch Paintings]]> http://www.andydenzler.com/html/paintings-01.html

Andy Denzler does these great paintings that look as though they're highly compressed JPEGs with encoding issues.

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Thu, 21 Oct 2010 13:47:00 -0700 http://www.andydenzler.com/html/paintings-01.html
<![CDATA[Chtodelat? / What is to be done?]]> http://www.chtodelat.org/

Chto delat? / What is to be done? was founded in early 2003 in Petersburg by a workgroup of artists, critics, philosophers, and writers from Petersburg, Moscow, and Nizhny Novgorod (see full list of participants on the web site) with the goal of merging political theory, art, and activism.

Since then, Chto delat has been publishing an English-Russian newspaper on issues central to engaged culture, with a special focus on the relationship between a repoliticization of Russian intellectual culture and its broader international context. These newspapers are usually produced in the context of collective initiatives such as art projects or conferences.

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Tue, 09 Mar 2010 10:10:00 -0800 http://www.chtodelat.org/
<![CDATA[A Provisional Theory of Non-Sites: Robert Smithson]]> http://www.robertsmithson.com/essays/provisional.htm

By drawing a diagram, a ground plan of a house, a street plan to the location of a site, or a topographic map, one draws a "logical two dimensional picture." A "logical picture" differs from a natural or realistic picture in that it rarely looks like the thing it stands for. It is a two dimensional analogy or metaphor - A is Z.

The Non-Site (an indoor earthwork)* is a three dimensional logical picture that is abstract, yet it represents an actual site in N.J. (The Pine Barrens Plains). It is by this dimensional metaphor that one site can represent another site which does not resemble it - this The Non-Site. To understand this language of sites is to appreciate the metaphor between the syntactical construct and the complex of ideas, letting the former function as a three dimensional picture which doesn't look like a picture. "Expressive art" avoids the problem of logic; therefore it is not truly abstract. A logical intuition can develop in an entirely "new sense of metaphor" free of na

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Sun, 07 Mar 2010 15:53:00 -0800 http://www.robertsmithson.com/essays/provisional.htm
<![CDATA[The Origin of the Work of Art]]> http://a.aaaarg.org/text/4423/origin-work-art

In his article, Heidegger explains the essence of art in terms of the concepts of being and truth. He argues that art is not only a way of expressing the element of truth in a culture, but the means of creating it and providing a springboard from which "that which is" can be revealed. Works of art are not merely representations of the way things are, but actually produce a community's shared understanding. Each time a new artwork is added to any culture, the meaning of what it is to exist is inherently changed.

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Thu, 08 Oct 2009 09:35:00 -0700 http://a.aaaarg.org/text/4423/origin-work-art
<![CDATA[Positions in Flux - Panel 3: Open Source - A scheme for art production and curating?]]> http://www.we-make-money-not-art.com/archives/2009/05/positions-in-flux-panel-3-open.php

The open source movement is driven by the idea of collective, process-based, sustainable production and improvement. In software development this strategy has already proven to be valid; however can this model be applied to other products such as artworks or even exhibitions? In how far does the open source model differ from other forms of artistic collaboration? Is there a new role model for both the artist and the curator in the future? Which (economic) value and impact has expertise in open source production? How could institutions and organisations respond to this trend? How could institutions and organisations respond to this trend and create public domains?

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Wed, 20 May 2009 09:25:00 -0700 http://www.we-make-money-not-art.com/archives/2009/05/positions-in-flux-panel-3-open.php
<![CDATA[MachineAnimalCollages]]> http://www.machineanimalcollages.com/

Fantastic meat landscapes and animals made of machinery

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Tue, 05 May 2009 01:02:00 -0700 http://www.machineanimalcollages.com/
<![CDATA[Simon Biggs]]> http://littlepig.org.uk/

Website and interactive portfolio of artist

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Fri, 30 Jan 2009 08:02:00 -0800 http://littlepig.org.uk/