Textual Landscapes at Bryce Wolkowitz Gallery

It’s the “how’s it work?” gesture — one of the Top 15 Criteria of Interactive Media Art — so it must be interactive media. Jim Campbell’s work of low-res video illuminations. Again. These are of Grand Central Station looking unusually pacific.

Seen at the Bryce Wolkowitz Gallery in Manhattan on way-west 24th Street, a group show consisting of some favorites — Marina Zurkow especially, with whom I have had the great pleasure of collaborating in the past.

The show was in two rooms separated by this long hallway. In the first entrance room is Alan Rath’s “Flying Eyeballs” IV”. It’s are sort of the canonical retro cathode ray tubes peering at you with blinking eyeballs. The log line: Nam June Paik-envy seasoned with 12 Monkeys production design aesthetic. (I have no photo, but the gallery website will subject you to a medieval-style torture of web navigation if you should like to navigate to the artists’ exhibition photos/videos.)

In the main room I enjoyed Marina’s “Slurb”, seen above on the left. On the right is Airan King’s “109 Lighting Books” (indeed..) which is curious sort of literate, didactic sculpture. As a light source in the space, you draw to it like a moth and maybe feel some empathy because of the titles, or maybe some distance because of the titles. I don’t know.



Then there was Ben Rubin’s “Shakespeare Machine Study No 4” (on the left) and “Lolita 6” (on the right), two word-y sculptures from the guy who brought us the crucial internet sculpture “Listening Post” — the thing that collapsed the simultaneity of networks-conversations into physical form.

Why do I blog this? Just a bookmark to myself about an intriguing show using instruments, aesthetics and the setting of an art gallery. I also liked this gesture of someone looking behind a sculpture to see if they can figure out how it works — one of the “Fat 15” criteria that define “interactive media art.”
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Near Future Laboratory Top 15 Criteria That Define Interactive or New Media Art

NearFutureLaboratory_Top15

The Julianipedia entry for “New/Interactive Media Art” has been finalized by the guys and gals on the editorial floor here at the Near Future Laboratory officeplex. After several years of review, discussions with leading experts and practitioners we’re finally ready to release our conclusions. And what better place to release them — here, in Linz Austria, and after a 3 year hiatus from Ars Electronica while I was teaching at an interactive media program where I would get in trouble for missing boring faculty meetings and a class or two because I thought it’d be useful to my pedagogy to go to the world’s pre-eminent interactive media exhibition (but no one ever got the business for going to the Game Developers’ Conference, so..there’s that.)

Here at Ars Electronica is where we did an unscientific qualitative test of the criteria devised to define New/Interactive Media Art. Now we deliver to you the conclusive results, and do so in the spirit of the David Letterman Top-10 Countdown, only with a Top-15 rather than 10, cause we found 15 things.

Forget all the New Media “Theory”; we’ve got your empirically derived criteria right here.

The Near Future Laboratory Top-15 Criteria for New or Interactive Media Art are…

15. It doesn’t work

14. It doesn’t work because you couldn’t get a hold of a 220-to-110 volt converter/110-to-220 volt converter/PAL-to-NTSC/NTSC-to-PAL scan converter/serial-to-usb adapter/”dongle” of any sort..and the town you’re in is simply not the kind of place that has/cares about such things

13. Your audience looks under/behind your table/pedestal/false wall/drop ceiling or follows wires to find out “where the camera is”

12. Someone either on their blog or across the room is prattling on about the shifting relations between producers and consumers..and mentions your project

11. Your audience “interacts” by clapping/hooting/making bird calls/flapping their arms like a duck or waving their arms wildly while standing in front of a wall onto which is projected squiggly lines

10. Your audience asks amongst themselves, “how does it work?”

9. The exhibition curators insist that you spend hours standing by your own wall text so that you can explain to attendees “how it works”

8. It’s just like using your own normal, human, perfectly good eyeballs, only the resolution sucks and the colors are really lousy..plus the heat from the CPU fan is blowing on your forehead which makes you really uncomfortable and schvitz-y

7. Someone in your audience wearing a Crumpler bag, slinging a fancy digital SLR and/or standing with their arms folded smugly says, “Yeah..yeah, I could’ve done that too..c’mon dude..some Perlin Noise? And Processing/Ruby-on-Rails/AJAX/Blue LEDs/MaxMSP/An Infrared Camera/Lots of Free Time/etc.? Pfft..It’s so easy…”

6. Someone in your audience, maybe the same guy with the Crumpler bag and digital SLR excitedly says, “Oh, dude. That should totally be a Facebook app!”

5. It’s called a “project” and not a “piece of art”

4. You saw the "project" years ago…and here it is again…now with multi-touch interaction and other fancy digital bells and Web 2.0-y whistles

3. Your audience cups their hands over various proturbances/orifices at or nearby your project attempting to confuse/interact with the camera/sensor/laser beam, even if it uses no such technology

2. There’s a noticeable preponderance of smoothly shifting red, green and blue lighting effects

1. People wonder if it wasn’t all really done in Photoshop, anyway

3 Bonus Criteria!

0. There are instructions on how to experience the damn thing

-1. You can’t “collect” or buy it. Heck, if you did, you’d need to get AppleCare or hire an IT guy in the bargain

-2. Crumpler guy says, “Oh, I thought of that already..”

There it is. The Near Future Laboratory Top-15+3 Criteria Defining New/Interactive Media Art!
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