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<entry>
    <title>The Chinese Far West </title>
    <link rel="alternate" type="text/html" href="http://www.we-make-money-not-art.com/archives/2008/05/paolo-woods.php" />
    <id>tag:www.we-make-money-not-art.com,2008://2.10019</id>

    <published>2008-05-14T20:23:44Z</published>
    <updated>2008-05-14T23:07:43Z</updated>

    <summary>For the 500.000 Chinese who have emigrated to the &apos;dark continent&apos; there is the promise of a 21st century Wild West. Some have struck gold and run large conglomerates that span whole regions of Africa, others are still selling cheap goods on the burning hot roadsides of the poorest countries in the world</summary>
    <author>
        <name>Regine</name>
        
    </author>
    
        <category term="FotoGrafia" scheme="http://www.sixapart.com/ns/types#category" />
    
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        <![CDATA[<p>Just spent 3 days in Rome to check out <a href="http://www.fotografiafestival.it/">FotoGrafia</a>, the 7th edition of international festival of photography which runs until May 25th in several venues throughout the city.</p>

<p><span class="mt-enclosure mt-enclosure-image" style="display: inline;"><img alt="0aarommem.jpg" src="http://www.we-make-money-not-art.com/wow/0aarommem.jpg" width="425" height="239" class="mt-image-none" style="" /></span></p>

<p>In a time when most photo festivals focus on urbanity, chaos or sustainability, the theme chosen by FotoGrafia this year is very brave: "Seeing normality. Photography portrays daily life".</p>

<p>First stop was the <a href="http://www.palazzoesposizioni.it/">Palazzo delle Esposizioni</a> there were several shows by young photographers but one of the photo series was so striking (and so far away from what you and i would regard as "normality"), i spent the rest of my stay in the Italian capital obsessing about it. <em>Chinese Wild West</em>, a collaboration between photographer <a href="http://www.paolowoods.net/">Paolo Woods</a> and journalist Serge Michel, follows China's industrial neo-colonialism in African lands.</p>

<p>As they explain: <em>To quench its thirst for oil, its hunger for copper, uranium and wood, Beijing has sent out its state companies and its adventurous entrepreneurs to conquer Africa.</p>

<p>For the 500.000 Chinese who have emigrated to the 'dark continent' there is the promise of a 21st century Wild West. Some have struck gold and run large conglomerates that span whole regions of Africa, others are still selling their cheap goods on the burning hot roadsides of the poorest countries in the world.</p>

<div class="kaikai">For the Africans, the arrival of the Chinese is perhaps the most important event of the forty years of independence. The Chinese do not look like the former colonialists. They build roads, dams and hospitals and win over the people. They speak neither of democracy nor transparency and they win over the dictators.</div></em>

<p>Woods and Michel conclude their presentation of the work with these words: <em>These are rare images: Beijing wants to keep a low profile for its conquest. But though it remains largely unexposed these photographs portray a phenomenon, a new dimension of globalization, that threatens to leave the West behind.</em></p>

<p>The amazing photos are accompanied by a short explanatory text. A selection:</p>

<p><span class="mt-enclosure mt-enclosure-image" style="display: inline;"><img alt="0aalonelylonely.jpg" src="http://www.we-make-money-not-art.com/wow/0aalonelylonely.jpg" width="425" height="425" class="mt-image-none" style="" /></span><br />
<em>China, Mianyang, 2007<br />
Peng Shu Lin is leaving tonight to go and work in Nigeria. He is 36. He has spent more then half of his life melting plastic in a state factory in Mianyang, his hometown in the center of China. His 90$ monthly salary is simply not enough anymore to live on and help his ageing parents. In Nigeria he will work in one of the 40 factories of a Honk Kong businessman, for a 550$ salary plus room and board. Peng Shu Lin has never left his Sichuan province, never taken a plane and never seen a black man, except on television. All he is taking to Africa is in the small sport bag next to him. He thinks that when he returns to China, in two or three years, he will have saved something like 15.000$, enough to get married and open an Internet café in his town.</em></p>

<p><span class="mt-enclosure mt-enclosure-image" style="display: inline;"><img alt="0aabrindidis.jpg" src="http://www.we-make-money-not-art.com/wow/0aabrindidis.jpg" width="425" height="425" class="mt-image-none" style="" /></span><br />
<em>Nigeria, Lagos, 2007<br />
A festive dinner for the meeting of the association of Chinese entrepreneurs of Lagos that takes place monthly at the restaurant "Mr. Chang". The responsible of the association are the new generation of Chinese businessman in Africa. They are often very young and their companies are booming. The waiters are dressed in Chinese costumes directly imported.</em></p>

<p><span class="mt-enclosure mt-enclosure-image" style="display: inline;"><img alt="0acomplicity.jpg" src="http://www.we-make-money-not-art.com/wow/0acomplicity.jpg" width="425" height="425" class="mt-image-none" style="" /></span><br />
<em>Nigeria, Lagos, 2007<br />
Nigerian workers and a Chinese technician organize the production at Federated Steel. The Chinese expats, who are often very qualified, are charged with forming the Nigerians as well as keeping up the very intense work rhythm. Even if the Chinese often speak little more then a few works of English they occasionally manage to create a complicity with their African colleagues. </em></p>

<p><span class="mt-enclosure mt-enclosure-image" style="display: inline;"><img alt="0atogethergether.jpg" src="http://www.we-make-money-not-art.com/wow/0atogethergether.jpg" width="425" height="431" class="mt-image-none" style="" /></span><br />
<em>Congo, Imboulou dam, 2007<br />
On the building site of the Imboulou dam, Republic of the Congo, 200km north of the capital Brazzaville. In the foreground a Chinese worker of the China National Mechanical & Equipment corporation (CMEC) company, which in 2001 has obtained the contract. With its 120 megawatts, this power plant will double the national production of electricity and will give light to a large part of Congo. 400 Chinese technicians and qualified workers supervise a Congolese workforce of a thousand man, paid 3 dollars a day, that disappear as fast as they can find a better paid job. This, in part, explains the dam's construction delay that has to be absolutely terminated by 2009, the year of the next Congo elections. CMEC requires the Chinese workers to wear yellow and the Congolese blue hardhats. </em></p>

<p><span class="mt-enclosure mt-enclosure-image" style="display: inline;"><img alt="0aamoabbi.jpg" src="http://www.we-make-money-not-art.com/wow/0aamoabbi.jpg" width="425" height="425" class="mt-image-none" style="" /></span><br />
<em>Congo, Conkouati National Park, 2007<br />
In the Cotovindou logging concession a Congolese worker for the Chinese timber company Sicofor saws down a 22-meter moabi tree that will be loaded the same day on a truck bound for Pointe Noire. From there it will be embarked for China. It will probably end up as luxury furniture in Europe or the States. Moabi (baillonella toxisperma) takes about hundred years to reach maturity. Its fruits are edible, its bark has medical applications and the oil its seeds produce is very sought after on the African markets. The droppings of elephants, that love the Moabi fruits, are the main mechanisms for spreading the seeds and therefore of its reproduction. Due to poaching, elephants are getting rare, due to logging Moabi is getting rare. In the Congo forest elephants and Moabi could disappear at the same time. Moabi has been included in the red list of IUCN (International Union for Conservation of Nature and Natural Resources) in 2004.</em></p>

<p><span class="mt-enclosure mt-enclosure-image" style="display: inline;"><img alt="00aparapluisse.jpg" src="http://www.we-make-money-not-art.com/wow/00aparapluisse.jpg" width="425" height="425" class="mt-image-none" style="" /></span><br />
<em>Nigeria, Lagos, 2007<br />
Mr. Wood was born in Shanghai in 1948 and arrived in Nigeria at the end of the 70's were he started an industrial empire that includes today about 15 factories with more then 1600 workers, construction companies, hotels and restaurants. He is an official adviser to the president and has obtained the title of African chief and the authorization to use police cars as his own which helps in the monstrous Lagos traffic jams. He uses as well the police as private bodyguards, like here on the construction site of 544 villas built at record speed on the Lekki peninsula near the headquarters of the Chevron oil company.</em></p>

<p><span class="mt-enclosure mt-enclosure-image" style="display: inline;"><img alt="0aabrazzaville.jpg" src="http://www.we-make-money-not-art.com/wow/0aabrazzaville.jpg" width="425" height="425" class="mt-image-none" style="" /></span><br />
<em>Congo, Brazzaville, 2007.<br />
The Savorgnan de Brazza high school is the most respected school in the Congolese capital but is in very bad need of repair. Jean de Dieu Malanga, professor of Chinese, is giving the students of the second year their annual examination. He himself has studied in China during the 80's and makes a living as a translator for the Chinese bosses at the numerous construction sites besides his work as a teacher.</em></p>

<p>The <a href="http://www.paolowoods.net/immagini.php?idlm=895">full photo series</a> is on view on <a href="http://www.paolowoods.net/">Paolo Woods </a>'s website.</p>]]>
        
    </content>
</entry>

<entry>
    <title>Homo Ludens Ludens - A conversation with curator Daphne Dragona</title>
    <link rel="alternate" type="text/html" href="http://www.we-make-money-not-art.com/archives/2008/05/homo-ludens-ludens-quick-conve.php" />
    <id>tag:www.we-make-money-not-art.com,2008://2.10016</id>

    <published>2008-05-14T13:52:36Z</published>
    <updated>2008-05-14T22:43:47Z</updated>

    <summary>Daphne Dragona about the relationship (or lack thereof) between commercial and art games, the distinction between game and play</summary>
    <author>
        <name>Regine</name>
        
    </author>
    
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        <![CDATA[<p><span class="mt-enclosure mt-enclosure-image" style="display: inline;"><img alt="0aaaaaainsidelabor.jpg" src="http://www.we-make-money-not-art.com/wow/0aaaaaainsidelabor.jpg" width="425" height="283" class="mt-image-none" style="" /></span><br />
<em>LABoral (inside) mural by Mark Titchner. Image courtesy of LABoral</em></p>

<p>Together with Erich Berger and Laura Baigorri, Daphne Dragona curated<a href="http://www.we-make-money-not-art.com/archives/2008/05/homo-ludens-ludens-play-in-con.php"> Homo Ludens Ludens</a>, an exhibition about play in contemporary culture and society which runs until September 22 at <a href="http://www.laboralcentrodearte.org/">LABoral</a>, Spain. I've been <a href="http://www.we-make-money-not-art.com/archives/laboral/">blogging</a> the exhibition over the past few days but i wanted to end the coverage with a couple of questions to Daphne.</p>

<p><span class="mt-enclosure mt-enclosure-image" style="display: inline;"><img alt="0aaganeshae3.jpg" src="http://www.we-make-money-not-art.com/wow/0aaganeshae3.jpg" width="425" height="226" class="mt-image-none" style="" /></span></p>

<p>Daphne Dragona is an independent new media arts curator and organiser, based in Athens with a special interest in the game arts field. She was the Programme Curator of <a href="http://rhizome.org/announce/view/44495">Gaming Realities </a>(Medi@terra, International Art and Technology Festival) which took place in Athens in 2006, and the Associate Curator of <a href="http://www.laboralcentrodearte.org/gameworld/inicio_001.html">Gameworld</a> which was hosted in Laboral in 2007. She has been involved as an organiser or as a participant in different new media events and since 2004 she is also collaborating with the International New Media Collective Personal Cinema.</p>

<p><span class="mt-enclosure mt-enclosure-image" style="display: inline;"><img alt="0aafinalrounnnd.jpg" src="http://www.we-make-money-not-art.com/wow/0aafinalrounnnd.jpg" width="425" height="224" class="mt-image-none" style="" /></span><br />
<em><a href="http://www.molleindustria.org/">Molle Industria</a>, <a href="http://www.molleindustria.org/faith-fighter">Faith Fighter</a></em></p>

<p><br />
<strong>Following Gameworld and Playware, Homo Ludens Ludens is the last episode of a trilogy dedicated to the world of game. How different is HLL's take on the theme of games and play? </strong><br />
       <br />
We wanted <a href="http://www.laboralcentrodearte.org/en/411-concept">Homo Ludens Ludens</a> to embrace the previous concepts and summarize them somehow. To do this we needed to take in a way a step back, to look into play rather than games, to locate play's role and significance into the different sections of our society and culture. The two previous exhibitions, <a href="http://www.laboralcentrodearte.org/gameworld/inicio_001.html">Gameworld</a> and <a href="http://www.laboralcentrodearte.org/playware/">Playware</a> focused respectively on the creativity of gaming art and on the playfulness of interactive art. Homo Ludens Ludens tried to locate and present play as a power and a medium that is embodied in different sections of our lives, that can ask questions, reveal facts and bring changes. </p>

<p><span class="mt-enclosure mt-enclosure-image" style="display: inline;"><img alt="0apapainstattionn.jpg" src="http://www.we-make-money-not-art.com/wow/0apapainstattionn.jpg" width="425" height="283" class="mt-image-none" style="" /></span><br />
<em><a href="http://www.painstation.de/">PainStation</a>. Image credit: LABoral/Enrique G. Cárdenas</em></p>

<p><strong>HLL presented 4 different themes: previous art movements which incorporated play in their discourse, play in everyday life, contents which invite to reflect on political and social issues and finally an introspective look on games and video games. Why did you decide to adopt such a broad approach? </strong></p>

<p>Well, truth is that there are much more themes being discussed. We referred to these 4 categories at some point because the need appeared, as it happens for all exhibitions, to speak of a particular kind of structure. But in reality we were against the idea of grouping and categorising. Works can be categorised according to this scheme or some other schemes. The form of the exhibition is quite fluid actually, with no rigid clusters and units. To come back to your question, yes the theme is broad, but the issue of play in our digital times is huge anyway. Naming the event Homo Ludens Ludens was in a way an intro for a broad approach. <a href="http://en.wikipedia.org/wiki/Johan_Huizinga">Huizinga</a> was already talking about the diffusion of play within culture back in the late 30s. We wanted to explore and present how things have changed, flourished and altered since then; to bring in as many aspects as possible through our exhibition and our conference. There have been a lot of misunderstandings regarding play nowadays: for instance, you speak about play and everyone things you refer to videogames, you refer to play and the issue is considered merely joyful, entertaining and lacking content. We wanted to escape from this, to present play's multifaceted character and raise consciousness about it. So, the approach could have been even broader, but maybe then the risk of its good presentation and perception would be higher. </p>

<p><span class="mt-enclosure mt-enclosure-image" style="display: inline;"><img alt="0aviewoflaboralenteri.jpg" src="http://www.we-make-money-not-art.com/wow/0aviewoflaboralenteri.jpg" width="425" height="283" class="mt-image-none" style="" /></span><br />
<em>Image courtesy of LABoral/Enrique G. Cárdenas</em></p>

<p><strong> Which strategies did you adopt to have works which have very different backgrounds and characteristics (the interview with Muciunas, the installation levelHead, the Objects of Desire chase, etc.) cohabit and dialog with each other? You and your fellow curators Erich Berger and Laura Baigorri must have met with many challenges when preparing such a big and multi-faceted show. How did you manage to keep your head(s) above the water? </strong></p>

<p>I would not really speak of strategies. Let's say that we located the areas of our interest on one hand, and works we consider interesting and inspiring on the other. We knew that we wanted to have a show that would be playful and critical at the same time.  The criterion for all cases of works was not their form, for instance to be game applications as it happens in most game art shows, but rather their playfulness, their ludic mode and the ability to express different situations and notions through it. There were no constraints regarding any types of works - the exhibition was to be explored as a territory, a playground of various contemporary magic circles. This is maybe where the challenge and the difficulty was: trying to avoid usual paths and groupings that exhibitions tend to follow and still aiming to have a perceivable context and content. This is how we came up with dialogues and adjoining of certain works that were implied but not explained or framed. I believe that this kept the flow much smoother and more open.  </p>

<p>So this way, for example, <a href="http://en.wikipedia.org/wiki/William_Wegman_(photographer)">Wegman</a>'s dogs could go next to <a href="http://www.stockburger.co.uk/">Stockburger</a>'s Tokyo gamers to show play's omnipresence and utter seriousness; <a href="http://www.ludic-society.net/">Ludic Society</a>'s chase based on the desires of particular objects and Savicic's wifi map of gijon as read by <a href="http://www.we-make-money-not-art.com/archives/2007/11/nominees-for-th.php">his special corset </a>could be adjoined by a magnified copy of <a href="http://en.wikipedia.org/wiki/Guy_Debord">Debord</a>'s psychogeographical map of Paris; <a href="http://www.we-make-money-not-art.com/archives/2006/09/-whats-your-bac-1.php">Klima</a>'s <a href="http://www.cityarts.com/epilogue/index.html">pink elephant</a> on the war of Afghanistan could sit next to Sanchez's Atari <a href="http://www.andamiocontiguo.org/eventos/orilla06/sanchez.htm">modification</a> for the civil war of Peru. </p>

<p>Regarding the references to the old movements of the fluxus and the situationists we felt like we ought to include them, not only as a "tribute" to them but also as an additional element for the audience to perceive the contemporary works we present. For instance, it is important to see that certain notions that are presented in this show such as those of the transdisciplinarity, the appropriation, the detournement, the idea of highlighting the importance of everyday life as opposed to art, they all have their roots way back, in important modern movements. </p>

<p><span class="mt-enclosure mt-enclosure-image" style="display: inline;"><img alt="00afaccedagioco.jpg" src="http://www.we-make-money-not-art.com/wow/00afaccedagioco.jpg" width="425" height="319" class="mt-image-none" style="" /></span><br />
<em>Axel Stockburger, Tokyo Arcade Warriors - Shibuya (2005)</em></p>

<p><strong>Many of the works on show at HLL demonstrate a keen observation of the rules and mechanisms of commercial games but do you think that the opposite is true? Have you ever noticed any interest from the commercial scene for what artists are doing with the game medium? </strong></p>

<p>My understanding is that they do follow what happens in terms of creativity. The innovations and the approaches that are often introduced by artists and independent creators are of their interest either in terms of design, content or programming. And they do tend to hire artists often as part of their team, which makes sense of course. But on the other hand, judging from my experience, game companies still hesitate to support game art exhibitions, festivals and conferences. The commercial and the independent/artistic scene have not really merged yet. Probably they are not meant to merge, if we take what happened with cinema as an example. Different works and productions attract different audiences. Not a lot of gamers go to game art exhibitions for instance. The audience for these shows is mainly people interested in the arts and the technology. But at the end, it all works perfectly well for the industry as games are assigned new roles and are being accredited new values. This is the tricky point. As <a href="http://www.we-make-money-not-art.com/archives/2006/06/michael-auriea.php">Auriea Harvey and Michael Samyn</a> had said, how about if the artistic / independent gaming scene at the end becomes the alibi for the commercial one to keep its character intact? </p>

<p><span class="mt-enclosure mt-enclosure-image" style="display: inline;"><img alt="0aafrancetochaw.jpg" src="http://www.we-make-money-not-art.com/wow/0aafrancetochaw.jpg" width="425" height="239" class="mt-image-none" style="" /></span><br />
<em>France Cadet, <a href="http://cyberdoll.free.fr/cyberdoll/index_e_sweetpad.html">SweetPad</a> </em></p>

<p><strong>If i'm not wrong, you distinguish play from game. Can you explain us what makes them different from each other? </strong></p>

<p>Yes, we tried to make this distinction visible in Homo Ludens Ludens, although there is no "formal" differentiation between the two terms and there is of course a lot of overlapping. In reality, it is easy to describe games but rather difficult to frame play. </p>

<p>I would say play reflects more the idea, the notion, the vivid and spontaneous basis for the action as well as its relation to fantasy, whereas games are closed systems and environments governed by rules which demand discipline and a constraint space and time. Play is in a way the presupposition for the games that are its expressions and forms. </p>

<p>Play as a notion is much more open and therefore it may even embrace elements that come in opposition with a game's structure. For instance play has no death or end; but games do, otherwise there s no meaning into it. Or think of cheating. While it can destroy a game by breaking its rules, it is still a part, an act of play. On the same line, while any game forms hierarchies, play creates interrelations between them. </p>

<p><span class="mt-enclosure mt-enclosure-image" style="display: inline;"><img alt="0astiffleague.jpg" src="http://www.we-make-money-not-art.com/wow/0astiffleague.jpg" width="425" height="259" class="mt-image-none" style="" /></span><br />
<em>MIT Lab - Drew Harry, Dietmar Offenhuber, Orkan Telhan <a href="http://www.stiffpeoplesleague.com/">Stiff People's League</a></em></p>

<p>It is all up to the play instinct I guess. We can be playful anytime anyplace, not only through games. Games are basically a construction which is made possible because of this playfulness that already exists in any aspect of life.  </p>

<p>Nowadays, with the explosion of the videogame industry games have also become a product, a commodity and a subject of control. Accordingly, play became work and life itself started looking more like a complicated game environment. So the question is what happens with the notion of play at such times? This is really interesting: how we have been led from the total invasion of play that the situationists were dreaming of to the gamespace phenomenon Wark describes.  </p>

<p><span class="mt-enclosure mt-enclosure-image" style="display: inline;"><img alt="0aapaichlammameir.jpg" src="http://www.we-make-money-not-art.com/wow/0aapaichlammameir.jpg" width="425" height="319" class="mt-image-none" style="" /></span><br />
<em>Martin Pichlmair & Fares Kayali Bagatelle Concrete  </em></p>

<p><strong>What is your personal relationship with video games? Are you a gamer yourself? </strong></p>

<p>I mostly enjoy following what s happening in the online virtual worlds and trying out practices and applications by the independent and artistic scene. I also do try to keep up with the commercial games popping up but sometimes this is not so easy in terms of time and energy. Generally, however, if you ask me about the last months, I must say that -maybe influenced by homo ludens ludens- I also got carried away and inspired by other types of play; from children's make believe play to play being approached by philosophy as a tool for political change... This practically means that I really liked playing a lot with my 2 year old niece on one hand and reading Agamben and Vaneigem on the other. It was quite a weird combination now that I think about it...</p>

<p><strong>Thanks Daphne!</strong></p>]]>
        
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<entry>
    <title>Joshua Davis at OFFF - Lisbon</title>
    <link rel="alternate" type="text/html" href="http://www.we-make-money-not-art.com/archives/2008/05/joshua-davis-at-offf-lisbon.php" />
    <id>tag:www.we-make-money-not-art.com,2008://2.10017</id>

    <published>2008-05-11T13:14:13Z</published>
    <updated>2008-05-13T19:43:42Z</updated>

    <summary>The designer and artist talked about his sources of inspiration, latest works, favourite Malaysian tourist spots, crazy hotel carpets and his new fondness for random assistants</summary>
    <author>
        <name>Regine</name>
        
    </author>
    
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        <![CDATA[<p><span class="mt-enclosure mt-enclosure-image" style="display: inline;"><img alt="0aapostdif.jpg" src="http://www.we-make-money-not-art.com/wow/0aapostdif.jpg" width="425" height="223" class="mt-image-none" style="" /></span></p>

<p>Just back from the <a href="http://www.offf.ws/">OFFF</a> festival which this year had the very good taste to move to Lisbon. Offf gathers designers, programmers, illustrators and visual artists whose creativity explores and fashions digital aesthetics and software language. </p>

<p><span class="mt-enclosure mt-enclosure-image" style="display: inline;"><img alt="0aaoffentrancu.jpg" src="http://www.we-make-money-not-art.com/wow/0aaoffentrancu.jpg" width="425" height="244" class="mt-image-none" style="" /></span></p>

<p>I'll leave aside all the digital animation and pretty flash websites presentations and go straight to the keynote of the first evening which was performed more than given by web designer and artist <a href="http://en.wikipedia.org/wiki/Joshua_Davis_(web_designer)">Joshua Davis</a>. I've always liked his works, they have something very girly in sharp contrast with his tattooed soft-punk image.</p>

<p><span class="mt-enclosure mt-enclosure-image" style="display: inline;"><img alt="0aaminidavisss.jpg" src="http://www.we-make-money-not-art.com/wow/0aaminidavisss.jpg" width="425" height="252" class="mt-image-none" style="" /></span></p>

<p>Davis likes <a href="http://en.wikipedia.org/wiki/Jackson_Pollock">Jackson Pollock</a>, not so much for his paintings, more for his approach to gesture. Pollock regarded the process of its creation as art and not so much the final product. Like Pollack, Davis' art is based on gestures, but he relies on technology to create. He designs programs which follow randomly what he draws. He sets the rules and the program takes from there, surprising the artist each time.</p>

<p><span class="mt-enclosure mt-enclosure-image" style="display: inline;"><img alt="0aasclfisssh.jpg" src="http://www.we-make-money-not-art.com/wow/0aasclfisssh.jpg" width="425" height="550" class="mt-image-none" style="" /></span><br />
<em><a href="http://www.joshuadavis.com/diary/2007/soundwires/">Soundwires</a>, 2007</em></p>

<p>Davis never liked mathematics. He went to art school and  had to teach himself math and programming. At art school he was mostly into painting and became obsessed with the idea of creating his own drawing tools and experimenting with his materials. He would put his paintings in the freezer but the outcome was disappointing: the paintings were cold, nothing else happened. More interesting things occurred when Davis baked his paintings in the oven: the varnish on top would dry faster than the oil of the painting. As a result the painting would shatter. But the lesson he learned was that he enjoyed the idea that he didn't have total control over the final artwork. </p>

<p>According to Davis, computational design is divided in two clans: the purists and the hybrids. The purists are Ben Fry, Casey Reas, John Maeda, Golan Levin, etc. They only use code. The hybrid, like himself, <a href="http://www.abnormalbehaviorchild.com/">Niko Stumpo</a>, Geoff <a href="http://www.oculart.com/">Lillemon</a> and others blend the code with art works. The artwork is thrown into the swarm system and emerges as a series of art/design works which are all different from the other. The artists defines some parameters such as speed, rotation, indecision and the system maps the drawing according to these lines. </p>

<p><span class="mt-enclosure mt-enclosure-image" style="display: inline;"><img alt="0aajoshfdaviscj.jpg" src="http://www.we-make-money-not-art.com/wow/0aajoshfdaviscj.jpg" width="425" height="334" class="mt-image-none" style="" /></span></p>

<p>He was commisioned by BMW a series of limited edition prints that would "capture the essence" of the <a href="http://www.bmw.com/com/en/insights/explore/z4_modern_art/z4_modern_art_davis.html">company</a>' s Z4 Coupé. The artist translated a number of views of the coupé and its components into an algorithm that served as the basis for prints. Davis also selected geographic notes and scales from a German school atlas to act as a symbol of mobility in the prints. <a href="http://www.hillmancurtis.com/hc_web/film_video/source/bmw_z4jd.php">Video</a> documenting the process.</p>

<p>Despite his reliance on programs and codes, Davis still sees his work as being one of an artist: he creates the programs, sets the rules, chooses the colours to use, feeds the program with his own handmade drawings and ideas and at the end of the process he takes the role of the critics by selecting which of the pieces made by the program will be kept or deleted.</p>

<p><span class="mt-enclosure mt-enclosure-image" style="display: inline;"><img alt="0aakimmmonno.jpg" src="http://www.we-make-money-not-art.com/wow/0aakimmmonno.jpg" width="425" height="599" class="mt-image-none" style="" /></span><br />
<em>Kimono Blue, 2007</em></p>

<p>For example, to realize his <a href="http://www.joshuadavis.com/diary/2007/kimono/">Kimono</a> series, he gathered the <a href="http://www.joshuadavis.com/wp-content/uploads/diary/029_kimono/image01.jpg">assets and forms</a> found in his collection of books on Kimonos, drew them and fed them to the generative system.</p>

<p><span class="mt-enclosure mt-enclosure-image" style="display: inline;"><img alt="0adobefpotphraf.jpg" src="http://www.we-make-money-not-art.com/wow/0adobefpotphraf.jpg" width="425" height="719" class="mt-image-none" style="" /></span><br />
<em><a href="http://www.joshuadavis.com/diary/2007/adobe-cs3-the-snow-owl/">Adobe CS3, the Snow Owl</a>, 2007</em></p>

<p>He selected only 250 of the resulting drawings. His limited edition prints are all different from each other. But instead of numbering them 1/1, he numbers them 1/250, 2/250, etc. The reason for that is that what matters is the program, not the visual output.</p>

<p><span class="mt-enclosure mt-enclosure-image" style="display: inline;"><img alt="0amingdyna.jpg" src="http://www.we-make-money-not-art.com/wow/0amingdyna.jpg" width="425" height="310" class="mt-image-none" style="" /></span><br />
<em>Yellow Tiger</em></p>

<p>After some crazy hotel carpet stories Davis ran us through some of his latest works and exhibitions:<br />
 - His <a href="http://www.ampenergy.com/ampyourself/">collaboration</a> with Chuck Anderson for AMP Energy drink.<br />
 - The cover of the CD Yellow Tiger by <a href="http://www.mingdynasty.tv/">Ming Dynasty</a>,<br />
 - Solo <a href="http://www.joshuadavis.com/diary/2005/maxalot-exhibition/">exhibition</a> at <a href="http://www.maxalot.com/">Maxalot Gallery</a> in Barcelona.</p>

<p><span class="mt-enclosure mt-enclosure-image" style="display: inline;"><img alt="0aamaxalot.jpg" src="http://www.we-make-money-not-art.com/wow/0aamaxalot.jpg" width="425" height="398" class="mt-image-none" style="" /></span><br />
<em>Drawing outside the Maxalot gallery in Barcelona</em></p>

<p> - <a href="http://www.maxalot.com/xhbtn/ta07.shtml">projection</a> on a building facade for the 4th edition of the <a href="http://www.we-make-money-not-art.com/archives/2007/09/mastermundo.php">TodaysArt Festival</a> in The Hague.<br />
 - Davis commented on <em>Random Assistant </em>which was exhibited at OFFF too. Random Assistant is a long stripe of lack and white prints accompanied by transparent watercolors and brushes for the public to colour the print.</p>

<p>As usual, Davis used a generative system to create the artwork, leaving the decision making of the compositions to the programs. This time though, one of the components of the system which governs the way the work is colored and painted was removed from the software. Instead, the public will fulfill this functionality by using the brushes and watercolors at their disposal. Davis did a first <a href="http://blog.dvs.net.nz/2008/05/joshua-davis-random-assitant.html">version</a> of the project in Rovereto (Italy) for the festival <a href="http://www.festivalfuturopresente.it/interne/festival_futuro_presente_programma.ashx?ID=4335">Futuro Presente</a>. The OFFF version was incredibly successful. </p>

<p><span class="mt-enclosure mt-enclosure-image" style="display: inline;"><img alt="0aajohsuday1.jpg" src="http://www.we-make-money-not-art.com/wow/0aajohsuday1.jpg" width="425" height="208" class="mt-image-none" style="" /></span><br />
<em>Random Assistant, OFFF, Lisbon, Day 1</em></p>

<p><span class="mt-enclosure mt-enclosure-image" style="display: inline;"><img alt="0aaday2.jpg" src="http://www.we-make-money-not-art.com/wow/0aaday2.jpg" width="425" height="239" class="mt-image-none" style="" /></span><br />
<em>Random Assistant, OFFF, Lisbon, Day 2</em></p>

<p>For <a href="http://www.espeis.nu/?section=projects&id=2">Tropism</a> in New York he worked on new organic forms to create a "super nature." For the first time his generative graphics were turned into 3D-printed objects: a series of vases in porcelain.</p>

<p><span class="mt-enclosure mt-enclosure-image" style="display: inline;"><img alt="00avaseeuio.jpg" src="http://www.we-make-money-not-art.com/wow/00avaseeuio.jpg" width="425" height="425" class="mt-image-none" style="" /></span><br />
<em>Tropism vase, 2007</em></p>

<p> - To celebrate the <a href="http://www.umbra.com/about/conceptstore/events/jd/">launch</a> of his first line of housewares (trash cans and <a href="http://www.flickr.com/photos/joshuadavis/2438699215/">pillows</a>) at the Umbra Concept Store in Toronto, Davis used the Tropism Engine to generate huge panels (like he did at the OFFF Festival in New York.), he had them printed and pasted on the window  of the shop.</p>

<p><span class="mt-enclosure mt-enclosure-image" style="display: inline;"><img alt="0aashotoronototo.jpg" src="http://www.we-make-money-not-art.com/wow/0aashotoronototo.jpg" width="425" height="259" class="mt-image-none" style="" /></span><br />
<em>Image <a href="http://www.blogto.com/tech/2008/04/joshua_davis_housewares_debut_at_umbra/">blogto</a></em></p>

<p>The artist then listed his sources of inspiration: there's Basquiat, <a href="http://en.wikipedia.org/wiki/Cy_Twombly">Cy Twombly</a>, the indeed awesome 18th century painter <a href="http://en.wikipedia.org/wiki/It%C5%8D_Jakuch%C5%AB">Ito Jakuchu</a>, the <a href="http://en.wikipedia.org/wiki/Batu_Caves">Batu Cave</a> in Malaysia, etc.</p>

<p><span class="mt-enclosure mt-enclosure-image" style="display: inline;"><img alt="0aitokjakuc.jpg" src="http://www.we-make-money-not-art.com/wow/0aitokjakuc.jpg" width="425" height="694" class="mt-image-none" style="" /></span><br />
<em>Ito Jakuchu, <a href="http://commons.wikimedia.org/wiki/Image:Ito_Jakuchu_AjisaiSoukei-zu.jpg">Rooster and Hen with Hydrangeas</a></em></p>

<p>Davis ended the presentation with a list of (not very original) tips for the audience:<br />
Look for what you don't see in your immediate environment, you don't have to fly to the other end of the globe to find some source of inspiration, make work for love, not for awards or acceptance, complacency is your enemy, find your own voice, if you are using someone else's you run out of conversation pretty quickly. And work like hell.</p>]]>
        
    </content>
</entry>

<entry>
    <title>Homo Ludens Ludens - Gold Farmers</title>
    <link rel="alternate" type="text/html" href="http://www.we-make-money-not-art.com/archives/2008/05/homo-ludens-ludens-desire.php" />
    <id>tag:www.we-make-money-not-art.com,2008://2.10015</id>

    <published>2008-05-08T15:34:19Z</published>
    <updated>2008-05-11T17:44:14Z</updated>

    <summary>I talked with the director of a documentary which explores the life of young people in China who earn a living by playing online games for 10 to 12 hours a day, and produce virtual goods which are sold to richer gamers all over the world for real money. </summary>
    <author>
        <name>Regine</name>
        
    </author>
    
        <category term="LABoral" scheme="http://www.sixapart.com/ns/types#category" />
    
        <category term="games" scheme="http://www.sixapart.com/ns/types#category" />
    
        <category term="journalism" scheme="http://www.sixapart.com/ns/types#category" />
    
        <category term="life online" scheme="http://www.sixapart.com/ns/types#category" />
    
        <category term="money" scheme="http://www.sixapart.com/ns/types#category" />
    
    
    <content type="html" xml:lang="en" xml:base="http://www.we-make-money-not-art.com/">
        <![CDATA[<p>The documentary i was dying to see at the <a href="http://www.we-make-money-not-art.com/archives/2008/05/homo-ludens-ludens-play-in-con.php">Homo Ludens Ludens</a> exhibition at <a href="http://www.laboralcentrodearte.org/">LABoral</a> in Gijon was <a href="http://www.chinesegoldfarmers.com/">Gold Farmers</a>, by Ge Jin.</p>

<p><span class="mt-enclosure mt-enclosure-image" style="display: inline;"><img alt="gamer-gantravaille.jpg" src="http://www.we-make-money-not-art.com/wow/gamer-gantravaille.jpg" width="425" height="319" class="mt-image-none" style="" /></span><br />
<em>Image courtesy of Ge Jin</em></p>

<p><a href="http://en.wikipedia.org/wiki/Gold_farming">Gold Farmers</a> are young people who earn their living by playing MMORPG games. They acquire ("farm") items of value within a game, usually by carrying out in-game actions repeatedly to maximize gains, sometimes by using a program such as a bot or automatic clicker. </p>

<p>They sell the artificial gold coins and other virtual goods they've harvested to players and/or farming organizations and get "real" money in return. Players from around the world will then use the golden coins to buy better armor, magic spells and other equipments to climb to higher levels or create more powerful characters.</p>

<p><span class="mt-enclosure mt-enclosure-image" style="display: inline;"><img alt="0aaawawaw9.jpg" src="http://www.we-make-money-not-art.com/wow/0aaawawaw9.jpg" width="425" height="319" class="mt-image-none" style="" /></span><br />
<em>World of Warcraft, image <a href="http://www.gameslander.com/world-of-warcraft-game-review-94.phtml">gameslander</a></em></p>

<p>Many companies have attempted to block the use of gold-farming services by specifically stating in their End User License Agreements and Terms of Service that any and all game assets (from the player's characters themselves, to any items that they may be carrying) remain the sole property of the company itself, and taking aggressive action to close the accounts of any that are found to be using gold-farming (or similar) services. </p>

<p>Although there are gold farmers or gold farms in countries like the Philippines, Indonesia, and Mexico, Chinese are by far the most dynamic. There, young players typically work twelve hour shifts, with just a lunch break somewhere in the middle.</p>

<p>There are gold farmers or gold farms in other countries as well, such as the Philippines, Indonesia, and Mexico. However, they do not approach the scope and scale of the Chinese farm industry.</p>

<p><span class="mt-enclosure mt-enclosure-image" style="display: inline;"><img alt="jinhuaslogan_dark.jpg" src="http://www.we-make-money-not-art.com/wow/jinhuaslogan_dark.jpg" width="425" height="319" class="mt-image-none" style="" /></span><br />
<em>Image courtesy of Ge Jin</em></p>

<p>Ge Jin, a 30-year-old Shanghai native and a Ph.D. candidate at the <a href="http://www.ucsd.edu/portal/site/ucsd">University of California</a>, San Diego, has shot a <a href="http://chinesegoldfarmers.com/">Gold Farmers</a>, a documentary that delve into the background and lives of Chinese gold farmers.  </p>

<p>Gold farming puts down the mechanisms that govern a universe in which everyone starts at the same level, no matter how rich their parents are, no matter how many degrees they've collected at the university. Players trying to work their way up according to the rules and in all fairness are the ones who get hit hardest by the practice of gold farming. </p>

<p>Watching the <a href="http://chinesegoldfarmers.com/">documentary</a>, you can't help but feel some compassion for the gold farmers: they have very little free time, they are paid quite poorly to feed the whims of the Western consumer, they have to deal with the ire of a family who doesn't approve of what they do for a living, they must face the hostility of other players as soon as these realize that gold farmers are on their turf, their english is not good enough to enable them to communicate with other players, and they work hard. Don't be fooled, they don't sit there for hours just for the fun, most of their activity is extremely repetitive. In fact they would sometimes end their day at the "factory" by playing a real game in WoW. Just for the fun.</p>

<p>Chinese Gold Farmers Preview video (Ge Jin has <a href="http://www.youtube.com/user/jingejinge">uploaded</a> more video previews):<br />
<object width="425" height="355"><param name="movie" value="http://www.youtube.com/v/ho5Yxe6UVv4&hl=en"></param><param name="wmode" value="transparent"></param><embed src="http://www.youtube.com/v/ho5Yxe6UVv4&hl=en" type="application/x-shockwave-flash" wmode="transparent" width="425" height="355"></embed></object></p>

<p>I asked Ge Jin to discuss his <a href="http://chinesegoldfarmers.com/">documentary</a> for the blog:</p>

<p><strong>First of all, is the video on show at laboral only part of the documentary you are making or is it the full version of it?</strong></p>

<p> I have another 40 min. long version, but this one is complete in itself as a short version.</p>

<p><strong>Gold farmers have the challenging task of constantly navigating between clandestinity and the need to advertise their service. i suspect that finding and getting the "gold farmers" to talk must have been difficult. how did you locate the players and how did you gain their trust?</strong></p>

<p>It is indeed difficult to get into the exclusive "gold farming" circle. But I was lucky to have an old friend in Shanghai who was running gold farms from 2003 to 2005. This friend introduced me to some gold farm owners. But the reason that the gaming workers/gold farmers trusted me was mainly because I treated them with respect. They face discriminations from non-gamers who see them as game addicts who are losers in real life as well as discriminations from gamers who think they care about more about money than gaming itself. I tried to be a good listener for them and they can see I didn't approach them with many assumptions.</p>

<p><span class="mt-enclosure mt-enclosure-image" style="display: inline;"><img alt="ganbensemblesamlll.jpg" src="http://www.we-make-money-not-art.com/wow/ganbensemblesamlll.jpg" width="425" height="283" class="mt-image-none" style="" /></span><br />
<em>Image courtesy of Ge Jin</em></p>

<p><strong>How much has the phenomenon evolved since you started working on this documentary in 2005 (it think)?</strong></p>

<p>Yes I started following this phenomenon since 2005. I think the market become much more competitive and the profit margin for gold farmers are much smaller now. Meanwhile, more sophisticated services like power-leveling have become the mainstream of real money trade. Also, the domestic demand for in-game goods in China has risen so much that Chinese gold farmers no longer just work in foreign games.<br />
 <br />
<strong>In your documentary, you are neither pointing the fingers to gold farmers and saying "look this is evil!", neither are you saying that this is kind of labor embodied in play is the best thing that happened to the gaming scene. I had the feeling that you are not taking a stand. Am i right?</strong></p>

<p>You are right that I'm not taking a stand. And I try to let the people involved in real money trade to tell their own stories in my documentary. But I think some of my "biases" do make their way into the documentary. For example, I don't really care if real money trade changes the regular gaming experience, I'm more concerned with how people's virtual life and real life affect each other, so you don't hardly hear the game industry's point of view in my documentary.</p>

<p><span class="mt-enclosure mt-enclosure-image" style="display: inline;"><img alt="jinhuadorm2.jpg" src="http://www.we-make-money-not-art.com/wow/jinhuadorm2.jpg" width="425" height="319" class="mt-image-none" style="" /></span><br />
<em>Image courtesy of Ge Jin</em></p>

<p><strong>Is gold farming regarded differently in China than it is in the USA, Europe or Japan for example? Is the practice seen as more acceptable by the public and the government? How much does China try to tax and regulate the business?</strong></p>

<p>Culturally, real money trade is indeed more accepted in China than in other countries. For example, the successful game Legend from Giant. Ltc thrives on incorporating real money trade in game design. Western game companies dare not do so blatantly because many gamers may think the game is not a level playing ground that way. But the  Chinese  gamers  seem to accept this inherent unfairness, as if they see so much  injustice in real life that  they  don't expect  the virtual world to be better. The government doesn't seem to have any problem with the gold farming business. It has not figure out a good way to tax virtual trade yet, in some rare cases, some gold farms pay a fixed amount of tax based on very rough estimation of trade volume. There is currently no policy directly regulating this industry. Though there are regulations generally aiming to purify content of games and limit how long people can play online games.</p>

<p><strong>Did your research on gold farming sparkle the interest of Western commercial gaming companies? Asking your help to crack down on farmers? Or asking for your opinion on how to make the most of this new form of economy?</strong></p>

<p>To my surprise, I was contacted by gold selling websites who want to use my website to advertise themselves, by gold buyers who are looking for a steady supplier, and by market researchers who want to measure the supply and demand of gold trade. I wish I could seize such opportunities to make some money for myself. But unfortunately I was occupied by exploring the social implications of this economy.</p>

<p><strong>Thanks Ge Jin!</strong></p>

<p>Another documentary part of Homo Ludens Ludens is the fantastic <a href="http://www.we-make-money-not-art.com/archives/2006/12/just-back-from-2.php">8 bit movie.</a></p>

<p>More WoW stories: The <a href="http://www.we-make-money-not-art.com/archives/2007/06/the-virtual-com.php">Avatar Machine</a>, <a href="http://www.we-make-money-not-art.com/archives/2006/12/joichi-ito-on-w.php">Joichi Ito on WoW</a>, <a href="http://www.we-make-money-not-art.com/archives/2006/03/ge-jin-a-phd-st.php">Life at the gamers' farm</a>.</p>]]>
        
    </content>
</entry>

<entry>
    <title>Interview with Fernando Orellana</title>
    <link rel="alternate" type="text/html" href="http://www.we-make-money-not-art.com/archives/2008/05/interview-with-fernando-orella.php" />
    <id>tag:www.we-make-money-not-art.com,2008://2.10006</id>

    <published>2008-05-07T07:13:52Z</published>
    <updated>2008-05-10T05:12:24Z</updated>

    <summary>A robot is dreaming, others are struggling to make a decision, an elevator appears to be self-aware and a vintage radio relentlessly searches for God. Welcome to the world of Fernando Orellana </summary>
    <author>
        <name>Regine</name>
        
    </author>
    
        <category term="art in new york" scheme="http://www.sixapart.com/ns/types#category" />
    
        <category term="installation" scheme="http://www.sixapart.com/ns/types#category" />
    
        <category term="interview" scheme="http://www.sixapart.com/ns/types#category" />
    
        <category term="robots" scheme="http://www.sixapart.com/ns/types#category" />
    
        <category term="sound" scheme="http://www.sixapart.com/ns/types#category" />
    
    
    <content type="html" xml:lang="en" xml:base="http://www.we-make-money-not-art.com/">
        <![CDATA[<p><span class="mt-enclosure mt-enclosure-image" style="display: inline;"><img alt="0aafernandoorelllana.jpg" src="http://www.we-make-money-not-art.com/wow/0aafernandoorelllana.jpg" width="425" height="346" class="mt-image-none" style="" /></span></p>

<p>I've <a href="http://www.we-make-money-not-art.com/archives/2004/12/tormented-bots.php">discovered</a> <a href="http://www.fernandoorellana.com/">Fernando Orellana</a> in 2004, the year i realized that there were artists playing with technology out there. All along my tumultuous and whimsical 4-year relationship with new media art, artists have been appearing and disappearing from my BVBMA (Best of the very best media artists) list. I'm slowly moving away from the entertaining, the merely playful, the very geeky, the strictly techy and i'm now looking for something called "an artistic experience". Well, Fernando's installations are quite geeky in a sense and some are even playful but, no matter how you define art, i've always found something extremely meaningful and touching in Fernando's work: a robot <a href="http://www.we-make-money-not-art.com/archives/2008/02/how-does-it-work-exactly.php">dreams</a>, others are <a href="http://www.we-make-money-not-art.com/archives/2005/11/-via-adeeesinap.php">unable</a> to make a decision, an <a href="http://www.fernandoorellana.com/elevators_music.html">elevator</a> appears to be self-aware and a vintage radio relentlessly <a href="http://www.we-make-money-not-art.com/archives/2006/04/looking-for-god.php">searches</a> for God. Needless to say, Fernando's work has always amazed me and i can see in my crystal ball that it's going to be that way for the years to come.</p>

<p>The artist has uploaded <a href="http://www.youtube.com/user/polyfluid">several videos</a> about his work on you tube. As a starter, here's an ABC news segment on his robotic art piece "Sleep Waking":</p>

<p><object width="425" height="355"><param name="movie" value="http://www.youtube.com/v/83M2Rp0Bnqk&hl=en"></param><param name="wmode" value="transparent"></param><embed src="http://www.youtube.com/v/83M2Rp0Bnqk&hl=en" type="application/x-shockwave-flash" wmode="transparent" width="425" height="355"></embed></object></p>

<p><strong>When i first met you in Gijon at the opening of the exhibition <a href="http://www.laboralcentrodearte.org/emergentes/index_001.html">Emergentes</a>, you told me about the personal story behind <a href="http://www.fernandoorellana.com/8520_2.htm#">8520 S.W. 27th Pl. v.2 (don't miss the <a href="http://www.youtube.com/watch?v=4G_VYQgk0MI">video</a> of the robot assembly),</a> an installation about the pointlessness of our never ending decision making process. Can you share it with the readers? </strong></p>

<p>8520 S.W. 27th Place is the address of the home I grew up in Davie, Florida after my family moved from El Salvador in 1979. It is in a housing development called Rolling Hills. I've linked it in <a href="http://maps.google.com/maps?q=8520+SW+27th+Pl,+Fort+Lauderdale,+FL+33328,+USA&num=10&ie=UTF8&t=h&sll=26.086467,-80.26097&sspn=0.006295,0.006295&ll=26.086648,-80.260051&spn=0.004741,0.007231&z=17&iwloc=addr">Google maps</a>. </p>

<p>For the most part, my siblings and I assimilated and became part of American culture. Subsequently we grew up in the burgeoning suburban sprawl that has now swallowed southern Florida into an endless ghetto of cookie-cutter dream homes. This is what frames a large portion my childhood memories. Neatly cut lawns. Driveways with two-car garages. Manicured gardens adorned with transplanted trees. Swimming pool parties. Mosquito nets. Packaged people living out their packaged lives. Day in. Day out.  </p>

<p><span class="mt-enclosure mt-enclosure-image" style="display: inline;"><img alt="0aaturindogsarni.jpg" src="http://www.we-make-money-not-art.com/wow/0aaturindogsarni.jpg" width="425" height="319" class="mt-image-none" style="" /></span><br />
<em>8520 S.W. 27th Place, 2004</em></p>

<p>This imagery is what fueled the aesthetic for this <a href="http://www.fernandoorellana.com/8520_2.htm#">8520 S.W. 27th Place</a>. I wanted to reference the suburban dwelling that millions of other people worldwide grew up in as well. I thought it this would be the appropriate stage for a sculpture that speaks of humanities' decision-making process. It is within the walls of these prefabricated, automated homes that we ceaselessly make decisions about everything; from the type of partners we want, to the garnishing on our pizza delivery, to what color we want our IPods. Endlessly. Back and forth. From the moment we are born till the day we die. </p>

<p><span class="mt-enclosure mt-enclosure-image" style="display: inline;"><img alt="0aaplaydohh.jpg" src="http://www.we-make-money-not-art.com/wow/0aaplaydohh.jpg" width="425" height="275" class="mt-image-none" style="" /></span><br />
<em>Extruder, 2008</em></p>

<p><strong>How did you come up with <a href="http://www.fernandoorellana.com/extruder.html">Extruder</a>? Where did you get the idea of making a machine that makes play-doh cars? </strong></p>

<p>I arrived at the idea for <a href="http://www.fernandoorellana.com/extruder.html">Extruder</a> from a couple different places. It branches from a series of <a href="http://www.fernandoorellana.com/DM_V2.htm">drawing machines</a> that I made a couple years back. Extruder started because I wanted to make a machine that could make sculpture. I had been doodling designs for this mechanism for years. I suppose funding issues kept them from materializing until now. </p>

<p>This last summer I made a series of paintings that spoke of war, dismemberment, IEDs, and automobiles. During that process, I came to appreciate the impact that the automobile has made on this world. I read a statistic that still baffles me when I think about it now. There is one car for every 11 people in this world, roughly 590 million passenger cars total. The automobile is involved in everything. From pancakes to penicillin, Play-Doh to parking lots.  </p>

<p><span class="mt-enclosure mt-enclosure-image" style="display: inline;"><img alt="0aaextruderrss.jpg" src="http://www.we-make-money-not-art.com/wow/0aaextruderrss.jpg" width="425" height="319" class="mt-image-none" style="" /></span><br />
<em>Extruder, 2008</em></p>

<p>I developed Extruder as a response to this machine that we worship. I wanted to celebrate it. Criticize it. Emulate it. Making hundreds of Play-Doh cars. Millions. The ultimate goal of Extruder is to make the total number of automobiles that were made in 1947 (the year Henry Ford died) by the Ford motor company, an estimated 429,674. As you can imagine that is also a whole lot of Play-Doh; about 11 tons. Until May 11th 2008, Extruder will be <a href="http://www.union.edu/N/DS/s.php?s=7680">making</a> Play-Doh cars at the <a href="http://www.union.edu/Gallery/">Mandeville Gallery </a>at Union College in Schenectady, NY. When the next venue emerges to exhibit it, the process will continue.  </p>

<p>The colors that Play-Doh comes in were also a nice reference to my recent paintings. Vivid primaries and secondaries, suggesting the Technicolor cartoon reality that we in the developed world live in. Entertainment for the masses, delivered in candy-wrapped doses of violence, humor, and erotica.  <br />
 <br />
<span class="mt-enclosure mt-enclosure-image" style="display: inline;"><img alt="0aacarryoneu.jpg" src="http://www.we-make-money-not-art.com/wow/0aacarryoneu.jpg" width="425" height="319" class="mt-image-none" style="" /></span><br />
<em>Carry On</em></p>

<p><strong>The <a href="http://www.fernandoorellana.com/carry_on.html">Carry On</a> installation features a series of suitcases fitted with robotic arms and micro-cameras which survey their surroundings. Why did you feel the necessity to develop a work that explores surveillance and paranoia? How much impact on the public can artists have when they comment on surveillance technology? </strong></p>

<p><a href="http://www.fernandoorellana.com/carry_on.html">Carry On</a> is a direct reaction to post-September 11th paranoia, both in the USA and abroad. Since the attacks, I have traveled quite a bit. On these trips, I have passed through countless security and surveillance systems, always hunting for the would-be terrorist. Subway cars now display and sometimes speak "Report ANY Suspicious Activity". If you happen to look even slightly of Arab descent, you may think twice about growing a beard or wearing your traditional garb.  Leaving your luggage or backpack alone in an airport or a train station, even for a moment, could lead to a cavity search.  </p>

<p>Holding a miniature video camera, on one side of each suitcase in Carry On is mounted a two axis robotic arm. The live video feed from this camera is displayed on a LCD screen mounted on the other side of the suitcase. Every couple of minutes, the robots change the position of the cameras, thus changing what is being displayed in the LCD screens. Lacking image analysis of any kind or other sensory capability, these suitcases blindly look about, never understanding what they see.  </p>

<p>I'm not sure what impact artists make when they reference surveillance technology. Perhaps it may give a person a moment of peace or clarity. Realizing that, like the artwork in front of them, the whole affair of paranoia and fear based politics is an illusion; clever clockwork designed to create the reality they want us to believe in.  </p>

<p><span class="mt-enclosure mt-enclosure-image" style="display: inline;"><img alt="0aapetitphone.jpg" src="http://www.we-make-money-not-art.com/wow/0aapetitphone.jpg" width="280" height="373" class="mt-image-right" style="float: right; margin: 0 0 20px 20px;" /></span><strong>I saw that images of one of your recent project, Phoney. What is the work about? </strong></p>

<p><a href="http://www.fernandoorellana.com/phoney.html">Phoney</a> is a toy. It is a kind of absurd videophone. There are two terminals to the piece. The terminals are installed in separate parts of a gallery, with no line of site between them. Each terminal is fit with an old-school telephone receiver, a video screen, and a black and white camera attached to the head of a modified mechanical toy. When a person speaks into the telephone receiver of one terminal, their voice makes the mechanical toy on other terminal dance. This causes the video image they are looking at to shake, since the camera on the other side is attached to the mechanical toy.  If two people are involved, a bizarre and sometimes funny conversation can commence. To me the piece references the countless methods or proxies that we now communicate through and the ridiculous information that we pass through them. </p>

<p><span class="mt-enclosure mt-enclosure-image" style="display: inline;"><img alt="0aafernadoelevator.jpg" src="http://www.we-make-money-not-art.com/wow/0aafernadoelevator.jpg" width="425" height="319" class="mt-image-none" style="" /></span><br />
<em>Elevator's Music, 2007</em></p>

<p><strong>I read that your work is about "creating systems that seem to be alive". How much life is there really in your artworks? and how would you define such kind of life?  </strong></p>

<p><span class="mt-enclosure mt-enclosure-image" style="display: inline;"><img alt="0adanslelelavateur.jpg" src="http://www.we-make-money-not-art.com/wow/0adanslelelavateur.jpg" width="240" height="320" class="mt-image-left" style="float: left; margin: 0 20px 20px 0;" /></span>The key part in the quote above is this: "seem to be alive". My machines are not alive. They never will be. I have become much more interested in the simulation of living systems. It is remarkable how easily we anthropomorphize things, especially things that are in motion. The perception of what humans will assume or believe to be alive is where much of my robotic work is headed.  </p>

<p>The latest iteration of this investigation is <a href="http://www.fernandoorellana.com/elevators_music.html">Elevator's Music</a>, a site-specific robotic sculpture that I exhibited in an elevator at the <a href="http://tang.skidmore.edu/">Tang Museum</a> in Saratoga Springs, NY in the winter of 2007. It consisted of four small robots that emerged from the elevators translucent ceiling panels. When people entered the elevator, the robots would sense them and might emerge. Fitted with sonic sensors and having the ability to maneuver in three axes, they were programmed to seek out and respond to near and far objects. If a robot found something near by, it would try and interact with it via randomly determined mechanical gestures and a watery stream of sounds. The robot would also send a message to the other three robots (through a local network), informing them that it had found something of interest. This would cause all robots to look in the direction of the object, causing a kind of musical symphony to commence. If the object was somehow to close, or if nothing was found, they would recoil back into the safety of their ceiling panels.  </p>

<p>With this relatively simple set of instructions the elevator robots were able to illicit innumerous reactions from their passengers. Some believed that the robots were watching them or trying to attack them in some way, while others became enamored with them, whistling and talking to them like one would to a pet bird. When one of the robots failed (as all robots eventually do), passengers reported it immediately to museum officials, feeling empathy for the hurt machine. Future robotic sculptures that I design will foster this tendency to assign anthropomorphic qualities to inanimate objects. Through this investigation I hope to arrive at more sophisticated and realistic artificial life simulations.  </p>

<p><object width="425" height="355"><param name="movie" value="http://www.youtube.com/v/xqsGcYz-XrA&hl=en"></param><param name="wmode" value="transparent"></param><embed src="http://www.youtube.com/v/xqsGcYz-XrA&hl=en" type="application/x-shockwave-flash" wmode="transparent" width="425" height="355"></embed></object><br />
<em>Video of "Elevator's Music" at the Tang Teaching Museum at Skidmore College in Saratoga Spring, NY</em></p>

<p><strong>What can technology developers or scientists learn from digital artists like you? Is there any reason why they should pay more attention to what crazy artists are doing? </strong></p>

<p>I like to think they should pay more attention. In this country there is a general undervaluing of fine art and art education. Art departments all over the nation are the first to suffer from severe budget cuts. The argument that art is not a "mission critical" subject has dominated the establishment for decades. The problem with this of course is that students become completely illiterate to the visual culture all around them. In engineering and science I think this becomes a handicap. The engineer or scientist that can beautifully communicate their findings will undoubtedly fair better on the world stage. Moreover, those engineers or scientists that are willing to experiment with ideas that seem pointless or ridiculous may arrive at discoveries, innovations, and conclusions that otherwise might have eluded them. Perhaps "crazy artists" do have something to teach, other then just being dismissed to be irrelevant or a waste of time. </p>

<p><strong>What is your favorite gadget or bit of technology and why? </strong></p>

<p>It would have to be my laptop. I basically live inside it (or through it?). That aside, I have to say that I am a huge space technology nerd. I read everything and anything about space. <a href="http://en.wikipedia.org/wiki/MER-A">Spirit</a> and <a href="http://en.wikipedia.org/wiki/MER-B">Opportunity</a>, the two rovers scooting along on mars, or Voyagers one and two, speeding out of the solar system at this very moment are like aphrodisiacs to me. In fact I have a number of art projects that I am just waiting to develop specifically to be put into zero-g environments. Hopefully by the time I am retiring, this will be a possibility! In classic nerd style however, I would first need to over come the crippling and ridiculous sea-sickness I suffer from, sometimes even on sea-side docks.   </p>

<p><span class="mt-enclosure mt-enclosure-image" style="display: inline;"><img alt="0nailllsjarh.jpg" src="http://www.we-make-money-not-art.com/wow/0nailllsjarh.jpg" width="425" height="425" class="mt-image-none" style="" /></span><br />
<em>Nail Jar, 2007</em></p>

<p><strong>What are the common factors between your media art installations and your paintings? Or maybe they have nothing to do with one another? </strong></p>

<p>Painting and drawing is something I have always done. It was my doorway into art and in many ways it keeps me balanced. Until recently, the subjects I painted came from the schools of dada or surrealism, seemingly from my subconscious. This all changed in my recent work. Without really knowing why, last summer I started tackling the subjects I was exploring in my electronic sculptures in the paintings. Painting allows me to quickly approach different angles or points of view within a subject, some of which would not be possible in media sculptures due to funding or physical limitations. It is also a way for me to quickly explore new ideas, some of which are now leaving the canvas surface and becoming sculptures.  </p>

<p><span class="mt-enclosure mt-enclosure-image" style="display: inline;"><img alt="0gzolinnenne.jpg" src="http://www.we-make-money-not-art.com/wow/0gzolinnenne.jpg" width="425" height="283" class="mt-image-none" style="" /></span><br />
<em>Gasoline, 2007</em></p>

<p><strong>You are also developing an electronic art program at Union College in Schenectady, NY. Can you tell us what the highlights of the program are? </strong></p>

<p>I was hired three years ago to help start an electronic art program at <a href="http://www.union.edu/">Union College</a>. Our program is one of the few electronic arts initiatives that is jointly sponsored between the Computer Science and Visual Arts Departments. Drawing from aspects of The School of the Art Institute of Chicago and The Ohio State University's Art and Technology programs (both of which I graduated from), we have created a thorough course of study, covering topics in digital imaging, video, 3D modeling, physical computing, experimental computer programming, web-design, interactivity, and animation. We have worked hard to make the program as cross-disciplinary as possible, offering courses that computer science, fine-art, and students from other disciplines can benefit from. In many ways the program was a perfect fit at Union College, since it has a long tradition of combining world-renowned engineering within a equally solid liberal arts education. </p>

<p><strong>Any upcoming project or event you could share with us? </strong></p>

<p>There are a couple projects cooking. The most imminent is a real-time video series titled Plain Text. The series plays on the "infinite monkey theorem" which states that given an infinite amount of monkeys, typewriters, and time, the monkeys will type out any particularly text you choose. If one instructs the monkeys (or monkey simulators), to type the King James Bible one of them eventually will.  Interestingly, this also includes all the text that you did not choose or any text that might ever be written. </p>

<p>I apply a version of this theorem to a series of short phrases that over an extended period of time cycle through every possible permutation of themselves. For example the phrase:  </p>

<p>"You want  _ _ _ _ _ _."  </p>

<p>Starting right-to-left, like an odometer only with letters, all the blank spaces in the phrase sequentially cycle through every letter in the alphabet. By this, every word that is six characters long will eventually appear in the phrase above. Differing in theme, amount of blank spaces, and speed, each piece in the series has a different phrase displayed by itself on a large LCD screen. </p>

<p><span class="mt-enclosure mt-enclosure-image" style="display: inline;"><img alt="0aapluggdinnn.jpg" src="http://www.we-make-money-not-art.com/wow/0aapluggdinnn.jpg" width="280" height="95" class="mt-image-left" style="float: left; margin: 0 20px 20px 0;" /></span>For the <a href="http://www.hudsonpluggedin.com/exhibit.html">PluggedIn Exhibition </a>happening in Hudson, NY from May 17th - 30th, two of these phrases will be on display in the vestibules of the Mark McDonald store, along with one large phrase projected on the store's second floor windows. </p>

<p><strong>Thanks Fernando!</strong></p>]]>
        
    </content>
</entry>

<entry>
    <title>Biopiracy, the new colonialism</title>
    <link rel="alternate" type="text/html" href="http://www.we-make-money-not-art.com/archives/2008/05/raised-above-the-ground-with.php" />
    <id>tag:www.we-make-money-not-art.com,2008://2.10013</id>

    <published>2008-05-06T08:42:45Z</published>
    <updated>2008-05-07T08:36:40Z</updated>

    <summary>In her installation and book, Ines Doujak criticizes the way multinational corporations reap profits by taking out patents on indigenous plants, food, knowledge, even human tissues from developing countries and turn them into lucrative products. Without sharing the benefits with the country of origin</summary>
    <author>
        <name>Regine</name>
        
    </author>
    
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        <category term="bio" scheme="http://www.sixapart.com/ns/types#category" />
    
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        <![CDATA[<p>Back in July, while i was <a href="http://www.we-make-money-not-art.com/archives/documenta_12/">visiting</a> <a href="http://www.documenta12.de/d120.html?&L=1">Documenta 12</a> in Kassel, i saw a 16-metre-long flower-bed raised above the ground, with 70 packets of seeds sprouting from the grass, each of them carrying worrying labels that documented the latest form of Colonialism: <a href="http://en.wikipedia.org/wiki/Bioprospecting">biopiracy</a>.</p>

<p><span class="mt-enclosure mt-enclosure-image" style="display: inline;"><img alt="0adocumdoujak.jpg" src="http://www.we-make-money-not-art.com/wow/0adocumdoujak.jpg" width="425" height="318" class="mt-image-none" style="" /></span><br />
<em><a href="http://www.documenta12.de/index.php?id=1176&L=1">Photo</a> documenta 12</em></p>

<p><a href="http://en.wikipedia.org/wiki/Bioprospecting">Biopiracy</a> describes a new form of "colonial pillaging" in which western corporations reap profits by taking out patents on indigenous plants, food, local knowledge, human tissues and drugs from developing countries and turning them into lucrative products. Only in few cases are the benefits shared with the country of origin.</p>

<p><span class="mt-enclosure mt-enclosure-image" style="display: inline;"><img alt="0aautonomousintelopro.jpg" src="http://www.we-make-money-not-art.com/wow/0aautonomousintelopro.jpg" width="425" height="594" class="mt-image-none" style="" /></span></p>

<p>Biopiracy targets particularly countries known for their exceptionally high level of cultural and biological variety: Mexico, India, Brazil, Indonesia and Australia. This process is also referred to as "internal conquest" in analogy to the "external conquest" of colonialism. </p>

<p>In her <a href="http://www.lakeside-kunstraum.at/archiv.detail.asp?active_semprog_ID=525386989&active_topic_ID=854442775">Siegesgärten</a> (Victory gardens, 2007) installation, Vienna artist Ines Doujak criticized the bio-politics of EU and the USA which turn a blind eye on the ruthless economization of nature and of life. The seed packets sprouting from the flower-bed informed visitors about global exploitation, genetic engineering and monoculture. On the front of the packets are photo-collages showing drag queens and kings and fetish secual practices set in exotic natural settings. On the back, the conditions and consequences of biopiracy are described and illustrated using real examples of the practice.</p>

<p><span class="mt-enclosure mt-enclosure-image" style="display: inline;"><img alt="0adoujackackt.jpg" src="http://www.we-make-money-not-art.com/wow/0adoujackackt.jpg" width="425" height="599" class="mt-image-none" style="" /></span></p>

<p>"We fear an increasing dependency on large corporations that seek to control global food production and agriculture by means of patents, from milk to bread and from baking grains to energy plants", explained patent expert Christoph Then (via <a href="http://www.no-patents-on-seeds.org/index.php?option=com_content&task=blogcategory&id=3&Itemid=28">no patents on seeds</a>.)</p>

<p><span class="mt-enclosure mt-enclosure-image" style="display: inline;"><img alt="0aabiopirateriii.jpg" src="http://www.we-make-money-not-art.com/wow/0aabiopirateriii.jpg" width="182" height="257" class="mt-image-left" style="float: left; margin: 0 20px 20px 0;" /></span><br />
I had kept the artwork somewhere in the back of my mind, feeling that i needed to investigate the matter deeper. Now, Doujak has collected the images and texts relating to her work in a <a href="http://www.25books.com/25_books_all_detail.php?book=2441&cat=1&img=0&lang=en&PHPSESSID=8a6e4e9515e">book</a> which is partly in german and partly in english. </p>

<p>This is an eye-opening book (at least for me). I don't think i'll ever shop the same way again. Except that it's not going to be easy. I can boycott a few cosmetics but how could i live without the giant which has been <a href="http://www.news.com/Google-accused-of-biopiracy/2100-11390_3-6055998.html">accused</a> of being the "biggest threat to genetic privacy" for its alleged plan to create a searchable database of genetic information: Google? In her book, Doujak retraces many cases of biopiracy, while giving a context for the practice.</p>

<p>In 1980, <a href="http://en.wikipedia.org/wiki/Ananda_Mohan_Chakrabarty">Ananda Chakrabarty</a> became the first person to receive a patent for a transgenic organism, a bacterium he had engineered to digest oil. Previously, life forms had been excluded from patent laws. The landmark patent has since paved the way for many others on genetically modified micro-organisms and other life forms.</p>

<p>5 years later, the U.S. Patent and Trademark Office allowed GM plants, seeds and plant tissues to be patented. And by 1987 animal patenting followed. Today even human gene sequences, cell lines and stem cells are permitted. Corporate interests can thus corner life forms for the lifetime of a patent and have a monopoly on their exploitation. With the advent of nanotechnology comes the rise of what the Captain Hook Awards <a href="http://www.captainhookawards.org/biopiracy">call</a> the <em>nanopirates</em>, those who claim ownership of the molecules and even the elements that everything is made from.</p>

<p><span class="mt-enclosure mt-enclosure-image" style="display: inline;"><img alt="0asinesdoujak.jpg" src="http://www.we-make-money-not-art.com/wow/0asinesdoujak.jpg" width="425" height="567" class="mt-image-none" style="" /></span><br />
<em>Image documenta 12</em></p>

<p>As Ines Doujak writes in the book: </p>

<div class="kaikai">There is a clear distinction between research of public resources in the interest of all and corporate theft and privatization of the same resources.</div>

<p>The stories collected by the artists are fearsome, here's just a couple of them: </p>

<p> - Genetic material from members of some indigenous communities in Brazil and Venezuela can be <a href="http://www.tierramerica.net/2004/1113/iarticulo.shtml">purchased</a> for 85 dollars through the Internet. It is unclear whether the samples were obtained with the full and informed consent of the individuals and of the Brazilian government. Another issue is whether there are guarantees in place to ensure equitable distribution of the knowledge and profits generated from the samples.<br />
 <br />
 - A coalition of indigenous farmers in Peru <a href="http://www.grain.org/bio-ipr/?id=500">protests</a> against the multinational corporation Syngenta's patent for 'terminator technology' potatoes. The patent involves a genetic-modification process that 'switch off' seed fertility, and can therefore prevent farmers from using, storing and sharing seeds and storage organs such as potato tubers. The Indigenous Coalition Against Biopiracy in the Andes says that by commercialising such potatoes, the corporation would <a href="http://www.newswiretoday.com/news/12517/">threaten</a> more than 3,000 local potato varieties that form the basis of livelihoods and culture for millions of poor people. They also fear that pollen from the modified potatoes could contaminate local varieties and prevent their tubers from sprouting. </p>

<p><span class="mt-enclosure mt-enclosure-image" style="display: inline;"><img alt="0aadoujaktravelo.jpg" src="http://www.we-make-money-not-art.com/wow/0aadoujaktravelo.jpg" width="425" height="592" class="mt-image-none" style="" /></span></p>

<p>Some of the cases described in the book are comforting, they show how organized action can reverse unfair processes. That's what happened with <a href="http://en.wikipedia.org/wiki/Quinoa">quinoa</a>, a plant cultivated in the Andes for 6000 years. In 1994, scientists from Colorado University were granted a <a href="http://www.patentstorm.us/patents/5304718-claims.html">patent</a> to a Bolivian species. This means they could also control the rights to any hybrids created using the Apelawa variety, including many traditional varieties grown by peasant farmers in Bolivia, Peru, Ecuador and Chile as well as varieties important in Bolivia's quinoa export market. </p>

<p>As the president of the Bolivian National Association of Quinoa Producers said at the time: "Our intellectual integrity has been violated by this patent," he said, "Quinoa has been developed by the Andean agriculturists for millennia, it wasn't 'invented' by researchers in North America." <a href="http://www.etcgroup.org/en/materials/publications.html?pub_id=443">Protests</a> proved successful: the patent was dropped in 1998.</p>

<p>A second case with annulment of a questionable patent concerns the Hagahai people (Papua New Guinea). Their first contact with the outside world was in 1984. Viruses and illnesses resulted in this contact decimated the Hagahai to such extent that they were under threat of extinction. Foreign researchers administered the vaccination needed but also took some DNA samples (without their knowledge). They discovered that the people is immune to leukaemia and degenerative neurological illnesses. The genetic qualities of the Hagahai were <a href="http://query.nytimes.com/gst/fullpage.html?res=9E00E1D81039F934A15752C1A963958260">patented</a> in the United States. Worldwide <a href="http://coombs.anu.edu.au/SpecialProj/PNG/htmls/AP.html">protests</a> led to the <a href="http://www.etcgroup.org/en/materials/publications.html?pub_id=461">annulment</a> of the patent.</p>

<p>More <a href="http://www.flickr.com/photos/nearnearfuture/tags/doujak/">images</a> <br />
from her work at documenta, Kassel.</p>]]>
        
    </content>
</entry>

<entry>
    <title>Homo Ludens Ludens - Desire</title>
    <link rel="alternate" type="text/html" href="http://www.we-make-money-not-art.com/archives/2008/05/-i-lived-the-uncanny.php" />
    <id>tag:www.we-make-money-not-art.com,2008://2.10011</id>

    <published>2008-05-05T07:23:39Z</published>
    <updated>2008-05-06T15:09:11Z</updated>

    <summary>Wooden boxes that deliver Situation(ist) quotes, order you to bring them to their friends upstairs within 30 seconds, and treat you like delinquents or servants </summary>
    <author>
        <name>Regine</name>
        
    </author>
    
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        <![CDATA[<p>While i was at <a href="http://www.laboralcentrodearte.org/">LABoral</a> visiting the <a href="http://www.laboralcentrodearte.org/en/411-concept">Homo Ludens Ludens</a> exhibition, i got to live the uncanny experience of being bossed around by wooden boxes that deliver Situation(ist) quotes, order me to bring them to their friends (which were also boxy and made of wood), carry them upstairs within 30 seconds, and treat them like princesses. I felt like a puppet in the hands of <a href="http://www.ludic-society.net/desire/">Objects of Desire</a>, the latest game of <a href="http://www.ludic-society.net/">Ludic Society</a>. This international association of artists, game practitioners and theorists seek to provoke a new artistic re/search discipline, best addressed as 'ludics' (cf. some of their previous works: <a href="http://www.we-make-money-not-art.com/archives/2007/04/the-ludic-socie.php">Tagged City Play for Real Players in Real Cities</a> and <a href="http://www.we-make-money-not-art.com/archives/2006/08/apparently-vali.php">The Pong Dress</a>).</p>

<p><span class="mt-enclosure mt-enclosure-image" style="display: inline;"><img alt="0aaderivaerere.jpg" src="http://www.we-make-money-not-art.com/wow/0aaderivaerere.jpg" width="425" height="379" class="mt-image-none" style="" /></span></p>

<p><a href="http://www.ludic-society.net/desire/">Objects of Desire</a> is a Neo-Situationist's walk in the company of capricious spimes through an invisible city of electromagnetic waves. The play-map constitutes of real names of wireless access points, found during a "WIFI-Sniff" through the city of Gijon. Names of actual urban WIFI zones (my favourite was called <em>Familia Alvarez</em>) are mapped and tagged like street-names in the exhibition space while aether waves with the same subjective names are also superimposed on the arts space, as playground.</p>

<p><span class="mt-enclosure mt-enclosure-image" style="display: inline;"><img alt="00inagigjonni.jpg" src="http://www.we-make-money-not-art.com/wow/00inagigjonni.jpg" width="425" height="242" class="mt-image-none" style="" /></span></p>

<p>Instead of writing down what the game is about, i'll just send you to the <a href="http://www.ludic-society.net/desire/#video">video of the game </a>. It clearly explains the developments, mechanics and rules of the game. And because the plot unfolds in sunny Gijon and LABoral, you'll also get an idea of what both the city and the art center are like.</p>

<p>I asked Ludite <a href="http://www.climax.at/">Margarete Jahrmann</a> (who developed the game together with <a href="http://www.yugo.at">Fleshgordo</a>, <a href="http://imonym.com/">imonym</a>, <a href="http://www.and-or.ch/">Rene Bauer</a>, <br />
and <a href="http://www.konsum.net">MosMaxHax</a>) to give us more details about their game:</p>

<p><strong>How does the game work technically? Does it use rfid?</strong></p>

<p>Yes, each object is tagged with a RFID tag. Our self-built LS-Gerät can sniff each box and based on the RFID number and cabbalistic numerology rules the object's desire will be appointed.</p>

<p>On the other side, we hide a couple of WIFI network clouds (some openWRT hacked linksys routers) in the exhibition space by which each player is located through the built-in WIFI function of Nintendo DS. The clouds are named and geographically located like access points in Gijon-city.</p>

<p>Basically, it is a very speculative motion tracking, like a triangulation with cell phones, virtual and real. Anyhow we used them as an inverse surveillance for each player. Each move is logged  ;)</p>

<p><span class="mt-enclosure mt-enclosure-image" style="display: inline;"><img alt="Ludic-Societyarbre.jpg" src="http://www.we-make-money-not-art.com/wow/Ludic-Societyarbre.jpg" width="425" height="283" class="mt-image-none" style="" /></span></p>

<p><strong>The Ludic extensions of SM (standard model) game consoles are extremely beautiful. How exactly do you craft them? Does each shape correspond to a particular function?</strong></p>

<p>They were all DIY self-built and designed in our LSCV (Ludic Society Chapter Vienna). The design is conceptually connected to our ideas of a PCB - 'Pata Circuit Boards - which are standing for Imaginary Machines and Devices of Wonder (<a href="http://www.ludic-society.net/play/">read</a> more about in<a href="http://www.ludic-society.net/play/issue1.php"> issue#1</a> of LS magazine). </p>

<p><span class="mt-enclosure mt-enclosure-image" style="display: inline;"><img alt="0apapatatata.jpg" src="http://www.we-make-money-not-art.com/wow/0apapatatata.jpg" width="425" height="239" class="mt-image-none" style="" /></span></p>

<p>Each LS-Reader is equipped with a voltage booster, a Wunschmaschine, not only referring to our concept but also in Real by literally lifting the supply voltage up from 3 to 5 Volts. Each shape corresponds to a different conceptual starting point. The little tree refreshes the EM (electromagnetic) aether while the "Blitz" refers to our notion of <a href="http://www.ludic-society.net/blitz/">BlitzPlay</a> (Urban Guerrilla Street Play Tactics - TAZ). The circular shaped PCB is a sequel of our <a href="http://ludic.priv.at/ludicwheel/">LudicWheel</a>, a living machine, built for playing the game- and the reality engine either-way.</p>

<p><span class="mt-enclosure mt-enclosure-image" style="display: inline;"><img alt="0aagijoboxx.jpg" src="http://www.we-make-money-not-art.com/wow/0aagijoboxx.jpg" width="425" height="239" class="mt-image-none" style="" /></span></p>

<p><strong>What is the story or motivation behind the objects' stories and desires?</strong></p>

<p>Playtarget: inverse surveillance by mobile toy-gadgetry...walks between WIFI and RFID waves-.. the city waves in Gijon - site specific metaphors...<br />
Some parables between the electromagnetic waves of a city and the waves of the sea...</p>

<p>Then about the inverse control of objects by subjects - a domination and surveillance PlaySurVeillance ;) by "Subjectivated" objects... with eeach RFID tag, the internet of<br />
things gains more power. The boxes are just placeholder for any commodity or tagged object...</p>

<p><strong>Based on what you could observe while you were in Gijon, how did people react to the uncanny experience of being bossed around by wooden boxes?</strong></p>

<p><span class="mt-enclosure mt-enclosure-image" style="display: inline;"><img alt="0aaerichberger.jpg" src="http://www.we-make-money-not-art.com/wow/0aaerichberger.jpg" width="260" height="364" class="mt-image-left" style="float: left; margin: 0 20px 20px 0;" /></span>It was funny to watch people how exciting they became by obeying some very simple instructions, just for the sake of getting some points on a virtual screen. Some were lying on the floor (even the curator <a href="http://randomseed.org/">Erich Berger</a>), standing against the wall for a minute or shouting out loud.</p>

<p>But with each game, it depends on the *player's obedience* to the rules.</p>

<p>The readers are new bachelor machines to extend the Standard model game<br />
console.</p>

<p>Originally we (in that case me and 3 more Ludic Society members - PM ONG, Fleshgordo and imonym in conjunction with marguerite charmante) thought about making a game through the whole exhibition- with objects tagged - which have certain behaviours -- the visitors shall bring them to their "natural born home" of the Objects (OOH) which is stored in the RFID tag of the object...), we wanted to further develop Ludic Society's urban games into a white cube test area.</p>

<p><strong>Thanks Margarete!</strong></p>

<p>Previous posts about the exhibition in LABoral: <a href="http://www.we-make-money-not-art.com/archives/2008/05/homo-ludens-ludens-play-in-con.php">Homo Ludens Ludens - Play in contemporary culture and society</a>, the <a href="http://www.we-make-money-not-art.com/archives/2008/04/the-stockholm-troops-took-you.php">Art of War</a>.</p>]]>
        
    </content>
</entry>

<entry>
    <title>Lucy + Jorge Orta&apos;s Antarctica expedition</title>
    <link rel="alternate" type="text/html" href="http://www.we-make-money-not-art.com/archives/2008/05/according-to-the-antarctic-tre.php" />
    <id>tag:www.we-make-money-not-art.com,2008://2.10003</id>

    <published>2008-05-03T01:44:06Z</published>
    <updated>2008-05-05T07:58:59Z</updated>

    <summary>Antarctica is the first complete and organic public showing of the artworks created by the artists as a result of their experience to the edge of the world </summary>
    <author>
        <name>Regine</name>
        
    </author>
    
        <category term="Art in Turin and Milan" scheme="http://www.sixapart.com/ns/types#category" />
    
        <category term="activism" scheme="http://www.sixapart.com/ns/types#category" />
    
        <category term="green" scheme="http://www.sixapart.com/ns/types#category" />
    
    
    <content type="html" xml:lang="en" xml:base="http://www.we-make-money-not-art.com/">
        <![CDATA[<p><span class="mt-enclosure mt-enclosure-image" style="display: inline;"><img alt="0aaantarcticae3.jpg" src="http://www.we-make-money-not-art.com/wow/0aaantarcticae3.jpg" width="425" height="282" class="mt-image-none" style="" /></span><br />
<em>Lucy + Jorge Orta | Antarctic Village - No Borders, 2007, courtesy Galleria Continua, San Gimignano - Beijing. Photo: JJ Crance</em></p>

<p>According to the <a href="http://en.wikipedia.org/wiki/Antarctic_Treaty">Antarctic Treaty </a>signed in 1959, the continent's territory is a protected ecosystem and as such cannot be used neither for military purposes nor commercial exploitation. The <a href="http://en.wikipedia.org/wiki/Antarctica">Antarctic</a> contains 70% of the planet's fresh water reserves in the form of ice and, today, its name evokes the slow melting of the ice caused by global warming. In 2007 <a href="http://www.studio-orta.com/">Lucy + Jorge Orta</a> went to the inhospitable land on an artistic and social research expedition. </p>

<p><span class="mt-enclosure mt-enclosure-image" style="display: inline;"><img alt="0alaparachiutes.jpg" src="http://www.we-make-money-not-art.com/wow/0alaparachiutes.jpg" width="425" height="372" class="mt-image-none" style="" /></span><br />
<em>Antarctic Village - No Borders, Drop Parachute</em></p>

<p>The tents, survival kits, videos and mobile aid units created by the artists as a result of their expedition to the edge of the world are having their first public showing at the <a href="http://www.hangarbicocca.it/">Hangar Bicocca</a> in Milan. Hangar Bicocca is real big. Before being a space dedicated to contemporary art, it was a vast industrial factory that manufactured bobbins for electric train motors.</p>

<p>The star of the exhibition is Antarctic Village. Made of 50 dwellings that bring out the images of refugee camps broadcast on tv, the installation is a symbol of the plight of those struggling to cross borders and to gain the freedom of movement necessary to escape political and social conflict. The temporary encampment was envisioned as a free, neutral territory in a place where living conditions are so extreme that it imposes a situation of mutual aid and solidarity, no matter your nationality.</p>

<p><span class="mt-enclosure mt-enclosure-image" style="display: inline;"><img alt="0aapetitestentes.jpg" src="http://www.we-make-money-not-art.com/wow/0aapetitestentes.jpg" width="425" height="281" class="mt-image-none" style="" /></span></p>

<p>The tents are hand stitched with sections of flags from around the world, along with clothes and gloves, symbolising the multiplicity and diversity of people. A recent UN source states that 2.2 million <a href="www.telegraph.co.uk/news/main.jhtml?xml=/news/2007/03/15/wimm15.xml">migrants</a>, mainly from the African and Asian continents, will arrive in the rich world every year from now until 2050. The artists go beyond their comment on the free circulation of individuals across the whole planet by proposing an amendment to the Universal Declaration of Human Right that would include the right to free circulation, on par with merchandise, economic flows and pollution.</p>

<p><span class="mt-enclosure mt-enclosure-image" style="display: inline;"><img alt="0aalethierrry7.jpg" src="http://www.we-make-money-not-art.com/wow/0aalethierrry7.jpg" width="425" height="289" class="mt-image-none" style="" /></span><br />
<em>Photo Credit: Thierry Bal Photography</em></p>

<p>The Antarctica exhibition is also an occasion for presenting other works created by the couple over the last five years, addressing social, environmental and humanitarian issues: mobility, migration, climate and environmental crises, and human rights:</p>

<p> - <a href="http://www.we-make-money-not-art.com/archives/2005/08/yesterday-i-sto.php">Orta Water</a>, everyday objects and mobile prototypes which allow for water gathering, purification and distribution. They were designed for the part of the world population whose access to food and water is put at risk by the consequences of environmental crisis and free market privatization.</p>

<p><span class="mt-enclosure mt-enclosure-image" style="display: inline;"><img alt="0aawaterintervention.jpg" src="http://www.we-make-money-not-art.com/wow/0aawaterintervention.jpg" width="425" height="282" class="mt-image-none" style="" /></span><br />
<em>Orta Water - Urban intervention unit, 2005. Credit Photo, Gino Gabrielli</em></p>

<p><span class="mt-enclosure mt-enclosure-image" style="display: inline;"><img alt="0aacanoooee.jpg" src="http://www.we-make-money-not-art.com/wow/0aacanoooee.jpg" width="425" height="284" class="mt-image-none" style="" /></span><br />
<em>Orta Water - Mobile intervention unit. Photo credit: Gino Gabrieli</em></p>

<p><span class="mt-enclosure mt-enclosure-image" style="display: inline;"><img alt="0aapurififccattion.jpg" src="http://www.we-make-money-not-art.com/wow/0aapurififccattion.jpg" width="425" height="267" class="mt-image-none" style="" /></span><br />
<em>Orta Water - Purification station. Photo credit: Bob Goedewaagen</em></p>

<p> - Urban Life Guard, the famous series of survival figures created by the artists for their urban performances. The structure is made of stretchers, camp beds, resistant garments and modular devices, which, in case of situation of crisis or danger, can be assembled and used as sleeping bags or shelters.</p>

<p><span class="mt-enclosure mt-enclosure-image" style="display: inline;"><img alt="0aleshomessrougegr.jpg" src="http://www.we-make-money-not-art.com/wow/0aleshomessrougegr.jpg" width="425" height="283" class="mt-image-none" style="" /></span></p>

<p> - some M.I.U. (Mobile Intervention Unit): industrial, ex-army vehicles or ambulances converted into first aid units for civilian populations. They are outfitted with an array of emergency equipment that range from water filtering systems to temporary dormitories. On the exterior, quotations, sentences or images recall the fate of those who are forced to immigrate for survival. Stationed at hangar Bicocca was Nomad Hotel, a reconditioned military four-wheel truck with micro living quarters and a transformed Red Cross ambulance, from which visitors can claim their Antarctic World Passport, created by the artists to offer a symbolic access to all the countries in the world. </p>

<p><span class="mt-enclosure mt-enclosure-image" style="display: inline;"><img alt="0atticamino.jpg" src="http://www.we-make-money-not-art.com/wow/0atticamino.jpg" width="425" height="576" class="mt-image-none" style="" /></span><br />
<em>M.I.U. VII - Nomad Hotel, 2003</em></p>

<p><span class="mt-enclosure mt-enclosure-image" style="display: inline;"><img alt="0aa0bevilaguau.jpg" src="http://www.we-make-money-not-art.com/wow/0aa0bevilaguau.jpg" width="425" height="218" class="mt-image-none" style="" /></span><br />
<em>M.I.U. (Mobile Intervention Unit) ambulance</em></p>

<p><span class="mt-enclosure mt-enclosure-image" style="display: inline;"><img alt="0aadewelinfz.jpg" src="http://www.we-make-money-not-art.com/wow/0aadewelinfz.jpg" width="425" height="239" class="mt-image-none" style="" /></span><br />
<em>Dwelling X</em></p>

<p><span class="mt-enclosure mt-enclosure-image" style="display: inline;"><img alt="0aalesgantsss4.jpg" src="http://www.we-make-money-not-art.com/wow/0aalesgantsss4.jpg" width="425" height="239" class="mt-image-none" style="" /></span><br />
<em>Ornaments of Suffering, 2005</em></p>

<p>Among the new works which have been commissioned for the Milan exhibition is a fascinating and poetic wall installation of life jackets Life Line.</p>

<p><span class="mt-enclosure mt-enclosure-image" style="display: inline;"><img alt="0allesvesttt.jpg" src="http://www.we-make-money-not-art.com/wow/0allesvesttt.jpg" width="425" height="381" class="mt-image-none" style="" /></span></p>

<p><span class="mt-enclosure mt-enclosure-image" style="display: inline;"><img alt="0aaajackwall.jpg" src="http://www.we-make-money-not-art.com/wow/0aaajackwall.jpg" width="425" height="222" class="mt-image-none" style="" /></span><br />
<em>Lucy + Jorge Orta | Life Life - Survival Kit, 2008</em></p>

<p>My <a href="http://www.flickr.com/photos/nearnearfuture/sets/72157604846671057/">flickr set.</a></p>

<p>Lucy + Jorge Orta's Antarctica expedition is on view at <a href="http://www.hangarbicocca.it/">Hangar Bicocca</a> in Milan until June 8, 2008.</p>

<p><span class="mt-enclosure mt-enclosure-image" style="display: inline;"><img alt="0aaportraitortas.jpg" src="http://www.we-make-money-not-art.com/wow/0aaportraitortas.jpg" width="425" height="283" class="mt-image-none" style="" /></span><br />
<em>Portrait of Lucy and Jorge Orta</em></p>]]>
        
    </content>
</entry>

<entry>
    <title>Videos for the weekend</title>
    <link rel="alternate" type="text/html" href="http://www.we-make-money-not-art.com/archives/2008/05/video-of-the-day.php" />
    <id>tag:www.we-make-money-not-art.com,2008://2.10012</id>

    <published>2008-05-03T01:15:43Z</published>
    <updated>2008-05-03T10:58:46Z</updated>

    <summary>Pierre Huyghe, Joep van Lieshout, Rafael Lozano-Hemmer, Despina Papadopoulos, the Guerrilla Girls, David Adjaye, Nam Goldin speaking and discussing at Tate London  </summary>
    <author>
        <name>Regine</name>
        
    </author>
    
        <category term="art in London" scheme="http://www.sixapart.com/ns/types#category" />
    
    
    <content type="html" xml:lang="en" xml:base="http://www.we-make-money-not-art.com/">
        <![CDATA[<p>Tate is <a href="http://www.tate.org.uk/onlineevents/archive/">archiving</a> dozens of videos of artist talks, performances and cultural debate which took place in the museum from 2001 until today. They haven't finished re-encoding all of the existing material but so far there are over 600 hours of audio and video available. </p>

<p>Here's my pick from the <a href="http://www.tate.org.uk/onlineevents/archive/">full listing</a>:<br />
An interview with <a href="http://www.tate.org.uk/onlineevents/webcasts/talking_art/joep_van_lieshout/default.jsp">Joep van Lieshout</a> from Atelier Van Lieshout, wonder artist <a href="http://www.tate.org.uk/onlineevents/webcasts/pierre_huyghe/default.jsp">Pierre Huyghe</a>, architect <a href="http://www.tate.org.uk/onlineevents/webcasts/david_adjaye/default.jsp">David Adjaye</a>, photographer <a href="http://www.tate.org.uk/onlineevents/webcasts/nan_goldin_artists_talk/default.jsp">Nan Goldin</a>, <a href="http://www.tate.org.uk/onlineevents/webcasts/guerilla_girls_cultural_conscience/default.jsp">The Guerrilla Girls</a>, panel discussions and artist presentation about <a href="http://www.tate.org.uk/onlineevents/webcasts/informal_architectures/default.jsp">Informal Architectures</a>.</p>

<p><span class="mt-enclosure mt-enclosure-image" style="display: inline;"><img alt="0aacelebrationepo0.jpg" src="http://www.we-make-money-not-art.com/wow/0aacelebrationepo0.jpg" width="425" height="283" class="mt-image-none" style="" /></span><br />
<em>Pierre Huyghe, <a href="http://www.we-make-money-not-art.com/archives/2006/05/-this-will-be-t.php">Celebration Park</a></em></p>

<p>In the media art department there's <a href="http://www.tate.org.uk/onlineevents/webcasts/rafael_lozano_hemmer_artists_talk/default.jsp">Rafael Lozano-Hemmer </a>(i can't recommend that one enough), tech and culture philosopher <a href="http://www.tate.org.uk/onlineevents/webcasts/bernard_stiegler/default.jsp">Bernard Steigler</a>, a symposium titled <a href="http://www.tate.org.uk/onlineevents/webcasts/softspace_architecture/default.jsp">Softspace: Contemporary Interactive Environments</a> with Lucy Bullivant, Lev Manovich, Despina Papadopoulos, Usman Haque, Jason Bruges and Daan Roosegaarde.</p>]]>
        
    </content>
</entry>

<entry>
    <title>Homo Ludens Ludens - Play in contemporary culture and society</title>
    <link rel="alternate" type="text/html" href="http://www.we-make-money-not-art.com/archives/2008/05/homo-ludens-ludens-play-in-con.php" />
    <id>tag:www.we-make-money-not-art.com,2008://2.10008</id>

    <published>2008-05-01T06:07:31Z</published>
    <updated>2008-05-03T09:39:11Z</updated>

    <summary>Play is being reformed and reversed; it embodies social and political acts and issues; it becomes a tool for activism; it mingles the virtual and the real; it revitalizes other disciplines; play can be misused and exploited; while stereotypes are challenged, questions are raised and different understandings are offered</summary>
    <author>
        <name>Regine</name>
        
    </author>
    
        <category term="LABoral" scheme="http://www.sixapart.com/ns/types#category" />
    
        <category term="events" scheme="http://www.sixapart.com/ns/types#category" />
    
        <category term="games" scheme="http://www.sixapart.com/ns/types#category" />
    
        <category term="installation" scheme="http://www.sixapart.com/ns/types#category" />
    
    
    <content type="html" xml:lang="en" xml:base="http://www.we-make-money-not-art.com/">
        <![CDATA[<p><span class="mt-enclosure mt-enclosure-image" style="display: inline;"><img alt="0aaludensbannner.jpg" src="http://www.we-make-money-not-art.com/wow/0aaludensbannner.jpg" width="240" height="340" class="mt-image-left" style="float: left; margin: 0 20px 20px 0;" /></span>As <a href="http://www.we-make-money-not-art.com/archives/2008/04/the-stockholm-troops-took-you.php">promised</a> two days ago, here's more details about <a href="http://www.laboralcentrodearte.org/en/410-homo-ludens-ludens">Homo Ludens Ludens</a>, a new exhibition which reflects on the various roles fulfilled by play in our digital era. Homo Ludens Ludens opened on April 18 at <a href="http://www.laboralcentrodearte.org/">LABoral</a> the Center for Art and Industrial Creation which means that i was back in Gijon, Asturias, land of monster <a href="http://www.cepesma.com/calamaresgigantes.htm">squids</a>, rosy cheeks, deep-fried and vegetable-free diet, gorgeous landscapes and <a href="http://www.youtube.com/watch?v=drniw1KZFUI&feature=related">sidra</a> thrown all over your favorite sneakers.</p>

<p><a href="http://www.laboralcentrodearte.org/en/410-homo-ludens-ludens">Homo Ludens Ludens</a> is the last episode of a trilogy that LABoral is dedicating to the world of game. Following <a href="http://www.laboralcentrodearte.org/gameworld/concept_001.html">Gameworld</a> and <a href="http://www.laboralcentrodearte.org/playware/">Playware</a>, HLL explores play as a key element of today' s world, highlighting its necessity for our contemporary societies. There are more than 30 works on show, so you can expect several installments about <em>Homo Ludens Ludens</em>.</p>

<p>The title of the show, <em>Homo Ludens Ludens </em>, alludes to the taxonomy of human evolution. The human being used to be regarded as a <a href="http://en.wikipedia.org/wiki/Homo_faber">Homo faber</a> (<em>man the smith</em> or <em>man the make</em>r in latin) for the control they could exert on the environment through tools. </p>

<p><span class="mt-enclosure mt-enclosure-image" style="display: inline;"><img alt="0ahomoludensludensnn.jpg" src="http://www.we-make-money-not-art.com/wow/0ahomoludensludensnn.jpg" width="425" height="242" class="mt-image-none" style="" /></span><br />
<em>Image credit: LABoral/Enrique G. Cárdenas</em></p>

<p>In 1938, however, Dutch historian <a href="http://en.wikipedia.org/wiki/Johan_Huizinga">Johan Huizinga</a> introduced the idea that man is also an <a href="http://en.wikipedia.org/wiki/Homo_Ludens">Homo Ludens</a> (a "playing man"),  a man for whom amusements, humour and leisure played an important role in both culture and society. Philosopher <a href="http://en.wikipedia.org/wiki/Vil%C3%A9m_Flusser">Vilém Flusser</a> went further. For him, we are living in a society which, instead of working, generates information by playing with a technical apparatus, implying a transition from the myth of the creator towards a player. Playing can therefore be regarded as an act of emancipation.</p>

<p>The exhibition speculates on the emergence of a <em>Homo Ludens Ludens</em> - the contemporary player of games.</p>

<p><span class="mt-enclosure mt-enclosure-image" style="display: inline;"><img alt="0aabagateleconcretttt.jpg" src="http://www.we-make-money-not-art.com/wow/0aabagateleconcretttt.jpg" width="425" height="319" class="mt-image-none" style="" /></span></p>

<p>Among the many installations and documentaries i was really looking forward to see at LABoral was <a href="http://bagatelleconcrete.attacksyour.net/">Bagatelle Concrete</a> which <a href="http://attacksyour.net/pi/wordpress/">Martin Pichlmair</a> had mentioned a while ago in an <a href="http://www.we-make-money-not-art.com/archives/2007/05/interview-with-16.php">interview</a> i had with him. </p>

<p>Martin teamed up with Viennese artist and researcher Fares Kayali to turn a pinball machine from the '70s into a musical instrument and, as he explained me at the time, <em>The piece is a pinball machine that constructs music. It samples itself and manipulates those samples according to how you play pinball on it. We removed all competitive and all decorative elements of the pinball game and put digital electronics into this analogue electro-mechanical machine. While the gameplay is technically unaltered - all the bumpers and traps are still in place - the effect of playing is a composition instead of a highscore.</em></p>

<p><span class="mt-enclosure mt-enclosure-image" style="display: inline;"><img alt="0abagatelleconcr.jpg" src="http://www.we-make-money-not-art.com/wow/0abagatelleconcr.jpg" width="425" height="246" class="mt-image-none" style="" /></span><br />
<em>Image credit: LABoral/Enrique G. Cárdenas</em></p>

<p>The more successfully the player interacts with the machine, the more intense the accompanying soundtrack gets. The piece maintains the roughness of the electromechanical original game, mixing physical sounds happening on the playing field with manipulations of their recordings. </p>

<p>A <a href="http://liftlab.com/think/nova/2008/04/28/the-design-and-fading-of-pinball-games/">post</a> written by Nicolas Nova a few days ago brought to my mind what Martin told me in Gijon when i was complaining that that damn pinball was way too difficult to play for me. Apparently the artists had to dumb down the machine. They bought it on eBay, not knowing that the '70s model was manufactured at a time when pinballs were extremely popular and the models issued had thus to be quite high level to keep players interested.</p>

<p><span class="mt-enclosure mt-enclosure-image" style="display: inline;"><img alt="0aafalminredeps.jpg" src="http://www.we-make-money-not-art.com/wow/0aafalminredeps.jpg" width="425" height="456" class="mt-image-none" style="" /></span><br />
<em>Image credit: LABoral/Enrique G. Cárdenas</em></p>

<p>Concrète references <a href="http://en.wikipedia.org/wiki/Musique_concr%C3%A8te">musique concrète</a> and <em>bagatelle</em> alludes to the history of pinball games. <a href="http://en.wikipedia.org/wiki/Bagatelle">Bagatelle</a> was an ancestor of modern pinball. Created in France for King louis XVI, it looked like a narrowed billiard table. The aim of the game was to get 9 balls past pins (which act as obstacles) into holes. </p>

<p><span class="mt-enclosure mt-enclosure-image" style="display: inline;"><img alt="0aleveleheadd.jpg" src="http://www.we-make-money-not-art.com/wow/0aleveleheadd.jpg" width="425" height="275" class="mt-image-none" style="" /></span></p>

<p><a href="http://julianoliver.com/">Julian Oliver</a> is participating to the show with an improved version of <a href="http://julianoliver.com/levelhead">levelHead</a>, the 3D memory game became an instant youtube and blog hit the moment it hit the online turf. The installation which uses physical cubes as its only interface is totally engrossing and nerve-challenging. On screen it appears that each of the cube's faces contains a little room and each of them is logically connected with the others by doors. In one of these rooms there is a character and by tilting the cube the player directs this character from room to room in an effort to find the way out. Some doors lead nowhere and will send the character back to the room they started in. <em>levelHead</em> challenges the player's spatial memory. Each player has 120 seconds to find the exit of each cube and move the character to the next. There are three cubes (levels) in total and, the mnemonic traps become increasingly difficult to avoid as the player progresses.</p>

<p>Video:<br />
<object width="425" height="355"><param name="movie" value="http://www.youtube.com/v/5ks1u0A8xdU&hl=en"></param><param name="wmode" value="transparent"></param><embed src="http://www.youtube.com/v/5ks1u0A8xdU&hl=en" type="application/x-shockwave-flash" wmode="transparent" width="425" height="355"></embed></object></p>

<p>The game refers to one of the earliest memory systems which consisted in constructing imaginary architectures (<a href="http://en.wikipedia.org/wiki/Method_of_loci">memory loci</a>) designed specifically for the purpose of storing information such that it could be retrieved by 'walking through' the building in the mind. </p>

<p>Today, domestic printers, digital tagging systems, address books and journals (on and offline) do the storage and indexing of information in exterior locations like remote databases or local file systems. Similarly, navigating in the real world increasingly tends toward dependence on external media and locative technologies. </p>

<p>With <em>levelHead</em>, moving from one site to another produces an imaginary architecture and positions this memory architecture as the primary means of navigation. Only one side of the cube will reveal a room at any given time and so a memory of the last room - of the positions of entrances and exits, stairs and other features - is necessary to proceed logically to the next movement.</p>

<p><span class="mt-enclosure mt-enclosure-image" style="display: inline;"><img alt="0aajulianetsescub.jpg" src="http://www.we-make-money-not-art.com/wow/0aajulianetsescub.jpg" width="425" height="283" class="mt-image-none" style="" /></span><br />
<em>Image credit: LABoral/Enrique G. Cárdenas</em></p>

<p>The tangible interface aspect is integral to the function of recall. As the cube is turned by the hands in search of correctly adjoining rooms muscle-memory is engaged and, as such, aids the memory as a felt memory of patterns of turns: "that room is two turns to the left when this room is upside down".</p>

<p><span class="mt-enclosure mt-enclosure-image" style="display: inline;"><img alt="0aamassagememem.jpg" src="http://www.we-make-money-not-art.com/wow/0aamassagememem.jpg" width="425" height="282" class="mt-image-none" style="" /></span></p>

<p>With their <a href="http://www.massage-me.at/index.php">Massage me</a> jackets, Hannah Perner-Wilson & Mika Satomi allow massage to enter the video game realm. The jacket is the joystick. By massaging more or less vigourously the back of a volunteer you get to control a fighting avatar. I had fun playing both roles. Being the passive massaged one is extremely relaxing as the designers had spread and repeated the commands all over the back of the jacket, focusing on the areas most likely to beg for a good rub. Now remembering where to massage in order to have your avatar jump or kick requires some practice but playing randomly will not necessarily prevent you from winning the battle.</p>

<p><span class="mt-enclosure mt-enclosure-image" style="display: inline;"><img alt="0aaalessandroroo.jpg" src="http://www.we-make-money-not-art.com/wow/0aaalessandroroo.jpg" width="425" height="247" class="mt-image-none" style="" /></span><br />
<em>Massage Me session featuring Alessandro Ludovico, founder and editor of <a href="http://www.neural.it/">Neural</a> magazine</em></p>

<p>I'm afraid the best piece of the exhibition for me was <a href="http://en.wikipedia.org/wiki/William_Wegman_(photographer)">William Wegman</a>'s <em>Two Dogs and Ball (Dogs Duet)</em>. Wegman has always been a favorite of mine (has someone else seen the Deodorant video? It shows him spraying his armpit with an aerosol deodorant until the can is empty, while giving a deadpan testimonial: "It feels real nice going on, and smells good, and keeps me dry all day.") </p>

<p><span class="mt-enclosure mt-enclosure-image" style="display: inline;"><img alt="2dogsandaba.jpg" src="http://www.we-make-money-not-art.com/wow/2dogsandaba.jpg" width="425" height="319" class="mt-image-none" style="" /></span></p>

<p>In <em>Two Dogs and a Ball</em>, Wegman's <a href="http://en.wikipedia.org/wiki/Weimaraner">Weimaraner</a> Man Ray and his companion are mesmerized by a tennis ball which moves off screen. Wegman explained that all he had to do to obtain the comic effect was to move a tennis ball around, off-camera, thus capturing the dogs' attention. </p>

<p>During the press conference, <a href="http://www.interzona.org/baigorri.htm">Laura Baigorri</a> --one of the curators-- explained that Wegman's video has been selected as an example of how the avant-gardes of the 20th century had introduced an element of play in the artistic practice. </p>

<p>The <a href="http://www.ubu.com/film/wegman.html">video is on ubuweb</a>.</p>

<p><span class="mt-enclosure mt-enclosure-image" style="display: inline;"><img alt="0aima34crdi.jpg" src="http://www.we-make-money-not-art.com/wow/0aima34crdi.jpg" width="425" height="240" class="mt-image-none" style="" /></span><br />
<em>Two Dogs and Ball (Dogs Duet) and <a href="http://www.stockburger.co.uk/">Axel Stockburger</a>'s Tokyo Arcade Warriors - Shibuya. Image credit: LABoral/Enrique G. Cárdenas</em></p>

<p>My <a href="http://www.flickr.com/photos/nearnearfuture/sets/72157604608252679/">flickr set.</a><br />
<a href="http://www.laboralcentrodearte.org/en/410-homo-ludens-ludens"><br />
HOMO LUDENS LUDENS</a> runs at <a href="http://www.laboralcentrodearte.org/">Laboral - Center for Art and Industrial Creation</a> in Gijon, Spain (<a href="http://www.laboralcentrodearte.org/en/137-address">address</a> and google <a href="http://maps.google.com/maps?f=q&hl=en&geocode=&q=Los+Prados,+121,+33394+Gij%C3%B3n&sll=37.0625,-95.677068&sspn=34.313287,82.265625&ie=UTF8&ll=43.534861,-5.609894&spn=0.122704,0.32135&z=12&iwloc=cent">map</a>) until September 22, 2008.</p>

<p>Also part of the Homo Ludens Ludens exhibition: <a href="http://www.we-make-money-not-art.com/archives/2008/04/the-stockholm-troops-took-you.php">Art of War</a> and <a href="http://www.we-make-money-not-art.com/archives/2008/04/casastristesorg-aims-to-provid.php">El Burbujometro</a>.</p>]]>
        
    </content>
</entry>

<entry>
    <title>Book review - Verb Crisis</title>
    <link rel="alternate" type="text/html" href="http://www.we-make-money-not-art.com/archives/2008/04/book-review-verb-crisis.php" />
    <id>tag:www.we-make-money-not-art.com,2008://2.10004</id>

    <published>2008-04-29T12:57:17Z</published>
    <updated>2008-05-01T14:41:00Z</updated>

    <summary>Confronted by shifting densities and uncharted urban transformations, Crisis tackles the conflict between the physical limits of architectural design and the demands on the practice for an updated social relevance</summary>
    <author>
        <name>Regine</name>
        
    </author>
    
        <category term="architecture" scheme="http://www.sixapart.com/ns/types#category" />
    
        <category term="book reviews" scheme="http://www.sixapart.com/ns/types#category" />
    
    
    <content type="html" xml:lang="en" xml:base="http://www.we-make-money-not-art.com/">
        <![CDATA[<p><span class="mt-enclosure mt-enclosure-image" style="display: inline;"><img alt="0aacrisiiiiiiis.jpg" src="http://www.we-make-money-not-art.com/wow/0aacrisiiiiiiis.jpg" width="180" height="269" class="mt-image-left" style="float: left; margin: 0 20px 20px 0;" /></span><em>Verb Crisis</em>, edited by Mario Ballesteros, Albert Ferré, Irene Hwang, Michael Kubo, Tomoko Sakamoto, Anna Tetas and Ramon Prat. Design by <a href="http://twopoints.net/">Twopoints.net</a> (Amazon <a href="http://www.amazon.co.uk/gp/redirect.html?ie=UTF8&location=http%3A%2F%2Fwww.amazon.co.uk%2FVerb-Crisis-Mario-Ballesteros%2Fdp%2F8496540979%3Fie%3DUTF8%26s%3Dbooks%26qid%3D1209386838%26sr%3D1-1&tag=nearnearfutur-21&linkCode=ur2&camp=1634&creative=6738">UK</a> and <a href="http://www.amazon.com/gp/redirect.html?ie=UTF8&location=http%3A%2F%2Fwww.amazon.com%2FVerb-Crisis-Mario-Ballesteros%2Fdp%2F8496540979%3Fie%3DUTF8%26s%3Dbooks%26qid%3D1209386838%26sr%3D1-1&tag=nearnearfutur-20&linkCode=ur2&camp=1789&creative=9325">USA</a>).</p>

<p>Publisher <a href="http://actar.com/">Actar</a> <a href="http://actar.com/index.php?option=com_dbquery&task=ExecuteQuery&qid=2&idllibre=2036&lang=en">says</a>: <em>Verb Crisis examines architectural solutions to the extraordinary conditions of an increasingly dense and interdependent world.It presents innovative projects and research through original photos, essays, and exclusive interviews with key figures from architecture and urban planning to environmental, economic, and global affairs. Confronted by shifting densities and uncharted urban transformations, Crisis tackles the conflict between the physical limits of architectural design and the demands on the practice for an updated social relevance</em>.</p>

<p>With a description like that and coming from one of the most fashionable publishers in Europe, <em>Crisis</em> could only raise very high expectations and, of course, fail to fulfill them. Granted that i'm not an expert in crisis, i'd say that the book doesn't disappoint, it is a fantastic source for reflection and inspiration. The editors invited first class urbanists, thinkers, researchers and architects to explore some particular projects in order to illustrate the "crisis issue": FOA, Teddy Cruz, Shigeru Ban, Elemental, Boris B.Jensen, Hilary Sample, John May, Jacobo García Germán, Markus Miessen, Interboro Partners, MVRDV, and Takuya Onishi. There are some brave statements, some very critical views on what is being regarded as "urban crisis management" today, some inspiring examples of practices coming from Chile and other locations over the globe, etc. But what's Crisis about exactly? </p>

<p><span class="mt-enclosure mt-enclosure-image" style="display: inline;"><img alt="0aatijujua.jpg" src="http://www.we-make-money-not-art.com/wow/0aatijujua.jpg" width="425" height="272" class="mt-image-none" style="" /></span><br />
<em>Tijuana (<a href="http://www.nytimes.com/2006/03/12/arts/design/12ouro.html?pagewanted=3&8hpib">image</a> Teddy Cruz for the new york times)</em></p>

<p><em>Crisis</em> is one of Actar's boogazines, hybrid volumes that combine the flexibility of a magazine with the depth and format of a book. While previous boogazines were focusing on the most promising aspects of innovation and technological progress, this one takes a step back and questions current models of urban developments. Crisis states that to remain relevant, architecture must not connive at the economic, social, cultural and environmental challenges our world is currently facing.</p>

<p>The volume opens with an etat des lieux of Dubai and the many ambitious promises the city of superlatives is likely to make or break. At the risk of sounding like the usual sneering Europeans, the authors demonstrate that there are as many hopes as <a href="http://www.guardian.co.uk/travel/2008/apr/26/travelnews">cracks</a> in the glossiness of one of the most talked about real estate adventure: no matter how much money is poured in the mammoth project, the sand is an everyday reality likely to tarnish the pristine surface of the buildings, badly paid workers live in ramshackle housing, the thematically designed sets of dwellings might not always dialog well one with another, etc. </p>

<p>However, the chapters that fascinated me most were dedicated to:</p>

<p><span class="mt-enclosure mt-enclosure-image" style="display: inline;"><img alt="0aamiradorrree.jpg" src="http://www.we-make-money-not-art.com/wow/0aamiradorrree.jpg" width="425" height="316" class="mt-image-none" style="" /></span><br />
<em><a href="http://www.mvrdv.nl/">MVRDV</a>'s <a href="http://www.mvrdv.nl/_v2/projects/178_mirador/index.html">Mirador</a> building in Madrid (<a href="http://www.0lll.com/archgallery2/mvrdv_mirador/">image</a>)</em></p>

<p><span class="mt-enclosure mt-enclosure-image" style="display: inline;"><img alt="0aacarabanchel1.jpg" src="http://www.we-make-money-not-art.com/wow/0aacarabanchel1.jpg" width="425" height="295" class="mt-image-none" style="" /></span><br />
<em><a href="http://www.f-o-a.net/">Foreign Office Architects</a>' bamboo social <a href="http://www.mimoa.eu/projects/Spain/Madrid/Carabanchel%20Social%20Housing">housing</a> in Madrid</em></p>

<p><span class="mt-enclosure mt-enclosure-image" style="display: inline;"><img alt="0aaecoboulvear.jpg" src="http://www.we-make-money-not-art.com/wow/0aaecoboulvear.jpg" width="425" height="364" class="mt-image-none" style="" /></span><br />
<a href="http://www.we-make-money-not-art.com/archives/2007/02/ecoboulevard-in.php">Ecoboulevard</a> of Vallecas near Madrid, designed by<a href="http://www.ecosistemaurbano.com/"> [ecosistema urbano]</a></p>

<p> - Madrid's urban sprawl and the transformation of the periphery into a space for endless rows of off-the-shelf brick and mortar apartment buildings interwoven with soulless shopping malls and a playground where edgy architects throw in some examples of their most experimental works. Jacobo Garcia-German as well as architects from MVRDV and FOA share their personal experiences, strategies and views regarding a periphery which grows at a rate of thousands of square meters per month</p>

<p><span class="mt-enclosure mt-enclosure-image" style="display: inline;"><img alt="0aashantytoonw.jpg" src="http://www.we-make-money-not-art.com/wow/0aashantytoonw.jpg" width="425" height="277" class="mt-image-none" style="" /></span><br />
<em>Tijuana (<a href="http://www.nytimes.com/2006/03/12/arts/design/12ouro.html?pagewanted=3&8hpib">image</a> Teddy Cruz for the new york times)</em></p>

<p> - California suburban housing properties being <a href="http://query.nytimes.com/gst/fullpage.html?res=9C05E0DE1338F930A35751C0A9659C8B63">exported</a> as symbols of wealth and progress in <a href="http://www.boingboing.net/2006/05/04/posh-american-neighb.html">China</a> or, even better, massively reproduced on a miniature scale or dismantled and loaded onto trucks to find a new life on the other side of the US-Mexico border and forming "non-conforming patterns of development." </p>

<p><span class="mt-enclosure mt-enclosure-image" style="display: inline;"><img alt="0amaquilallalor.jpg" src="http://www.we-make-money-not-art.com/wow/0amaquilallalor.jpg" width="300" height="113" class="mt-image-right" style="float: right; margin: 0 0 20px 20px;" /></span>California-based architect <a href="http://www.architecture-radio.org/learn/public/20060223-CRUZ">Teddy Cruz</a> comments on the characteristics but also on the opportunities offered by border urbanism. Estudio Teddy Cruz's Manufactured Site takes its cue on "the resourcefulness of poverty." <em>Families would receive a kit with an assembly manual, a snap-in water tank, and 36 frames that can be placed in a variety of configurations, serve as frames for concrete poured on site, or to incorporate materials found nearby. Cruz would pair San Diego non-profits with local Mexican government officials to funnel money to the "maquiladora industry" - corporations that have built plants in Mexico to take advantage of a labor force characterized by low wages, no health care, and no unions - which would fabricate and distribute the kits, "to give back to the communities it exploits."</em> (via <a href="http://www.lynnbecker.com/repeat/beyondtrailer/designinnovations.htm">Lynn Becker</a>).</p>

<p><span class="mt-enclosure mt-enclosure-image" style="display: inline;"><img alt="0aaiquirete.jpg" src="http://www.we-make-money-not-art.com/wow/0aaiquirete.jpg" width="425" height="277" class="mt-image-none" style="" /></span><br />
<em>Iquique barrio before transformation</em></p>

<p> - Chilean architecture studio <a href="http://www.elementalchile.cl/">ELEMENTAL</a> was asked by the government to knock down <a href="http://en.wikipedia.org/wiki/Iquique">Iquique</a>'sinner-city slum and turn it into a viable <a href="http://www.elementalchile.cl/category/vivienda/iquique/#">neighbourhood</a> for the 100 families who had occupied the space illegally for 30 years. Interestingly, the architect decided to regard the housing as an "investment", he provided the families with a minimum life unit but left enough room for them to improve, build upon and customise their housing according to their own needs and tastes.</p>

<p><span class="mt-enclosure mt-enclosure-image" style="display: inline;"><img alt="0aaiquequeunini.jpg" src="http://www.we-make-money-not-art.com/wow/0aaiquequeunini.jpg" width="425" height="243" class="mt-image-none" style="" /></span><br />
<span class="mt-enclosure mt-enclosure-image" style="display: inline;"><img alt="0aiquiquee.jpg" src="http://www.we-make-money-not-art.com/wow/0aiquiquee.jpg" width="425" height="319" class="mt-image-none" style="" /></span><br />
<em>Iquique (images by <a href="http://www.cristobalpalma.com/">Cristobal Palma </a>for <a href="http://www.elementalchile.cl/">Elemental</a>)</em></p>

<p> - the pages dedicated to Detroit invite readers to redefine their definition of crisis and of what 