machine
Cliff Hanger (2009) - Jeff Shore and John Fisher

With this latest work, the Texas-based artist duo breaks new ground in the development of their sophisticated "story-telling machines". Cliff Hanger's narrative is assembled from five separate scene-generating contraptions that output timed segments of a choreographed black and white "movie". The atmosphere of their work is akin to Ansel Adams and Hiroshi Sugimoto photography imbued with early David Lynch film noir.
The creation of these works is a collaborative process between the artists: Shore develops the mechanics and the set-scenes, while Fisher programs the microchips and composes the soundtracks using original compositions, digital audio samples and mechanically operated instruments. The combination of all these elements results in a poetic complexity that is both surreal and cinematic.
-- DESCRIPTION FROM THE MCCLAIN GALLERYHomebrew Electronics:
A Studio Visit with Steven Litt of CrudLabs

Homebrew Electronics is a series on the Rhizome blog. For these posts, I will be conducting studio visits with artists and inventors who create unique electronic instruments.
Last week, I met with Steven Litt of CrudLabs at his Greenpoint apartment. While a graduate student at NYU’s ITP program, Steve developed a machine known as the CrudBox. Central to his installations and performances, the CrudBox allows users to plug electronic or electromechanic devices into a 16 step, 8 channel step sequencer. While normal sequencers draw from a set bank of sounds, the CrudBox allows one to plug in devices such as turntables or solenoids or power tools, opening up the range of sounds one can sequence.
In his living room, Steve had plugged in seven portable turntables into a CrudBox.

The exterior of this version of the CrudBox was designed by Steve’s friend artist Panayiotis Terzis, who silkscreened all the imagery on the exterior.

Sound Barrier (2006) - Maia Urstad

SOUND BARRIER is a new work by Maia Urstad, a sound installation consisting of some 130 CD-and cassette radios assembled as a wall. Visually, these devices function as elements in a structure inspired by historical stone constructions
SOUND BARRIER relates to earlier works such as STATIONS; a sound installation deriving its visual basis from the Roman arch; and CLEOPATRA'S NEEDLES; a concert performance inspired by Pharonic Egyptian structures.
The creative impulses for SOUND BARRIER originate in the historical remains of buildings, i.e., ruins. Technology, here, electronics - a development from our own time, comprises the 'stones'.
The CD-and cassette radios in the installation have a double, visual and conceptual function. On an auditory level they are mediating the sound image implemented in the installation. Visually they are the concrete building blocks, the obvious function in the wall, but they also reflects issues related to the technical development and our culture of consumption.
The CD players in the wall are playback units for a composition of electronically treated sounds borrowed from radio waves, Morse code, FM- and satellite radio etc. Sound signals that also will be obsolete and forgotten sooner than we might expect.
-- FROM THE ARTIST'S STATEMENTFine Collection of Curious Sound Objects (2010) - Georg Reil and Kathy Scheuring
The arrangement includes six exceptional exhibits from the world of sounds and acoustics. At first sight looking trivial, each object incorporates a very unique ability.
The magical character of each object is accompanied with a little story, almost completely concealing the existence of technical components such as speakers or sensors. Only small connection ports as well as the uniform black finishing point to thier unusual abilities.
In form and functionalty all these exhibits pursue John Maeda’s "Simplicity". They are enjoying to use, they are surprising and one wants to explore and investigate them.
-- DESCRIPTION FROM THE PROJECT STATEMENTMachines that Almost Fall Over (2008) - Michael Kontopoulos

A system of sculptures that is constantly on the brink of collapse. My intention was to capture and sustain the exact moment of impending catastrophe and endlessly repeat it.
-- DESCRIPTION FROM THE ARTIST'S STATEMENTThe Kick Off:
OFFF Festival, Paris

Internationally renowned OFFF festival convenes in Paris, France, from today until the 26th at La Grande Halle De La Villette. Born from art collective/art agency Inofffensive, the festival stakes its claim as being the “vanguard of the avant-garde” for digital culture, with a simple mission – to earn “some money by doing commercial works and then spending it on crazy, commercially suicidal art projects.” In keeping this ethos, speakers/performers range: from French artist Patrick Jean, to street art bloggers Wooster Collective to former New York Times art director Steven Heller.
Befittingly, in its tenth year of inception, OFFF looks to reflect on the zeitgeist of nostalgia. Titling this year’s show “Nostalgia for a Past Future”, the festival hits upon a key problem for any designer that John Berger lays out in Ways of Seeing: the promise of the future sold by capitalizing on the longing for the past. Yet, heightened by the speed with which trend cycles move (and even more so with the speed of digital culture), for OFFF this issue is circumvented when we forgo trying to recreate narratives of the past and approach nostalgia as a tool for communication.
So, what can we expect?
In the Processing Pixels workshop, Daniel Shiffman looks to transform the treatment of pixels by reconfiguring the relationship between the coded information and its pixelated representation.
Patrick Jean will give a talk about his work in the Openroom. Inspired by the aesthetic of late 80s/early 90s video games, Jean has made a name for himself across the Internet with the video “PIXELS”.
Bleep Labs have come to the fore with its Thingamaboop instrument. Playful from inception, Thingmaboop, embedded with Arduino programming capabilities, is modulated by movement, light sensing LEDs, and is amenable to most synthesizers. In addition to a demonstration/talk, Bleep Labs will also hold a special performance.
..so different, so appealing? (2010) - Jonathan Monk



In his current exhibition Jonathan Monk is showing fourteen different electronic devices from the area of home entertainment. Powered speakers, a flat-screen monitor, an iPod, a radio alarm clock or an interactive video game console – the new and functional brand name devices selected by Monk form a cross-section of the range of products to be found in an electronics retail store. However, the artist undermines their usability by presenting the individual devices in custom-fitted plexiglass showcases, therefore conserving them as objects.
-- DESCRIPTION FROM THE PRESS RELEASE FOR "..so different, so appealing" AT MEYER RIEGGERLaptopogram (2010) - Aditya Mandayam


Laptopograms are images made by pressing photosensitive paper onto a laptop screen and flashing an image in a manner not unlike contact printing or photograms.
‘Laptopogram’ is a misnomer - I reckon they can be made with pretty much any monitor. Perhaps ‘Luminous Screen Emulsion Transfers’ is a better.
Here, however, the negative is a digital image - and is flashed for a little time onto the paper before developing the image in a darkroom.
These prints were made with an IBM R51 Thinkpad running Lucid Lynx with a resolution of 1024 x 768 pixels.
All prints were developed on Ilford Ilfospeeed RC Deluxe 5 Glossy paper using Tetenal Neofin Blau with water as a stop bath and a fixer of unknown provenance.
-- DESCRIPTION FROM THE "ABOUT" SECTION ON LAPTOPOGRAMA Conversation with Graham Harwood and Jean Demars on Coal Fired Computers at SPACE, June 1st

On June 1st media theorist Matthew Fuller will interview Graham Harwood and Jean Demars at SPACE in London for the Coal Fired Computers project by Harwood and Yokokoji (YoHa) that recently premiered at the AV Festival in New Castle, UK. For Harwood, every media used has a series of power relations that comprise its media ecology. The thread that seems to bind his oeuvre is exposing these power structures. (For more, read an interview with Harwood by Michael Connor, published last year to Rhizome.) Continuing with his examinations into the conditions of the marginalized and working class, Coal Fired Computers speculates about the "global fuel reliance, the price of a computer measured against the lives of 318,000 miners with choked up lungs." The work consists of a bank of computers powered by a coal-fired boiler.

[Installation at the AV Festival, Source: Jon & Alison]
By placing the boiler and computer side-by-side, Coal Fired Computers brings to the fore the “invisible” work force needed to supply the fuel and raw materials necessary for this technology to function, as well as the environmental impact of these energy sources. Laborers from countries like China, Vietnam and India toil in coal mining fields to enable the production of energy to run technology – outsourcing the health and environmental risks of this method to elsewhere.
See below for a video of Graham Harwood discussing Coal Fired Computers:
Untitled (2007) - Jordan Wolfson
The prologue from the documentary film, Painters Painting, The New York Art Scene 1940-1970, directed by Emile de Antonio 1972, combined with Wolfson's own footage, that begins with a shot of the sky that pans down through the trees landing directly onto the screen of a Macintosh Classic Computer. As the camera slowly zooms out it is revealed that the computer is sitting on the edge of a busy highway.
-- DESCRIPTION FROM UBUWEBGeneral Web Content:
Rage Against the Machine
Technology is expensive so we try and take care of it; but sometimes things break. Most technology is no longer made to be repaired, as it is cheaper to replace it entirely. This is particularly true of display technology, as once a screen is cracked or broken there is little one can do to fix the damage. Many users desperately seek help online, making videos of their broken television sets or computer monitors in the hopes of a solution. Others give in to the inevitable and take the opportunity to unleash their anger on the broken technology.
Aesthetics of Breakdown:
Penelope Umbrico at LMAKprojects

The normative logic of digital technologies and consumer electronics is that they "just work." The fields of human computer interaction and usability studies are intended to make technology functional for even the most lay of users. This can be seen clearly in the way in which new technologies are advertised and in the shift away from machines intended to be "tinkered" with toward black box technologies that maximize interface. The most recent campaign for Apple's new iPad states that "it's magical," and that "you already know how to use it," and Microsoft goes so far as to imply that Windows 7 was designed by everyday users to be "easier." Nonetheless, for most users dysfunction and breakdown are a large part of their everyday experience of technology.
In Broken Sets (eBay), Penelope Umbrico has collected a virtual archive of technological failure in images of broken LCD TV sets being sold on eBay for spare parts. Each image bears a unique pattern formed by cracks and other anomalies that fracture the images they display into a pixelization that resembles landscapes or test patterns. Many of the pieces, displayed as photo prints, vaguely resemble "digital interference" works by Sean Dack or Borna Sammak's HD video collage, but taken as a whole they suggest a larger aesthetics of breakdown that is as much a critique of our idealized vision of these technologies as functionally useful objects as it is beautiful.
As Is, a collection of Penelope Umbrico's work, is running at LMAKprojects until June 20th.
Highlights from ITP’s Spring Show 2010
I visited ITP’s Spring Show on Monday, the open house for NYU’s graduate interactive technology program. Like years past, the kiosk-like presentation of projects makes the event seem a bit like a science fair, with artists and inventors on hand to answer questions. ITP’s student body is quite diverse – ranging from web entrepreneurs to roboticists to performance artists and more – and this aspect usually guarantees that you’ll come across something interesting. See below for some quick notes from this year’s show.

This sculpture assembles itself into a mobius strip according to a series of algorithms, and it responds to the movement and proximity of the viewer. When you stand away from the sculpture, the metal crescents within its interior flutter and twitch.

Eighty LEDs light up a large canvas, slowly shifting the color palette into a soft wash. When I first came upon this work, its use of light and color reminded me of James Turrell, an artist Richard cites as an inspiration on the ITP page for Estrella Intersects the Plane.
Trash Pile (2008) - Noah Fischer



The object that we call “monitor” is at once ubiquitous, obsolete, and in the end, perhaps a non-object because we gaze into its pixilated illusion, never directly at its shape and mass. Today the beige boxes adorn sidewalk trash piles because their cathode ray tubes have recently given way to the solid-state flatscreen. In a backwards alchemical shift, they have morphed from object of desire into “e-waste.” In this sense, they now monitor the speed of consumption.
-- DESCRIPTION FROM THE PRESS RELEASE FOR "MONITOR" AT CLAIRE OLIVER GALLERY97 polysiloxane hoses (2010) - Zimoun
Size: 200cm x 200cm x 100cm / 40" x 40" x 20".
In collaboration with Daniel Imboden / dim-tech (technical development).
Required Reading:
Archaeologies of Media Art: Jussi Parikka in conversation with Garnet Hertz

Media archaeology is an approach to media studies that has emerged over the last two decades. It borrows from Michel Foucault, Walter Benjamin, and Friedrich Kittler, but also diverges from all of these theorists to form a unique set of tools and practices. Media archaeology is not a school of thought or a specific technique, but is as an emerging attitude and cluster of tactics in contemporary media theory that is characterized by a desire to uncover and circulate repressed or neglected media approaches and technologies. Its handful of proponents -- including Siegfried Zielinski, Wolfgang Ernst, Thomas Elsaesser, and Erkki Huhtamo -- are primarily interested in mobilizing histories and devices that have been sidelined during the construction of totalizing histories of popular forms of communication, including the histories of film, television, and new media. The lost traces of media technologies are deemed important topics to be excavated and studied; "dead" media technologies and idiosyncratic developments reveal important themes, structures, and links in the history of communication that would normally be occluded by more obvious narratives. This includes tracing irregular developments and unconventional genealogies of present-day communication technologies, believing that the most interesting developments often happen in the neglected margins of histories or artifacts.
In 2007, Jussi Parikka published Digital Contagions: A Media Archaeology of Computer Viruses (Peter Lang Publishing, New York). In Digital Contagions, Parikka provides an insightful articulation of media archaeology as a research methodology, which he implements to construct a clear cultural history of computer viruses. Parikka inverts the assumption that computer viruses -- which are semi-autonomous and self-replicating pieces of computer code -- are contrary to contemporary digital culture, instead arguing that computer viruses define the social and material landscape of computer mediated communication. Although computer viruses are often considered as a disease and breakdown within the ecology of media, Parikka argues that these marginal computer programs provide key clues to the material and incorporeal conditions of the network age. They are not accidents of media culture, but increasingly the natural mode of digital media. In other words, the ontology of network culture is viral-like.
In this conversation with Garnet Hertz -- who graduated with a PhD in Visual Studies on the topic of media archaeology and media arts from University of California, Irvine -- Parikka discusses media archaeology as a methodology of academic research in media studies and the media arts. In the process of constructing a theoretical foundation for media archaeology, they discuss and explore the topics of interdisciplinarity, historiography, art, new media, and academia.
-- INTRODUCTION TO "ARCHAEOLOGIES OF MEDIA ART: JUSSI PARIKKA IN CONVERSATION WITH GARNET HERTZ" IN CTHEORYGeneral Web Content:
Rate My Rig
On gaming, gear, and tech sites across the net one can find threads asking users for ratings and approval on their equipment. A simple search for "rate my rig", "rate my setup", "rate my collection", "rate my gear" will return hundreds of these images and videos. From snapshots of elaborate home entertainment centers to short videos displaying one's own modded gear, a sense of pride and showmanship pervades throughout. The threads and video clips speak to the social and performative nature of collection, as well as a competitive consumerist drive, and offer a glimpse into the lives, homes, and obsessions of geeks of all kinds.



