Presented by University of Southern California and
Massachusetts Institute of Technology

In conjunction with University of California-Santa Barbara and New York University

CD-ROMs

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COLLETTE GAITER
"SPACE | R A C E, 2000"

SPACE | R A C E explores the 1960s as the zenith of mass-mediated events in the U.S. The work looks at the U.S. space program and the civil rights movement from 1961––when John Kennedy declared the initiative to go to the moon––to 1969 when astronauts planted the U.S. flag on the moon. Holding up concurrent events in the two parallel, but divergent, initiatives provides an opportunity to examine alternative beliefs and values around shared public experiences. We did not all understand these events in exactly the same way, even though that is what historians tells us.

Gaiter believes that a persistent mythological idea of U.S. society was born during these years, as a result of these two missions. She is interested in how these two huge societal events were motivated by existing mythology about our national character and how they subsequently changed "the master narrative" of U.S. culture.

Her objective is to create environments (the computer piece and text) that allow for paradox and ambiguity. Media representations have separated the civil rights movement and space program along racial lines, and condensed them into simplistic images and sound bites, ignoring the symbiotic and complex relationship between these stories. Combining images, sound, video, text, animation, and interactivity, the work encourages audiences to examine the relationships between facts, perceptions, mythology, and reality as presented in mass media.

Listen to an audio sample

Read an article about this piece by the artist:
http://eserver.org/bs/33/gaiter.html


LEAH GILLIAM

"Split: Whiteness, Retrofuturism, Omega Man, 1998 "

"Welcome to the end of the world." Split is a cd-rom project that investigates the science fiction-film's unique relationship to representation, racial classification, and allegory. The cornerstone of the project is a reading of Boris Sagal's 1971 film Omega Man, a dystopian thriller that chronicles a post-holocaust Los Angeles plagued by a family of diseased, "white" vampires.

A web-like collage of fact and fiction, Split explores images of racial and sexual difference in the science fiction genre. Subtitled Whiteness, Retrofuturism, Omega Man, it uses digital processing and image manipulation to revise texts that are futuristic in scope but retrogressive in world view. For example pills, drug company advertisements, and other metaphors of disease highlight the criminality of difference in the film Omega Man, while a high contrast palette emphasizes the fixity of race across the novel Ape and Essence (Aldous Huxley, 1949) and the Planet of the Apes film series.



TANA HARGEST
"Bitter Nigger, Inc., 2001 "

Using the different mediating forces of the pharmaceutical, entertainment, and consumer culture (with the art world as a subculture within the latter), Hargest humorously illustrates how the construction of racism operates within contemporary culture. She points out that in the global economy, corporate structures are not so different from art world structures. How do we navigate daily, mundane racism as we work within these structures and they continue to act upon us? Hargest is interested in exploring these ideas beyond an interactive viewer experience into the performance realm.

Artist’s Statement:

Chairwoman’s Letter
Tana R. Hargest
Chairwoman of the Board
and Chief Executive Officer

To Our Potential Shareholders:

For Bitter Nigger, Inc. and our investors, 2000 proved to be an extraordinary year. We expanded our cultural intervention mission in three exciting areas; Bitter Nigger Pharmaceutical, Bitter Nigger Product Division and The Bitter Nigger Broadcast Network.

Much of Bitter Nigger, Inc.’s success is attributable to our increased focus on doing what we do best: discovering, developing, and bringing to market innovative cultural interventions to save, protect, and enhance lives. Since I became CEO in 1997, we have divested all of our non-cultural intervention businesses, including in 1998 all of the businesses that had been part of our Art Career/Art Star Group. Despite these divestitures, in the last eight months, Bitter Nigger’s ideas have doubled, viewer investment in Bitter Nigger, Inc. has more than tripled, and the value of our relevancy stock has grown eightfold.

We created Bitter Nigger, Inc. to fill the void in the contemporary art market. Bitter Nigger, Inc. provides fresh ideas in the arena of political art and illustrates the changing perception of African-American cultural production. Through our packaging of concepts as consumable products we have increased the relevancy of art for viewers beyond the art world.

The road we have mapped out for ourselves is exciting. With careful planning and a focus on creativity we endeavor to deliver the highest quality cultural interventions available.


PAMELA JENNINGS
"Solitaire: dream journal, 1996 "

Jennings suggests that the narrative structures of non-Western cultures offer languages compatible with the sophistication of new Western technologies. Specifically, she articulates the idea that the theories and processes of African oral literature provide a suitable foundation for such a narrative model. Solitaire: dream journal mixes the metaphor of the game board and the book. Solitaire takes the user through what its designer describes as a haunting journey in quest of peace with oneself and connection with others. A three-dimensional solitaire game is the engine that moves the player through the journal.

The solitaire board is designed as a tetrahedron (a three-faced pyramid), whose triangular sides correspond to the themes of melancholy, flight, and balance. A move made on one side of the tetrahedron randomly opens up a chapter of the three corresponding "books": "the book of melancholy," "the book of flight," or "the book of balance." The idea is to see how many pages you can access. The better your strategy, the more chapters you will be able to enter and explore. These chapters (windows) provide a way for Solitaire to place you in several contexts at the same time. In the game, your identity is the sum of your distributed presence. Solitaire is a document of self–discovery––the documentation of Jennings’ narrative with a player’s credits creates an aesthetic of recovery that unfolds dense layers of heterogeneous material culled from personal and popular memory. Mathematical and statistical "facts" are not presented objectively or subjectively, but rather, are presented in a conceptual manner in which the player becomes involved in a thick discursive text.


ART JONES
"#FFFFFF, 2000"

The third "album" in a series of interactive cd-roms, #FFFFFF is a non-linear collage/essay about the reception aesthetics of pixels, and other elements, including subliminal information and digitalized/racialized bodies on the verge of the "biotech age". Cut-and-paste aesthetics determine the user interface, the content of each "song" and perhaps the experience of the user.


LOS CYBRIDS: LA RAZA TECHNO-CRITICA
"Los Cybrids Portfolio, 2000 "

A junta of polyethnic cultural diggers of the Latino sort dedicated to the critique of cyber-cultural negotiation via artistic activity, Los Cybrids: La Raza Techno-Crìtica are three artists exploring cultural and somatic mutations caused by the implosion of advanced information technology. Amid the tensions of the fast-paced mythologies of the Information Age, Los Cybrids have emerged to challenge notions that purport a friction-free market, a one-world community, and global access at our fingertips. Los Cybrids employ performance, burla, and high-tech art to undermine the uncritical, passive acceptance of the overarching social, cultural and environmental consequences of Information Technologies.

A "Cybrid" is a Latino digi-tech artist from an ethnic demographic disproportionately under-represented in the cyberworld. They function as a collaborative artistic group that performatively counters the hyperbolic discourse around "cyberspace." As a junta, they instigate a critical dialogue around access and desire in cyber-culture, considering multiple issues of economic equality, cultural transformation, social reorganization, educational imperatives, and environmental impact.



KEITH PIPER
"TRANSFORMER: Tracing the Automaton’s Bloodline, 2001 "

With this piece Piper explores the evolving fascination with the automated being or "automaton", as it appears and re-appears in its three principal forms: the robot, the android, and the cyborg. Piper parallels the robot as unit of labor that mines the harsh alien landscape in response to remote commands until its power cells exhaust the body of an enslaved African. The piece also investigates robot entities as controlled "helpers" who can potentially run amok as monsters. Piper makes a clear metaphorical connection between the robot and perceptions of the visible racial "other" that pervade contemporary culture.


DONALD RODNEY
"Donald Rodney AUTOICON, 2001 "

AUTOICON is a dynamic artwork that simulates both the physical presence and elements of the creative personality of the artist Donald Rodney who––after initiating the project––died from sickle-cell anemia in March 1998. It builds on Rodney’s artistic practice in his later years, when he increasingly began to delegate key roles in the organization and production of his artwork. Referring to this working process, AUTOICON is developed by a close group of friends and artists (ironically described as "Donald Rodney plc") who have acted as an advisory and editorial board in the artist's absence, and who specified the rules by which the 'automated' aspects of the project operate.

This cd-rom in parallel to the Internet version (http://www.iniva.org/autoicon) is automated by programmed rule-sets and works to continually maintain creative output. Users will encounter a "live" presence through a "body" of data (which refers to the mass of medical data produced on the human body), be able to engage in simulated dialogue (derived from interviews and memories), and in turn affect an auto-generative montage-machine that assembles images collected from the user's hard-drive (rather like a sketchbook of ideas in flux). Through AUTOICON participants can generate new work in the spirit of Rodney's art practice as well as offer a challenge to and critique of the idea of monolithic creativity. In this way, the project draws attention to current ideas around human-machine assemblages, dis-embodied exchange, and deferred authorship––and raises timely questions over digital creativity, ethics, and memorial.

**Authorship as follows:

Software written by Adrian Ward (adrian@signwave.co.uk).
Produced by Geoff Cox & Mike Phillips, STAR (Science Technology Arts Research, University of Plymouth), inIVA (Institute of International Visual Arts) and Signwave, with support from the Arts Council of England (New Media Fund). With contributions from Eddie Chambers, Richard Hylton, Angelika Koechert, Virginia Nimarkoh, Keith Piper, Gary Stewart & Diane Symons.
Images courtesy of the estate of Donald Rodney.


URL:
http://www.iniva.org/autoicon


 

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