User:Markvandenheuvel/research: Difference between revisions
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QUEERING DAMAGE | QUEERING DAMAGE | ||
What is going on here? | |||
Which are the agents implied? alive or not, human or not, powerful or powerless | |||
Wheres? spatiality / situatedness / displacements / distribution | |||
Whens? temporality / durability / existing / extinct / repeated | |||
Semiotic-materialities: what signs and matters are at work in this ensemble? | |||
Your entanglement with the scene | |||
Can a pattern be identified here? to what extent is this damage structural, or singular? | |||
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Revision as of 17:26, 1 October 2020
explorations
First thoughts and notes
What am I truly interested in? What makes my heart beat faster? Let's just give it a go:
"When (obsolete) low-tech is being reinvented and placed in a current technological context"
- When it functions together (compliments or critiques)
- remixing/reintroducing Low-tech & high-tech tools: How we can use it within today's technological frameworks?
- Low tech: what we can open up and understand (?)
- (early) underground and subversive methods to distribute/spread information and media that arose from necessity (sneakernets, DIY publishing, zines, piracy)
Basically, I am interested in how to think about obsolete tech otherwise and reflect on how we use technology today and how it affects us. This can be about workflows, publishing, teaching, and knowledge sharing.
For me, my interest in old computer hardware and obsolete consumer tech isn’t about nostalgia or 'retro' sake of it. I’m more interested in the practical uses of these machines in our time with the knowledge and tools that are available today. Explore it's potential, work with limitations and embrace its flaws.
- ultimate reference:
- Tristan Perich - 1-bit Symphony: https://www.youtube.com/watch?v=XZEXX9Yezjw
Side thoughts & notes:
- I am more interested in re-using instead of hacking: amateur, don't have to be an expert electronics (a matter of accessibility)
- what can you do with it? how to approach it in a different way that was intended?
- 'process emulation/simulation: affordances of using hardware creates unexpected
Why?
My main interests come down to this:
- (chip)music (production, performing, publishing)
- rethinking the potential of low-tech (obsolete consumer electronics and media devices)
- lo-fi / lo-tech systems (whatever that is, will define later)
- working with (and embrace) limitations
- sharing & teaching "adaptive mentalities" instead of blindly using what is presented to us
- experimental (post-digital) publishing formats and media carriers
Research: a messy starting point
Mapping of overlapping theme's
Low-tech: insight in inner workings
- current black boxes are hard to comprehend and create a distance to understanding technology (related to agency, autonomy)?
- Blackbox: inner workings of information technology concealed as a result of rapid technological progress
- this insight might reflect on how we use and technology today
- the meaning beyond nostalgia: exposing the inner workings and potential to re-appropriate
- rethink somethings potential in the context of today:
- teaching/sharing: developing adaptive mentalities
- 'anachronisms'
http://www.lwlvl.com/manifesto
Hardware vs emulating/simulating?
- lo-fi: experiencing imperfection (materiality / texture )
- working with limitations: why?
- How can we use the experience to reflect on our own workflows?
- affordances of lo-fi (aesthetics of imperfection, expercience of materiality)
For instance:
- -how studio's affected genre's: discarded equipment influenced the sound of dub music
- -(electronic) music that emerge from and technical limitations
Media Archeology & Zombie media
- Zombie media: 'living dead of discarded electronic waste' (re-use, re-approprate, reintroduce)
- Artistic method: DIY culture, circuit bending, hardware hacking
- out-of-use (waste, consumed) tech: resurrected to new uses contexts and adaptations
- Question: Is 'Blackboxed' tech able to become 'zombie media'?
- -Zombie Media
- - chipmusic as a subculture: ('This movement is about a return to the roots of the digital culture and an idea of the authentic.')
- - giambare
- - accessibility of casette tape, videotape, digital camera's, gaming consoles, media players, calculators, etc
Hacking (breaking in) a certain regulated/prevailign system
- concept of T.A.Z
- dissemination of information emerging from a (political) urgency or a lack technoligical infrastructure (see the pirate book!)
- 'piracy' music industry
- A Dying Colonialism - Frantz Fanon (Algerian Radio Hack)
Publishing: the meaning of physical media formats and materiality
- DIY , underground and subversive publishing and distribution!
- experimental formats
- excitement of receiving and sharing
- networks and interaction that are created due to (physical) sharing (political climate, no technological infrastructure in the past )
- history of underground DIY (music) publishing (sneakernets, LA hardcore scene, zines etc.)
- manuals, instructions, zines, floppy's, p2p, etc.
- post-digital publishing: why!
- -The Pirate Book (more about distribution networks)
- -Aspen Magazine
- -Manual/DIY style/community: Whole Earth Catalog, Radical Software, etc.
Technological sovereignty
- hollistic view: craftsmanship and custom workflows
- art & technology: made their own tools
- existing outside big tech & commercial tools
- How (commercial) software works and shaped our thinking!
- authonomy: how does software shape my artistic work?
- open source (community, DIY, etc)
- anti-consumerism
- critical: why do we think users care?
Economy: technological developments (materiality)
- fully explore something's potential instead of discarding it as waste
- capitalism / tech consumerism addiction
- creating a necessity to look back instead of always look what's next
- electronic waste: consumer electronics (most toxic portion)
- planned obsolesces: artificially decreasing life-span (black box, not engineered to fix)
- conflict: old tech sold as retro/vintage when it's re-used for DIY purposes (able to buy comes with a certain economical privileged)
Ecology: the materiality of (digital) information technology and media cultural objects
- code, data needs a physical material as a carrier
- ecological consequences of electronic waste: materials, chemicals, etc
- digital networks are related to soil, air
- the faster developments goes, the more waste and environmental damage?
- "tech perpetual innovation vs perpetual destruction"
(Design) Education & knowledge sharing
- creating adaptive mentalities and autonomous:
- -bottom-up: (user approach: what do we need and how can we create that)
- -top-down: "power users" for Google and Adobe
- -feminist technological approach: we need other terminology!
Possible outcome of my practical work:
"a living, an evolving collection of knowledge, practices, objects, publications, and performances" -prototype / workflow -performance: create sound pieces/instruments and perform together -publication
Why is it relevant?
- re-activating, exploring the potentials of depreciated technology: what can we learn from that?
- create own workflows develop ownership
- how do we approach something? (rethinking how we can do this otherwise)
- DIY workflow commercial software (Freedom outside commercial tech giants)
- the meaning beyond the nostalgic: exposing the inner workings and potential to appropriate
First notes and comments
Notes from Aymeric:
- Read: Jussi Parikka - Zombie Media (appendix)
- Read: circuit as score (Derec Holzer)
- Research circular economy!
- trap! We are benefiting from big tech!?
- Hobby can be a leftist privilege: who has acces to these obsolete goods (yikes, retro!!! - a hobby for who can afford)
- demoscene & chipmusic references: I decided not to focus on this right now.
Notes from Michael:
Challenges:
- talk about digital media is physical (it's just boxed away)
- make digital media more physical
- affordances: why??!!!
- critical of technology (agency, how much control)
- excitement of mail and physical carriers zines
Rethink the following question:
- What are the theories, concepts, frameworks you would like to engage?
- what are the practices, techniques you would like to focus on?
- How do the last two relate to, inform, complement, or conflict with each other in a meaningful way?
- What is the issue you want to deal with (and/or damage, check again the queering damage questions!)
- What is the preferred medium or the media
- What kind of public do you intend to create?
QUEERING DAMAGE
What is going on here?
Which are the agents implied? alive or not, human or not, powerful or powerless
Wheres? spatiality / situatedness / displacements / distribution
Whens? temporality / durability / existing / extinct / repeated
Semiotic-materialities: what signs and matters are at work in this ensemble?
Your entanglement with the scene
Can a pattern be identified here? to what extent is this damage structural, or singular?
references
Books & papers
- Zombie Media - Garnet Hertz & Jussi Parikka addresses the living deads of media culture (appendix in A GEOLOGY OF MEDIA)
- The Pirate Book - Nicolas Maigret & Maria Roszkowska broad view on media piracy as well as a variety of comparative perspectives
- Hakim Bey - Temporary Autonomous Zone 'ontological anarchy poetic terrorism'
- Technological Souvereignty - Margarita Padilla
- The Aesthetics of Failure: “Post-Digital” Tendencies in Contemporary Computer Music - Kim Cascone
Secondary:
- Here and Now - Explorations on Urgent Publishing urgent publishing workflows
- The responsible object - Marjanne van Helvert A History of Design Ideology for the Future
- Post Digital Print - Alessandro Ludovico meaning of print as a medium today
Articles & manifesto's
Obsolete tech
- Five Principles of Zombie Media | by Garnet Hertz & Jussi Parikka
- Low Level Festival Manifesto low-tech beyond retro aesthetics
- gwEm's statement after alleged "misrepresentation of the micro-music scene by Malcolm McLaren [1] and [2]
Economics
Sustainability & materiality
- Viznut - Permacomputing - how to give computers a meaningful and sustainable place in human civilization that has a meaningful and sustainable place in the planetary biosphere.
- Computer systems should also make their own inner workings as observable as possible. If the computer produces visual output, it would use a fraction of its resources to visualize its own intro- and extrospection. A computer that communicates with radio waves, for example, would visualize its own view of the surrounding radio landscape.
- Digital Materialisms: Frameworks for Digital Media Studies - Nathalie Casemajor "all things in the world are tied to physical processes and matter"
workflow & music production
- How Has The Recording Studio Affected The Ways In Which Music Is Created? Techniques, material, studio as an instrument
- Holzer - Schematic as Score Uses and Abuses of the (In)Deterministic Possibilities of Sound Technology”
lectures & podcasts
- The Real World of Technology:https://archive.org/details/the-real-world-of-technology/part-1.mp3
documentaries
- Tristan Perich - Mind the Machine https://www.youtube.com/watch?v=rIEcVbiLVCs
- The 1-Bit Art of Tristan Perich https://www.youtube.com/watch?v=XmwA0YtA60E
works & artistic practice
- Tristan Perich 1-bit sound pieces, installations, publications, compositions
- Viznut - Algorithmic symphonies from one line of code' C64 Demo
- FormaFantasma on electronic waste, materiality & ecological impact
- Derek Holzer audiovisual artist, researcher, lecturer, and electronic instrument creator based
- Hackers & Designers Research, workshops, hands-on practice
artistic publications
- Aspen Magazine https://en.wikipedia.org/wiki/Aspen_(magazine)