Current — AMT Lab @ CMU

Naina Singh

Art Hack Day: A Codification of Coolness!

This past weekend, a warehouse in Brooklyn was home to a 48 hour marathon of technologically derived artistic activity. The two day-long event, titled Art Hack Day, was organized by 319 Scholes, an organization that “supports digital arts and experimentation through exhibitions, lectures, panels, participatory workshops, and live performances.” Art Hack Day’s participants were a contrasting group of “hackers whose medium is art and artists whose medium is technology.”

Notwithstanding the title and the foreboding logo of an animated axe, the event was in fact “dedicated to cracking open the process of art-making, with special reverence toward open-source technologies.” And reverential is all that we can remain, because whether we know it or not, we use open-source technologies such as Mozilla Firefox or the Android operating software on a daily basis. Under the grim and inclement climate of SOPA and PIPA, it would be remiss of us to overlook an event that celebrates open-source through digital creativity and art.

Each project undertaken at Art Hack Day was accompanied by a Twitter hashtag, where online viewers could converse with the artists and hackers. Even though the “part-happening, part-hackathon” event is over, the projects can still be viewed online, though the information provided is brief and leaves one wanting to know more. But in all the fairness of open-source, they did provide a live streaming tour of the event last Saturday.

Anyhow, the results of Art Hack Day range from the quirky to the technologically cool! For instance, there is a project titled Bot Zoo, which is essentially a humorous and sarcastic portrayal of spam bots. While malicious bots are those ridiculous advertisements on the web that entice you with equally ridiculous offers (free iPads), the project portrays them as “‘rare, gentle creatures” that “don’t want to hurt us.” Harmless bots aside, if you were tired of surfing the net, why not dive in and start swimming?

Titled SwimBrowser, the project applies Kinect’s ability to recognize body movements, specifically arm motion, in the navigation of the web. In this aquatic browser, you zoom in by swimming forwards, zoom out by reversing the motion of your arms. Moreover, you can also scroll, click, and open up new tabs through a host of  intuitive arm movements. Flailing your arms around has never been more fun!  But be sure to build up stamina because with SwimBrowser, getting tired of browsing the Internet is no longer in the sea of figurative language.

http://vimeo.com/20255369

The project won the 2011 OpenNI Developer Challenge and its developer, David Solarsky even gave a talk about SwimBrowser at CMU last October for Art+Code 3D.

For those who would like a hand at storytelling, there is Story Wheel, a site where you can narrate stories using Instagram pictures and SoundCloud recordings. Another captivating project is OneHolePunch, "an iphone app that collects circles from your environment and keeps them in your pocket." And the codification of coolness doesn’t stop here. 

Take, for instance, Skippable Rope, a virtual skipping rope created out of a pair iPhones that will have you jumping for joy, at least until you get tired or fall out of sync. Or Bike-in Movie, where the movie speeds up as you speed up on your stationery bike! Star Wars fans might want to take a look at Star Wars Uncut GIFs, which is a collection GIFs made from crowdsourced 15 second reproductions of the Star Wars movie, and finally, a project named Aliens That Look Like Skrillex. Yes, Aliens That Look Like Skrillex. In all, there were 35 projects, all of which are worth exploring, because they will leave you in a state of, to quote Eddie Izzard, "techno-joy!"

So if the world of hacking is as alien to you as aliens that look like skrillex, the projects showcased on Art Hack Day are a neat way to begin familiarizing yourself with what open source technologies can achieve in the field of digital and experimental art.

New in Sight and Touch: Google Goggles at Met, Renaissance Statuettes at Walters Art Museum

There comes a time in life when you must reach into your pocket, and put on your Google Goggles. This moment often occurs when you see something of interest but are at a loss to search for it; a nameless building in San Francisco that you know is iconic but you’re not sure why, a sculpture in Rome that you are unable to identify since it’s outside of the confines of a museum. In these brief but intense moments of intellectual despair, Google Goggles can help steer you away from a lifetime of questioning.

Well, perhaps not a lifetime of questioning, but it can definitely put you on the fast track to your own personal aha! moment. Google Goggles is an app that uses image recognition software to provide information on objects, buildings, or artworks of interest and can be downloaded on Android phones as well as the iPhone. The app can serve multiple purposes (from recognizing wine labels to translating menus in Italian), but its ability to recognize artworks was one of the reasons that the Metropolitan Museum of Art itself decided to don a pair.

It’s safe to say that the Met was pleased with what it saw, because in collaboration with Google, the museum has made a mighty number of works, precisely 76,000 two-dimensional works of art, accessible on Google Goggles. The app will link to the Met’s website to give a user the information they desire about a particular artwork.

The Google Goggles app can help you see artworks both inside and outside the museum. Suppose you notice a particular work on a banner or in a magazine but, alas, your knowledge of art history is currently on vacation in Crete. Well, Google Goggles can help you locate it in a museum, such as the Met, and provide you with the information that had been eluding you. Or say you’re inside the museum but would like more context or history on a particular piece, Google Goggles can once again leave you much more knowledgeable. According to the Met, the need for Google Goggles may just arise out of the unrequited love between you and a seemingly unidentifiable piece of art (see video below).

http://www.youtube.com/watch?v=jC4d9e3M-x0

As you sharpen your vision of the Met’s collection with Google Goggles, an upcoming exhibition at The Walters Art Museum in Baltimore is letting you experience its collection through touch! Titled Touch and the Enjoyment of Sculpture: Exploring the Appeal of Renaissance Statuettes, the exhibition “explores the implications of tactile perception for enjoying sculpture by melding the research of a Johns Hopkins University neuroscientist studying how the brain reacts to tactile stimuli and a Walters curator interested in the increased appreciation of tactility as an aspect of European Renaissance art.”

The exhibition will showcase 12 artworks along with 22 replicas, which visitors can actually hold in their very hands! Afterwards, visitors can reflect on this opportunity to not only see, but also sense an artwork, and “register their preferences through “touch pads”. The concept of tactility is one that I find interesting and had explored earlier in The Evolution of Touch. Coincidentally, the exhibition at the Walters Art Museum is attempting to gauge whether the draw towards hand-held technologies has its roots in the popularity of Renaissance statuettes, which were “objects apparently made to fit in the hand.”

While I viewed the iPhone or the iPad as our vehicles for tactile appreciation of two-dimensional artworks, the Walters Art Museum posits that our desire for hand-held technology has its roots in art appreciation during the 16th century. A touching twist, I’d say!

Nevertheless, the introduction of Google Goggles at the Met is yet another signal of how our sense of sight, even while viewing art, is supplemented by the devices we carry with us, whereas the exhibition at the Walters demonstrates that at times, we have to return to our art historical past to make sense of the technological present. And we should seize these opportunities to experience the past because, try as they may, the great bankers of 16th century Florence will never know the delight of the iPhone.

Pinterest, Instagram, and Percolate: The Latest in Social Media

Today’s social media networks are engaging in covert retrospection. Even as the world preoccupies itself with its future, social media platforms are becoming uncannily reminiscent of the past. Twitter is the modern day telegram, Facebook the diary that is no longer hidden, and recently, there has been a flurry of activity on Pinterest and Instagram, both of which are equally retro savvy.

A board where you can pin up your favorite ideas and images. A lens that lets you transport your photos back to 1977. Yes, Pinterest and Instagram are definitely retrograde in their outlook, and more importantly, incredibly popular. In fact, so many have taken an interest in Pinterest that last year it was “one of the top ten most visited social networks.” Hence, a host of organizations have begun to use these networks to visually engage with their readers, customers, or audiences.

Pinterest is a virtual pin board where you can “organize and share all the beautiful things you find on the web.” Users can categorize their interests into boards and subsequently build on that interest through pinning up images that inspire or appeal to them. Moreover, each pin can be re-pinned, liked, and commented on, leading to the creation of a social dialogue.

Recently, there was an informative article in Outspoken Media about how to effectively use Pinterest.  In her article, the author mentioned that while it is against the Pinterest’s etiquette to use the site for self-promotion, brands could nevertheless use it to narrate their own story, rather than the story of what they sell.

“Pinterest works best when brands show customers what’s going on below the surface. When they allow consumers to see the spirit of their brand by showing them not what they do, but why they do it – what inspires them, what moves them, what the company culture is based on. They do that all through topic-specific boards.”

Given the entirely visual motivations of Pinterest, it’s striking that not many arts organizations are on the site. There is even a whole category of pins under Art! If your organization’s mission, vision, passions, and inspirations can be conveyed visually, then you may want to check whether Pinterest is hiding behind more significant pins (Facebook, Twitter) on your social media brown board.

While Pinterest is teeming with inspiring and beautiful pictures, the social media app Instagram, may just be the source of those pictures. Instagram is an app that lets you filter your images in a variety of styles, which can then be uploaded to the Instagram site and shared with other users. The filters, which are remarkably, aesthetically attuned, have probably redeemed many a picture from the depths of Dante’s photographic inferno, (if one were to exist).

And for an app that is used, even by the President of America, for politically strategic if not aesthetic reasons, Instagram has certainly gained a lot of momentum. Arts organizations can use the app for sprucing up images they’d like to share and publish them on a wide variety of sites, including Instagram itself. The app can also work as a marketing tool and was recently employed by Tiffany & Co in their ad campaign titled What Makes Love True.

Finally, if the muse of social media content generation has marooned you on the island of blankness, Percolate is here to help. Percolate helps brands generate content through the process of online curation.  As stated on their website, “Percolate bubbles up interesting content from around the web and presents it back to a brand editor to add a comment and publish back out to social channels and websites.” As of now, the site is invite only, but brands can get in touch and learn more about the dissipation of social media content on their website.

So before you despair at the idea of building yet another social media platform, wait a while. Let the possibilities that these sites open up... percolate.

It's Game On At The Louvre!

This March, it’s game on in the world’s most visited museum, the Louvre. A delivery of 5000 Nintendo 3DS consoles shall be left at the footsteps of the museum in an effort to revamp its audio guides, which are currently used by a mere 4% of its total visitors.

Not much is known regarding the content or how the in-built 3D capabilities will be utilized but  Mashable reports that visitors will “have access to themed itineraries and commentaries, including child-appropriate ones, in seven languages.”  The content of the tour is being developed by Nintendo in collaboration with the Louvre, who will have editorial control.

With so much emphasis on the Tablet-Smartphone duumvirate, gaming consoles have certainly been overlooked. Even though certain games have surfaced, such as Tate Trumps, they have hitherto, been developed for the hand-held tour guide technology that triumphs; the iPhone, the Droid, the HTC, or the iPad.

Additionally, there has not been much innovation in the field of audio guide technology, and even the audio tours themselves are static because they are based on a one-way communication channel. Thus, the Nintendo 3DS does sound promising as an audio guide technology that can offer 3D visuals and maybe, some playfulness?

So now the question everybody would like to ask; will there be games, intellectually inclined games? Let’s hope so! Last year, Andre asked whether the arts can successfully have a game dynamic? In his article, he argued that games would help arts organizations “overcome certain aesthetic hurdles” and organizations should adopt games because of their “potential for growth.”

And growth there shall be. In fact, an article in the Economist states that “video games will be the fastest-growing and most exciting form of mass media over the coming decade.” Furthermore, the current figures for the gaming industry itself are astounding; “the global video game market was worth around $56 billion in 2010”, which is “ more than twice the size of the recorded-music industry, nearly a quarter more than the magazine business and about three-fifths the size of the film industry...” And this market is expected to reach sales of $82 billion by 2015!

Interestingly, the Economist also notes that the average age of players in America is 37, with 42% of them being female. With the incredible popularity of a bunch of angry birds and virtual farming, it's no surprise that the adult world surely likes to play every now and then. Yet playing on gaming consoles such as the Nintendo 3Ds falls in the domain of a somewhat younger demographic. So the Louvre’s new entry will certainly entice children to go whizzing about the museum, but what about the adults?

Maybe they will, for once, follow in the footsteps of their children. Maybe they won’t. Only March will tell. But one can’t deny that Nintendo consoles are certainly a fun way to begin the auditory odyssey towards art appreciation and knowledge of art history.

Meanwhile in the Louvre, behind her glass enclosure, and with onlookers abound, the Mona Lisa smiles. Gaming is her secret.

 

The Year That Was

The clock’s ticking is becoming ever more pronounced, 2011 shall soon be placed in the archives of our collective history. So as we bid farewell to this year, let’s not forget the events that made the technology-art axis rotate for a full 365 days!

The year began with the unfolding of the Google Art Project, which revolutionized not only the way we view and how much we could view of an artwork, but also how art in museums became accessible at a global level.

And as art became accessible to a host of people, people became accessible to arts organizations through crowdsourcing. This year, we saw an incredible rise in the use of crowdsourcing, in many different areas and for many different purposes. Operas were crowdsourced, exhibitions were crowdsourced, and even art-works were crowdsourced. But it was the concept of crowdfunding that received a standing ovation from a crowd of people, organizations, and artists.

And in the pockets of these crowds of people were smart-phones and tablets, all glowing with the slide-to-unlock signs. With the rise of the iPhone/Droid/Blackberry and the iPad, many museums developed apps for specific artists or exhibitions in order to augment and guide the viewing experience. In fact, apps revolutionized the way audiences interact with art and museums were quick to capitalize on this opportunity.

Moreover, some galleries and museums relocated to the online world, and entire exhibitions moved from the realm of the physical to that of the virtual. Paddle8 and Art Micro-Patronage were both introduced this year, and only time will tell whether online exhibition spaces can be just as successful as offline ones. Moreover, there was an increasing emphasis on tailoring the arts towards one’s aesthetic and visual interests through Art.sy and Artfinder, the Pandoras of the art world. Additionally, s[edition] rebelled against the procurement of tangible art forms through its effort to sell digital limited edition prints of big name artists such as Damien Hirst and Tracey Emin.

As always, social media analytics remained at the forefront, and arts organizations realized the importance of sharing and conversing with their audiences through social media platforms such as Twitter, Facebook, and Google+. Many studies were done on Millenials and their motivations, which helped organizations engage and connect with this tech-savvy generation.

And as conversations became heated in social platforms, the world of art and technology did not let us forget that Earth itself is experiencing global warming. There were some excellent fusions of art and technology aimed at the problem of climate change and the move towards green energy by organizations such as GlacierWorks and SolarFlora.

But what will the year 2012 bring in the technology-arts realm? Innovation, progress, the unexpected, awe , wonder, but surely not an apocalypse, right?

Happy New Year!

 

The Website Exhibition: Old and New

Open, explore, type to enter, and browse; ever notice how the Internet's functioning, even jargon, is quite similar to that of a museum, where websites appropriate the role of continuously changing exhibits. Moreover, with the Internet steadily acquiring a past, websites have become historical databases and locations where this past continues to surface, as long as it is deemed relevant by Google or Bing. In the art world, knowingly or unknowingly, this phenomenon of virtual longevity has led to the rise of online exhibitions, where the artworks never have to be shipped, mounted, dismantled, and sheepishly monitored by security guards.
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One of the best online exhibitions was created in lieu of the Monet exhibition at the Grand Palais in Paris in late 2010. For the virtual component, the exhibition designers were faced with a both a challenge and an opportunity; how could they affect a lasting impression on the viewers through the artworks of one of the most ubiquitous artists of Impressionism? How could they ask viewers to look past the commercialization of Monet? (You can buy impressionist laptop sleeves and coffee mugs).
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The answer lay in the development of a virtual exhibition component that reminded us that the brilliance of Monet cannot ever become part of the everyday vernacular. The exhibition takes us on a journey through an impressionistic world set against the backdrop of a canvas. In this journey, which begins with the spill of Monet’s inkwell, we travel through the medium of color as it makes it’s way across a virtual albeit realistic canvas. A series of gradual and beautiful spreads of color transform before our eyes into changing land/city-scapes , where we see ink-cloud shaped sections of Monet's paintings.
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Moreover, playing in the background and transporting us to another era, is a wonderful piece by Debussy. Thus, as we glide from from one image to the next, we are given a chance to view not an impressionist painting, but an entire impressionist world! And all along the way we are encouraged to take part through a series of interactive sections, some of which involve waving and even blowing air into our microphones!
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If impressionist artwork of the 19th century can be so wonderfully exhibited online, surely there are contemporary art mediums that can be displayed within the virtual bounds of a website. Maybe digital and new media art, which requires digital space, not wall space. This is where Art Micro-Patronage comes in, digitally.
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Art Micro-Patronage is an experimental online exhibition space featuring monthly curated shows of digital, new media, and intermedia work. As visitors navigate through the exhibitions, they are encouraged to become micro-patrons of the arts, associating their appreciation of the works with small monetary values.
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In Art Micro-Patronage, a visitor can navigate through a series of artworks, all of which have been adapted to the website format. Their current exhibit is titled Dériving An Imaginary City: Virtual Psychogeographies, which “looks at the use of digital tools in mapping the interplay between psychological states and urban environments.” The exhibition was surprisingly easy to follow and some of the artworks were truly interactive, while others were video exhibits displayed via YouTube or Vimeo.
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A nice twist to Art Micro-Patronage is that instead of simply liking an artwork, viewers can become micro-patrons by pledging a small sum of money (.50 cents to 20 dollars) to a particular artwork. The use of crowd-funding to support an artist is not entirely novel but Art Micro-Patronage removes the intermediaries. Moreover, viewers may be more likely to pay for completed project rather than one that is still in the conception phase. Yet, the figure for the amount of money pledged to the exhibition is not exactly stellar: $83 dollars. In due time, perhaps teems of micro-patrons will be able to make difference at the macro level. Nevertheless, Art Micro-Patronage has some intriguing exhibitions planned for the upcoming year!
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In both the Monet and the Art Micro-Patronage exhibitions, the website exhibition format was employed in a manner that enhanced a visitor’s interaction with the artwork. While the Monet exhibition used the virtual aspect to draw visitors and facilitate interaction, Art Micro-Patronage is simply using the medium of the artwork to display the artwork! And as the Monet exhibition continues to exist beyond the physical, tangible exhibition, it has become encased in the museum that is the World Wide Web, while Art-Micro Patronage is the latest gallery that raises money through the very act of a visitor opening, exploring, entering and browsing their space.

Social Media Analytics are totally.awe.sm

Its not often that one comes across a company named awesome. Perhaps, companies fear the mighty implications of cool contained in those two syllables. Yet, one San Francisco based start-up has accepted the challenge of living up to those expectations by putting forth an awe-some value proposition.awe.sm is the leading platform for companies to harness social data. We measure how social marketing like Facebook posts and Twitter updates leads to meaningful outcomes, like signups, purchases, and other business goals.”

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True to their URL address, their work is totally.awe.sm because they are helping developers, marketers, and organizations effectively monitor and measure their social media and marketing campaigns. While awe.sm has been around for the past two and a half years, the company recently made headlines because it received $4 million dollars in funding from the Foundry Group, and it plans to use the money for further development and expansion of its social data monitoring platform.
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Besides its additional services that are tailored towards marketing professionals and developers, awe.sm helps an organization in two ways; through optimizing their sharing and understanding their fans.
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Firstly, awe.sm can help further an organization’s social media strategy through individually tracking each post that uses awe.sm’s url shortening code. By tracking each tweet or post individually, an organization can learn about the type of posts that attract web traffic, the optimal time for posts, and the actual monetary returns on social media campaigns. It is this last measure on returns that really differentiates awe.sm from other social media tracking tools because awe.sm lets “publishers analyze just how much a Like is worth to them.

While Awe.sm’s tracking tools have been Facebook centric in the past, they have recently “evolved to include other social networks like Twitter and developed a more sophisticated set of APIs that allows content publishers more insight into who is Liking and Sharing their posts on Facebook, and who among those converts to paying customers for the content publisher.” Hence, organizations can now use awe.sm to track their posts on Twitter as well as Google+ along with gauging the monetary value of their social media campaigns on each of those sites.

Secondly, awe.sm enables an organization to visualize its social media sharing pattern through some very nifty graphics, which can help an organization identify its influencers, the people who can sway public interest towards a particular product or cause. An example of these graphical and interactive interfaces can be found at VIPLi.st, which is “a fun visualization of the data awe.sm tracks for Plancast.”

                                   

While awe.sm is geared towards for-profit organizations, not-for profit organizations can still gain some valuable insight into social media analytics. Awe.sm’s capabilities could be used for fundraising, where organizations could track the kind of posts that are leading to the highest ROIs, shares, signups, and clicks. Moreover, awe.sm would also be very useful  in determining which social media channel (Facebook vs Twitter vs Google+) is most effective in connecting and conversing with followers or fans.

And for those interested in learning more about social media analysis, the awe.sm team runs an interesting blog, in which they provide valuable insights into the world of social media along with some great advice on social media strategies, industry predictions, and best practices. Awe.sm also holds webinars for those interested in learning more about the application of their social media platform.

The world has become a sociable place, at least as far as online sharing, liking, and conversing is concerned. And organizations should be careful not to overlook social media analytics because, in essence, they provide insight into people’s emotions, which is a very powerful and influential piece of information for any organization in any field.

Earlier this year, Technology in the Arts wrote a three part series on The Art of Social Media Analytics and with companies such as awe.sm, these analytics truly become an art form because awe.sm’s tools are able to create a compelling and powerful visual story around a set of clicks, retweets, plus ones, and likes.

Limited s[edition]

These past weeks, art newspapers and online publications have been aflood with articles such as “How to buy a Damien Hirst for £7.50” , “Would you spend £500 on pixelated art?”, and “Artists Join the Digital Revolution.” At the center of all this questioning and apparent disbelief is s[edition], possibly an artful manoeuvre of the word sedition, which means an insurrection or a rebellion. Nevertheless, true to the definition of their lexical namesake, s[edition] has decided to rebel against is the centuries old tradition of acquiring tangible art.

So just how revolutionary is s[edition]? Revolutionary enough to cause some stir, would be the answer of any auctioneer, accompanied with the resounding knock of a hammer. That is because s[edition] is essentially a new online venture that offers digital limited editions of artworks by leading contemporary artists such as Tracey Emin and Damien Hirst, that can be viewed on a host of equally digital mediums such as laptops, iPhones, iPads, or LCD TVs. Moreover, the prices of these limited editions vary from the joyously affordable sum of $12 dollars to the wait a minute price of $800 dollars.

In a sense, s[edition] is making the work of contemporary artists more affordable and accessible but its hard to overcome of a slight feeling of it being digital chicanery because what you see... is what you see. So what one is really paying for is, at times, just the digital image of an artwork. Since s[edition]’s prices are aimed to woo younger generations, are they genuinely encouraging art appreciation and collection or just creating a whole new market to profit from? Chances are, its a combination of the two, leaving s[edition] ambiguously perched among the notions of accessibility and profit maximization.

http://vimeo.com/31910206

While some artworks do seem to lend themselves well to the digital medium, such as Tracey Emin’s I Listen to the Ocean and All I Hear is You or Mat Collishaw’s Whispering Weeds, which incorporate video and audio components, others tend to feel more like a series of static digital reproductions. But then again the price for such editions, like Damien Hirst’s Xylosidase or Bognor Blue, is a mere $12 dollars. The most expensive artwork is a high definition video of Damien Hirst’s bejeweled skull, For Heaven’s Sake, priced at $800 dollars.

With the number of editions ranging from 10,000 to 2,000, should you purchase these digital artworks or more audaciously, make an investment in digital art? Perhaps, because on their website, s[edition] writes, “Once editions are sold out, you can sell your works to other collectors through the s[edition] marketplace launching soon.” So s[edition] is not only looking to create a primary market for digital artwork but also a secondary one. A novel idea indeed, but will it work?

Yes, it could. And it may work solely because, thanks to s[edition], one can now afford to own a Bill Viola or a Shepard Fairey. So even though the Internet is abound with high resolution images of artworks, s[edition] seeks to entice with the covetous concepts of ownership and authenticity. And while the limited editions remain undeniably intangible, one can nevertheless lay claim to a piece of art by a famous contemporary artist. In fact, the innovators and early adopters of the art world are already purchasing these works; some 110 editions of Damien Hirst’s Bognor Blue have already been sold.

However, the early and late majority will only start purchasing these works when they begin to value digital limited editions and become comfortable with paying for what they can only view on luminous digital screens. Then, and only then, will s[edition] truly be able to capitalize on the affordability and accessibility of its business model.

As of now, s[edition] signals a marked step towards the digitization of art, in not only what is represented but the representation itself. Seems like the art world is, after all, responding to the evolution of the touch.

Paddle8: The Next Generation of Art World Experiences

An exhibition opening at a gallery or a museum is a colorful scene; an installation at odds with gravity, a massive video projection, a performance art piece, some marvelous, some questionable paintings, the bubbling and clinking of glasses, erudition with a tiny bit of pretension. And this very scene is re-enacted almost every week in cities around the world, causing one to wonder if the term ‘well-informed of the contemporary art world’ is becoming ever elusive, for a new exhibition signals yet is a new direction in the fast paced art world of today.

Besides the swooping pace, geography and money are limitations for those who would like to keep abreast with the continual and amazingly relentless evolution of the art world. Perhaps you are one of the privileged few who can jet-set across the globe, going from the Frieze Art Fair in London, to the Biennial in Istanbul, followed by a stop at the Venice Biennale, and a final sojourn at the FIAC Art Fair in Paris (this isn’t a fanciful itinerary, I am merely recounting the travels of Lynn Zelevansky, the Director of the Carnegie Museum of Art).

But considering that a mere 1%  hold most of the wealth, chances are, you’re probably missing out on a lot of new and upcoming artists that fall under the categories of the provocative, the obscure, the fascinating, and the truly remarkable.  Yes, you can always read hundreds of exhibitions reviews but art, at its core, is experiential and reviews convey the feelings of the writer; you’re own thoughts and feelings bow down to the constraints of geography, money, time, and a tendency to declare that writer knoweth best.

Yet what if there existed certain exhibitions that featured the work of contemporary artists, and were curated by leading figures in the art world, solely for the purpose of online viewing? And, almost simultaneously, I retract the what if because Paddle8, a new online art market venture, is exactly that which I described above :

Paddle8 is a new destination for examining, understanding, and acquiring unique artworks. Paddle8 is directed towards a generation of collectors, artists, and gallerists who see the web as a viable space for learning and access.

Since its official launch in June, Paddle8 has hosted an online exhibition every month that features artworks selected by a guest curator. The curator also selects eight “quirky art world influencers” who provide “multifaceted insights on works in each exhibition.”

Every artwork in an exhibition is accompanied by a dossier that offers the viewer a deeper understanding of the artist’s inspirations and motivations. These include video interviews, written explanations of a particular piece, other artists that have inspired the artist at hand, and write-ups on related works that have been exhibited elsewhere. As such, the dossier is both textually and visually rich, with some interactive multimedia experiences that are well suited to an online exhibition format.

With the aid of the dossier, an entire context is created around a particular artist or artwork, which is often difficult to accomplish in a physical gallery setting. In fact, it is the dossiers, the curators, and the 8 “quirky influencers”, that make Paddle8 a viable alternative to a physical gallery space. Since its launch, Paddle8 has already had four amazing exhibitions, the most recent of which is titled Immaterial, and is curated by the performance artist, Marina Abramović.

So, if you happen to be a collector, Paddle8 is definitely worth a visit or, more aptly, multiple clicks, some of which may set you back by a few thousand dollars or more. If you happen to be a make-belief collector like me, you can still register to gain access to their virtual exhibitions, and one evening, you may find yourself raising a silent toast to the next generation of art world experiences.

 

 

 

GlacierWorks: A Detailed Look at Climate Change

The glaciers are melting’ is a phrase that we have heard and read, in all its literary permutations and combinations, ad infinitum. And the term “ad infinitum” should raise concern among us because when certain phrases are repeated so often, when they are so widespread, the world becomes inured to them. Ironically, despite of the size and scale of most glaciers, many of us have probably never encountered these sublime bodies of ice. So when we hear about the plight of our glaciers, we shrug and give a slight brrr of concern, for we are not acclimated to contemplate the cold beyonds of planet earth.

But what if we could visualize our glaciers at different points in time? What if we could see how much they have changed over the past century? Would we finally comprehend the glacial magnitude and urgency of climate change? GlacierWorks certainly thinks so.

“GlacierWorks is a non-profit organization that uses art, science, and adventure to raise public awareness about the consequences of climate change in the Greater Himalaya. By comparing our modern high-resolution imagery with archival photographs taken over the past century, we seek to highlight glacial loss and the potential for a greatly diminished water supply throughout Asia.”

The GlacierWorks team, which is led by “filmmaker, mountaineer, and adventurer”, David Breashears, re-traces the photographic and mountainous footprints of early 19th and 20th century photographers, each of whom dared to explore the Himalayan terrain during the course of their lives.

Among these early pioneers is the famous 19th century Italian mountaineer and photographer, Vittorio Sella, who is best known for his breathtaking images of the mountainous landscapes in Europe, Asia, Africa, and America. Whilst in India, Sella took a series of “awe-inspiring images of the Jannu and Kangchenjunga Glaciers, as well as the Karakoram’s Lower Baltoro Glacier.”

Another eminent photographer, whose images are traced by GlacierWorks, is Sir Edward Oliver Wheeler who was the Surveyor-General of British India from 1941 to 1947, and was knighted as a result of his notable work  in topography for the Indian subcontinent. Other noteworthy photographers of Mount Everest and its surrounding terrain include German filmmaker, Norman Günter Dyhrenfurth, and  George Herbert Leigh Mallory, who was a member of the 1921 British Reconnaissance Expedition, which “explored routes on Mount Everest and produced the first accurate maps of the region.”

In order to provide us with a compelling difference between the masses of our glaciers today as opposed to just a century ago, the GlacierWorks team determines the photographic point or location from where each of the images by Vittorio Sella or Sir Edward Oliver Wheeler were taken. As such, we are able to make a glance-by-glance comparison of the Himalayan glaciers through two images taken from the exact location, but with a century’s worth of time in between them. This visual comparison is sublime, even melancholic, but the overarching message is grim, for these images provide us with the cold, icy truth about our glaciers; not only are they melting, but they are doing so at a devastatingly alarming rate.  

On their website, we are encouraged to do some virtual mountaineering of our own so that  we may become familiar with the majestic but eternally distant Himalayan glaciers. In collaboration with xRex studio, “a visual effects practice which explores the intersection of high-end computer graphics and advances in digital photography”, GlacierWorks has created incredible 180 and 360 degree immersive explorations that re-create the awesome entirety of the Himalayan landscape, all in gigapixel imagery.

And with the use of gigapixel imagery, GlacierWorks has accomplished an uncanny yet astonishing feat: they have placed before our very eyes, the detailed truth on glacial loss; and they have made us confront, the absolute reality about the future our glaciers. GlacierWorks’ photographs incite a sense of loss and the necessity to change our profligate ways, before all that remains is a set of high resolution imagery, before the comparison between the glaciers of the past and those of the present is beyond discernment.

The 2011 UN Climate Change Conference will take place in Durban later this month. Here’s hoping they agree on at least a few environmental measures because inconclusive climate summits is something we have heard and read about ad infinitum.

 

The Evolution of Touch

In the 15th century, the Italian renaissance polymath, Leon Battista Alberti, wrote a famous treatise on painting titled De pictura. In his treatise, Alberti praised painting above other art forms such as sculpture because painting often went beyond the act of mere imitation and was able to create an illusion that could persevere through the centuries. Moreover, the art of painting was a uniquely visual experience and, unlike sculpture, it did not incite the desire to touch, for what we saw in a painting remained poetically out of our reach. This treatise postulated by Alberti during the period of the Renaissance is not entirely archaic and arcane to the world of today. We still take pleasure in the transitory ability to escape into the painted world we see before us, and we are in still in favor of preserving the the illusion we see before us. But have we become drawn to what was only considered possible in the realm of sculpture, the desire to touch a painting?

This question of touch is a thought provoking one because of a recent phenomenon that I like to refer to as the “slide to unlock”. Yes, this phenomenon is none other than our increasing desire to avail ourselves of the sense of touch. Apple has gently nudged us along into the wonderful world of touch through iPhones, iPads, and iPods. So, it suffices to say that in the technological realm, we have effectively and decisively entered into the era of the sensory. And this definitive entry into the realm of the sensory has led to the development of apps, some of which have enabled us to explore the world of art at our very fingertips.

Nowadays, we can explore artworks using our sense of touch without compromising our moral integrity or damaging the artwork, and shattering the illusion before us. For instance, in Artfinder’s app on John Constable’s oil sketches from the Victoria and Albert Museum, we “can zoom to show each of the sketches in their incredible painterly detail, and follow Constable’s progress from Suffolk, to London and Brighton.” Artfinder has also collaborated with various other museums to create apps that augment and physically sensitize the viewing experience. As such, the way we engage with art may be undergoing a paradigm shift; a shift towards the touch.

Consequently, more and more museums are now incorporating the sense of touch into what was hitherto seen as predominantly visual and contemplative experience. Earlier this summer, in the exhibition titled “Picasso and Braque: The Cubist Experiment, 1910-1912”, the Santa Barbara Museum of Art provided visitors with iPads that were “equipped with a specially developed iCubist application to scrutinize and delve deeply into four key paintings.” The app also allowed visitors to “deconstruct a cubist composition and attempt to put it back together.” The iCubist app developed for the Santa Barbara Museum of Art demonstrates how the sense of touch, in unison with the sense of sight, can help demystify a movement such as Cubism.

It is also interesting to note how the contemporary art world is evolving with the rise of the touch. For instance, artist David Hockney began painting on his iPhone in 2008 and last year he began using his iPad to create art. Using the Brushes app, Hockney would draw flowers, using just the edge of his thumb, and send them to his friends.  His oeuvre now includes landscapes, still life, and self-portraits all created by a sweeping touch, rather than a stroke, of creativity and ingenuity. Currently, his work is being shown at the Royal Ontario Museum in the exhibition titled “David Hockney’s Fresh Flowers: Drawings on the iPhone and iPad.

So is the art world moving in tandem with the technological world? Is it stepping into the realm of the sensory?

As artists such as David Hockney remain a rare few, the art of painting on tangible mediums such as canvas will most likely survive decades of technological progress. The modern day audience, however, may be more willing and receptive toward the introduction of touch into the viewing experience. This is because, as an audience, we may be drawn towards what can only be termed as a two-part deception; to make tactile, what in reality is untouchable, while reveling in a scene that in essence, is a grand illusion.

 

Crowdsourcing Creativity

At a TED talk earlier this year, Aaron Koblin, an artist “specializing in data and digital technologies”, began his talk by drawing attention to a tweet from a media theorist: “19th century culture was defined by the novel, 20th century culture by cinema, the culture of the 21st century will be defined by the interface.”
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Now let’s deter ourselves from contemplating how we live in a world where tweets have become the new medium for philosophic aphorisms. Instead, let’s contemplate the interface, which means “a common boundary or interconnection between systems, equipment, concepts, or human beings.” Some thoughtful seconds later we can begin to comprehend the importance of the interface and how it has provided the world with numerous platforms for communication, the most important of them being the Internet.
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And this overwhelming ability to interact and communicate has given rise to another interesting phenomenon; crowdsourcing. Essentially, crowdsourcing is a means of relegating a specific problem or a task to members of the public and it provides access to something that was virtually impossible in the pre-Internet, pre-interface era; the collective brainpower of the wired world.
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So what does a digital artist like Aaron Koblin create in the era of the interface? How does Koblin proceed when it dawns on him that he can explore the creative processes of the online world? He proceeds by surrendering his own paintbrush and easel but providing a whole host of individuals electronic canvases, paints, and paintbrushes; Koblin crowdsourced his art, he crowdsourced creativity.
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More specifically, he used the crowdsourcing capabilities provided by Amazon’s Mechanical Turk to create art. For his first project, Koblin created a drawing tool and paid people 2 cents to draw a sheep facing the left. And thus he began collecting sheep, drawings and drawings of sheep, 10,000 sheep. At the end of the project, he created a website called thesheepmarket.com, where he sold a block of 20 sheep as a “one-of-a-kind plate block of lick-able adhesive stamps.”
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And technologically acute, brilliant artists, such Koblin do not crowdsource just once, they crowdsource again, and again. Some of his other incredible projects are Ten Thousand Cents and a Bicycle Built for Two Thousand, both of which demonstrate the extent and power of human collaboration made possible today, notwithstanding the lack of context and monetary gain.
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The most recent of his pursuits is The Johnny Cash Project; “ a global collective art project”,  where people from around the world can contribute to making the music video for the song, Ain't No Grave, which was Cash’s final studio recording. In collaboration with a host of people, archival footage of Johnny Cash was used to create a video for Ain't No Grave, which was then cut into several different frames. More specifically, the footage was cut into eight frames per second, leaving people with an ample number of frames for, albeit mouse-driven, creative expression.
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As such, anyone anywhere in the world, could, and still can, re-create and render a frame from the footage using the drawing tools provided to them on the website. All of these frames become inter-weaved and form a final video homage to the great Johnny Cash that is cohesive yet disjointed, anonymous yet personal.
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Crowdsourcing, of course, is not limited to the field of artistic creation, for it can spark, even set ablaze, inspiration and innovation in almost any field.  Earlier this year, we read about how an entire opera production was crowdsourced! And ever since, the phenomena has only led to more sighs of delight, awe, and more recently, exclamations of eureka!
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The concept behind fold.it, a website where users “solve puzzles for science”, is none other than that of crowdsourcing. An article in the Smithsonian magazine takes note of some of the other organizations that have used crowdsourcing; NASA, Harvard researchers, and the European Space Agency. Yet another article in the Washington Post mentions how the Dead Sea Scrolls project by Google opens the door for “amateur detectives to seek clues that elude scholarly academics.”
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Even museums can no longer hide, not even behind their impressive forest of columns in the Ionic order, from the phenomenon that is crowdsourcing. The Concord Museum in Boston recently celebrated its 125th anniversary with the exhibition titled  “Crowdsourcing a Collection”, which was “curated by 25 selected individuals drawn from literary, arts, or political circles.
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For arts organizations, crowdsourcing is a innovative way to engage, communicate, interact, and participate with your audience. So when faced with a vexing problem or task, why defer from asking the wired world to aid and guide you? If you were waiting for a call from the savvy technological beyond, here it is; crowdsource creativity, crowdsource innovation.

IBM: A Century of Avant-Garde Thinking

If asked whether data can be beautiful, many of us in the art world would give the questioner a quizzical look. We would then proceed to answer along the lines of “In the art world, we do not ponder over the beauty of data.” But if we were to pose the same question to IBM, they would nod affirmatively. And it bodes well for us to listen to those at IBM because after a century of trial and error, they have agreed to share some of the reasons behind why data is not only beautiful, but also powerful and astonishing. In celebration of a century of avant-garde thinking, the aptly named IBM THINK exhibit is on display at the Lincoln Center in New York. One of the most striking displays is found at the entrance itself; an incredibly beautiful, 123 foot, digital data wall that “visualizes, in real time, the live data streaming from the systems surrounding the exhibit, from traffic on Broadway, to solar energy, to air quality.”

The IBM Think exhibit is on display at the Lincoln Center in New York until October 23

Once inside the exhibit, which is a veritable visual feast, visitors watch a 12 minute film about “awe inspiring stories of the past and the present”; in essence visitors learn about how the advancements made at IBM have shaped the technological course of the 20th century and the opportunities that lie for “making our world better, today.”

The exhibit concludes with an interactive experience, where visitors can delve into the collective knowledge of the scientific and tech world, from “clocks and scales to microscopes and telescopes, RFID chips and biomedical sensors”, on 40 seven foot screens. Through its data visualization techniques and compelling interactive experiences, the IBM THINK exhibit achieves a rare balance between data analysis and beauty.

http://www.youtube.com/watch?v=JVrXAsYd1Wk

But the overall theme of the exhibit is not limited to the dissemination of data, rather it poses a grandiose and rather formidable question; how do we use the breakthroughs in the fields of science, technology, and leadership to make the planet a smarter place? So while the BMW Guggenheim Lab experimented with making metropolises better, IBM’s sets its sights on the well-being of the entire world. Is that an audacious quest? Not quite, because if IBM were a person, they would have on their resume, a century of experience in changing the world, written under qualifications.

In fact, not only has IBM propelled the world into the 21st century, it continues to build up storms in the ever restive sea of our scientific and technological present. For instance, it’s hard to ignore Watson, the IBM self–contained computer system that proves that computers too are capable of placing themselves in jeopardy.  This is because Watson can process natural language and hypothesize between answers, until it arrives at the right answer through weighing different algorithms and determining its confidence level. And Dr. David Ferrucci, the Principal Investigator for the Watson project, is convinced that computer has potential to transform industries such as business and health care.

Let’s also take a look at a technology that may not have created a storm, but perhaps ripples in the much smaller lake of the art world. Earlier this summer, IBM helped the Metropolitan Museum of Art make quantum leaps in art preservation when it installed wireless environmental sensors called Low-Power Motes. These sensors will help the Met monitor the micro-environment through real-time 3D data that will “measure temperature, humidity, air flow, contamination levels, door positions, light levels, and more.” The sensors will help the museum scientists develop correlation models between environmental conditions and the reactions they have on works of art, eventually leading to better models for art preservation.

So in the end, let’s not move forward but backwards. Let’s rewind our clocks back to the year 1911, when IBM’s successor the Computing Tabulating Recording Corporation sold products such as employee time keeping systems, punched card equipment, and of all things, automatic meat slicers! Compare meat slicers to Watson or Low-Power Motes and we can begin to appreciate the beauty of data analysis techniques and technological advancements. We can finally begin to nod in unison with IBM.

A Collaborative Affair: When Art Meets Business

One doesn’t often find commonalities between the world of art and luxury automobile technology. While it is common for businesses in different industries to create partnerships, joint ventures, or mergers, the idea of collaboration between businesses and art organizations was often dismissed on the grounds of artistic and monetary differences. But in a world of ever increasing  intersections and interconnections, this notion is fast becoming obsolete and arts organizations are no longer insular entities that are oblivious to their formidable counterparts in the business world. The mutual desire for collaboration between the art and the business world is becoming stronger because one can provide business acumen and technical expertise while the other can leverage its strengths in creative thinking and critical analysis. Hence, when the world of art opens the doors of collaboration to different industries, the results can be unexpected, intriguing, and just plain extraordinary.

A museum that is clearly benefiting from strategic partnerships with companies in the world of business and technology is the Guggenheim. It made headlines in 2010 when it collaborated with YouTube, Intel, and Hewlett-Packard to create A Biennial of Creative Video. Essentially an homage to the world of online video, the biennial enabled Guggenheim to showcase extraordinary videos created by ordinary people in the YouTube community.

A year has passed but the Guggenheim is not one to take an innovation vacation, it has recently partnered with BMW to create the BMW Guggenheim Lab. The lab’s name may lack inspiration but the crux of its efforts will most certainly revolve around the axis of innovation. In fact, the lab is “a mobile laboratory travelling around the world to inspire innovative ideas for urban life.”

Over a period of six years, a team of interdisciplinary vanguards “in the areas of urbanism, architecture, art, design, science, technology, education, and sustainability” will travel to a total of nine cities in an effort to resolve the issues surrounding urban life. The lab will center around a specific theme for each two year cycle, the first of which is Confronting Comfort. The journey has already begun in New York City, where the lab has been hosting a series of free programs and experiments designed to help the public not only confront but also improve comfort in the quintessential metropolis. Next it will travel to Berlin and finally, Mumbai, concluding the first two year cycle with an exhibition at the Guggenheim in 2013.

If you do not happen to live in a sprawling metropolis, you can still play Urbanology; an online game that helps you ideate your dream city after asking you a series of questions that will gauge your societal, moral, and sustainable compass. You can also follow all the events on their blog and read intriguing posts such as “ten tips on using your city as an engine for joy” or “your brain on commuting.”

Apart from the games and interesting events, let’s hope the initiative’s denouement will result in change, both inside and outside the realm of the Guggenheim, because we all know that the power to act on issues that arise in metropolises, such as those of transportation or pollution levels, rests primarily in the hands of the government.

Doubts aside, the Guggenheim BMW lab certainly is a novel and unique project that exemplifies the synergies that arise when two unlikely organizations team up. Earlier this year, an article in the Economist argued that businesses have much to learn from the world of art and the opposite is no less true, the possibilities for mutually beneficial relationships are endless. As for the many arts organizations and corporate businesses that regard each with an air of mere acquaintanceship, it’s time they sat down to have a cup of tea.

 

Leveraging the Virtual and the Real

The art world is experiencing a virtual boom. A boom that began with the advent of the street view technology used by Google, which has now forayed into the world of art. Within the last two years, the Google Art Project has photographed, digitized, scaled, and organized some of the most famous artworks in renowned galleries and museums such as the Tate, the Uffizi Gallery, and the Palace of Versailles. Moreover, this digitization of famous artworks is not any mere reproduction; rather it is a reproduction of the grandest or perhaps the smallest of scales: gigapixel images.

Photograph by Amantini Stefano/4Corners Images

This technology has revolutionized the way we interact with art even though it can in no way be deemed an equal alternative to the real experience. The digitization of museums and galleries has captured their tangible and physical aspects, but not their essence. A visit to the Palace of Versailles will never compare to visiting a website. So the question begs to be asked whether this virtual experience guides, develops, and enhances our real experience. Does the virtual help the real? And what can arts organizations gain from this insight?

Detail from Sandro Botticelli’s Birth of Venus (from the Uffizi Gallery, Florence)

A visitor recently set off an alarm, a really loud alarm, in a museum in Basel when she got too close to an artwork. This encounter illustrates how a public viewing experience within the confines of a gallery or a museum can act as a barrier. More often than not, we are afraid to get too close to painting, even though we want to (with the exception of the aforementioned visitor, of course). We also feel the need to constantly move from one painting to the next until we reach a point of complete and utter visual saturation, perhaps even visual exhaustion.

In the virtual confines of the Google Art Project, we can get eerily yet brilliantly close to our favorite artworks on our very own laptops. We can see details that could not have been physically possible under any circumstances in a museum setting. We can also pause for as long we please and we can leave and return as we please. On a whole, a virtual art world as powerful as that of the Google Art Project enriches and builds upon our real experiences.

 

Detail from Louise Elisabeth Vigée-Lebrun’s Marie-Antoinette de Lorraine-Habsbourg, Queen of France, and her children (from the Palace of Versailles)

Yet, however exquisite and detailed the world of the Google Art Project may be, unlike the masterpieces it virtually showcases, it cannot boast of having attained perfection. An article in the Daily Beast highlights the fact that while the Google Art Project has enabled us to view artworks in a manner that is unprecedented, it is not clear whether we are seeing better.

In the same vein of thought, the author of a blog post in Freize argues that by bringing us closer to works of a bygone era, such as Caspar David Friedrich’s The Monk by the Sea, the Google Art Project has ignored the dynamism of the art world, where the concept of a masterpiece and the artist genius are constantly evolving. The post also mentions how Google is guilty of not explaining to us why certain artworks were, and still continue to be, worthy of the title of a masterpiece.

 

The Monk by the Sea, Caspar David Friedrich (from the Alte Nationalgalerie, Berlin)

For arts organizations looking to create a virtual experience, let’s analyze the advantages and the disadvantages. A virtual experience can create a longing and desire for a real, physical experience. The aforementioned article in the Daily Beast provides an interesting insight from the Director of MoMA about virtual outreach: the virtual presence and proliferation of art works housed at the MoMA actually compelled the true lovers of art to seek out the real. Consequently, the MoMA has had a twofold increase in attendance over the last ten years.

Another big advantage is increased accessibility to audiences around the world. But accessibility alone is not adequate and arts organizations should be wary of becoming just another collection of images on the World Wide Web. The aim is to educate people and generate interest, not pander to their aesthetic appetites. A virtual experience that is no different from a collection of images limits the potential of technology as a vehicle for education, discussion, thought, and reflection.  Thus, arts organizations should look further than the potential of the online world as a visual cache because only then will they truly be able to leverage the virtual and the real.