Arts & Technology

Coming Soon - MOCA TV

Wanna check out a documentary on street artists? Maybe an interactive, educational art program? Turn your dial to YouTube, and check out the new channel from the Museum of Contemporary Art (MoCA) in Los Angeles, called MOCA TV. Part of YouTube’s original programming initiative, MOCA TV is the first contemporary art and culture channel in the programming. It will be “aggregating, curating and generating the strongest artistic content from around the world” according to MOCA TV Channel Executive Jeffrey Deitch. MOCA TV original programming will feature global art news, art and music, art and fashion, artists in the studio (think MTV “Cribs” style), and aforementioned educational pieces in a series called “MOCA Univerisity”.

Deitch referred to MOCA TV as “the ultimate digital extension of the museum”, which has us curious about this growing digitization of art museums. The Walker Art Center’s new magazine-style website, increasingly sophisticated web exhibitions around the world, and MOCA TV point to general embrace of modern technologies.

MOCA TV has a July 2012 release date, so we have a while before we start streaming any shows. Shepard Fairey’s design studio is doing the graphic identity and an extensive social networking campaign promises MOCA TV will be cool and on point with tech-savvy Millennials. In the mean time, what original arts programming do you like to enjoy on YouTube?

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.

Are you really my friend? The Facebook Portrait Project

I went to elementary school with her- confirm request. He is the son of my mom’s friend from work- confirm request. She’s a friend of a friend that also likes Amos Lee, Portland, Maine and the Peggy Guggenheim Collection in Venice, but we’ve never actually met- confirm request. The word “friend” is now synonymous with Facebook and its meaning has been redefined to incorporate relationships formed as loosely as in the situations above. Regardless of how intimate your real world relationships are with your newest virtual “friends,” they receive the same amount of information and become privy to the innermost private details of your life through your Facebook activity, statuses and photos.

Yes, you can “poke” others on Facebook, but Maine photographer Tanja Alexia Hollander, has discovered through her own Facebook friendship odyssey that Facebook cannot replace human interactions

Social media has become a fundamental part of our society in the 21st century. Its convenience allows us to instantaneously communicate and share a level of intimacy with those we know well and many we don’t know at all. Despite its presence in our lives today, social networks cannot replicate human interaction. It is arguable, however, that the online environments we’ve created and the resulting reduction of human interaction have an impact on our relationships.

Since the beginning of 2011, Hollander has embarked on a journey to meet (some for the first time) and photograph all 626 of her Facebook friends, traveling across the state, country and world to reach them in their most intimate and private space: their home. Hollander’s photographic and personal journey grew into the project and upcoming exhibit “Are you really my friend? The Facebook portrait project.”

More than just an exploration of virtual social networks and humans’ dual existence in a cyber space and physical, real world space, Hollander’s project and exhibition explores the evolution and modern-day role of formal portraiture, the meaning of home and the future of human interactions and American culture in an increasingly virtual world.

My project is an exploration of friendships, the effects of social networks and the intimate places we call home. Facebook seemed an ideal forum for this exploration. Though we are in the initial stages of understanding the effects of social networking on American culture and photography there is a pervasive feeling that it is changing our interactions with each other and building a false sense of community.

But do not misinterpret Hollander’s project or exhibition- she is neither defaming Facebook nor purging herself of it upon completion of the project. Quite the contrary, actually. As a result of visiting with and photographing each of her friends, Hollander discovered they do in fact pay close attention to her life online and wanted to follow up about what they saw or read. To Hollander, this gave greater merit and value to the relationships she maintains via Facebook and lessened the gap she was questioned between our simultaneous existence in cyber space and the real world.

I had the pleasure of speaking with Hollander before the holidays as she approached the final stages of preparing for the exhibition. Since her project has received wide coverage and media attention, I wanted to discuss Hollander’s relationship with social media as co-founder of the self-serving, fine arts photography studio, the Bakery Photographic Collective in Westbrook, Maine. As a manager and artist, Hollander is in the unique position of successfully managing the studio and doing so with a great sensitivity and passion for the arts.

Hollander is admittedly still overwhelmed by the possibilities, perks and opportunities of blogging and social media, though she now considers herself a Facebook expert (and if you have been following Hollander, the project's Facebook page and photographs, you would most definitely agree).

I asked Hollander specifically about the use of Facebook as both an artist and co-manager of the Bakery Photographic Collective

Now I’m obsessed with it. I’m learning as I go. It has been a process of realization of the perks Facebook offers. It has created an audience. Facebook is really important for an artist promoting their own work. In this down economy, artists can’t rely on galleries for sales- that model is shifting.

Hollander plans to turn her Facebook love loose on the Bakery Photographic Collective’s page once preparations for her February exhibit are complete. For Hollander, Facebook has helped her maintain 626 “friendships,” locate each person geographically and most impressively, create a virtual exhibit to complement her real world exhibit at the museum, as each of her photographed friends were asked to upload their portrait as their Profile Picture.

What started out as a personal documentary on friendship and environmental portraiture has turned into an exploration of American culture, relationships, generosity & compassion, family structure, community building, storytelling, meal sharing, our relationship to technology & travel in the 21st century, social networking, memory, and the history of the portrait.

The possibilities of Web 2.0 for artists as creators and managers promoting their work are endless- Hollander says

I am able to post work as I make it, have a dialogue with a global audience, and market - in one location.

Hollander's exhibit opens February 4th at the Portland Museum of Art in Maine.

(Photo Credit: Tanja Alexia Hollander)

SOPA and PIPA - Fighting online piracy or stopping innovation? Open source alternatives to common utilities.

This Wednesday, 1/18/2012, WikipediaReddit , and Boing Boing will go dark in protest of the Stop Online Piracy Act that is being considered in US House and the Protect Intellectual Property Act in the US Senate.  These protesters are asking for the US public to call or write to their elected officials regarding the proposed legislation.   Bloggers in this forum have taken a stance against limiting open source and net neutrality in the past and these two bills pose no less of a threat to the innovative culture that is open source.

Although there has been a healthy open source community for decades, legislation like SOPA or PIPA would exclude open source software opportunities to developers in the US if passed.  These bills would essentially lock down portions of the internet to users in the US by creating a federally kept blacklist of internet sites that internet service providers would in turn prevent from being served to their US customers.  This would prevent the US public from accessing the steady stream of free content from the open source community that has been continuously redefining the online world for decades.

Open source has been the frontier of technological innovation for decades and by passing this legislation the US Congress will simply ensure that the next Facebook, Google, or Amazon simply never get off the ground from US soil.  In celebration of Open Source a list has been compiled with some great open source alternatives to common commercial software packages that can be downloaded for free:

1)  OpenOffice:  Similar functionality to MS Suite with modules for word processing, spreadsheets, databases, presentation and drawing

2) Dia:  Produces charts and flowcharts like MS Visio.

3) WordPress and Joomla:  WYSIWYG web page builders that compare favorably with aspects of Adobe Dreamweaver.

4) paint.net:  An image editing program with much of the some of the same functionalityof Photoshop.

5) Pidgin:  A messaging aggregator, useful in communicating with all the disparate messaging programs out there.

*) Foxit:  A pdf reader that won't bog down your system and won't update every six hours like Adobe Acrobat does.

 

The Future of Cities, in Sculpture Form

As the resident policy nerd here at Tech in the Arts, few things excite me as much as infrastructure policy, especially as it relates to cities and how they will evolve and change in the years and decades to come. The “city of the future” concept has been around for as long as the republic itself, with the same questions often being asked: how will people live? What will our houses look like? And, perhaps most importantly, when will we get the flying car? Instead of futuristic fantasies that have little hope of implementation, I often favor the realistic side of things, and am drawn to concepts of future cities that incorporate existing technologies and the gradual improvements that we will no doubt see in our future metropolises. With mega cities becoming a larger part of the American psyche and gradually accounting for a higher and higher percentage of our nation’s population, the incentive to promote and showcase cities of the future has never been higher.

A new exhibit opened this past weekend in Los Angeles seeks to show what kind of city we may gradually evolve into. Metropolis II, by artist Chris Burden, currently on display Fridays and weekends at the Los Angeles County Museum of Art, is a living, breathing, working model of a futuristic city designed around transportation and infrastructure. Instead of a computer model or video game, this exhibit is a handmade, painstakingly detailed work of art that shows a city in action.

The scale of the exhibit is quite impressive. In total it is about 500 square feet and is about ten feet tall at its highest point. While there are no flying cars, there are actual miniature cars included in the exhibit, and lots of them: over the span of an hour, over 100,000 tiny cars whiz through the exhibit, speeding between buildings and skyscrapers. There are eighteen roadways handling all of these cars, including a 6-lane freeway. Trains are included as well, with tracks that loop through the exhibit; taken together; all of these cars and trains speeding through the exhibit at such breakneck speed produce a visual and audio experience unlike any other, as the viewer is able to experience the sights and sounds of a futuristic and thriving metropolis.

Designed and built over a span of five years, the exhibit is absolutely worth a look. Here’s a short film looking at the design and production of the sculpture:

http://youtu.be/YqSkRgySAEg

While some may prefer the futuristic futures of films like ‘Blade Runner,’ I enjoy the works of art that look at how cities will evolve and change in the short term. Faster cars, more drivers, taller buildings, denser neighborhoods; these are all characteristics of future cities that seem to be realistic in the short term. The great thing about Burden’s exhibit is how he takes modest changes to our current city structures, like more cars and expanded expressways, and is able to depict the frenzied and bustling future of our cities in a simple and straightforward way.

The exhibit is currently on display in Los Angeles, and if you are in the area, it is definitely worth a look. It may not appeal to futuristic film lovers, but for transportation and infrastructure policy nerds like myself, it is a reminder of why we are so interested in the futures of our wonderful and dynamic major cities.

(Photo credit: Los Angeles County Museum of Art)

All things 2.0: Web, Museum and Photo

Before I introduce Maine artist Tanja Hollander in a soon-to-be-published post, take a look at these persuasive and content-rich lectures addressing certain topics of Hollander's project Are You Really My Friend?: the impact, opportunities and shortcomings of web 2.0 for artists, museums, cultural institutions and art venues. Not sure what exactly Web 2.0 is or how museums can best use it? Start here, with Nina Simon’s informative and practical explanation of what it is, what it is not and how the museum exhibition can be used as platform for user generated content. Additionally,  the video allows viewers like you to leave voice comments following the presentation.

I believe that museums have the potential to undergo a similar (r)evolution as that on the web, to transform from static content authorities to dynamic platforms for content generation and sharing. I believe that visitors can become users, and museums central to social interactions.

If you are well-versed and comfortable with Web 2.0, Andy Adam’s lecture explores the many possibilities for photographers through Photo 2.0 and the role of Photo 2.0 in redefining photography as a medium.

Photo 2.0 – Online Photographic Thinking / SPE Conference at Light Work from Light Work on Vimeo.

Stay tuned for next week's blog featuring Hollander and her upcoming exhibition at the Portland Museum of Art in Maine which celebrates, challenges and responds to the future of a Web 2.0 society.

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 Dummy is Present

Chatroulette. You’re either confused, or you winced at the very mention of the website. For those of you not in the know, Chatroulette is a website that allows anyone with a webcam to be paired up with another random user. Users can chat for as long as they want, until one party hits the disconnect button. The website is notorious for users prominently displaying their genitals, but could it be art? Pittsburgh artist T. Foley seeks to answer that question in her piece “The Dummy Is Present”, a re-interpretation of Marina Abramović’s The Artist Is Present. (She spoke a little on the impetus of this piece in our previous interview with her). If you’re in Pittsburgh tonight, head to the Andy Warhol Museum to see this unique combination of art and technology, as Hector the Dummy responds to ChatRoulette users before a live audience.

The Dummy Is Present will be a part of the Andy Warhol Museum’s performance series Easy Pieces, Friday, January 6th, at 7:00 pm in Pittsburgh, PA.

 

In Case You Missed It - December 2011

What a month December has been! As the month comes to a close, so does 2011, and here at Technology in the Arts we covered a lot of great topics as the year ended. For practical application, we took a look at that oh-so-cool demographic, the Millennials, and how they donate. We discussed some of the basics of crowdfunding. New technologies are everywhere and we showed you how some theatres are using mobile technologies during performances.

2011 was a year of activism and we took at look artists are taking on the issues of public policy. To wrap up the year we had some excellent posts on the Best of 2011 and all the great things that happened at the intersection of art and technology in a 2011 review.

Before we go, the staff here at Technology in the Arts had some resolutions for the New Year:

Andre Bouchard -

I resolve to pay for more online arts content when the opportunity presents itself.

Rachael Wilkinson -

I will finally get Pinterest on my phone to keep track of artistic inspirations on the go.

 Sean Bowie -

In 2012, I resolve to become more organized in the world of technology. This would involve better organizing my Gmail, Google Calendar and Dropbox accounts. Also, purchasing a new laptop ranks pretty highly as well.

Naina Singh -

1. Become more active on Twitter
2. Actually listen to music on my iPod instead of just browsing the web!
What are your resolutions for 2012?

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!