by Jason Manley
Ask any working artist striving for more than "avoiding starvation", and they will probably agree that the path to individual creative success is a seemingly never-ending journey of small but glorious accomplishments, devastating failures of epic proportions, and a series of life lessons learned the hard way. It's safe to say that each artist, at one time or another in their "creative life", finds themselves aspiring to achieve their personal dreams by studying the ways of those they find most inspiring. The paths to their individual creative success are closely documented and can be taught and adapted in the pursuit of your own ambition. See beautiful content along with the story of the founding, development and resulting global creative success of the multimedia triptych comprised of Conceptart.org, Massive Black and The Art Department and that of the individual award winning artists. The paths to success are known and while each individual journey is unique, these proven methods and ideals will help any artist or firm in their efforts to make it - not break it.
Artists working with the Internet have to adapt, adopt, and respond to a continually developing medium with ever expanding potential. In this panel, we'll talk with leading artists about their practice and the current state of Internet art. Artists will discuss how recent developments, like the boom in online video, the proliferation of social media, mobile technology, and introduction of HTML5, has prompted new artistic strategies and aesthetics. The conversation will foreground how artists are some of the first to experiment with, and think through new possibilities and limits of, new technologies.
Rhizome is a leading organization dedicated to Internet art. Founded in 1996, the organization has tracked and supported the development of this field since its inception. Rhizome supports artists working at the furthest reaches of technological experimentation as well as those responding to the broader aesthetic and political implications of new tools and media. We are affiliated with and based out of the New Museum in New York.
For the future of both, it is imperative that technology and culture learn from one another. Doing more with less is a philosophy that has animated both, especially in recent times with the notion of the minium viable product, and the injunction against feature creep. But art and culture have always understood the concept of "less is more" even if it took till the 20th century of that to be coined so neatly. For art to be possible, rules are necessary. In the Assassin's Code, the death of God makes everything possible. Many believe that the netwrok makes everything possible. But if everything is possible, how does anything matter? In art, what is left out is as important as what is included. Can the rules of making art help us make more useful technology? Can such concepts as the minimum viable product help us do a better job of writing, editing, designing, and disseminating novels, films, music. This high interdisciplinary panel will help illuminate how the eternal verities of art and science, when properly framed, can help us be better movers of the hearts and minds of men and women...
This panel will present and discuss the innovative Gambiologia project, a collaborative work being done with the Graffiti Research Lab of Brazil. The gambiologists will articulate the concepts behind their project and the individual pieces. These pieces are generally produced by adapting and reinventing everyday materials, recycled industrial rubbish and electronics. Many of the pieces, which can be considered electronic artifacts, sculptures or decorative objects, incorporate LED displays, lamps, toys, sound generators, etc. All of these materials are then transformed into art under the concept of techno-cannibalism. The notion of “excess” is also a recurring concept in the gambiologists pieces. With their project, the group is artistically critiquing the massive production of devices and the accumulation of industrial disposables on the planet. The group critiques the world’s surplus of objects that are either out of use or outdated, yet accumulating. The gambiologists feel this is an important issue. Within a wider view, the term gambiologia has been adopted to refer to the science of gambiarra- people’s ability to relocate the functionality of materials of common use for practical objectives and/or distinct aesthetics far away from its original. Come learn how this project has utilized digital technologies, recycled rubbish and creativity for an artistic purpose. The Gambiologia project is being carried out by the artists Fred Paulino and Lucas Mafra.
11th–15th March 2011