Hi Salvatore, Johannes, and everyone

I really enjoyed both your posts.  I think it’s clear that the dominant 
trajectory, as Johannes points out, is using screens for varied modes of 
spectacle and surveillance.  But I agree with Salvatore that this context makes 
it even more important to recognise and try to develop alternative modalities. 
I’ve also recently been re-reading Lefebvre, specifically his Le Droit de Ville 
essay, where he emphasises the importance for inhabitants to be able to 
‘appropriate’ the time and space of the urban. In relation to screens, this 
kind of appropriation can occur at a variety of levels, but one of the most 
fundamental moves is demanding that screens situated in public locations are 
able to be accessed by different publics, to  support diverse, collective 
inputs (as in the atlante-dell-visioni/atlas-of-the-visions project that 
Salvatore mentions). In our work, we’ve found that there is often an unspoken 
barrier to public interaction with large screens — precisely because people are 
so innured to the one-way display mode of advertising and broadcasting.

Of course, public ‘inputs’ can cover a whole spectrum from harvesting data via 
crowdsourcing techniques to providing platforms for deeper forms of dialogical 
exchange.  One of the strengths of an work like Rafael’s Body Movies is 
precisely its capacity to use the screen as an interface to inspire, provoke 
and facilitate spontaneous playful interactions among groups of strangers.

Best, scott

On 19/07/12 4:55 AM, "xDxD.vs.xDxD" <xdxd.vs.x...@gmail.com> wrote:

hi Johannes and everyone!

On Wed, Jul 18, 2012 at 4:32 PM, Johannes Birringer 
<johannes.birrin...@brunel.ac.uk> wrote:

> Surely not in real-time interactive art installations, and
> I wonder or worry about crowdsourced raising of
> political consciousness/cognitive compasses, too...


i'm glad you're bringing this up.

we obviously know that the objective of neutrality is technically unreachable 
for human beings, but in our practice we try to be at least honest :)  and 
highlight all the points of view that we are aware of.

the case of the technologies i mentioned earlier (harvest real-time info from 
social networks, use natural language analysis to understand topics/issues and 
expressions/emotions, make info accessible in a variety of ways, from AR to 
screens to body augmentations) is no exception. Even considering the fact that 
it touches many open issues for which we're passionate about ( the dictatorship 
of the algorithm, privacy/intimacy/anonymity, privately owned public spaces.. 
and we could go on and on )

this is why, for example, we used the same exact technologies for radically 
different projects

for example as in the Atlas of Rome, where we built a large urban screen in 
which citizens could publish their visions about the city in a variety of ways

http://www.artisopensource.net/2010/06/13/atlante-dell-visioni-atlas-of-the-visions/

or as in VersuS, where we analyzed the digital life of the city of Rome during 
the violent riots in the city of Rome on October 15th 2011

http://www.artisopensource.net/2011/11/06/versus-the-realtime-lives-of-cities/

but also as in "Enlarge your Consciousness"

http://www.artisopensource.net/2012/02/12/enlarge-your-consciousness-in-4-days-4-free-2/

here we used the same technologies to sell unaware social network users' 
emotional states for 9.99 euros at the Artefiera contemporary arts fair in 
Bologna, capturing their emotional flows as expressed on 
Facebook/Twitter/Foursquare and basically, turning them into human tamagotchis.

we sold hundreds of them at the fair. and the most common question we received 
was "but... i could be in one of those boxes?" exposing multiple interesting 
things about the common perception of the processes which are behind these 
techniques and methodologies.

Yet we perceive opportunity and, most of all, possibility behind this.

but it's an "old" question, isn't it? Is the "hammer" a tool to drive nails 
into the walls or to smash your head?

Fact is that all these technologies correspond to specific business and 
strategic models which are relevant to corporations, large cultural operators, 
institutions, governments and many other forms of "power".

this obviously applies to screens, as well: fixed, urban, ubiquitous, 
body-related, square, key-stoned and frameless

for example, sticking to my personal research focus, Mitchell's idea of the 
City of Bits, or of McCullough's Digital Ground, or of Zook&Graham's DigiPlace 
are very interesting when brought to the domain of the screen, especially of 
the urban and ubiquitous quality, as they in someway describe the possibility 
to achieve a multi-layered, emergent version of the city, in which multiple 
points of view can be freely expressed across cultures and perspectives.

This is a very interesting point of view, as it places enormous questions on 
the practices of design and architecture which are authoritarian by their own 
nature: the Designer and the Architect, in the end, make the Plan that will 
shape what i see/traverse/live in the city.

There is a wonderful liason with this concept in Clément's Third Landscape, 
where he describes the presence of natural environments in urban contexts. 
Normally nature is present in cities under the form of synthetic administrative 
boundaries (the flowers at the center of the roundabout, the vegetables in the 
supermarkets, the "park").

The Third Landscape, instead, is a place for possibility and opportunity, and 
it is emergent, real-time, temporary, autonomous (the grass in-between the 
bricks).

And it is the possibly most important factor in determining our cities' 
biodiversity.

One thing about the Third Landscape is that its existence really depends on us 
and on our "sight", and our sensibility in seeing and recognizing it while we 
lead our daily lives in cities.

Seeing creates a perception (of the "possibility" of this kind of natural 
environment) and, thus, a spatial affordance ("this type of natural environment 
can exist") and, in turn, a series of critical, constructivist practices which 
can be based onto it (one for all: urban gardening).

I see a beautiful parallel between this and the theme of the screen in urban 
contexts, be it fixed or ubiquitous or of the many types which can exist 
nowadays.

people constantly re-program public space. mobile devices and screens 
radicalize this process. If you're jogging in the middle of a park, you receive 
an office phone call on your mobile phone, the park transforms into an 
ubiquitous office for a few minutes, careless of urban planning, zoning and 
administrative boundaries.

In the same way, if your pocketable (or wall-mounted) screen enables you to 
freely and easily perceive (or "publish") multiple, independent, autonomous, 
emergent interpretations of the same space, space transforms, and other 
practices can emerge.

in my research, this greatly enhances the ideas of de Certeau's "strategies vs 
tactics", of Lefebvre's "social construction of space"  and of Soja's "Third 
Space".

In this, great insights can be collected by focusing on de Certeau's idea of 
"daily practices", meaning that it is interesting how Lefebvre wanted to 
capitalize on these kinds of possibilites for the sake of a political agenda 
and, instead, in de Certeau, politics should emerge from the creativity of our 
daily practices, in an interesting inversion.

and, so:

whether the vision of the ubiquitous urban screen-net-to-end-all-screens is a 
globalized metropolitan vision for the hyperdeveloped, leaving out the 
regional, the less developed, underdeveloped and non developed (along these 
predicted lines)?


this is focal issue to confront, in the wider range of issues which we commonly 
call digital inclusion and digital access.

both at technical and cultural levels.

"solutions" can never be as simple as "smartphone", "urban screen" or "app". 
They need to confront with the context (cultural, political, social, 
economic...) and, probably, the architectural diagrams of "solutions" should 
have a big box at their base with the word "anthropologist" inside it, before 
sensors, cloud computing, expert systems, screens of any form and type. And, 
possibly, a box with "citizens", as well :)



And Salvatore mentioned a performance in which bodies "displayed"... (body of 
the performer was a "display" [screen?] of user interactions and, in turn, 
everything that was heard/shown as sound and video of the performance was 
generated my the dancer's movements and biological data.);  Salvatore, could 
you please elaborate on that, and how you, and others here, think about the 
performance side of interactive behaviors and what they might or might not 
indicate?  Following Sean's critique, have consumer relations changed at all in 
principle?

In Turner's anthropological definition, performance is liminal: it exposes 
conflicts and highlights discontinuities with predetermined order.

I particularly enjoyed Luisa Valeriani's book "Performers".

Performers break crystallizations of meaning, recombining imaginaries in 
creative ways: they subvert by playing. Knowledge is not confronted through 
academic discussions, but through practical performative actions.

Nowadays, consumers are performers, and business models are based on this. 
"Products" have changed, and have become "places for performance".

Even more, people's (users', consumers') performance has become the "product". 
Think Facebook, the iPhone etc. When we observe iPhone's design with our 
students for the first time we really focus on the fact that most of it's 
success is due to the fact that it's "empty", ready to be used by its "owner" 
to express him/herself by populating it with apps which describe personality, 
desires, perspectives, points of view, daily practices, needs.... iPhone is a 
performative object.

and (coincidence?) it is a screen. there's practically nothing more to it, than 
a screen.

a performative screen.

now: iPhone is, obviously, a very controlled screen

but its characteristic of being "an empty, ready to be performed, screen which 
constitutes a platform for personal expression" changed everything.

We see the scenarios of interactivity and (ubiquitous) screens along these 
directions, with the idea of exploring spaces/modalities for liberation of 
these "platforms for expression".

in the example of the performance i mentioned, all was dedicated to this.

radicalizing the idea of reactive/interactive environments, we tried to create 
constructivist experience which would shape the sensorial environment according 
to people's interactions in extreme ways, to disclose a set of opportunities 
which we perceived as being critical.

as suggested in the practice of multiple performers before us, including 
Stelarc, Orlan, Marcel-li Antunez Roca and others, as well as in the ones of 
queer performers, the body is a fundamental space for construction, resonating 
with the ideas of architecture and mutation to explore the possibilities for 
expression and liberation.

this is why the "construction" was performed at the level of the body.

people could use interactive toys (interfaces and gadgets) to generate stimuli 
which propagated onto the body of a performer. Patterns of stimuli were 
interpreted as symbols of a choreography. The effect was that multiple people 
could establish physical dialogues to transform the center of focus of the 
performance: the body of the performer. This, in turn, was observed through 
sensors, whore readings were used as parameters of the generative sounds and 
visuals which filled all sides of the environment. Furthermore, sounds and 
visuals were designed to create feedback loops with people, counterbalancing 
their interactions (oversimplifying it: lack of interaction=strong, arousing 
A/V stimulations; lots of interaction=soothing, meditative A/V).

on one side: the necessity to collaborate (each interface produced only parts 
of the stimulation patterns, so that people contributed to parts of the symbols 
of choreography, with each action producing visible results and only 
coordinated actions produced predictable results once the collaborative 
approach was understood) produced performative dialogues among individuals, who 
worked together to achieve agreed transformations in the body-->space

on the other side: there was an untold story which was clearly perceived
this was a mediated, authoritarian experience.
we decided all the parameters,algorithms, colors, sounds, strategies etc.
to "modify and liberate space" people could have just stopped using the 
technologies and starting to physically touch/move the body of the performer, 
or even radicalizing everything and tearing the whole place up in pieces, 
turning the location into a chaotic, physical, 4D screen displaying in 
real-time their strong desire for liberated spaces.

We were prepared for this option, but it didn't happen. Yet we received 
explicit questions about it. People, who enjoyed and actively participated to 
the performance, explicitly asked about this possibility: "Could I just have 
stepped on stage and moved the performer's body with my hands? What would have 
happened?"

This was an extremely interesting response for us, as it displayed how these 
kinds of experiences are still authoritarian, in the sense of "design": they 
are walled gardens, aquariums, in which "designers" establish various degrees 
of mediated freedom according to which "users" are able to move, act, express, 
perform, inform, communicate, interact.

This has been enlightening for us, and we transformed our practice towards 
different forms of performance/interaction, aiming at creating frameworks for 
expressions under the form of free/libre tools, hardware/software and 
methodologies for autonomous, ubiquitous expression which are free to use and 
which are, after all, our "artworks".

After that show we stopped producing "closed" artworks and started to adopt the 
methodology of 1) present opportunities 2) workshop to disseminate and 
recombine knowledge 3) disappear 4) co-create scenario

in this the idea of screen becomes of fundamental importance, as we refer to 
urban contexts and with emergent, open, recombinant, temporary communities 
which take active part in the performance (be it about art, consumption, city 
governance... ) by "writing" onto the world using ubiquitous publishing 
techniques and by becoming aware of the multiple layers of info/action created 
by other actors through "interactive screens" of multiple types, such as the 
fixed ones in the Atlas of Rome, or the synthetic sense we created with the 
Electronic Man


after writing this, i just realized i wrote an enormously long email!

sorry! :)

( passionate about the topic.... )

i'll just stop now

all the best!
Salvatore
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