Tilman Baumgaertel on Thu, 3 Jul 1997 00:01:54 +0200 (MET DST) |
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<nettime> Maximizing downtime |
J. Crandall It's pretty difficult to describe Jordan Crandall's installation "suspension vehicle RF-7600" at this year's documenta to someone who hasn't seen it. You enter a spacious, semidark room in the Documenta Halle, that is illuminated only by the white light of some video beamers, that are reflected by a number of small metal mirrors on the walls and on the floor. The different light sources cause flickering interferences. As people move through the room they cast multi-colored shadows on the wall. In addition there is a VRML-enviroment projected on one of the walls that is so bright that it is almost invisible. Despite all the technology it doesn't look like light show, rather like a operating room designed by Dan Flavin; there is almost some kind of warmth to the artifical light of the different beams. White light, white heat... Many found this piece inaccessible, and in fact it is very much in the spirit of this year's "heady" documenta. In my never-ending quest to shed some light on the intentions of artists of our time I interviewed Crandall, who spent two days in the room with his installation at the opening of documenta. Standing in the centre of the light storm of his enviroment we talked about this piece and his work on the net. Tilman -------------------------------------------------------------SCHNAPP!------ ----------------------------------------------------- Maximizing downtime Interview with Jordan Crandall ?: I understand that you were involved with The Thing, which was a very early art BBS. Please tell me what got you in interested in computer networks. Crandall: Wolfgang Staehle invited me to join The Thing in 1991. I didn't really know a lot about it at that time. I was doing "Blast" since 1990, and was very involved with systems of exchange and communication. I structured "Blast" as a network of different kind of discursive practises or different systems that would intersect and be coordinated in some way. There was fax and letter-writing; it was very materially oriented. The idea of taking this into new systems came kind of naturally. ?: You mentioned "Blast". Was that a magazine? Crandall: Actually it started off as a boxed set of printed materials, but increasingly involved objects and sound pieces and performance-oriented projects that would be indexed after the fact. It contained live and archival materials. It was a particular kind of problematizing of publicational entities. Later it started to involve internet projects, too. It started to complicate its boundaries to the point where there was no longer container or box at all. It operated as a magazine and an art edition. People were invited to submit projects according to a structure that was set forth by an editorial board, and the content of "Blast" would be shaped by these kind of interactions. ?: That sounds like having your own gallery in a box. Was that a way to get around the art system? Crandall: Exactly, because it had its own distribution through bookstores, galleries, or directly. It was a way to get around the art system, but at the same time to function within it, because it was something that could be easily assimilated. "Blast" was a way of developing a cross- disciplinary project that had its own modes of distribution. It was going outside of traditional art practises, but at the same time it was trying to expand the perception of art from the inside. We wanted to involve people that were outside of art, who were working in Cultural Studies for example, or who were working with new technologies. The "Blast" boxes were portable so you could send them somewhere, and that actually opened up the exhibition space. It could be personalized and the person who had it would become involved in its processes. This was a way in which we looked at collective and group authoring forms. ?: Who is "we"? Crandall: There was a editorial board that would refine the theme and set up the procedure for participation. We did that as the X-Art Foundation, which is the organisation that I founded in 1990. ?: That was in the hayday of "institutional critique", and a lot of artists tried to circumnavigate around the usual art scene. Did you relate to that at all? Crandall: I relate to that much more now. "Blast" was sort of on the tail end of a lot of work in institutional critique. A lot of this work was so much oriented towards the art presentation system and the art institutions, which by then had lost a lot of power anyway. So for me the site of critique really had moved towards technology institutions. That had become a much more powerful site to work within and against. ?: Did you have a computer before, before you got on The Thing? Crandall: I had a little laptop, without a hard drive. I actually wasn't very good when I first learned it. It took me six months to figure out how to download. But the problems with the hardware also lead to artistic investigations of this technology. ?: Wolfgang Staehle told me that you did a symposium called "Transactivism" on The Thing. What was that about? Crandall: It was about looking at artistic practise as based on transaction and social interaction. It was also looking at a form of activism which was not based on a fixed pole, as being "here against that"... ?: "We against the art market..." Crandall: Right, in this activistic stance you have this fixed positon: "You are against". A transactivistic stance is much more a problematizing of that, where you are locating yourself in certain kinds of exchanges. ?: How did this "Transactivism" project work? Was that a board on The Thing? Crandall: Yes, a discussion forum. We invited specific people to participate, and organized the discussion. ?: Who was involved in the Transactivism conference? Crandall: Some participants were Morgan Garwood, Pit Schultz, Wolfgang Staehle, Rainer Ganahl, Laura Trippi, Jeff Schulz, and ... what was her name? I actually never knew her real name. Her online-handle was "Brattyslavia". ?: Could you have done the same conference in real life? Crandall: No. It became much more a part of your life and thinking, because you could participate without having to sit down and think about it all at once. It went on for two months. Therefore you had more time to formulate your ideas. You also don't have the physical codes, so often people misunderstand each other. In online communication you have a certain way of projecting things onto people and certain ways of meeting a personality. There were actually a lot of struggles about how the forum should be conducted, if it should be an academic discourse or rather a thrashing about in this new medium. I remember Laura and Jeffrey were playing around with different forms of dialogue that were more particular to the BBS format. I got mad at them because they weren't "discussing the issues". But when I look back at it now, they were *playing* with the issues and moving through them instead of just talking about them. ?: You were the host of this conference. How did you moderate this forum? Crandall: I had a few times were I would sternly reprimand people, tell them that the forum was getting out of hand and that we had to do something about it. And I really learned my lesson from that, because after that all the new dialogue was sucked into private email. Nobody posted anymore, and the forum became really dead. ?: So you think there is a social dynamic to it, that is particular to the medium? Crandall: Yes, because it comes out much more powerful than when you speak with somebody. When you talk with somebody in person, you have all these social modifiers. When you say something in email, it can come across as much more abrupt and offensive. ? I looked at the Blast website, and found this MOO. To my knowledge that is really the only MOO that was concieved as an art project. While the "Transactivism" board went on for a longer period of time and gave people time to formulate their ideas, a MOO takes place in real time. How did that change the kind of interaction that went on online? Crandall: That was a period of investigating these systems instead of just talking about them. On a MOO you usually don't have so much "substantial" conversation that's going on. It's more like one-liners and pieces. It is much more interesting to look at the social dynamics, and how the way people position themselves discursively affects their surroundings, including the way people interact with them. How they formulate their gender and their physical appearance. There is a lot of substantial work that's being done, but it's much more performative. You can't just talk about it, you have to do it. ?: That's a bit abstract. Could you give an example of what was going on in this MOO? Crandall: It's like a play where you are one of the characters. You have lines of text on your screen that describe what the people in the MOO are doing, like "this person laughs", "this person waves his arms", "this person says this and that". And than you have description of the enviroment, so it is as if you were in a film script and all the characters, who are logged in from different places, are generating their own part in real time. ?: This sounds like a form of happening, except that in Sixties-type happenings the artist would create a situation to which people would react, while a MOO is only a platform without any stipulations. I have the impression that the things that were going on there were a collective process that might as well have taken place without the intervention of an artist... Crandall: No, because there is also object-oriented programming. You can program in very specific kinds of experiences, and you can restrict or augment the ways that people move around and how they appear. For instance, "Shark" programmed a piece called "The Sensous Sea", where you dive into a wall of water and explore this underwater world. It's all textually mediated, you type in commands to go in certain directions, and experience different kind of things. Another character had a "Transport Cube" that you could enter and that took you to different parts of the MOO. Another work involved these virtual garments that would change the way other people on the MOO would see you. You can program an enviroment to morph or change its conditions. In one work, when you entered the room, it completely abstracted your speech. So you are talking gibberish and can't make any sense. ?: Did you show this in a gallery? Crandall: We first built a Blast office and a gallery on the PMC-MOO as part of the Sandra Gering Gallery for "Blast4: Bioinformatica" in 1994. We used the gallery as a way of presenting finished projects, and the office to invite people for various discussions. There were correspondences between the physical gallery space and the MOO gallery space. For example somebody would develop a project where portions of it would be printed material and portions would be online. Or it might have existed totally on the MOO. We had a live interface projected on the gallery wall, and a computer station, so you could speak back and forth. The people from the physical gallery logged on as a character called "collective subject". Some of the people on the MOO would realize that this character was actually an agency that was filled with people that were in a physical space elsewhere. This window between the physical gallery and the MOO was always open. There was a lot of communication going back and forth. Sometimes there were great correspondences and lots of cross-over, and sometimes the conditions were so different that there was no communication at all. Some of the people who were on the MOO came to the physical gallery. It became a very famous show among MOO people. Families came in who had a life on the MOO in addition to their normal family life. Since the World Wide Web has taken off, MOOs don't get talked about so much anymore. But they are fascinating to explore, because they are social spaces. People embody themselves, and they are working with bodily forms, and they invent new genders and new kinds of relationships. It's a very important part of the internet. ?: Could the same thing have been done on IRC? Crandall: No, because Chats are much more disembodied. The great thing about the MOO is that the focus is on creating an embodied persona, not just being a talking head. And you actually create a spatial community with programmed objects. ?: This MOO seems to be at a stand-still now. I looked at it a couple of days ago, and there is nothing happening anymore... Crandall: The next step in taking these communities to a new level is to create much more visual or three- dimensional environments, for example in VRML (Virtual Reality Modelling Language). But these social VRML-enviroments are really strange. For me it's hard to have a discussion with, like, a talking spoon. It's too much like a computer game. ?: Do you feel that it is important for your work, that the things you do online have a connection to a physical space? Crandall: Yeah, absolutely. I see the internet as a network of materializing vectors. It is really involved with creating new material forms and refiguring existing forms. People talk about disembodiment on the net, and I really don't know what they mean. For me it is very embodying, it just embodies in different ways. I like to watch how technological paces affect daily rhythms and routines. People have all these little gadgets. The documenta team, for instance, all have these mobile phones. They are constantly communicating, and sometimes you can't have an uninterrupted conversation for five minutes. As soon as someone's phone rings, everybody jumps at once, thinking it's for them. These are some of the technological rhythms that affect the way we move, they way we structure space, situate our bodies, conduct our relationships. These kind of paces and activities are embedded in technological systems, and they are part of a larger apparatus. ?: In your piece here at documenta the technology consists of a number of video beamers that project light on the walls, with small mirrors that reflect the light. Is that the technological apparatus you are talking about? Crandall: Well, that's the hardware, but it refers to larger systems. I am seeing it in a larger sense, in a sense of technologies of representation, that initiate and encode certain kind of activities. ?: You've been standing in this room for two days now. Can you say how this environment affects people's movements through the room? Crandall: I was curious to know how it would be activated by groups of people. A lot of times you find that people move about certain spaces in a predictable way. Here it is very different. Some visitors have said that it is like a public square. I was really happy about that. ?: There are these flickering interferences between the different light sources that strike me as very "techno". Do you think that most people have grown accustomed to this kind of "virtual light"? Crandall: I don't know. I'm comfortable in here. This is a lot about technological modifications that are almost surgical. I don't really see them as alienating, because they have become a part of daily life so much already. But I wanted to resist a visual overload, and instead concentrate on movement and orientation. ?: There is this cordless mouse with which you can manouver yourself through a VRML-space projected on one of the walls. Is this a way of opening this physical space up to the "virtual space" of the internet? Crandall: The VRML-site is dis-spaced, rendered. I wanted to generate a sense of space that is cross-formated, that is multiplicitous and unresolved. ?: What strikes me about these VRML spaces is that they are completely based on the Renaissance perspective. Wherever you look in these enviroments you always end up staring at the focal point... Crandall: Yes, that's the problem with some VRML. I am actually working with the renaissance perspective here by making references to traditional kinds of wall paintings. You have the choice wether to illusionistically extend the space, or to call attention to the space as representation. The location of the viewpoint was a very political issue. Entire communities were mobilized around the question where to locate the viewpoint. The mirrored adjustment units in this environment are references to the multiplicity of the visual orientations of the viewer. ?: Is the web site on the documenta-Server an extension of this physical space or a work in its own right? Crandall: Both. On the website you are flipped back and forth between space and figuration through the agency of the "rhythmic fittings." There is also a book that has these figurations. These figurations are psychological mechanisms. There are patterns of activities that are artifacted. You cannot see them here. What I hope to do with this is to show how these patterns and rhythms affect our everyday life. Our language is increasingly incorporating this kind of technological pace. In a recent interview in "Working Mother" magazine, this woman was talking about "maximizing downtime". It's like an excercise manual. Things that people do over and over again are increasingly annexed to the paces of technological systems. You can see it as a technological calculus. When you relate the things, that you do over and over again, to code structures you see certain relationships that I want to explore. It is a way of creating awareness and resistance, because these are vectors of very powerful mechanisms for producing a certain kind of behaviour in you. The internet part of "Suspension Vehicle" at www.documenta.de in the "In&Out" part. The Blast-Website is at www.users.interport.com/~gering/ The MOO is at: telnet hero.village.virginia.edu 7777 --- # distributed via nettime-l : no commercial use without permission # <nettime> is a closed moderated mailinglist for net criticism, # collaborative text filtering and cultural politics of the nets # more info: majordomo@icf.de and "info nettime" in the msg body # URL: http://www.desk.nl/~nettime/ contact: nettime-owner@icf.de