Pete Hindle

Pictures and stuff from a guy who likes coffee.

Tag: new media

Don’t talk to me about your fucking arduino*

I just realised that I’ve been living with new media technologies as the locum of “what I’m doing in the art world” for the past seven years. And that I’m totally sick of them.

So I deleted 97 feeds from my RSS reader.

What I’m bored of is people who don’t understand the difference between an artistic impulse and a technical idea. They are not the same thing. I also don’t have any great wish to see a large swath of poorly-done art, which is the category that a large amount of new media work falls into. This means that I can rule out seeing artworks that are described by any of the words “gestural control”, “GPS”, “Processing”, or “arduino”. These are technical terms, and as we don’t describe second-rate schlock movies as being an amazing use of processed nitrate film stock, those technical terms should be stricken from the description of any artistic endeavour.

*Disclaimer: there are some people whom I will still listen to their discussion about the technical nitty-gritty.

GTA:CW – GTFO

I had Grand Theft Auto: Chinatown Wars on my iPhone for about 72 hours before I deleted it.

GTA:CW is supposed to be one of the best games out there for the iPhone. It offers an immersive world, with full sandbox features, and it’s a continuation of one of the best game franchises around. So why is it so terrible on the iPhone? It’s not a straight port of it’s earlier incarnation on the Nintendo DS, but a well-crafted rejigging of the game for the iPhone’s particular aesthetic.

What it fails to do is to take into account the situation it will be played in. The most successful iPhone games offer the chance to step out of whatever mode you are in (say “waiting for the bus” mode) and indulge in some frantic button-bashing. Nobody can resist the simple charms of Canabalt (also available online as a free flash game), but GTA:CW is a far more complex affair. And, as a more complex affair, it suffers from needing more complex controls.

It’s been mentioned in other reviews that GTA on the iPhone suffers from control issues. This is true. It’s almost impossible to control the game “in the heat of the moment”, and I struggled to drive cars around corners when not being chased by the police. It was like playing whilst wearing gloves, and led to a lot of aggravation when trying to complete some of the missions.

This game cost me six pounds, and unlike nearly every other game I’ve brought (on any platform) I realised it was a lemon. I think what really did it was the inclusion of mini-games, something I’ve always found annoying. Why would I want to break the flow of one activity I’ve committed to to play another, smaller game? This was an essential flaw in all of the later Final Fantasy games following FF7 – if I wanted to play cards, I’d play a card game. Quit wasting my time. Similarly, if I want to buy molotov cocktails, I will resent any time spent playing the “make molotov cocktails” game. Particularly the little stroking motion required to stuff the rag into the bottleneck.

This is a game that demands attention, but this is the wrong format for that. iPhone games are about distraction, not immersion, and GTA:CW requires you to log in some long hours, focusing on a (simulated) life of crime. If it had an adequate control system, allowing you to rampage across the city (as the earlier console versions did) then I could forgive it and utilise it as a cathartic release. But it doesn’t, and I can’t.

GTA Chinatown Wars might be the iPhone game most likely to appeal to hardcore gamers. For everybody else, it’s a bad introduction to what gaming can be.

Inquiry One: What is New Media?

This is part of my coursework, where I’m trying to define the area that hackerspaces are working in from an artistic perspective. This text is a fragment of writing that I couldn’t fit into the two larger pieces that I’m writing at the minute.

In his essay, “DIY: The Militant March of Technology”, Marcin Ramocki links the means of production in the information age to the classical Marxist model, and then goes on to posit that New Media art works are one way of countering the alienation of labour that Marx claimed as an effect of the industrial age. He writes:

“The work happening right now comes from the first generation born into a world with personal computers, video games and the internet and on-line media. Their first frame of reference is not the linear narrative of a film but an algorithmic one of a game or a website. There is no more reverence toward technology: there is a need to question and make sense of it.”

This new generation’s attitude toward computers, media, and technology is one that is seen in the willingness to deconstruct and reconstruct the tools of the information age for individual purposes. Sometimes, these purposes serve the community of makers and doers that enable modern interaction with technology, leading to Open-Source tools such as programming languages. Sometimes, these purposes are artistic, in which case they can be presented in a gallery (or other arts-related) setting.

In one sense, the willingness of artists to work with these tools was predicted by Nam June Paik, an early adopter of technology within the artistic milieu, when he said “ Some day artists will work with capacitors, resistors and semi-conductors as they work today with brushes, violins and junk”, although he could not have known from his vantage point in the sixties the importance of computers half a century later.

But those working today do; whether in art or any other field, the computer is a ubiquitous object, both at home and in the workplace. It is this ubiquitousness that makes them invisible (when they work) and therefore give no reason for the lay-person to investigate them further than as objects for work or leisure, depending on the location they encounter a computer.

Ramocki refers to hackers – by which I mean the people who do investigate computers, rather than in a criminal sense of the word – as “individuals who rise above the proletarian alienation of labor (sic) and fully embrace… the means of production, their hardware and software.” Political context of his language aside, his writing mirrors a growing trend in contemporary culture to return to the making of things, as opposed to the packaged product that consumer society provides.

Examples of this include the magazine Make, which exists to educate it’s audience about DIY technology projects, encouraging it’s readers to “void the warranty” in order to make something new, and a raft of new books encouraging creative actions such as cupcake making, textiles, and other activities.

If the computer, as a packaged object, becomes the modern-day locus of alienation, then it is not surprising that there is a backlash against that which comes pre-packaged. It is to be expected that there are those questioning the relevance of technology in their creative lives, and that as a flip-side, those reclaiming the technology by making it the site of their creativity.

Richard Colson’s introductory text to digital art lists six major themes of the field: history, using responses (which he also refers to as live art), data, coding, networking and digital hybrids. And yet even these deliberately wide-open themes still have trouble containing all of the varied approaches to art and technology happening in the contemporary artworld.

Other Cultures: slub, (void), and pickledfeet

http://vimeo.com/moogaloop.swf?clip_id=2953331&server=vimeo.com&show_title=1&show_byline=0&show_portrait=0&color=ffffff&fullscreen=1
weareten from Earle Martin on Vimeo.

As you read this, I’ll be flying to Berlin for the annual New Media bash, Transmediale. I’m not that interested in the actual main event, which although having some interesting content, is far too reliant upon art institutions sending out curators and other organisers in the hope that they’ll pick up some new media nous.

What I’m actually interested in are the far more interesting fringe events around Transmediale – and, to a certain extent, the organisers have managed to work out that the fringes are the place where interesting stuff happens, hence the creation of Club Transmediale. This year, the Club part of Transmediale holds work by artists involved with PickledFeet amongst others, whose output of group-supportive work using electronics and open source is miles away from the dry academic nature of the main conference.

And, while those concerned with exhibiting New Media as an artform find themselves increasing pushed for budgets, those concerned with using new media tools for a living – and for art – are having a great time. The footage above, shot by Earle Martin, shows the live-coding team of slub at the celebration of the mailing list (void)‘s ten year anniversery.

The rambunctious nature of (void), the work of slub, and the efforts put in by PickledFeet, all point to a shared culture that you won’t find within the lectures of Transmediale. And that’s a shame – because all the right people will be there. What is it that’s stopping New Media from being as exciting in the gallery, as it is in the rest of the world?

New Togs

So, last Thursday I found myself rolling around the floor near Shieldfield after coming off my bike. It was icy, and some learner driver was parked in the way, and it had nothing to do with the five pints that I’d had the night before. Thankfully, I was riding very slowly, so I only really bruised my knee.

I was one my way to do a day’s training at Isis Arts, a local organisation dedicated to doing new media things, and I frankly didn’t have the best time that day as my knee hurt and I was very hungover. So, in order to make myself feel better I brought myself a set of thermal baselayer clothes.

It’s winter, and it’s the North. Despite the fact that it’s been very mild, people here persist in the idea that living ‘oop north’ means that they are the same as the primitive tribesmen who first came to England by walking overland from France, way back before there was an English Channel. Sadly, this is not the case, because if it was there would be some Helly Hansen tops around in my size.

I ended up going to a less-than-reputable shop in the city centre, where I got a new baselayer t-shirt and a pair of longjohns. I tried the small longjohns on first, and was pretty chuffed when I found out that they hardly fit over my giant calves – yay cycling! So I got medium sizes and took my purchases home. However, when I got back I found that the top – which I had expected to be pretty much the same as my old one – was some ultra-fancy deal. It turns out that both the things I got were in the wrong boxes, and I’d brought a much more expensive top.