Jaromil

:(){ :|:& };: ascii forkbomb /

Jaromil /

2002 /

Arguably the most elegant forkbomb ever written, has become a secret code of recognition among hackers.

Prof. Florian Cramer

The code :(){ :|:& };: provides arguably one of the most elegant examples of a fork bomb.

It was presented as a free and open source piece of net:art in 2002, along with a text titled la bohème digitale.

From the Wikipedia article Fork_bomb

In computing, the fork bomb, a form of denial-of-service attack against a computer system, implements the fork operation (or equivalent functionality) whereby a running process can create another running process. Fork bombs count as wabbits: they typically do not spread as worms or viruses. To incapacitate a system they rely on the assumption that the number of programs and processes which may execute simultaneously on a computer has a limit.

A fork bomb works by creating a large number of processes very quickly in order to saturate the available space in the list of processes kept by the computer’s operating system. If the process table becomes saturated, no new programs may start until another process terminates. Even if that happens, it is not likely that a useful program may be started since the instances of the bomb program will each attempt to take any newly-available slot themselves.

Not only do fork bombs use space in the process table: each child process uses further processor-time and memory. As a result of this, the system and existing programs slow down and become much more unresponsive and difficult or even impossible to use.

As well as being specifically malicious, fork bombs can occur by accident in the normal development of software. The development of an application that listens on a network socket and acts as the server in a Client-server system may well use an infinite loop and fork operation in a manner similar to one of the programs presented below. A trivial bug in the source of this kind of application could cause a fork bomb during testing.

net:art

https://jaromil.dyne.org/journal/forkbomb_art.html

Bio:

aromil is a nomadic developer and media artist inspired by the Free Software and Free Speech movements.

He is a public figure among the dyne.org hackers, his creations are recommended by the Free Software Foundation and redistributed by several GNU/Linux/BSD operating systems worldwide.

Among the software Jaromil created and maintains are: MuSE (for running a web radio), FreeJ (for vee-jay and real-time video manipulation), HasciiCam (ASCII video streaming) and dyne:bolic (efficient live-CD widely employed for media production and broadcasting); all creations adopted and distributed by several educational institutions around the globe.

In 2009 Jaromil has been awarded the Vilém Flusser Theory Award, the jury statement recites:

Through his support for the development and distribution of free and open software, Jaromil tries to overcome existing restrictions and borders, whether economic, social or scientific. Taking an alternative stance to ‘profit and power’ oriented apparatuses, he is strongly engaged in building networks as a means of sharing tools—choosing to view knowledge as a dialogical and non-hierarchical process. By channelling personal insights into collaborative action, he shows a deep understanding for the problems of our time and possible solutions.

Currently based in Amsterdam, Jaromil leads R&D activities for the NIMk publishing free and open source software for media creativity and contributing to theoretical discourses. In 2009 he has been awarded the Vilem Flusser Theory Award and recently completed his PhD at the Planetary Collegium at the University of Plymouth.

https://jaromil.dyne.org/

 

 

Donna Cox

Visualization Of An F3 Tornado Within A Supercell Thunderstorm Simulation /

Donna Cox /

2004 /

“Scientists used pre-storm conditions from an observed F4 tornado in South Dakota in 2003 to initialize a simulation that produces a severe supercell storm that produces a powerful tornado and terabytes of data.

Data driven visualization components reveal the inner-workings of the simulation. Interactively filtered stream tubes colored orange when rising and blue when sinking represent the path of air through the storm. A swirling mass of red spheres in the low pressure tornado vortex delineates the developing tornado.

On the ground plane, tilting cones represent wind speed and direction. Colored by temperature, they show a surface boundary where warm and cold air interact at the tornado’s base.

This visualization represents one hour of storm evolution. Large scale thunderstorm simulations have only recently produced small scale tornadic features as seen here.”

Bio:

Donna Cox is: Professor in the School of Art and Design, Director Advanced Visualization Lab (AVL) Culture & Society Theme and Illinois eDream Institute National Center for Supercomputing Applications (NCSA) University of Illinois at Urbana-Champaign. Cox received the international Coler-Maxwell Award for Excellence granted by the Leonardo International Society in Arts Science and Technology for her seminal paper founding the concept of “Renaissance Teams,” interdisciplinary groups of experts collaborating to solve visualization challenges. As an artist, she collaborates with scientists and technologists to create cinematic presentations of scientific data and concepts. She has created a large body of work and converged art and science through the cinematic presentation of scientific numerical data. Cox has published on the art of visualization, information design, and cultural theory and coined the term “Visaphors” to describe digital data visual metaphors, synthesizing concepts in art practice and the philosophy of science. More…

Credits:

Science Director: Robert Wilhelmson Scientific

Simulation: Lou Wicker, NSSL; Matthew Gilmore, UIUC; Glen Romine, UIUC; Lee Cronce, Mark Straka

Music and Narration: Robert Patterson

Visualization by NCSA AVL: Donna Cox, Robert Patterson, Stuart Levy, Alex Betts, Matthew Hall, Lorne Leonard, Jeff Carpenter

Roy Ascott

Roy Ascott /

When art is a form of behaviour, software predominates over hardware in the creative sphere. Process replaces product in importance, just as system supersedes structure. Consider the art object in its total process: a behaviourable in its history, a futurible in its structure, a trigger in its effect.

Roy Ascott 1968

This exhibition is rooted in the artistic practice and concepts of University of Plymouth Professor, British artist and ‘visionary pioneer of media art’, Roy Ascott that include cybernetics (systems based art), telematics (the art of telecommunications and informatics) and technoetics (the technology of consciousness.). FUTURE HISTORY maps this influence on emerging contemporary art forms, including digital, wearable, immersive, biological and artificial.

Works on show in FUTURE HISTORY v1.0:

Groundcourse Calibrators /

Roy Ascott /

1963 /

The Groundcourse was a creative leaning strategy developed by Ascott at Ealing Art College in London from 1961 to 1964 and at Ipswich Civic College in Suffolk from 1964 to 1967.

“For centuries we have been dominated by the fixed viewpoint, which says that I am the boss of what I see, I create the world. In this viewpoint the human being is the centre of everything and the way you understand the human being is not through their minds, it‘s through their bodies. And not the energy of the body, but the taxonomy of the body. And so, we had anatomy as the core discipline for art schools which has always seemed absurd to me”. (Ascott 2010).

“The mindmap shows how this entity relates to the world: Is there a God that controls it all? Is there an inner self that controls it all? Is it the environment? So, you could model this any way up that you liked and they were shown various ways in which it can be done, that there are these differences. And after that you build the calibrator, which was a little gizmo, usually made out of paper but sometimes also out of wood or even combinations of materials. Nowadays it would be programmed on a computer, of course. Into this device you fed the input, for example something like ‗if in a large room with only two or three other people,‘ then the outcome is that you cannot use rope, or your left leg – which were the physical limitations that would keep changing depending upon the change in input as you moved through the environment. That was 86 the whole point, that you had to be hyper-observant to the environmental changes, depending on which you had to re-calibrate the gizmo that would tell you what the new limitations were which the changes around you had brought about. Whatever the playout was in terms of behavior, attitude or materials, those were the conditions which you had to take into account as you went about your work. In the end, it was about being absolutely vigilant, to induce a kind of awareness to your environment at all times, one which would also extend beyond the studio. (Ascott 2010)

 

Blackboard Notes /

Roy Ascott /

1964 /

Behaviourables and Futuribles /

Roy Ascott /

1968 /

BEHAVIOURABLES AND FUTURIBLES

Roy Ascott 1968

When art is a form of behaviour,. software predominates over hardware in the creative sphere. Process replaces product in importance, just as system supersedes structure.

Consider the art object in its total process: a behaviourable in its history, a futurible in its structure, a trigger in its effect.

Plastic Transactions /

Roy Ascott /

1970 /

Silent 700 /

Texas Instruments [Roy Ascott] /

1971 /

The Silent 700 (1971) was a portable computer terminal made by  Texas Instruments. The dot matrix printer and acoustic coupler for a standard phone for networking through telecom phone lines. Ascott used this instrument to deliver a range of networking projects into the 1980’s.

https://en.wikipedia.org/wiki/Silent_700

La Plissure du Texte /

Roy Ascott /

1983 /

In early 1983, Roy Ascott was invited to propose a work for the exhibition “ELECTRA 1983” – a survey of the use of electricity in art – organised by Frank Popper for the Musée d’Art Moderne de la Ville Paris. Ascott’s proposal was to use the ARTEX network both as an organising instrument and as a textual medium for the creation of a world-wide, distributed narrative – a collective global fairy tale.

On July 13 he posted a description of the project and call for participation on ARTEX and artists and groups in 11 cities in Europe, North America and Australia agreed to join the project. In November each participant was allocated the role of traditional fairy tale character: princess, witch, fairy godmother, prince etc.. (see message below)
Beyond the simple idea of a fairy tale, Ascott did not suggest a story line or plot – the artists were simply asked to improvise. The result was that, due to the differences between time zones and the nature of improvisation, the narrative often overlapped and fragmented in the manner of the surrealist game of “Exquisite Corpse”.

From: http://alien.mur.at/rax/ARTEX/PLISSURE/plissure.html

“Telematic culture means, in short, that we do not think, see, or feel in isolation. Creativity is shared, authorship is distributed, but not in a way that denies the individual her authenticity or power of self creation, as rather crude models of collectivity might have done in the past. On the contrary, telematic culture amplifies the individual’s capacity for creative thought and action, for more vivid and intense experience, for more informed perception, by enabling her to participate in the production of global vision through networked interaction with other minds, other sensibilities, other sensing and thinking systems across the planet—thought circulating in the medium of data through a multiplicity of different cultural, geographical, social, and personal layers. Networking supports endless redescription and recontextualization such that no language or visual code is final and no reality is ultimate. In the telematic culture, pluralism and relativism shape the configurations of ideas —of image, music, and text—that circulate in the system.

It is the computer that is at the heart of this circulation system, and, like the heart, it works best when it becomes invisible. At present, the computer as a physical, material presence is too much with us; it dominates our inventory of tools, instruments, appliances, and apparatus as the ultimate machine. In our artistic and educational environments it is all too solidly there, a computational block to poetry and imagination. It is not transparent, nor is it yet fully understood as pure system, a universal transformative matrix. The computer is not primarily a thing, an object, but a set of behaviours, a system, actually a system of systems. Data constitute its lingua franca. It is the agent of the datafield, the constructor of dataspace. Where it is seen simply as a screen presenting the pages of an illuminated book, or as an internally lit painting, it is of no artistic value. Where its considerable speed of processing is used simply to simulate filmic or photographic representations, it becomes the agent of passive voyeurism. Where access to its transformative power is constrained by a typewriter keyboard, the user is forced into the posture of a clerk. The electronic pa palette, the light pen, and even the mouse, bind us to past practices. The power of the computer’s presence, particularly the power of the interface to shape language and thought, cannot be overestimated. It may not be an exaggeration to say that the “content” of telematic art will depend in large measure on the nature of the interface; that is, the kind of configurations and assemblies of image, sound, and text, the kind of restructuring and articulation of environment that telematic interactivity might yield, will be determined by the freedoms and fluidity available at the interface.

The essence of the interface is its potential flexibility; it can accept and deliver images both fixed and in movement, sounds constructed, synthesised, or sampled, texts written and spoken. It can be heat sensitive, body responsive, environmentally aware. It can respond to the tapping of feet, the dancer’s arabesque, the direction of a viewer’s gaze. It not only articulates a physical environment with movement, sound, or light; it is an environment, an arena of dataspace in which a distributed art of the human/computer symbiosis can be acted out, the issue of its cybernetic content. Each individual computer interface is an aspect of a telematic unity such that to be in or at any one interface is to be in the virtual presence of all the other interfaces throughout the network of which it is a part. This might be defined as the “holomatic” principle in networking. It is so because all the data flowing through any access node of the network are equally and at the same time held in the memory of that network: they can be accessed, through cable or satellite links, from any part of the planet at any time of day or night, by users of the network (who, in order to communicate with each other, do not need to be in the same place at the same time).”

extract from: Is There Love in the Telematic Embrace? Roy Ascott 1990

Aspects of Gaia /

Roy Ascott /

1989 /

Bio:

Ascott exhibits internationally (including the Biennales of Venice and Shanghai), and is collected by Tate Britain and Arts Council England. He is recognised by Ars Electronica as the “visionary pioneer of media art”, and widely seen as a radical innovator in arts education and research, having occupied leading academic roles in England, Europe, North America, and China, and is currently leading his Technoetic Arts studio in Shanghai, and directing the Planetary Collegium [https://en.wikipedia.org/wiki/Roy_Ascott]

 

BLAST THEORY RESIDENT

BLAST THEORY RESIDENT

{October 2019}

Blast Theory welcome Christiana Kazakou as a new resident:

NEW BLAST THEORY RESIDENT:

“During her residency, she’ll be developing ‘narrative as research’ methodologies through action, reflection, process, people and form based on Blast Theory’s multi-spatial practice. Taking the role of a ‘social explorer’ she will navigate performative citizenship through participatory systems of representation, politics of technology and alternative vocabularies of interpretation within art and science discourse.

Overall my work explores interconnectedness and the open-ended dialogue between art and science, by combining scientific concepts, laws and theories from different disciplines with an arts practice. Using free association to discover the mirroring of scientific theory and concept with social, formal and physical sciences; including mathematics, architecture, psychoanalysis, neuroscience, astronomy, astrometry and the philosophy of time & space. Both art and science require imagination and original thinking, a sense of inquiry and concern about human nature & society. Whilst science investigates how the world operates, in art this information is interpreted and expressed from a unique individual perspective. My interests lie in abstraction, curiosity and those complexities arising from the inter-relationship between science and art that have the ability to influence perceptions lurking beneath ‘known’ definitions.”

Paola Menzardi

Paola Menzardi is a visiting Ph.D. researcher from Polytechnic of Turin, Italy, where she obtained the master’s degree in Systemic Design e the bachelor’s degree in Industrial Design.   

She is carrying out a research at the Department of Architecture and Design in the field of Design for Territories aimed at investigating how participated geography – community mapping – can be tools for initiating long-term processes of local enhancement, resulting in plans for the development of territories. Such participated project are a particular branch of cartography and territorial studies that are intertwined with the design of participatory processes for the enhancement and dissemination of the territorial heritage. According to different and informal methodologies, they combine the geographical and topological representation of the territory with further levels of information related to intangible, elusive, even temporary aspects of places (points of view of interest, vegetation, stories of popular culture, aspects of local identities, situations to attend to…).

The purpose of her research is intended to, starting from community maps, advancing a on-field project that leads, starting from an existing participatory map project, to the creation of a product-service/system of products-services with functions of dissemination and tourist promotion of the area involved.

In i-DAT she is collecting data and case studies related to past and ongoing projects that have interpreted the cartography and other forms of representation of the territory as tools for the involvement of people in order to bring out the awareness on own territory, promoting and developing it.     

Silvia Anese

Silvia is a visiting postgraduate student from the University of Bologna. She is researching into the planned obsolescence in the new media and, more specifically, the methods through which New Media Art is preserved.

The problem is current and related to the practices of many artists, especially with the increase in the use of new technologies in art. The research concentrates on the techniques of conservation of New Media Art, both investigating the solutions adopted in the past and exploring possible current and future ones. This research represents the beginning of a long-run research path exploring deeply, the possible collaborations between New Media Art and Machine Learning for conservation.

Framing Immersion

Framing Immersion

Framing Immersion, Stories from an Emerging Market.

South West Creative Technology Network Immersion Theme publication.

Written by: Mark Leaver

Edited by: Hannah Brady & Jon Dovey

Published by: SWCTN Watershed, 1 Canon’s Road, Harbourside, Bristol, BS1 5TX

https://swctn.org.uk/wp-content/uploads/2019/07/SWCTN_Immersion_Showcase_Publication_D.pdf. 07/2019.

Mike Phillips bit: Wonderful Instabilities.

Ascii here:

THINKBOX 4 

WONDERFUL INSTABILITIES 

Let’s be honest, if we wanted to make the kinds of immersive experiences we dream of, we wouldn’t have built these clunky technologies. In most cases they are an accident of history and a stuttering step along an evolutionary path. The kinds of immersive experiences we dream of are not fettered by resolution, frame rates and compression codecs, let alone the tethered isolation of an HMD. We are witnessing the emergence of something, not the culmination or a fixed and steady state. And this emergence has been a long time coming, from ancient domed architectures, a peek into the spherical heavens of the Flammarion, the globes of Gottorf and Wyld, Nagy’s Vision in Motion, the domes of Zeiss and Fuller, and the breath taking submersive immersion of Davies’ Osmose, all baby steps on the path to total immersion. Such a long history and yet it seems so new and shiny. This collective cultural amnesia was probably ignited somewhere in the early 15th century when Alberti threw a major spanner in the works. His Della pittura radically reduced our field of view and constrained our outlook by squeezing everything into a rectangle. A perspectival shift that placed us here and the world somewhere over there, totally unimmersed. He ignored the spherical world, the dome of the cosmos overhead, and the sphere of the eye, even, over time, the circular lens became constricted by the rectangle of the photographic plate. This persistence of a particular type of vision became entrenched through the forms of Cinema and Television and lingers into the mindset of VR production. The hegemony of the culture of the eye has been framed by the Albertian window at the cost of things outside our normal frame of reference (the micro and the macro and the small far away) and technologies that simply don’t fit. Although predating perspective, immersive experiences and the technologies that enable them provide a new unstable perspective on the world. This instability requires new practices intertwined with new technologies. They allow creatives to embrace lensless digital imaging technologies that provide access to a photon from the edge of the universe and the atomic forces that bind the molecular substrate, a whole new vocabulary for articulating the world. Pure data from Atomic Force Microscopes, Scanning Electron Microscopes, X-ray computed tomography and Radio telescopes open up new immersive experiences, as more dimensions are unveiled, more realities are modelled and more truths envisioned. There are more things in heaven and earth than currently understood in our media philosophy. Immersion is the George Kaplan of media forms, a Macguffin of ubiquitous proportions, something so dominating to the plot that it isn’t really there. So, which came first the experience, the audience, the creative practice or the technology? You can’t make immersive media without breaking some forms. What this wonderful instability does is spark new production pathways, new tools, new practices, new work, new experiences, new distribution platforms, new license models, new audiences and new histories to be rediscovered. We can all now sit at the centre of our own shared spherical umwelt, inside something rather than once removed. It’s curtains for the Albertian window. 

Mike Phillips Professor of Interdisciplinary Arts at Plymouth University, the Director of Research at i-DAT

Local pdf here:

 

Civic Duty

Civic Duty

Civic Duty

Carolyn Lazard, Sam Lipp, Adrian Piper, Donald Rodney

07.06.2019 — 21.07.2019
Psalms rides again at Civic Duty in the Cell Project Space.
From the Cell Project Website:

Private View 6th June 2019, 6-9pm Civic Duty examines public life defined by its prohibitions and exclusions, bringing together a selection of intergenerational artists that investigate or draw from various marginalised positions to explore broader social and political ground. It comments on the mundane violence of institutional care and welfare structures that produce the administration of social control, rendering the body either necessarily functional or silenced, ignored and erased.

Carolyn Lazard (b. 1987, USA) artist/writer lives and works in Philadelphia. Recent group exhibitions include the current ‘Whitney Biennial’, New York (2019), and ‘Body Electric’, Walker Art Center, Minneapolis, USA (2019), ‘Trigger: Gender as a Tool and a Weapon’, New Museum, New York (2017). Solo projects and two person exhibitions include ‘If you can’t share no one gets any’, LUX London (2018), ‘Epigenetic, Juliana Huxtable and Carolyn Lazard’, Shoot the Lobster, New York (2018). In April 2019 Triple Canopy launched Lazard’s second publication ‘The World Unknown’.

Sam Lipp (b. 1989, UK) lives and works in New York City. Solo exhibitions include ‘Incest’, Bonny Poon, Paris (2019), Bodega, New York (2016), ‘Abandonment’, Central Fine, Miami (2015) and ‘I’m An American Citizen, I Know My Rights’, Neochrome, Turin (2015). His work was included in the survey ‘Michael Jackson: On The Wall’, National Portrait Gallery, London (2018), Grand Palais, Paris (2018), Bundeskunthalle, Bonn (2019) and has appeared in group shows including ‘In the hopes of not being considered’ Kate Werble Gallery, New York (2017), ‘Aunt Nancy’ Night Gallery, Los Angeles (2016), ‘Great Depression’ Balice Hertling, Paris (2016). Lipp is co-founder and director of Queer Thoughts, New York.

Adrian Piper (b. 1948, USA) is an artist and philosopher based in Berlin (DE). Her acclaimed retrospective ‘Adrian Piper: A Synthesis of Intuitions, 1965-2016’ appeared at The Museum of Modern Art, New York in 2018 along with solo exhibition ‘Adrian Piper: The Mythic Being’ at MAMCO, Geneva (Oct. 2017- Feb. 2018). Piper’s work has appeared in major museums and public institutions worldwide since 1969 and in 2015 she won the ‘Golden Lion’ in the International Exhibition of the 56th Venice Biennale. Acclaimed published essays by Piper, are ‘Out of Order, Out of Sight: Selected Writings in Meta-Art and Art Criticism, 1967-1992’, 2 vols. (MIT Press, 1996) and ‘Escape to Berlin: A Travel Memoir’ (Adrian Piper Research Archive Foundation Berlin, 2018).

Donald Rodney (b. 1961- 1998, UK) was a leading figure in Britain’s BLK Art Group during the 1980’s. A retrospective of his work ‘Re-imaging Donald Rodney’, was presented at Vivid Projects, Birmingham (UK) 2016 and selected for ‘British Art Show 5’in 2000. His solo exhibitions include ‘9 Nights in El Dorado’ South London Gallery (1997), and ‘Crisis’ Chisenhale Gallery (1989). Selected group exhibitions include ‘Truth, Dare, Double Dare’ Ikon Gallery, Birmingham (1994), ‘Body Visual’ The Barbican Centre, London (1996) and ‘Representing the Body in Contemporary Art and Society’, Welcome Trust, London (1996). In 1996 he received the Paul Hamlyn Foundation Award for Sculpture. Rodney’s collection of works and archive material are held by Tate Gallery Collections.

Iain Lobb

Iain Lobb is a Senior Lecturer in the Games Academy at Falmouth University. He was previously the the Award Lead for the BA (Hons) Game Arts and Design and is a BAFTA-winning freelance game developer, specialising in Unity.

I have been running my own freelance business since 2009 – previously I spent 4 years leading an award-winning London studio development team.

I have extensive experience developing mobile and PC games with Unity, and have shipped multiple games for high-profile clients including BBC, EA and Sony. I have a particular expertise in using Unity for 2D and 2.5D games, and draw on a decade of experience creating 2D games in Flash.

I also have a passion for game design and “finding the fun” in a game idea. I am well-read in game design theory, but more importantly, I know how to put these theories in to practice to create engaging experiences.

I created the extremely popular multiplayer game Zwok, the BAFTA-winning mobile hit The Dumping Ground: You’re The Boss, Webby-award winning puzzle game Stackopolis, and many other much-loved games.

ISEA2019

ISEA2019

ISEA2019 International Symposium on Electronic Art

22-28 June 2019

Asia Culture Centre

Gwangju, Republic of Korea.

Lux Aeterna (Eternal Light)

A topic inspired by the literal meaning of the host city Gwangju, “City of Light”, includes subcategories embracing complex themes that allow open interpretations in culture, science, and history. For example, religiously, light implies divinity and immortality. Scientifically, it is an energy collection of particles and wavelength signals. It symbolizes the enlightenment and rationale in humanities. Also, the presence of light creates Umbra and Penumbra. In light of the fact that light is the most specific example of versatility in which various interpretations can occur, it will provide us with the context where cohesion of procedural logic based on the human sensibilities and technology of artistic inspirations is freely presented, which is in line with what ISEA has been pursuing.

ISEA is one of the world’s most prominent international arts and technology events, bringing together scholarly, artistic, and scientific domains in an interdisciplinary discussion and showcase of creative productions applying new technologies in art, interactivity, and electronic and digital media.

The series of ISEA symposia is coordinated by ISEA International. Founded in the Netherlands in 1990, ISEA International (formerly Inter-Society for the Electronic Arts) is an international non-profit organization fostering interdisciplinary academic discourse and exchange among culturally diverse organizations and individuals working with art, science and technology. ISEA International Headquarters is supported by the University of Brighton (UK)