Showing posts with label Intermedia. Show all posts
Showing posts with label Intermedia. Show all posts

Friday, March 19, 2010

The Sound and the Theory: Intermedia as Construct, Intermedia as Category, Peter Frank


Excerpted from a paper given at the Sound Art conference, Neues Museum Weserburg, Bremen Germany, fall 2005


Intermedial artwork does not exist in a form divisible by its components. There is no music, no sound to be taken out of a sound sculpture to allow the object to stand on its own. Like any musical instrument, there is no artwork if the object is not operating, there is only equipment. Nor is there any artwork if there is no experience of the object. In a work of sound poetry, the sound is the poetry, the poetry is the sound; everything else is notation on the one hand, just un-organized sound on the other. Intermedia requires not simply co-dependency of effects, but the thorough integration of disciplines, that is, of formal practices.

Indeed, intermedia is, if anything, a formal rather than a subjective condition. Intermedia dissolves traditional disciplinary praxis, and only incidentally confounds the sensate response of the audience. The graphic score, for instance, cannot be heard until it is played, but it inheres the tradition of musical notation at the same time as it inheres the praxes of drawing, writing, and/or graphic design; it is thus an intermedium because it manifests visual and musical praxis and infers the production of sound. Concrete poetry conflates the praxes of formal verbal and visual disciplines – and, of course, can also function as a score for sonic realization.

In his Projections of 1950-51 Morton Feldman was the first composer to devise a graphic notation relieving performers of responsibility for playing precise sounds, giving them instead the responsibility for choosing sounds within generalized parameters. Earle Brown was the first to give the performers responsibility for defining what those parameters themselves might be, by presenting an entirely instruction-free image as a score, “December 1952” from Folio. The score bears no instructions, only marks, and can in fact be played in any direction (although the presence of the composer’s signature in one corner betrays the score’s double life as a drawing). John Cage, however, was the one to determine an overarching method and philosophy out of this condition of indeterminacy, engaging extensive chance methods (especially incorporating the I Ching) and a broad vocabulary of non-traditional notations. Cage’s scoring methods ultimately came to straddle the boundary between score and visual artwork.

Cage’s first ventures into non-traditional notation predated his friends’ by several years, with the new system of marks he needed for his prepared-piano compositions in the 1940s. His further extension into graphic scoring coincided with Feldman’s and Brown’s in the early `50s, but – except for the radical notation employed for 4’33” of 1952 – it was in the mid-1950s that Cage created his first entirely note-free scores, appropriate to his first investigations into electronic music, his increasing interest in extra-musical gesture, and his residencies in Europe. Cage opened up even further in the 1960s to non-musical graphic sources, including poetry, cartography, astronomy, and other visual and quantifiable disciplines.

As theorist and practitioner Cage provided the post-war avant-garde with the clearest philosophical and practical model for the expansion of artistic disciplines into full cooperation and even fusion with one another – within, that is, a context of coherent formalization. Cage’s most notorious composition does precisely that. As its instrumentalist is not supposed to produce any sounds, 4’33” effectively superimposes a strict chronometry – two very short outer movements and a long central movement, all of which are defined by precise timings – on the sonic (and by extension visual and kinetic) phenomena that happen to occupy the same time and space as the presentation of the piece.

The development of the graphic score after the innovations of the group around Cage quickly took on international scope, especially as interest in aleatory compositional methods emerged in Europe (in dialectical antithesis to the serial methods derived from the Second Viennese School). By time Cage first visited Europe in the later 1950s he found a network of composers and musicians, and artists and writers, sympathetic to the indeterminant approaches and graphic methods he and his New York colleagues had developed.

The emergence of concrete poetry and its sonic equivalent demonstrably paralleled and intermixed with experimentation in musical notation, particularly in its parallel and equivalent forms in France, including Lettrism and poésie sonore. The Franco-Italian movement le Nouveau Réalisme, with its concentration on the object, would seem to have little practical commonality with these other early manifestations of intermedia. But a strong performative aspect running through New Realist praxis, and a strong intellectual bond with the gestural social radicalism of the Situationists, brought the New Realists close to the expansive intermedial projects of the Americans. By time the New Realists emerged as a group around 1958 they had already forged notable associations, collaborations, and cross-practices with their sound-poetry and electronic-music counterparts.

In this regard the most notable, not to mention ambitious, New Realist was Yves Klein, whose fearlessness and restless imagination led him to realize some of the most spectacular public manifestations of his day. Among his best known are his “nude paintbrush” demonstrations, which were usually accompanied by a musical ensemble playing a single held chord. This 45-minute-long Symphonie Monotone was evidently conceived by Klein himself, but composed by the ORTF-associated composer Pierre Henry. Klein, and Henry, regarded the one-chord “symphony” as a serious musical work, in the vein of Cage’s 4’33”. But the fact that the musicians (and for that matter Klein himself) were dressed in full concert regalia – tuxedos, black gowns – clearly indicates that the conditions of performance parodically mirrored those of the concert hall. In this, the Symphonie Monotone also anticipated Fluxus.

Fluxus was not an intermedium like concrete poetry; for that matter, neither was Nouveau Réalisme. Rather, these movements can be seen as rubrics under which the process of intermedialization could more easily and coherently be undertaken. The movements coordinated the efforts of diverse artists who shared common aesthetic goals and overlapped in their techniques, but differed in their means. Their intermedia may have been different, their attitudes towards intermedia may have been different, but their purpose remained the same: to expand artistic practice by interfusing the disparate disciplines, precisely and skillfully, so that the original disciplines were not betrayed, only reinvented.

While Le Nouveau Réalisme was defined by a critic and theorist, Pierre Restany, the Fluxus movement was organized by an erstwhile architect and art dealer, the Lithuanian-American George Maciunas. It was in Europe that Maciunas introduced Fluxus as “neo-Dada in music.” From the start, Maciunas conceived of Fluxus as a global phenomenon, and as a musical phenomenon with resonance in the other arts. This was true equally in the work of Fluxus and Fluxus-related artists who were trained as musicians -- LaMonte Young, Benjamin Patterson, Yoko Ono, Philip Corner – and those who were not – George Brecht, Al Hansen, Alison Knowles, Robert Watts. Performances more often than not took the form of concerts rather than proscenium displays; musical rather than theatrical or literary conventions were more likely to be burlesqued; and even the terminology of musical scores dictated the wording of the brief verbal instructions that typically functioned as notation for Fluxus events. Thus, purely verbal notation was introduced as common graphic practice by Fluxus composers. The 1962 George Brecht composition Concerto for Clarinet, for example, consists entirely of a single small card on which is printed the title and the one-word instruction, ”nearby.” This “score” functions not as a delineation of action or sonic organization, as do Cage’s or Earle Brown’s scores even at their most open-form, but as a provocation to interpretation. To judge from actual Fluxus practice (of Brecht and others associated with the movement in the 1960s), the performance of Concerto for Clarinet need not even rely on the implied parameters of “concerto,” “clarinet,” and “nearby,” it need only evoke them. A verbal or even optical reading of the score could constitute its performance.

If Fluxus musical performance continued the liberating mode of musical thinking set in motion by Cage, it also extended Cage’s expansive influence on the practice of musical notation into typographic structuring that derived from or at least suggested theatrical, poetic, or prosaic rather than musical models. This directly anticipated the more or less purely verbal propositions of conceptual art, and modes of interpretation associated with Fluxus and Cage alike helped give rise to the varied conventions of performance and video art as developed in the 1970s. At the same time, Cage’s practice, and that of Fluxus, encouraged the dilation of the sound-producing instrument, expanding the source and the arena of sonic experience into the room, the air, and even the airwaves.

The legacy left by the Cage circle, concrete poets, the New Realists, the Fluxus artists, and other groups of intermedialists came to full fruition in the 1970s. This decade was dominated not by isms or styles, but by modes of intermedia –praxis-oriented rubrics such as video art, book art, installation art, and performance art that presumed a conflation of traditional artistic disciplines into new intermedial forms that, finally, could only be delineated by their physical components. Painting need no longer be just painting, and when it was, it was notable as such. Theater was no longer limited to the stage, or poetry to the page. And musical characteristics – the generation of sound and the formal practices of music-making – were to be found throughout artistic practice, thanks to the universal appeal of rock, but also to the liberating example of Cage and his acolytes. Everything we did in the 1970s was, among other things, music. And, despite the resurgence of praxis in traditional disciplines, which is not at all unwelcome, theater still takes place, all the time, wherever one is, as Cage once said. It can be a theater of the ear, or simply of the performative gesture. But everything we do now is still at least music.

above copied from: http://zoolander52.tripod.com/theartsection1.4/id1.html

Monday, January 25, 2010

STATEMENT ON INTERMEDIA, Dick Higins


Art is one of the ways that people communicate. It is difficult for me to imagine a serious person attacking any means of communication per se. Our real enemies are the ones who send us to die in pointless wars or to live lives which are reduced to drudgery, not the people who use other means of communication from those which we find most appropriate to the present situation. When these are attacked, a diversion has been established which only serves the interests of our real enemies.

However, due to the spread of mass literacy, to television and the transistor radio, our sensitivities have changed. The very complexity of this impact gives us a taste for simplicity, for an art which is based on the underlying images that an artist has always used to make his point. As with the cubists, we are asking for a new way of looking at things, but more totally, since we are more impatient and more anxious to go to the basic images. This explains the impact of Happenings, event pieces, mixed media films. We do not ask any more to speak magnificently of taking arms against a sea of troubles, we want to see it done. The art which most directly does this is the one which allows this immediacy, with a minimum of distractions.

Goodness only knows how the spread of psychedelic means, tastes, and insights will speed up this process. My own conjecture is that it will not change anything, only intensify a trend which is already there.

For the last ten years or so, artists have changed their media to suit this situation, to the point where the media have broken down in their traditional forms, and have become merely puristic points of reference. The idea has arisen, as if by spontaneous combustion throughout the entire world, that these points are arbitrary and only useful as critical tools, in saying that such-and-such a work is basically musical, but also poetry. This is the intermedial approach, to emphasize the dialectic between the media. A composer is a dead man unless he composes for all the media and for his world.

Does it not stand to reason, therefore, that having discovered the intermedia (which was, perhaps, only possible through approaching them by formal, even abstract means), the central problem is now not only the new formal one of learning to use them, but the new and more social one of what to use them for? Having discovered tools with an immediate impact, for what are we going to use them? If we assume, unlike McLuhan and others who have shed some light on the problem up until now, that there are dangerous forces at work in our world, isn´t it appropriate to ally ourselves against these, and to use what we really care about and love or hate as the new subject matter in our work? Could it be that the central problem of the next ten years or so, for all artists in all possible forms, is going to be less the still further discovery of new media and intermedia, but of the new discovery of ways to use what we care about both appropriately and explicitly? The old adage was never so true as now, that saying a thing is so don´t make it so. Simply talking about Viet Nam or the crisis in our Labor movements is no guarantee against sterility. We must find the ways to say what has to be said in the light of our new means of communicating. For this we will need new rostrums, organizations, criteria, sources of information. There is a great deal for us to do, perhaps more than ever. But we must now take the first steps.

Dick Higgins
New York
August 3, 1966

---------------
Published in:
Wolf Vostell (ed.): Dé-coll/age (décollage) * 6, Typos Verlag, Frankfurt - Something Else Press, New York, July 1967

above copied from:http://www.artpool.hu/Fluxus/Higgins/intermedia2.html

Saturday, January 23, 2010

The Hybrid Book: Intersection and Intermedia, Alisa Fox, Dorothy Krause, and Shawn K. Simmons


A report by Alisa Fox, Dorothy Krause, and
Shawn K. Simmons.

The word hybrid is defined by Webster’s as “anything
derived from heterogeneous sources, or composed of
elements of different or incongruous kinds.” Does, combining
in unexpected ways materials, language or anything meant to
convey information, ideas, and emotions fit this definition?
I think it clearly describes the nature of our book arts
world as we move forward into the 21st century. Book
artists are constantly challenged with defining art and craft,
looking to the past for tradition and forward for new possibilities.
The Hybrid Book Conference hosted by the University of the
Arts in Philadelphia June 4-6, 2009, was successful in creating
a dialog that challenged and discussed those directives. The
panel-based conference focused on the flexible and complex nature
of the book, through both its multiple levels of interpretation –
two dimensional, three-dimensional and time-based – and its
relevance to many different fields of study. The speakers
explored the past, present and future of book arts in such
varied areas as printing (letterpress, offset, and digital),
academia, artist collaboration, technology and content
generation. In total, eight intriguing panels were offered,
two during every panel session with each attendee able to
enjoy four full panels throughout the conference. Regrettably,
attendees were not able to see all the panels.

The Opening

The event began on Thursday evening with introductory
comments by Susan Viguers, Director of the MFA Book Arts/
Printmaking program at UArts and Conference Coordinator,
as well as remarks from the President of UArts, Sean T.
Buffington, and Dean of the College, Stephen Tarantal,
emphasizing the impact and relevance of both the Book
Arts program and this conference on the community. This
was followed by Steve Miller of the University of Alabama’s
MFA in the Book Arts Program interviewing with Gunnar
Kaldewey and Hedi Kyle - an enlightening and powerful
kickoff to the conference. The question and answer structure
demonstrated that our similarities and differences as artists
show up in very distinct ways. Kaldewey and Kyle have
interesting similarities in their German background. However,
their work processes are very different. Hedi Kyle’s past as
a graphic designer shows itself in her design of both pages
and structures and her experience as a book conservator
has influenced the way she works with tactile materials and
creates forms.
These fanciful,interactive musical arrangements of color, folds,
and found objects challenge our visual intellect. But what is
particularly exciting about Kyle’s work is her ability to
constantly take risk and challenge her process, as seen,
for example, in her piece Soap Opera, where she layered
digital translucent images of soap ends.
Gunnar Kaldewey also uses materials in a profound way but
through a more traditional press approach. His background
as a rare book dealer impacts his work. Frequently
collaborating with other artists and writers, Kaldewey
creates an extraordinary sense of purpose to a particular
text. Paper artists, visual artists, writers, and bookbinders,
under Kaldewey’s guiding hand, breathe new life and vision
into ideas. Embossment, metal, foil and handmade paper are
examples of the material connections that Kaldewey makes
with a diversity of texts that span time and countries.
Irma Boom was not part of the evening interview, but was
a key participant in the exhibition at the Rosenwald-Wolf
Gallery, The Hybrid Book: Irma Boom, Gunnar A. Kaldewey,
and Hedi Kyle, that allowed us to see three very different
book artists. Boom takes a hold of graphic design and color
and punches forward using offset printing to her advantage.
Gatefolds, tabs and the pure physicality of 200 plus pages that
have been trimmed to reveal strata give us a new way to look
at books.

The Conference

The panels were successful in inspiring ideas from current
letterpress and typography practice to the impact of current
social and political content/practice. Technology today is
always a conversation and the discussion of the world of offset
and digital tools and applications lets us see that we continue
to push our current boundaries. We tend to get caught up in
the immediate issues in front of us–
whatever those issues
may be – but an environment such as the Hybrid Book
Conference challenges us to look outside our bubble. Miller,
Kaldewey and Kyle, with Boom in the exhibition, managed to
provide a solid platform to address many issues.
The conference began in earnest on Friday morning with
four possible sessions to attend. In the first session, speakers
looked to the future of the book arts from academic and
pragmatic directions with two coinciding lectures: Book Arts
in Academia (see inset for further discussion) and The Future
of Letterpress. In the second session, attendees could choose
from Modes of Production: Collaborative Processes or Offset
Applications: Then and Now.
The latter session provided a thoughtful and intelligent
conversation about the use and relevance of offset printing
within its historical context. After Tony White’s complete
account of offset’s timeline, Clifton Meador then proceeded
to expose offset as a subjective medium, a technology
just like any other which fits into, or possibly reflects, the
culture of the time as well as an artist’s interest in form. He
reminded us that the process of offset printing has its own
voice and meaning related to its place in history; because we
think of offset as the norm, as somehow neutral, we tend to
forget that this tool does have a voice, with variations and
translations of color, by reflecting its history in commerce and
advertising, in implying its neutrality. In contrast to Meador’s
relatively academic perspective, Patty Smith finished the
session with a personal history of her relationship with offset,
framing it with the many dichotomies she finds while using
the process. She explained that offset can be both rigid and
versatile, genderless and macho, demanding and easy-going,
amongst other pairings.
Panels on day two explored the hybrid nature of
relationships that occur in bookmaking: text relating to form
and image, collaborations between artists, the book relating
to culture through environment and technology. In Text and
the Hybrid Book, panelists considered the many ways a book
artist might approach the use of text in context, content and
form. Of note in this session, which was moderated by Elysa
Voshell with panelists Jen Bervin, Julie Chen and Robin Price,
was the discussion surrounding generating and finding text,
and the journey to determine, manipulate, and edit it once
found. Chen revealed her brainstorming and mind-mapping
techniques for text generation, while Bervin and Price shared
personal methods and rules to finding and editing secondary
sources.
One of the final sessions, The Reciprocity of Books and
Digital Media, moderated by Lori Spencer with panelists Patti
Belle Hastings, Margot Lovejoy and Sue O’Donnell, focused
on the importance of bookmakers keeping technology in their
sights as we move forward in the field. O’Donnell effectively
explained that books and websites have much in common
when looking at the relationship of author to audience: both
involve touch, movement, the ability often to add comments
and interact, and therefore the opportunity for the audience
to become, in part, author as well. This was underscored all
the more when the final speaker, Hastings, pointed out how
people today covet their mobile devices much as they might a
well-read and beloved book.
O’Donnell, and later Lovejoy, pointed out that bookmakers
can expand on both the experience for the audience and
the scope of readership by embracing different modes of
technology in bookmaking by using many media: web,
motion, twitter, interactivity, print on demand, PDFs, etc.
Finally, Hastings completed the panel with an entertaining
and thoughtful discussion of how the digital form is not
only influencing the landscape of book arts, but also how
bookmakers are now commenting on the subjective form
of these digital tools through their work (reminiscent of
Meador’s remarks from the previous day), most notably Rob
Cockerham’s “Kindling: the Wireless Wooden Reading Device
(see kindling01.shtml>).
As a final note, Susan Viguers has informed us that The
Hybrid Book volunteers are expecting to have podcasts of
all the conference sessions available to the general public at
before
you read this review. We highly recommend visiting them to
further explore these relevant and inspiring panels.

The Hybrid Book Fair

The Hybrid Book Fair accompanied the panel discussions
and consisted of 150 exhibitors occupying 74 tables on
two floors of UArts’ Gershman Hall. So that there were no
conflicting programs the fair was scheduled in the afternoons
after the panels allowing conference attendees to devote their
full attention to the work being exhibited.
Participating artists, presses and organizations were
diverse. While most of the artists and presses were showing
their books, Shana Leino had a table selling her elegant steel
and carved elk bone tools and Oak Knoll had both books
published by their press and a selection of books related to the
book arts. Drew Cameron, Co-Director of the Combat Paper
Project and contributing founder of the Warrior Writers
Project, was part of the panel “Book Art in the Social Sphere”
and also had a booth on the book fair floor selling paper and
books made from the uniforms of veterans. The conference
organizers encouraged student participation with a reduced
price on shared tables and they were well represented with
innovative offerings including Robert Lewis papers made
from fruits and vegetables. Exhibiting organizations included
the Delaware Valley Guild of Book Workers; the Center for
Book Arts in NYC; Philadelphia Center for the Book; and the
Visual Studies Workshop in Rochester.
Two of the largest displays were by booksellers Priscilla
Juvelis at one entrance and Bill and Vicky Stewart of Vamp
& Tramp across the room at the opposite entrance. Occupying three
tables each, they were exhibiting the books of artists they
represented and were also looking to add new artists, which they
both were able to do. Since most book artists are happier making
books than marketing them, there are some very happy book artists.
Viewers included exhibitors and vendors, when they could get away
from their tables, conference attendees, speakers, and the general
public. Ruth Rodgers (Wellesley College), Jae Rossman (Yale), Laurie
Whitehall Chong (RISD) and Arthur Jaffe (Jaffe Center for the Book,
Florida Atlantic University) were among the diligent curators
and special collections librarians who spent the entire 10 hours the
fair was open looking carefully through the work that was
presented, and despite budgetary constraints, purchased
books to add to their collections.
Adjacent to the book fair, on the upper level, was 800,000:
Acknowledge. Remember. Renew. This installation of
800,000 pages in 2,500 books was displayed in 100 coffinlike
crates – one page for each victim and one crate for each
day of the tribal genocide that occurred in Rwanda in 1994.
Viewers could make a donation and place their handprint
on a page of one of the books. William Snyder, who created
this project, presented it at the panel, “Intersection +
Intermedia”.
At 4 pm on the second day, awards and purchase prizes
were given by Bright Hill Word and Image Gallery, the
College Book Art Association, Columbia University, The
Free Library of Philadelphia, The Jaffe Center for Book Arts,
Journal of Artists’ Books, Philadelphia Center for the Book,
Swarthmore College, Temple University, The University of
the Arts, the University of Pennsylvania, Wellesley College
and Yale University. Three of the awards were received by
Sun Young Kang, a 2007 MFA graduate of the UA program,
whose elegantly cut and burned boxes deserved all the
acclaim she was given. Final notes: A project as large as
this conference can’t be perfect and requires a tremendous
amount of work, in this case by graduate and undergraduate
students, alumni, faculty and volunteers. The small but
dedicated leadership team showed a vision that for a first
conference was overwhelming. The Hybrid conference 2009 was
born successfully, with many things learned along the way. It’s
important to note that none of this would have happened
without the inspiration and hard work of Susan Viguers,
Amanda D’Amico, Michelle Wilson and Mary Tasillo.
These four women, all artists in their own right, took the
last two years, to build this “hybrid” conference. All in all,
these women managed to create an environment ripe with
opportunity for the whole book arts community. The only
complaint was that UArts has no plans to host similar events
on a regular basis.
As a final note, in addition to the podcasts of the panels,
JAB26 (Fall 2009) Brad Freeman will review the work of
William Snyder and Antonio Serra both of whom received
the JAB Emerging Artist Award for Exemplary Work at the
Hybrid Conference. Snyder’s work encourages viewers to
participate in a larger project of building basic infrastructure
in Rwanda. Serra’s altered publications, pretending to be
mainstream magazines, in fact deliver information that
the US media generally ignore about our wars in Iraq and
Afghanistan.
In addition, Amanda D’Amico and Michelle Wilson have
written a review of the Hybrid Conference which includes
descriptions of the panels, the exhibitions (Kaldeway, Kyle),
the alumni exhibition, and the book arts fair.
Alisa Fox is currently a print, paper, installation and
book artist in Philadelphia, Pennsylvania, with her work
focused on texture and tactile exploration based on the
social structure and the culture in rural Nebraska. She has
recently completed her Masters of Fine Art degree at The
University of the Arts in Philadelphia. She has exhibited
internationally and nationally, most recently curating and
working with the Iraq Veterans Against the War and the
Peoples Republic of Paper in an exhibition in Martha’s
Vineyard, Massachusetts. She currently is exhibited and
represented by Editions Limited Gallery of Indianapolis,
and was previously Associate Professor/Program Chair of
the Fine Art department at Ivy Tech Community College
in Indianapolis. She is online at
Dorothy Simpson Krause work includes large-scale
mixed media pieces, artist books and book-like objects
that bridge between these two forms, but until this book
fair had never shown her books for sale. She is the author
of Book + Art: Handcrafting Artists’ Books published by
North Light in 2009 and co-author of Digital Art Studio:
Techniques for combining inkjet printing with traditional
art materials, published by Watson-Guptill in 2004. She
can be reached at or
.
Shawn Kathleen Simmons is a book artist and graphic
designer based near Kent, Ohio where she is an Assistant
Professor of Visual Communication Design at Kent
State University. She received her Master of Fine Arts
from Rhode Island School of Design in 2007, where she
studied design and bookmaking. Inspired by her love of
photography, literature, art history and anthropology,
Shawn has focused her most recent creative explorations
on unusual formats and structures with which to convey
her ideas. She can be reached at gmail.com>.

above copied from: http://www.philobiblon.com/bonefolder/vol6no1contents.htm
The BONEFOLDER — Volume 6, No. 1, Fall 2009

Saturday, January 9, 2010

Claiming Its Space: Machinima, Michael Nitsche


Abstract

Although machinima has grown exponenatially, it remains a largely undefined digital artistic practice in-between existing traditions. Machinima makers freely sample/ combine/ and break elements of traditional media. They "play" their references. This essay does not attempt to fix machinima to any single definition but will identify the intermedia relations to better position machinima into the digital media landscape. The argument will target three main influences: film, television, and theatrical performance. To exemplify these points the essay will discuss examplatory and relevant machinima pieces. It puts emphasis on the real-time aspects in production and play back to highlight the key specifics of this relatively new format.




1. Introduction
Machinima is a video production technique that uses real-time graphic engines, such as video games, to generate moving images. Since its official introduction in 2001 it has made its way into film festivals, art exhibitions, commercial film, television, and theater productions. Still, it remains a largely undefined phenomenon in-between existing media. The cross-media references are legion and rarely critical or even consciously applied. Machinima makers freely sample, combine, and break elements of traditional media. They “play” their references.

This essay does not attempt to fixate machinima to any single definition but to show some of the transmedial and intertextual references that are at work. In the machinima community this intertextuality is debated as part of the discussion about “inside-out” versus “outside-in” approaches. “Inside-out” refers to game players using machinima as expression and recording of their play. “Outside-in” stands for the use of game engines as tools for traditional animation and story-telling independently from games. “Outside-in” productions such as Anna (Kang 2004) are not recognizable as game-based media but are stand-alone animation pieces. “Inside-out” productions like Red vs Blue (Roosterteeth 2004-2007) incorporate the elements of the game engine in their content. To this day, the debate remains open and circles around the role of game, play, and presentation in machinima. This essay will target two main influences: the moving image (film and television) and theatrical performance. Basis for both is the dominant source of machinima: the video game.

2. Video Game
Machinima has been defined as ‘cinema made from computer-game visual renderers’ (Hanson 2004:60) or as film-making using real-time virtual 3D environments (Kelland et al. 2005) and ‘Filmmaking + Animation + Game Tech’ (Marino 2004:3). There is still a lot of leeway in these attempts to define the new format and the community is struggling with a clear definition as it continues to evolve. The definition of machinima that informs this essay most is Katie Salen’s (2002) concept of machinima as a form of emergent play: ‘part theatre, part film, part videogame’ (99). Salen lays out the main cornerstones of the intermediality of the format: born from video games, machinima applies theatrical techniques to generate the event, which is presented often in a cinematic way. According to her, machinima finds itself operating in a media triangle. How machinima connects the various references has changed over the format’s history. These changes themselves illustrate the constant media-border-crossing that is at the heart of machinima.

Machinima pioneers often refer to the hacker- and demoscene, whose programmers take pride in creating highly elaborate graphical extravaganzas, often with the most efficient and lean code (Tasajärvi 2004). They strive for the best possible visual graphics rendered in real-time by the smallest code base. To keep the file size small, most elements are created procedurally. That means that visuals are created, animated, and rendered during runtime. The same task applies to video game engines. 3D game engines such as Doom (Romero et al. 1993), Stunt Island (Stephens 1992) or Quake (Carmack and Abrash 1996) rely from their outset on a real-time animation of virtual spaces and characters. For interested artists, modifying these games is far easier than coding a classic demo from the ground up. No wonder that players turned into producers and started to use game technology for their art. Instead of coding the rendering algorithms themselves (like the demo programmers did), players started to use and modify the available game engines.

Especially Quake became a wide-spread machinima production platform because it optimized the recording of events in the game engine in data logs. These data logs – so-called “demos” – can be played back in the game engine to re-live the events in the game world. Originally, players used demos to record their virtual matches and distribute these recordings as data files. Often the recorded events themselves were simple bragging movies or examples of playing strategies and remained in the gaming domain. Quake became so dominant as a production tool that the term “Quake movie” became a predecessor for “machinima”. But as artists experimented with other game engines, the reference to a single game engine became obsolete and the more generic term “machinima” was coined by Anthony Bailey and Hugh Hancock in 1998/1999 as a combination of “machine” and “cinema” (Word Spy 1995-2007).

In its early days the format lived almost entirely in the game engine itself. Machinima pieces were available exclusively as demo files that could be played back only in the very same game engines they were produced in and only if certain hard- and software configurations were met. The machinima community, thus, was limited to experienced video game players who could master their game engine. But even in the early days of machinima – 1990-1996 – video game engines already played with their proximity to film production and the artistic presentation of the moving image. A game such as Stunt Island referenced the world of film production already in its very design: Stunt Island provides the player with a playground (a virtual island) where stunts and collisions can be staged between various game objects. These stunts can be played back and suitable camera angles can be arranged to show the stunt in the most effective way. Players do not gain a high score but a spectacle.

From its outset machinima affiliated itself with this kind of game technology and cinematic expression which are bound to produce problematic media combinations. Yet, it is precisely because of these friction zones between the media at work that machinima remains so interesting. During that early period, the growth of the format was driven mainly by a community of players. Hackers, modders (who modify existing game engines for customized use), and game artists created their machinima pieces in tuned game engines, often tweaking them further to achieve specific effects. Machinima evolved not as a clearly industry-defined media format but from the practices of an underground art production that playfully embraced any media format that offered itself for their artistic practice. It was created by expert players and experienced by a limited, yet growing group of aficionados, all united by the game needed to produce and play back the “demo”.

When game developers changed the underlying demo format, this production technique became more difficult for machinima producers. The era of the “demo” started its steady decline at the turn of the century. Instead, machinima makers started to capture the moving image directly from the screen. The presentation itself moved into the foreground. Players transformed the toy-like game engines into expressive production environments which ultimately can generate and contain (cinematic) art. At that point, machinima exemplifies Levinson’s steps of media development from toy to mirror to art (Levinson 1985). But this orientation of machinima towards the film format came with a price: The game engine lost its value as replay engine and remained only a production tool. Game engines only rendered the images during production; from then on these images were recorded directly onto tape or digitally captured from the screen. The final outcome is a normal video file that does not depend on the game anymore but can be viewed in any media player.

The disappearance of the game engine as playback device literally cut the technological specifics of machinima in half. At the same time, it opened up machinima to the masses. Because machinima became available in standardized video formats everybody could download and watch it. Machinima spread beyond the hard-core gaming community and emerged as a wide-spread form of cultural expression using video games. Today, machinima is an accepted platform for artistic expression that uses video games and offers an own aesthetic and culture.

It was only a matter of time until the game industry adapted the approach and simplified machinima production. Games like The Movies (Molyneux 2005) or The Sims 2 (Bradshaw 2004) include necessary machinima features out of the box as well as editors for content customization. While the older engines demand a lot of technical expertise and player-generated tools, these modern ones are more accessible. However, they still pose limitations. For example, neither of these two engines supports demo-recording.

Machinima became more popular among viewers and more accessible for producers but it also lost some of its original powers. Today the demo-recording scene has almost faded in the shadow of the screen-capture technique. This is a paradigm shift from the recording of the event (in a demo) to the recording of a viewpoint to the event (in a screen capture) – from a new game-based logging format to the established production of moving images as successive still renderings. In the wake of this ongoing shift towards traditional film production more and more film techniques find their way into machinima: sound post- or pre-production, editing of pre-recorded moving images, post-produced special effects such as compositing or color correction, and other techniques are now commonplace in many machinima productions. This illustrates the gradual move of machinima from game media to television and film media – it also describes a gradual decline of its original traits.

In screen-capture machinima Salen’s triangle of theater, film, and game is skewed towards the film aspect with a decline of the game and – as will be discussed – the live performance part. The following argument will be that theatrical and performance qualities of machinima are implied in the game-ness of the form while the visual traditions of the moving image are more indicators for what most machinima aspires to be and how it is usually read by its audience.

3. Theater
Virtual environments have been discussed as theatrical stages since the mid-eighties starting with Brenda Laurel’s unpublished Ph.D. thesis (Laurel 1986) as a first point of reference. Laurel calls for a dramatized virtual environment and suggests Aristotelian structure as a useful concept to drive the generation of the events in the virtual world. She suggests a story-generating Artificial Intelligence system with three main tasks: ‘create a world, make that world interactive, and make the user’s experience of that world dramatic’ (Laurel 1986:21). This idea of a dramatized event structure seems to be generally accepted but her reference to Aristotle does not go undisputed.


Exactly which theatrical model should be applied has been the point of many debates. Suggestions range from Aristotelian (Laurel 1993), to non-immersive (Frasca 2001), neo-Aristotelian (Mateas 2002), and spatial (Jenkins 2004). However, even the most prominent critics of Laurel’s theory accept that there is a ‘performative aspect‘ (Aarseth 1997:21) to playing a game.
At the same time, performance studies started to address the notion of a virtual performer (e.g. Burrill 2005) and practical experiments were conducted in the area of virtual theater. Digital worlds have been home to forms of improvisation (Perlin and Goldberg 1996, Hayes-Roth et al. 1994), virtual television shows (Benford et al. 2002), or various mixed-media performances (for an overview see e.g. Dixon 2007) as well as many other forms of virtual performances. Specifically for machinima, the theater aspect grows from the way events are generated in the game engine on the one hand and the way events are played back in the demo file on the other. The following paragraphs will look at these aspects that are typical for machinima and that reference theatrical qualities.

3.1. Players are performers
There are significant differences between playing a game and performing for a machinima piece. Games are often defined using a ‘quantifiable outcome’ (Juul 2005, Salen and Zimmerman 2003) whereby the outcome is provided by the world of the game. Action is often driven by a set goal that should be achieved within the borderlines of the game.

To reach this goal the player has to perform certain actions based on specific rules. Because machinima often uses the limited range of (inter)actions available in a video game, it is also often limited to the game’s available action repertoire. But the aforementioned shift from ‘playing the game’ to ‘playing a machinima performance’ exemplifies how this limited range can be re-applied in new ways. The play is not aimed at a closed circle in the specific game setting but at future viewers. Machinima actors do not improve their high score but play the game as a performance for an audience (see also Lowood 2005) who is the final addressee. With that in mind, machinima actors apply the available repertoire in ingenious new ways.

What might be a failure in the sense of the game can be a successful dramatic expression for the machinima piece; what might be a cheat or bug that threatens the game’s consistency or technical stability can be the very topic of a piece. Game-ness can often become a focus of machinima in the form of critical commenting (see e.g. Bot [Palmer 2004]) or self-reflection (see e.g. ‘Red vs Blue’ [Rooster Teeth 2003-2007]). Machinima does not simply draw technological assistance from games but its content often expresses game topics, design, experience, and technology.

The machinima talk show This Spartan Life, hosted and produced by Chris Burke (2005) and available as free downloads on the web, lives in this in-between area between playing the game and performing a show. Chris Burke, a.k.a. “Damian Lacedaemion”, invites guests to join him online in the world of the popular shooting game Halo. Inside these open game environments he conducts interviews as a visual chat between two avatars strolling through the game space. But while he, his guest, and his virtual camera operators, who record the event, use the game space as a virtual show stage, others continue to log on to the same world to play the game proper. The surrounding game world still operates as a functional game space, where virtual heroes kill each other. And because they are unaware of the ongoing interview situation, these players might attack the show’s host or even the guest. The game is interwoven with the concept and the setting of the show. Occasionally, even Burke and his guests fall back into the expected game behavior: at one moment they might be talking about digital activism and art production – the next they are shooting at each other’s avatars. The borderline between “doing an interview” and “playing the game” is extremely thin and This Spartan Life gains a lot of its innovative momentum from playing along this media borderline.

More in the tradition of established TV talk shows, the ILL Clan’s work (On the Campaign Trail with Larry & Lenny Lumberjack [ILL Clan, 2003] and Tra5hTa1k with IlLWill [ILL Clan, 2005-]) is a good example of improvisation in a specially prepared game world. Tra5hTa1k with ILLWill is a live talk show staged in a virtual TV studio custom-made for this purpose. What it lacks in unpredictable game features compared to This Spartan Life it balances with the improvisation acting skills of its performers, who perform their pieces as theater shows with participating live audiences and on real theater stages. This form of machinima blends the real with the physical performance: virtual and physical stages interconnect.

3.2. Processing live – performing live
Live performance and game can also connect on the replay stage in the form of the “demo”. The discussion of “live-ness” has stretched the term into other media before. Auslander (2000), for example, argues that television replaces live performance as it aims to ‘recreate the theatrical experience for the home viewer through televisual discourse’ (Auslander 2000:30). But re-processing a demo recording in the game engine pushes this live-ness and the discourse even further. The player-audience encounters the event rendered in real-time as an ever-new performance happening on their individual machine in front of them.

As previously outlined, a demo data log preserves the events of the in-game performance and can re-create these actions later in the same game engine. The replay of a demo-recording effectively renders the events live again in the game system. The action as well as the event space are generated again in real time but in absence of the original human performers. That is why every demo-playback is a unique real-time event creation. Playbacks can differ from each other depending on the machine’s hardware and software. For example, the resolution of the piece depends on the settings of the game engine, the frame rate on the power of the graphic card, and the collision control on the processor. In other words: one can download the demo file of the seminal Quake machinima piece Diary of a Camper (van Sickler 1996), run it inside the Quake engine, and receive a new – and in some ways a first – staging of the event as it was originally created by the Rangers Clan in 1996.

Because the event is re-created again certain interactive options open up. The demo recreates the event situation and usually locks the action itself but the visualizing camera can remain flexible and the “viewer” as well as the local game engine can take control of the camera and shape the visualization at will. Not unlike large-scale happenings that allow audiences to enter the performance space and engage in the event, demos can offer viewers a level of interactivity through visual exploration.

Virtual performance and demo-recording position machinima in a dual proximity to theater. Intermediality, here, is at work in production as well as replay and heavily infused with game-specific traits that add a unique edge.

4. Film
Machinima can be understood in reference to existing film genres but it can mix these references with a new game-related perspective. This game-reference can vary depending on the kind of game engines used to create the machinima. To avoid confusion all examples used here will focus on machinima made in the same game, namely World of Warcraft (Blizzard Entertainment 2004). This narrows down the game-related range and allows for a valid comparison between different machinima. World of Warcraft is a Massively Multiplayer Online gaming phenomenon that was launched in 2004 and provides its millions of players access to a pre-constructed, consistent virtual world, where they can go on virtual quests, socialize, explore, and interact with other players and the “world”. Although the setting is clearly “otherworldly” and inspired by fantasy and folklore literature, when these interactions are recorded in the form of machinima we can trace various film conventions in the machinima result.

4.1. Stepping into genre
One day in the game space of World of Warcraft, Daddar, a skilled player, sets out to kill the virtual guards of the Ironforge Bank, a prominent location in the game world. His raid could be interpreted as a typical in-game action as it follows basic interaction principles of World of Warcraft and does not alter the location or the actor. But Daddar records his actions, edits highlights together, and releases them as the machinima A Day at the Ironforge Bank a.k.a. Ironforge Bankers (2005). This recording will serve as a first guide to trace film genres in machinima.

The piece is placed in the earlier tradition of the machinima bragging movie and the whole event is aimed at a future audience. Daddar wants to gain the recognition of his community (it was a male avatar). The machinima piece is the goal of his actions, not a successful bank heist. Like early theater recordings the camerawork is very limited and confined to the immensely restricted in-game camera controls of World of Warcraft. In addition, the only post-production in A Day at the Ironforge Bank is in the editing and the addition of an underlying, largely unrelated music soundtrack. Still, Daddar’s actions and his machinima fit a certain cinematic representation form.

The tale of a lonely outlaw successfully fighting the odds has its own tradition in outlaw Western movies. A bank robbery, a stealth attack, a desperate stand-off against numerically superior forces, a defeat, a stubborn death-defying return, and a fierce and bloody battle leading to an escape on horseback into the great wide open – all the elements that define A Day at the Ironforge Bank – can also be found in classic outlaw films. And like the outlaw (anti)heroes of the new Hollywood of the nineteen-sixties to seventies that grew from a counterculture opposing the established system (King 2000), Daddar’s fame is based on an attack on the establishment: a bank controlled by the game system and its game company. It is situated in a virtual location that is by definition hostile to his kind, guarded by computer-controlled characters that cannot really be defeated. His actions might be useless in a gaming sense but match the established genre-standards.

Even before the rise of the sixties counterculture Warshow argued that ‘the gangster is the “no” to that great American “yes”’, a figure who ‘has put himself in a position where everybody wants to kill him and eventually somebody will’ (Warshow 2001:106). Daddar’s game character is part of the rogue class and furthermore a member of the “undead” race. His character appearance and background is as much a gangster as one can be in the game of World of Warcraft. Like Warshow implies, this gangster figure has to be tragic. Ultimately, Daddar’s efforts are futile: the virtual bank cannot be defeated. The Rogue cannot destroy the very game system that generated him in the first place and no matter how many guards and accountants this anti-hero might fight, due to the set-up of the game the bank treasures remain beyond his reach and the killed accountants will respawn automatically. The bank always wins.

Even the final exclamation mark of the tragic anti-hero accepting a dramatic death in the face of the impossible odds is not available. The game prevents characters from dying permanently and provides a form of instant re-birth in the case of a virtual death. Unlike the heroes in Arthur Penn’s Bonnie and Clyde (USA 1967), George Roy Hill’s Butch Cassidy and the Sundance Kid (USA 1969) or Sam Peckinpah’s The Wild Bunch (USA 1969), Daddar cannot go down in a glorious last stand because even the gangsters are protected from death in World of Warcraft. The system always wins but the player can never really lose either because he is automatically re-born and his character’s death is soon forgotten. This creates a new form of tragic heroism based entirely on the features of the game world.

Because they make so much sense in the connection of game and gangster movies Daddar’s actions remain a significant social comment – a comment that visually and conceptually follows outlaw myths as established in cinema and other media. In this tradition, the piece ends adequately with the “money shot” of the outlaw riding on his horse into the open wilderness.

4.2. Gaming conventions caught on tape
A Day at the Ironforge Bank is a good example of an early World of Warcraft movie that consists almost entirely of edited yet otherwise unaltered gameplay captured on video. Adding custom-made material to the game world is very difficult due to the technical nature of the World of Warcraft game system. This imposes a lot of limitations on machinima production in this particular game engine. For example, it prevents any demo-recording, complicates complex camera work, and forbids in-game editing. Machinima artists using this game, thus, had to find other ways to circumvent the limitations and improve the range of available expression (e.g. they use the in-game model-viewer as a kind of green-screen studio). As World of Warcraft movies grew more complex, their creators also started to include more effects in post-production. Jason Choi’s acclaimed World of Warcraft film Edge of Remorse (2006) uses post-produced color effects throughout, image compositing, as well as a lot of other audio-visual enhancements. It succeeds in delivering a stand-alone piece of computer animation that happens to be produced in a real-time engine. Its content and depicted actions do not reference the original game setting or tasks anymore. Edge of Remorse still uses the game’s assets but not its rule system or functionality. For example, it excludes the ever-present graphical user interface needed to play the game effectively and uses a widescreen aspect ratio to mimic traditions of other film epics. Here, machinima leaves its gaming roots behind and turns into a technical production method only.

The aforementioned double-effect of playing and performing is also part of the Leeroy Jenkins (2005) film, which brought the online persona Leeroy Jenkins to sudden fame. The machinima was also created in the World of Warcraft game world but its legend spread into other online worlds and communities as well – a sign for cross-referencing also within the gaming community. The film itself is about a disastrous attack on a monster base located in an area of the game world called Upper Blackrock Spire. It starts with a group of player avatars assembling in front of the monsters’ cave and preparing for a controlled attack. All turns into utter chaos when one player, Leeroy Jenkins, dashes for a surprising and seemingly spontaneous charge into the cave. The other players follow to rescue their overly enthusiastic comrade but the whole group dies miserably in the attempt. The Leeroy film uses audio dialogue between different players that adds depth and personality and is the source for most of the comic effect. The voices are not re-recorded but left in the lower sound quality of the original performance, adding to the impression of viewing a real gaming event. The piece also shows the typical World of Warcraft interface: mouse cursor, and other game-typical icons, menus, and information. Because all these insignia of the play are clearly visible and because the event is a continuous performance bar any post-production, the film might appear to the untrained eye as a kind of documentary of serious gameplay.

However, any experienced player notices that the event is not a tragic documentary but a staged comic action. Instead of a documentary of annoying and hazardous gameplay, Leeroy Jenkins is a recorded virtual performance that plays with the game’s conventions. In fact, it draws its success from this intertextuality between game and film because a lot of the film’s humor can only be understood if the viewer knows about the gameplay including proper in-game behavior, social structures of gaming groups, and game setting. The Leeroy incident became so famous that it grew into a part of the World of Warcraft history and entered the cultural circle that forms around this game environment precisely because it deals with in-game topics in an innovative and – as will be argued – also in a cinematic way. The film has been downloaded more than a million times from Warcraftmovies.com, a main web site for World of Warcraft machinima alone and it is a good example for the interrelation of game and cinematic interpretation in the forming of a virtual world’s identity and culture.

In terms of cinematic references, Leeroy Jenkins can be traced back to classic slapstick films and vaudeville performances. It includes headless races through enemy pitfalls, obvious miscommunication, and irresponsible spontaneous behavior driven by amazing incompetence and hubris. Leeroy behaves like an anarchic cartoon character; his companions are the seemingly more responsible counterparts and representants of “reason”. From this outset the stage is set for a comedy snowballing from logical planning to chaotic mayhem. The piece picks up speed until its disastrous ending much like a classic screwball comedy. This is remarkable as the camera remains tied to the in-game restrictions of the World of Warcraft game. There is, for example, no cut or any underlying music in Leeroy Jenkins, which supports the audio-visual style of a continuous in-game “fake documentary”. At the same time, it re-positions the film in the neighborhood of traditional one-reelers that conserved vaudeville acts in a single shot.

Like A Day at the Ironforge Bank, the Leeroy Jenkins Film is a far cry from classics such as the Marx Brother’s Duck Soup (Leo McCary, USA 1933) or the mastery of Keaton or Chaplin but it points in those directions to create the necessary intertextual references or at least the underlying associations. Their cross-media operation is key to understanding how they operate. One has to know about the artistic traditions of film and game to fully grasp these machinima pieces. The Leeroy incident does not work like a text-based story or a single screen-grab just as a Keaton stunt does not work in a single image or a short story. Both need to be performed and recorded to remain accessible. The impact of game-ness on the performance and replay methods in machinima adds a new point of reference. The cinematic tropes machinima quotes might be universal but their specific realization is highly adapted to the world of video games.

Ultimately, all the mentioned machinima operate in the context of narrative cinema. Edge of Remorse, A Day at the Ironforge Bank, and Leeroy Jenkins all tell stories and tell them in cinematic ways but with varying levels of game references. Their intertextual variations exemplify the range of machinima within a single game engine as it connects to theater as well as film genres, playing with these references throughout.

5. Conclusion
Machinima lives in a space in-between: between film and live performance, game and theater, code and physical action, staging and game play. The balance is held by the specifics and the technology of the video game that supports live event generation and recording on the one hand, and the construction of the moving image with its cinematic traditions on the other. It is in this triangle of intermedial references that machinima is on a constant move. Is machinima an expression of the game or a game-enabled cinematic technique? There is no single answer to that, which is why machinima remains an exciting and rather flexible field with a lot of creative opportunities. This field can inform other media crossovers such as interactive television or virtual theater. Because machinima is still driven by the player community, it is also a good indicator of what is possible in terms of larger audience acceptance.

The players, audiences, and producers of machinima grow with expanding media literacy. Their new generation can make the transitions between playing, performing, and watching an event without considering them as breaks of any existent textual format. Their media literacy seamlessly connects between ludic game actions, narrative film, and dramatic live staging. Machinima stands out as a prime means of expression of such intermediality and as a good playground for more experimentation.



References

AARSETH, Espen J. (1997). Cybertext: perspectives on ergodic literature. Baltimore, The Johns Hopkins University Press.

AUSLANDER, Philip (2000). Tee Vee's playhouse: live performance in a mediatized culture. Film studies journal, 101, 26-43.

BENFORD, Steve, FRASER, Mike, REYNARD, Gail, KOLEVA, Boriana and DROZD, Adam (2002). Staging and evaluating public performances as an approach to CVE research, in C. Greenhalgh and E. Churchill (eds) 4th international conference on collaborative virtual environments, pp. 80-7. New York, ACM Press.

BLIZZARD ENTERTAINMENT (2004). World of warcraft. [PC game]. USA, Blizzard Entertainment.

BRADSHAW, Lucy E. P. (2004). The Sims 2. [PC game]. USA, Electronic Arts.

BURRILL, Derek A. (2005). Out of the box: performance, drama, and interactive software. Modern drama, 48, 492-513.

CARMACK, John and ABRASH, Michael (1996). Quake. [PC game]. USA, id Software.

DIXON, Steve (2007). Digital performance: a history of new media in theater, dance, performance art, and installation. Cambridge, MA, MIT Press.

FRASCA, Gonzalo (2001). Videogames of the oppressed: videogames as a means for critical thinking and debate. Unpublished MA thesis, Georgia Institute of Technology.

HANSON, Matt (2004). The end of celluloid: film futures in the digital age. Mies, CH, RotoVision SA.

HAYES-ROTH, Barbara, SINCOFF, Erik, BROWNSTON, Lee, HUARD, Ruth and LENT, Brian (1994). Directed improvisation. Stanford Knowledge Systems Laboratory. Technical report KSL-94-61.

ILL CLAN (2003). On the campaign trail with Larry and Lenny Lumberjack. [recording of a live performance at the Machinima Film Festival]. USA.

ILL CLAN (2005-). Tra5hTa1k. [video series]. USA.

JENKINS, Henry (2004). Game design as narrative architecture, in N. Wardrip-Fruin and P. Harrigan (eds) First person: new media as story, performance, and game, pp. 118-31. Cambridge, MA, MIT Press.

JUUL, Jesper (2005). Half-real: video games between real rules and fictional worlds. Cambridge, MA, MIT Press.

KANG, Katherine Anna (2004). Anna. [video]. USA.

KELLAND, Matt, MORRIS, Dave and LLOYD, Dave (2005). Machinima. Boston, MA, Thomson.

KING, Geoff (2000). Spectacular narratives: Hollywood in the age of the blockbuster. London, I. B. Tauris.

LAUREL, Brenda (1986). Toward the design of a computer-based interactive fantasy system. Unpublished Ph.D. thesis. Ohio State University.

LAUREL, Brenda (1993). Computers as theatre. Reading, Addison-Wesley.

LEVINSON, Paul (1985). Toy, mirror, and art: the metamorphosis of technological culture, in L. Hickman (ed) Philosophy, technology, and human affairs, pp. 162-75. College Station, TX, Ibis.

LOWOOD, Henry (2005). Real-time performance: machinima and game studies. The international digital media & arts association journal, 2, 10-8.

MARINO, Paul (2004). 3D game-based filmmaking: the art of machinima. Scottsdale, AZ, Paraglyph Press.

MATEAS, Michael (2002). Interactive drama, art and artificial intelligence. Unpublished Ph.D. thesis. Carnegie Mellon University.

MOLYNEUX, Peter (2005). The movies. [PC game]. UK, Activision Publishing.

PALMER, T. (2004). Bot. [video]. USA.

PERLIN, Ken and GOLDBERG, Athomas (1996). Improv: a system for scripting interactive actors in virtual worlds, in J. Fuji (ed) 23rd annual conference on computer graphics and interactive techniques, pp. 205-16. New York, ACM Press.

ROMERO, John, GREEN, Shawn C., PETERSEN, Sandy, ABRASH, Michael, CARMACK, John and TAYLOR, David (1993). Doom. [PC game]. USA, id Software.

Rooster Teeth. (2003-2007). [online]. Last accessed 13 August 2007 at http://rvb.roosterteeth.com/home.php.

SALEN, Katie (2002). Telefragging monster movies, in L. King (ed) Game on: the history and culture of videogames, pp. 98-112. London, Laurence King.

SALEN, Katie and ZIMMERMAN, Eric (2003). Rules of play: game design fundamentals. Cambridge, MA, MIT Press.

STEPHENS, Adrian (1992). Stunt Island. [PC game]. UK, Walt Disney Computer Software Inc.

TASAJÄRVI, Lassi (2004). Demoscene: the art of real-time. Helsinki, evenlake studios.

VAN SICKLER, Matthew (1996). Diary of a camper. [video]. USA.

WARSHOW, Robert (2001). Movie chronicle: the westerner, in R. Warshow (ed) The immediate experience: movies, comics, theatre & other aspects of popular culture. Cambridge, MA, Harvard University Press.

Word Spy. (1995-2007). [online]. Last accessed 15 July 2007 at http://www.wordspy.com/words/machinima.asp.

Above copied from: http://www.brown.edu/Research/dichtung-digital/2007/Nitsche/nitsche.htm

Saturday, November 14, 2009

Astrit Schmidt-Burkhardt, George Maciunas’ Charts The Historical Past of Fluxus’ Future



One makes history if one actively intervenes. From the position of stepping back and reflecting, one writes about it. George Maciunas practiced both. As ‘agent-provocateur’ his name became synonymous with the New York Fluxus movement. By acting as the editor of publications both graphically stylized and improvised, the educated designer banged heavily the advertising drum. He coordinated the worldwide artistic activities of the Fluxus collaborators so that the movement continued to be a “new wave”. As many other isms came and went, Fluxus grew to gain international interest, dominating all other contemporary styles. Maciunas tried to impose on it a historical status from inception and from inside the present movement rather than from an outside perspective distant in time. With this vision, Maciunas became the leader of the Fluxus artists.

Despite Maciunas’ engagement, the danger of trivializing this avant-garde movement, which he had developed in the early sixties, was by far not averted. Fluxus deviated between the boundaries of art and non-art and consequently risked being marginalized and, thereby, landing outside of the currently popular Pop-Art scene. Artistic theory leading to an affirmative aesthetics of the consumption culture, is not important to the objectives of Fluxus. Instead, it aimed to reject aesthetics and to introduce ordinary life into the arts. Particularly ephemeral works like “gag-like simple events” or so-called “games” are characterized more by their event character than by tangible results. Therefore, they run the danger of being deemed negligible. This adds a medial fuzziness. Fluxus acted predominantly in combinations of music, performance, visual arts and literature. This mixed form was called “Intermedia”1 . In order to create an understanding for this type of art, new general conditions had to be created. Maciunas wrote in the brochure “Fluxus” (Its Historical Development and Relationship to Avant-garde Movements) that a “borderline be rationally defined” This limit, which on one side should have the effect of being historically legitimized should also, on the other side, be artistically encouraging. He illustrated, with a series of diagrams, how he wanted this to be understood. Diagrams were Maciunas’ life theme2 . Not only did he produce numerous diagrams with scientific diligence, but he also archived selected examples, or redrew them for purposes of demonstration.

Beginning with the first Fluxus charts, it was already clear that Maciunas wanted to record artistic and sociopolitical chronological evolution. He could not imagine the extent to which he was part of a new development. That is to say, with the 20th century, the era of art genealogy began 3. However, Maciunas had no concrete precedence for his Charts. He also entered the multicultural and intermedial conditions for Fluxus in a tabular arrangement. With this, he moved in a clear counter position to the American tradition of Formalism, which reaches back over Ad Reinhardt’s sarcastic art genealogical tree How to Look at Modern Art in America (1961 and 1946), Nathanial Pousett-Dart’s Gestaltiar Chart of Contemporary American Art (1938), and Alfred H. Barr, Jr.’s paradigmatic Chart (1936) to Miguel Covarrubias’ Tree of Modern Art-Planted 60 Years Ago (1933).

The heterogenic relations, which Maciunas shows in his charts, mirrors, the tendency of Fluxus-Artists to lend themselves to the entirety of a piece of art. Thereby, Marcel Duchamp, as a representative of art beyond painting, and John Cage, with his experimental music, were each conceded a central position. Diverse influences from church processions to futuristic theater, channeled Maciunas in view of the different performance and action directions within the artistic collective, which let them finish in chronological order of the Fluxus history. The chronology gives the long history of Fluxus a relatively short appearance despite its thoroughness and degree of precision. Maciunas determines time and again, on the basis of these schemes, who belongs to the core of Fluxus and who had been excluded from membership. The diagram, therefore, takes the characteristics of a show trial. In this manner, questions of writing history and art policy are brought newly forward.

Maciunas’ diagrams, relative to the history of Fluxus, were not spontaneously designed. They were preceded by many intensive history studies, which Maciunas undertook at the Carnegie Institute of Technology and New York University. As was usual amongst American students of the fifties, he developed long tables with data and facts, offering him a better overview of larger developments. The written word became the decisive motive for the educated typographer. Maciunas was somewhat of a “Learning Machine”. His widespread interests and his universalistic approach required suitable forms of knowledge management in order for him to retain an overview of the enormity of the material. The diagram offered its services in so far as it sorted the facts, and reduced complexity. Maciunas established very precise and orderly, extensive chronologies of Russian history, ancient history, and the history of art, in which he sometimes also drew miniatures.

Maciunas’ “Learning Machines” are made from paper and glue. Their design followed the comparative time tables. Space and time, and their dissolution into succession, configured together an orderly system in which one can integrate historical and geographical knowledge. Thereby, the parallel between space and time creates a mathematical relation between the individual data and the allowance to make quantitative statements. It is this geo-historical idea, which inspired Maciunas for the generation, distribution, and maintenance of knowledge. In order to create these informative concentration zones, he breaks up the factual scheme by extending his work into the third dimension.

As a self appointed genealogist, Maciunas summarized the essential influences for Fluxus. As a Fluxus chronicler, he kept track of all events by transferring his many experiences with Fluxus into data. Maciunas tried to escape from the silence of facts by changing them into a diagrammatic flow of history, and to process them graphically so that they are accessible for historical interpretation. Maciunas was not a fantasist. With a certain bean counter mentality, he established accurate lists of all Fluxus activities and put them together in a synopsis. Maciunas was an analyst. He tried to explain Fluxus in his charts since he was interested in historical preconditions and backgrounds. Add to that the What, When and Where, and he was also a chronic systematist. Regardless of whether he managed his work week or brought abstract words into correlation to each other, or whether he schematized the history of Fluxus, the anti-narrative structure determined his thinking. Maciunas spread the sequential events of history out in a way that they made spatial order. In the grid, they take symbolic form4. This geometrical figure, whether in its strict form or as a graphic matrix, structures all knowledge pictures of Maciunas.

Maciunas approached art from a historical perspective. Nonetheless, he developed new ideas for visual expression and the development of art- a testimony to his fascination with the challenge of history writing. Writing history has to do with processes, which in their multilayered appearances, have to be continually re-oriented. The advantage of analytical graphics in the field of art and images lies in its explicative function. It reduces complex situations without many words and makes them presentable in their entirety. By systematizing the information, by means of rationalizing factual relations, it establishes a structure of knowledge.

The art of netted thinking is to simplify and to admit new views. This basis of thinking, which transgresses all areas of science, also determines Maciunas’ artistic practice. Maciunas believed that there would be no real understanding of the evolution of art without visual presentation.

The three dozen history diagrams which Maciunas created between 1953 and 1973 demonstrated historical causalities and tried to draw a historical picture in different ways consisting of data, lines, and vectors. The result is equally fascinating both scientifically and artistically. It opens views to new connections between years on one side and historical events on the other. This results in a completely new form of knowledge transfer.

Maciunas makes clear very complex relationships between political, cultural, historical, economical, poetic, and aesthetic aspects. His diagrams can be read like a “cultural timetable” which, at the same time, predetermine the geo-historical framework of the Fluxus movement. From universal history, the Fluxus chronical is created.

Astrit Schmidt-Burkhardt


1 Dick Higgins, „Intermedia“, in: The Something Else Newsletter, vol. 1, no. 1, Febr. 1966.
2 See Astrit Schmidt-Burkhardt, „Learning Machines“: >From Art History to a Chronology of Fluxus, Berlin: Vice Versa, 2003.
3 See Astrit Schmidt-Burkhardt, Stammbäume der Kunst: Zur Genealogie der Avantgarde, Berlin: Akademie Verlag, 2005.
4 See Rosaling E. Krauss, The Originality of the Avant-Garde and Other Modernist Myths, Cambridge, Mass.: The MIT Press, 1985, pp. 9-22.

above copied from:http://www.liino.com/?page_id=732

Thursday, December 4, 2008

Intermedia Arts: Bringing Many Voices to the Table, Tom Borrup



This essay is aprt of a much longer essay titled The Administration of Cultural Democracy: Three Experiments which can be found at the following address: http://www.communityarts.net/readingroom/archivefiles/2003/09/administration.php

Intermedia Arts building in Minneapolis. View slideshow of additional images. Photo by Tom Borrup
Intermedia Arts is a multidisciplinary arts center in Minneapolis that is at the same time community-based and an advocate for artists. This is to say that it embraces a wide range of forms, styles and levels of craftsmanship by people of all ages in the surrounding neighborhoods and, at the same time, provides professional development, peer review, competitive fellowships and project commissions to artists from across the state.

While this unusual construct seems antithetical to some, cultural democracy, as Bau Graves points out, "demands, a both/and analysis, rather than either/or."

In much the same way the Center for Cultural Exchange balances traditional practices with the crossing of cultures and innovation, Intermedia Arts' dynamic combination advances artists' work while being "by-and-for the community." Professional artists are part of the community and considered leaders in the communities with whom Intermedia Arts forms partnerships. Partnerships with artists are essentially the same as those with schools, social-action organizations or any other community-based entity. At the same time, professional artists are not considered the only ones whose creative self-expression has value.

From the time Intermedia Arts was incorporated as a video access and training center in 1973, it straddled two worlds. Known until 1986 as University Community Video, for much of that time it relied on the dual support and participation of students at the University of Minnesota and activists and artists in the community.

I arrived in 1980 with my interests in and commitment to creativity and social change, and was attracted to the relatively young organization's strong reputation in social-documentary production and community-activist focus. Just like Wing Luke Museum's Ron Chew, I described my professional training and background as being in journalism and community organizing.

From its beginnings, Intermedia Arts served as the convener of communitywide dialogue, a dialogue both about culture and about issues of pressing concern to people in the community. Its 1970s origins as an activist video center saw its members or participants learning to take out a camera to express their views on a social/political condition or injustice, and, in doing so, to spark civic dialogue and social change. Through its 30 years and the many changes at Intermedia Arts during my tenure, the organization remained committed to participatory cultural practices and to dialogue driven by creative self-expression.

Intermedia Arts' mission, rearticulated in 1993, is "to serve as a catalyst that builds understanding among people through art." Squarely focused on an activist social agenda with art as the vehicle, the mission is true to its origins in the community video movement.

Expanding the Seats and the Table

The practice of engaging a large number of "guest" or "adjunct" curators grew out of the organization's desire in the 1980s to expand its discipline base from that of a media-arts organization to that of a multidisciplinary arts center.

To mark the transition from University Community Video to Intermedia Arts in 1986, it took on four discipline-specific curators on a contractual basis, each charged with devising a season and writing NEA and other grants in their respective areas of media, visual art, new music and performance art. This construct served the organization well for half a dozen years as it achieved credibility in different artistic disciplines among artists, audiences and funders, and as it developed internal capacity for presenting and exhibiting various art forms.

By the early 1990s, Intermedia Arts grew more complex. It encompassed a wider range of programs, especially in youth, education and artist services, and at the same time was focusing efforts on building relationships with more diverse audiences. From successes and failures with many community groups and artists I learned that more meaningful connections with specific audiences came from meaningful connections with artists who were members of – and leaders within – the different communities. New works of art created around themes or issues of concern to specific communities, and involving people within those communities, built even deeper relationships.

Much like the Center for Cultural Exchange, Intermedia also concluded that culturally appropriate formats and styles of presentation were required for the experience to be as true and meaningful as possible and for members of the respective communities to be comfortable participating. To put an Aztec Danza group on a formal stage might be more comfortable for middle- and upper-class white audiences, and it could be a way to sell tickets. However, its out of the context of community life and it would not represent the role these artist-activists play in their own community's cultural setting.

A successful 1992 series produced with the Native Arts Circle in a leased downtown loft space taught me valuable lessons. A packed house for the presentation of three traditional and contemporary American Indian musical performers included a vibrant mix of Natives, whites and blacks. An important discussion followed the event when some Intermedia Arts staff complained about the noisy kids who came and went, whispered and giggled throughout the performances. Partners helped us understand that kids are welcomed at cultural events in the Native community and their behavior is part of the experience. White audiences, intolerant of children's behavior, generally exclude them from many cultural events and then wonder why new generations won't adopt their traditions. This opened my eyes on a number of levels, not the least of which is that welcoming kids, and their less than subtle behaviors, is a good thing. Uptight white audiences will just have to deal with it.

A Catalyst for and a Critic of Change

In 1994, Intermedia Arts moved from the leased downtown loft space and the converted church that served as its headquarters since 1978, a building adjacent to the University of Minnesota campus, and provided at no cost by the university. It purchased and relocated to a converted auto-repair shop in a dynamic, culturally and economically diverse south Minneapolis neighborhood, an area known for decades as a stronghold of artists and social-change activists.

A successful $1.5-million fundraising campaign gave the organization a well-designed, 10,000-square-foot, flexible arts and community center. It includes galleries, a social space with a kitchen, 125-seat theater, office, classroom, working spaces and a semi-boxed-in outdoor area behind the building for parking and events.

Lyndale Avenue, on which Intermedia purchased the building, now looks like a page out of Richard Florida's "Rise of the Creative Class." During the decade since the purchase, the street evolved into a two-mile bohemian strip. It's anchored at one end by the Walker Art Center/Guthrie Theater complex, and moves south into commercial and residential neighborhoods.

When Intermedia Arts relocated there, it was a mixed area of light industry, retail and residential. One could count a couple dozen auto-related repair and supply businesses, electrical, plumbing and roofing contractors and woodworking shops. Less than 10 years later, all are gone save two auto-repair shops. One vacant store front has converted twice, first to a cyber café and then to a tapas and wine bar.

The two-mile strip now includes a dozen espresso cafés, over a dozen ethnic restaurants, three or four yoga/martial-arts studios, a huge upscale food co-op, a dozen new- and used-clothing stores, a dozen hair salons and the usual assortment of pet, tea, bicycle, art framing, photo-copy, graphic design, vitamin and hydroponic gardening shops. Besides Intermedia Arts, the two-mile stretch is now home to half a dozen other nonprofit arts organizations. Less than a block either side of Lyndale Avenue are 20 more arts groups, largely housed in a seven-story converted office building owned by the nonprofit developer Artspace Projects, and more bars, cafes, restaurants and shops. Upscale housing developments are now rising on blocks previously occupied by parking lots and industrial supply yards.

The eagerly awaited 2000 census confirmed that the population on the east side of Lyndale Avenue had increased dramatically in diversity (comprising no majority group), and at the same time an upper-income, 90+ percent white majority remained virtually unchanged on the west side of the street. Housing values had risen for several straight years at a rate faster than any other neighborhood in the City.

These rapidly changing neighborhoods, and the myriad gentrification issues arising through that process, became one of the focal points for Intermedia Arts programming and topics for sometimes heated civic dialogue.

A multiyear program supported by numerous local and national foundations put artists to work as catalysts to build relationships between youth, seniors, growing Latino, African and Asian immigrant communities, and urban planning and development entities. Supplemented by an Animating Democracy Initiative grant through Americans for the Arts, Intermedia Arts tackled issues of gentrification and displacement through art projects that asked the diverse residents the question: What makes you feel safe in your community?

Possibly the largest continuous audience attraction at Intermedia Arts – and certainly the biggest publicity attraction – are the 320-feet of exterior walls designated for graffiti artists. A 24-hour stream of mostly young people could be observed perusing the walls that faced the parking and back lots. These exterior gallery visitors brought and used cameras, sketch pads, markers or spray cans to document or explore their own aesthetics, or to leave behind their signature. The front and visible end of the building facing Lyndale Avenue included three discreet surfaces on which spray can murals were commissioned and rotated annually. Walls on the side and rear were a bit more free-form, some rotating twice annually, some repainted almost daily.

Early to embrace all the elements of the Hip Hop culture, Intermedia Arts endured years of criticism from police, a few pro-gentrification public officials and a handful of neighborhood real-estate speculators – ironically the very people benefiting from Intermedia Arts' presence. The problematic work with the graffiti walls may have been Intermedia Arts' most risky but ultimately successful foray into the complex practice of cultural democracy and arts-based civic dialogue.

My publicly defended stance in support of sanctioned areas for this aerosol art form cost me a mayoral appointment to the City Arts Commission in 2000. After a four-year battle over graffiti played out in the media had all but faded, the pro-gentrification city councilmember, who happened to represent Intermedia Arts' district, renewed her attacks on my support of Hip Hop art. The mayor was forced to withdraw my appointment for fear of being cast as soft on graffiti taggers as an election year approached.

Weaving Diverse Strands

"Culture," writes Roadside Theater director Dudley Cocke (in Vega and Greene's "Appalachia, Democracy and Cultural Equity"), "carries a peoples' profound expression of their self-hood. Only when people can meet as equals, without the threat of domination, can they risk their art and culture. Cultural equity, then, is integral to democracy and the making of an American people from our many diverse strands."

In order to have at the table more and more of the many voices in the community, Intermedia Arts experimented with an expanded rotating slate of "curators." For instance, bringing the Native American community to the table required partnerships with Native cultural and community groups, with Native artists, and with a Native "curator." Creating a GLBT film festival required engaging a queer-identified filmmaker who had a demonstrated passion for bringing new queer-made media to queer and non-queer audiences alike. Intermedia Arts' origins in the media arts, and the vision of the artist as a community leader or "animator," made this approach second nature.

While Intermedia Arts regularly worked with specific ethnic communities in assembling arts presentations or programs, the mix was typically more complex. Being a multidisciplinary center as well as a multicultural one, required curatorial constructs that could engage artists in one or more medium around a theme, or that could bring a group of social-issue-based organizations together with artists making new work addressing the topic. It was still important to maintain relationships through programming and through artists with specific communities, yet it was the recombinant or new creative activity that was most in keeping with Intermedia Arts mission, and what I found most satisfying in the work

Different from the Center for Cultural Exchange, Intermedia Arts focuses primarily on local artists, and on the creation of new work, with presentation a necessary part of the process but not an end. Intermedia Arts is often a beginning point, or a stop along the way, for artists developing or testing new work. Bau Graves' ethnomusicology orientation attracts him to recreating authentic experiences that ground citizens in their cultural identity and be shared with others. My satisfaction came more in fostering new cross-cultural artist and community relationships that result in new creative work and new common ground on which people can act together in both a social and a civic context.

Keeping a trim core staff while finding the right expertise and community connections to pull off its wide-ranging mandate was best addressed by building on the eclectic range – and sometimes significant number – of independent contractors to take the helm of projects. And, sometimes they used formal or informal committees to guide a project.

One recurring guest curator proposed a series of activities around gender in 1997 named "The Genders That Be." Her process was one that set a standard and was emulated for years to come. Identifying as a butch lesbian herself, she was well connected in the GLBT community. The advisory group she assembled took on the assignment with vigor. A remarkably diverse group of community activists and transgendered committee participants took on many roles that included shaping the series' concept, building connections with various subculture and "mainstream" organizations, making arrangements for speakers, bringing food to receptions and contributing materials for the resource room built into the gallery. One group member was a cross-dressing Sears salesman from the suburbs, who dutifully showed up for meetings and later brought his wife to programs.

The ambitious seven-week series included a photography exhibition, paintings by local artists, a film series, several local performance artists, a well-known performer from the West Coast and a series of panel discussions. It relied on a strong coalition of community organizations and volunteers to raise money and pull together the programs. Audiences were strong and consistent, press coverage was extensive and surprisingly positive. The St. Paul daily newspaper, in addition to a feature story, devoted considerable space to a listing of educational resources, Web sites, books and service organizations for those wanting to know more or needing assistance.

The fact that an established arts center would fully embrace and celebrate the creativity of a culture often discriminated against, or at best shoved aside, built relationships that will last a long time. The sensitive and respectful process used by the guest curator was an inspirational model.

Building on the Network of "Curators"

The Genders That Be curator was one of the many Intermedia Arts relied upon to build relationships and bring specific technical or aesthetic experience to the table. These are individuals Malcolm Gladwell, in "The Tipping Point," would call "connectors."

Bau Graves, in his "Cultural Democracy" manuscript, writes, "Culture advances because of the dedication of the handful of individuals who care enough to make it happen. They know lots of people… (and) organizing their fellows is built into their nature. Every community has a core group of participators whose level of dedication is extremely high. They are the motivators who sustain community over the long haul."

Developing this network of curators was also a way to broaden and deepen the capacity of the community – the various communities – over the long term to develop and implement cultural programs, democratizing the role of programmer, much like the work of the Center for Cultural Exchange.

As an audience-development strategy, connectors and people Gladwell calls "mavens," bring people to cultural experiences they might not otherwise venture to. Mavens are trend-setters, people with wide social circles who are relied upon for advice and recommendations pertaining to restaurants, films, museums or other cultural activities.

Intermedia Arts' programming-development and management strategy was based on building a wide network of these connectors and mavens, essentially having them on contract to pull together events and programs that they have a passionate interest in and to invite their social circles to partake.

Each of these independent contractors brought their expertise in art and cultural forms and connections within their communities, and they generally had an agenda of creating change, making an impact in their own or the broader community. They came to Intermedia Arts with project proposals of their invention, or they were contacted and recruited to carry out projects developed by staff or advisory committees.

As this approach began to evolve, I found it necessary to get this group of people together and organized an annual day-long meeting of the entire slate of adjunct curators with key staff. In the early 1990s this included about a dozen people, mostly artists with large and small, ongoing and intermittent "curator" contracts. The meeting was called the "programming summit" and had several purposes. On the practical level, it was a way of roughing out an annual schedule across all programs and disciplines. It was also intended to help find and forge synergies and internal partnerships. The gathering presented opportunities for new ideas to bubble up, and served as the beginning of curatorial-skill development or capacity building for this growing roster of adjunct curators.

In the mid-'90s, as the new building was completed, program planning was gearing up. Fueled by a multiyear Wallace Readers' Digest Fund grant, I invited a broader group to the table, under the name "Food & Dreams." Its participants were treated to a buffet meal before open-ended "what would you like to see" conversations. Its members included neighborhood and social-issue activists, partner organizations, artists and adjunct curators, all with an eye toward diverse cultural inclusion. I had learned much earlier that honoring people's presence and ideas by providing food was essential, as well as another opportunity, through an eclectic menu, to share in a cultural experience.

In an approach slightly different from the Center for Cultural Exchange, Intermedia Arts was more issue-focused in consulting its community, asking questions about social issues and concerns – and looking for metaphors that could be transformed into multidisciplinary art series.

One series resulting from those conversations inspired by a similar program coordinated in Chicago by an artist there, came to be known alternately as "Red and Black" and "Fry Bread and Chitlins." It was conceived as a prolonged program to explore the dynamic 500-year relationship between Native Americans and African Americans, and their many cultural connections. (It's estimated that at least 80 percent of African Americans whose ancestors were brought to America as slaves have some Native American heritage, in spite of the fact that 400 years of documented public policy to prevent alliances between the two peoples.)

A series of educational and "bonding" partnership meetings continued over nearly a three-year period, before and during two seasons of public programs that were presented. Most events included food and ritual, a cultural sharing, extended to all comers. Work was shared in visual art, dance, music and spoken word. A number of cross-cultural artist projects resulted from relationships formed by the process.

The Food & Dreams planning group was put on hold after three years primarily because it was generating too many good ideas, and the organization's staff and programming capacity was being overtaxed.

Making Sense of Complexity

By 2002, I counted 39 independent contractors in various capacities on Intermedia Arts' roster. They were most often artists, sometimes teachers, parents, community organizers or all of the above. They were not employees expected to adapt to and work within an institutional culture. They had various communication styles and ways of relating to their tasks, including deadlines.

An adjunct curator, for example, would be engaged to coordinate a presentation of work by students from three nearby elementary schools, all of which had worked with Intermedia Arts to host artist residencies in various media and various grade levels. The curator had to interface on the one end with teachers, school administration, parents and kids. On the other she had to work with Intermedia Arts staff to design the format of the exhibition, schedule musical and spoken-word events in the theater, and plan a parent/teacher/community reception. In addition to the education staff, this included working with personnel in marketing, production, exhibition and sometimes development.

At the same time, the number of organizations with which Intermedia Arts partnered – and planned to partner on one of many programs and events – during an 18-month planning widow, was nearly double the number of curators -- over 60. Partners included social-service, environmental, advocacy, education or other arts organizations. Sometimes their staffs also served as the adjunct curator on a project. This was a way to begin to expand the thinking and capacity within those groups to work with the arts as a vehicle to advance a social agenda, and it was a way to secure a resource commitment from the partner group.

Education, artist support and community programs were sometimes interwoven. Events might include an exhibition, a series of adult or youth workshops, public performances (indoor or out), receptions or parties. Each of these contractors would be required to work with half a dozen Intermedia Arts staff in producing, in the aggregate, a constant stream of programs, often seven days a week. In fact, with meetings of teachers or other community leaders beginning at 7 a.m., and performances or rehearsals sometimes going past midnight, the building was abuzz 18 or more hours a day.

The organization struggled with making sense of the way it administratively structured its programs, as definitions were a moving target. Clusters labeled Presenting, Education or Artist Support were often arbitrary (yet necessary for budgeting, staff responsibility, grantwriting, promotion, etc.). Most of the so-called education and artist-support programs had presentational aspects, which sometimes comprised their primary identity; the presenting programs had elements stressing education and artist/community partnerships, which sometimes required the lion's share of resources or time. Lines were pretty soft between program categories.

As a community arts center and incubator of new work, Intermedia Arts chose not to construct a "mainstage" series or season so as not to privilege some work over others, indicating it was of higher caliber or somehow superior. This is an important value in cultural democracy, yet antithetical to the notion that cultural institutions are arbiters of quality. Mixing work by students with that of emerging artists, with commissioned or relatively high-budget work by accomplished artists, with work by members of cultural groups who don't typically put their creative work in a space defined for art was, to say the least, messy. Or was it a picture of cultural democracy in action?

As we evolved into this way of working during more than a decade, structures and systems emerged to prepare the guest curators and the staff for what to expect. Contracts were signed with specific deliverables and schedules. So-called "pre-production" and "production" meetings were held with each contractor and key staff members around each presentation or event.

However, with so many cooks in the kitchen, so many different recipes in the works, and such a relentless pace of activity, chaos was constantly poised to break out.

While trying to achieve some level of consistency in what audiences encountered, a careful dance was always performed to keep staff from telling curators and partners, "This is how we do things here," instead leaning towards "How would you like to do this?" The important challenge was to allow each program or event to find its own voice relative to the culture from which it was emanating.

Taking All Creative Expression Seriously

An enormous creative explosion was underway at Intermedia Arts in spaces defined as galleries and a theater, not to mention the outside walls or spaces around the building. Staff, board, neighbors, funders and peers who were traditionally trained in the arts didn't always consider all of it appropriate. It was difficult for the public – and sometimes even staff – to appreciate.

Attempts to "administer" cultural democracy had no end of frustrations and challenges. The crush of time, money and the demands of connecting with audiences and funders was ever present. Confronting marketing experts or funders who expected a singular curatorial voice or "brand identity" from the organization was rarely satisfying. They couldn't get their hands around the eclectic mix, or what they sometimes perceived as "lack of leadership."

Orienting staff members to see their roles as both teachers and learners was also a challenge. A theater production manager wanting his work to reflect professionalism and high standards felt thwarted by artists and curators whose experience varied widely, but who also had different values and concerns about how work was presented. And, yes, cultural philosophies aside, there were adjunct curators who simply lacked presentational skills or any concern for presentational style, leaving some audiences confused or unsatisfied. Finding the time and temperament for this internal dialogue and learning process was challenging, but was very much the next level to be addressed in building more capacity among the growing ranks of participants and leaders in advancing cultural democracy.

Understanding an arts center that is a place to help artists develop skills and create work is commonplace. Smaller arts organizations are pigeon-holed to serve artists or find their niche in presenting high-quality work in a limited cultural framework in dance, visual art, music, performance art or media. Community arts organizations are pigeon-holed as places to train kids and adult amateurs, and where resulting work is not taken seriously. Beginning to comprehend a professional arts organization's role as that of a cultural incubator, a place for all the community's voices and a training ground for all levels of cultural workers is very hard for most people in the arts.

As an unusual hybrid, fostering the diverse forms and styles of voices found in its urban neighborhood, Intermedia Arts was foremost trying to nurture a healthy, creative, and interactive community by taking everyone's creative expression seriously and by engaging in community concerns as an active institutional citizen.


Tom Borrup is a community activist, writer and consultant based in Minneapolis. He was executive director of Intermedia Arts from 1980 to 2003, and now works as a consultant to arts organizations, foundations and public agencies in several cities around the U.S.

Original CAN/API publication: September 2003

above copied from: http://www.communityarts.net/readingroom/archivefiles/2003/09/intermedia_arts.php