How do new things come about? New ideas? New words? New art? New choices?
The project examines how some types of games, rule-based systems, artificial intelligence and scientific models for innovation can be applied to the art field - both in a curatorial context and in art production.
We mainly look at two models and how they can be assembled into a functional system:
One model is the game Nomic which, in short, is a game where each move is a change in the rules of the game. This creates a self-changing system.
The second model is a so-called Polya urn with a trigger for innovation.
The aim is to use the models to arrive at a functioning and productive art discourse. This can take many forms and we will have a testing and experimental approach.
In 2023-24 we organized 2 discursive games implementing the models. We also made an interactive game application related to them. In 2024/25 we plan exhibiting art works and game processes from the project as part of the travelling show of the next Near-Field Communication Digital Art Biennale (NFCDAB). A new open call for a discourse-game will be be sent out after the travelling show.
Questions and parameters
Initially, we want to look at:
- How a group of curators and/or artists can have an 'art-nomic' game going on as a framework for an art discourse. Nomic is, as described, a kind of meta game. The point here is that every input in the discourse - every move in the game - changes what the discourse is about, what the game is about.
- How an art production and curatorial process can be based on the idea of the adjacent possible, and how they can be further modeled as Polya urns with a trigger for innovation.
- Which parts of the production and process can benefit from artificial intelligence in relation to the model; i.e. can we imagine an automatic innovation based on the model, a self-organizing, productive system?
- How to involve participants in the game/model in a way that is intuitive and inclusive. What forms of communication, protocols and forms of interaction online.
- What kind of software is needed to be able to model the experiments, and what degree of formality to balance the model according to 'looser' art discourse.
- How can this art discourse be conveyed and documented. How different are these from the process?
- How the model can be presented through exemplification, such as art production and curatorial process.
We've invite a group of artists and curators to the various procedures, games and models, and have defined them more closely based on what we want to emphasize - production, process, discourse - each with different parameters.
INTRODUCTORY NOTES
Nomic is a game created in 1982 by the philosopher Peter Suber in which the rules of the game include mechanisms for the players to change those rules, usually from a system of democratic voting.
"Nomic is a game where changing the rules is a move. In that way it differs from almost all other games. The primary activity of Nomic is to propose changes to the rules, discuss the wisdom of changing them in that way, vote on the changes , decide what can and cannot be done afterwards, and do it. Even this core of the game, of course, can be changed." - Peter Suber, The Paradox of Self-Amendment.
The game is in many ways modeled on modern management systems. It shows that in any system where rule changes are possible, a situation can arise where the resulting rules are contradictory or insufficient to determine what is actually legal. Because the game models (and debates conceptual questions about) a governance system and the problems of understanding and interpretation, it is named after nomos (Greek for "law").
In relation to the art discourse is more about questions and answers, or curator and artist (in a certain context), than rules and legality - these are more intangible and are perhaps best handled through examples (a work concretizes certain 'rules').
PLAYER GUIDELINES
Players
are instructed to form a rule as an artistic expression for their turn playing the game. Each "rule" expressed changes the rule of the game for the next moves for other players.The moves are therefore numbered. A move can be further discussed at discord. Each move forms a space of expression which can be refined, enhanced, complicated, disputed, and rejected by the following moves. The goal of the game is merely an exploration of the concept space of the specific theme of the game.
For this game we've thematized art and innovation and their relation. Although creativity and artistic vision and intuition are traditionally reserved for the artist's inner self, there have always been models and systems that have tried to connect what is here with what lies a step beyond. Divination systems such as I-ching are an example of how external elements of chance can be integrated as innovation into consciousness through projection.
When science comes up with more exact models for how certain forms of innovation occur, we think it is professionally interesting to look at how these models can be transferred to the field of art. Art is today largely understood as free innovation in itself (it has not always been this way), and is therefore a natural candidate for adaptation.
In general, innovation is very central to what we perceive as valuable properties of a system, and presumably of human civilization in general. It does not mean that we understand what it is, what creates new things, and what conditions underlie innovation. It was, as written, only now in 2017 that a super-simple model for certain empirical and statistical patterns in natural order was found, and with the help of computer simulations of their evolution.
The unknown is always just one step to the side or beyond what we already know and relate to. Art is there to help us see a little further, take a small step out of ourselves, into the unknown, the new. There is of course a lot of mythology attached to this as well, to what we don't know (yet), that goes without saying. Art takes this into itself, treats it as part of what it is, half present, and half present in something new beyond.
The game aims to processes innovation that can be used by everyone, not just within an artistic and curatorial practice. Our starting point is to see the Nomic model in the light of an art discourse, which reflects the self-referential nature of both the process and the model. Art in itself is often seen as innovation. Thus, it makes our process 'double transparent' and in a sense simulates a self-awareness about innovation.
The game took place winter 2023-24. Participants in the game was users aphid, Celina Lage, clelio de paula, elliot, enxmeh, FIRST LAST, ghabart, Hector Solari, just, lux, MadGab, matteocampulla, moo, nfdab, noemata, peerz, Vincent, zsoltfm. The game discourse is below.
#1
Generated text, randomness; creates confussion in our era, but a valid
perspective of what in year would be understood. Bytes aesthetics
are appreciated, I hope text based formats will be still readable then.
#2
Emoticon-hieroglyphics genealogy map? It feels unfinished, I bet there
is more, I wonder where is the end.. and with what emoti(c)ons are
linked to? The www - a total different non-emotional state of
representations?
#4
Curious but old-look like font already, hidden history, memory, time, a
location, a room, an address? I wonder what would 'old' mean in art.
Would it be something like archaic? Are we looking for meaning in this
work? Or the discussion should be for the meaning of the symbol itself?
#8
Is it meant to transfer knowledge or question the complexity of
algorithmic process in the future for human brains or supercomputers? I
think this will be just a playful simple and quick one to solve in the
future by humans or not!
#9
I would prefer just the title by itself as the artwork. The assumption
of the non-readable alienated message seems something very '60s,
reminding us the classic old sci-fi movies, which have nothing to say
about the future, but only commenting traumas of the past.
#10
GPT/AI trending technology at this moment as Pythia of Delphi for what the future will bring.
#11
Who knows...Is it only energy?
#12
Why a diagram? And what is the context of this diagram? I am as lost as the future 'artist' will be.
#13
oh, the humanity! Will it be even faster and more intense in art than now?
#14
Looped physicality that maybe in art will not exist. It can be used as sound art piece only, given only a title.
#15
Is this the negative space of snow of the future?
#17
stillness. Will this be the new state of future acrobatics? So many and
intense external unpredictable factors, where our body stays still out
of fear.(?)
#18
Becoming one with the natural environment, as we know it now.. But what about in art?
#19
In between injection, something happens. A new event, new state of
Kairos - Kairos has changed. Philosophically, that would someone say,
kairos will have changed in art moment, but aby moment probably will be
somewhere in between (not too early or too late).
#20
A hidden treasure map of the past; a lost language, a rebirth of a new one.
#21
Will this audience even exist?
#23
Interesting message to pass to art species, but I don't think the
idiotic aspect of AI would be appreciated that much as now. It might be
another type of AI or most probably some other super extravagant high
tech trends that will have taken over the world. So the idiocy
continues.. and will continue.. until nothing is left. :)
#25
Human's impunity and ego. What would 'legacy' mean in art I wonder?
Would it make any sense at all? Or species would be thrown into the
vortex of millisecond's ephemerality?
#29
What is the topic addressed for art context?
#29
an interaction is reflected and preserved in a medium that reflects and
creates the chance of its manipulation and disappearance.
#30
Wondering if the body part print language will give some extra meanings
and messages in art speak. I don't think we have unlocked yet the human body
language and its energetic sphere of things.
#30
Beautiful image and sound that suggest an intimacy. What is important is
the trace of action captured by the medium. This is timeless (at least
for a few hundred years).
#31
This is a visceral travel in time and expectation! Expect to find, and
search, and connect, to a level that might not be comfortable for you.
#32
In a minimal but still matching representation, this work describes how a
natural phenomenon has been instrumental to humans in life. Or an
anthropocentric integration of a natural phenomenon, and its demise
after alternatives are introduced.
#33
I trust the search engine predictions.
#33
A snapshot of an act of acquiring knowledge and a promise frozen in time. One that the viewer is triggered to re-enact…
#34
Very possible!
#34
An ephemeral presentation of a prediction, this work is one from a
series. The chosen medium of this textual work, makes it accessible,
tangible and vulnerable.
#35
Quite compelling dialogue, but also very predictable. However, it shows the poetic potential of ChatGPT.
#35
This is an essay about which there might be some ethical concerns. At least at our times…
#36
Back to the future! Voo00om!
#36
Two seconds
#37
Looks like a trailer of a virtual AV database of and about the history
of internet technology. Very useful for artificial species, if they all would
still understand our language.
#37
This short compilation of found videos with no narration, represents a
promise of a global village, turned into a reality of globe of villages
#38
This might be something very common in 1970 :DD.
#39
Seemingly a proposal for an action, or a form of introduction, or replacement…
#40
What does the persistence of vision represent in society? Is it linked
to all the illusional digital or not input around us on a daily basis or
some kind gf conspiracy?
#41
:)
#41
What was most intriguing for me about this work, was that what I
imagined after reading the description could not be more different from
the presented picture of the work.
There is something brutal about this work and to me, it brings something
from the past than showing something from a future. But maybe there is
no difference.
#42
A very valid and useful question. I felt while reading the text, that it
didn't matter to see another representative image next to it. Then I
saw the image and I agree, but even that is not necessary. The
absurdity.
#42
Is this a history of common appliance recorded for the future? To me
this is what this essay does. At least for one part of the world. But
although not considered in the essay, the fact that this is only true in
some parts of the world, can have something to do with time.
#43
A quarantine loop. A quarantine loop. A quarantine loop.
#43
Documentation of a ritual disrupted by editing and sound that travels from mystic to daily and banal and back.
#44
Yes, scary repercussions.
#44
A beautiful picture of a situation onto which one can project a personal and not far away feeling.
#45
My question to the artist is, what is hidden behind the question he/she/they posed on the matter of how humans deal with scale?
#46
is this a broken country or a prediction of something that has already happened?
#47-169
Is this a human-made AI? I wonder if in innovation the whole series of works
would give enough data to the reader/observer to recognise any hidden
patterns.
#47-169
This is an interesting project that could last forever. It seems to
emphasise the sheer amount of information we come across via our screens
and all the information we produce.
And between all these images of everything, how do we find ourselves?
#170
We simply don't know how reality or the meaning of absurd or perception
will be in visual art, so this is again one more guessed assumption as other
works.
#171
Is this fictional or a futuristic product proposition?
#171
Simple but believable and intrusive, in a good way.
INTRODUCTORY NOTES
About polya urns and innovation.
Science has for a long time had formulas that reflect observations about new concepts and phenomena we experience. The idea of "the adjacent possible" (Kauffman, 2002) attempts to explain biological innovation. The adjacent possible is a space that does not exist but is a small step away from everything that exists.
Polya urns are a type of statistical model used as an idealized framework for thought experiments. A simple Polya urn consists of a number of elements x, and a number of elements y, e.g. black and white balls. A random element is taken out of the urn, and put back together with an extra number of the same kind. The questions concern what happens to the contents of the urn over time. This simple urn has a self-reinforcing property, expressed as 'the rich get richer'.
In the project, we consider Polya urns with a trigger for innovation. It is a Polya urn that includes uncertainty. As an example, we can look at an urn with a number of balls of different colours. A random ball is taken out of the urn as before. If the color of the ball has been drawn before, then a number of balls of the same color are put back in the urn. And if the color is new, i.e. it has not been drawn before, then a number of completely new colors are put back into the urn.
This model, simple as it is, turns out to have quite surprising properties, it seems to model innovation as seen in empirical data, and to reflect the increasing and uncertain complexity of "the adjacent possible" (Loreto, 2017). The model explains Heap's law which predicts the emergence of new words in written communication, e.g. in a body of text, the law predicts the number of unique words as a function of text length. The model also explains Zipf's law, which describes the frequency of words based on their popularity. The fact that the most popular word in a language appears about twice as often as the second most popular, three times as often as the third, etc. This rigid distribution lies behind some aspects of neuro-linguistic programming and cryptographic systems.
PLAYER GUIDELINES
The game was played in context of Near-Field Communication Digital Art Biennale (NFCDAB), sixth edition. It gives a new dimension to what an NFC-type of art might mean, in this case a close-knitted game between artists and curators. To begin, a collection of works were obtained via an open call for the biennale (https://adjacentpossible.site/files/open_call_nfcdab_adjacent_possible.pdf, the exhibition was postponed to spring 2024). This created the virtual urn for the game. A curatorial team then reviewed the works one by one (designated by the numbers in the curatorial review below). On the basis of the review the rules for a polya urn with innovation trigger was applied. This algorithm determined how the urn (collection of work) should be enlarged. When a work is reviewed as a type that has been reviewed before in the curatorial process a work of the same type is put back into the urn. On the other hand, if the work is reviewed as being a new type of work, not reviewed before, two new types of work were to be added to the urn. The works added to the urn were taken from the open call, and by inviting artists to submit works distinct from previous works in the urn (presented to them). The final collection of works is to be exhibited in the next NFCDAB biennale. Artists and curators participating in this game: Adrian Pickett, Andrea Roccioletti, Andreas Maria Jacobs, Angy Vardalou, Anna Pinkas, Anna Utopia Giordano, AK Ocol, Ayshe Kizilçay - KiAy, Benna Gaean Maris, Bjørn Magnhildøen, Blazir, Bruce Barber, Bruno Melo, Bya de Paula, Dave Greber, Davey Whitcraft, Đurđija Vucinic, Elaine Crowe, James Hutchinson, Karl Heinz Jeron, Klaus Pinter, Marc Lee, Max Herman, Nico Vassilakis, Nicole Kouts, Oli Olinski, Osvaldo Cibils, Peter Kusek, Ricardo F. Bodini, Rudy Paganini - forevermidi_com, Shin Jungkyun, Stefanie Reling-Burns, Tiz Creel, Zsolt Mesterhazy, and #DUMPHAUS - Curated by Catalina Vallejos and Ronnie Karfiol - Artist: Featuring Deatxwish, Taiki Arita, Tiến Nguyễn, Trí Thiện, Lê Duy, Xuân Minh, Gia Huy, Flounder Lee, Martina Noskova, Idklang, Aaporia, Magdi Mostafa, Jialun Wang, Hiroshi Murakami, David Longshaw, Athina Kanellopoulous, Ioana & Pablo, The Mainstream Official, Oksana Rudko, Liu Chang, Chloe Cheuk, Kayoko Nakamura, Aleksei Martyniuk, Blanche The Vidiot, F.C. Zuke, Nina Sumarac, Giuseppe De Benedittis, Ania Urbanski, Contaminated Carcass, Jaimerative Art.
The game took place winter/spring 2024. The result of the discourse consists of the individual moves (below) and a collection of artworks to be exhibited separately.
Game moves for GAME #2 (formatted from the discord server).
At the time of its generation, #1 would have given English-speaking readers a strong impression of incoherence. One wonders, though, whether it will be more notable for its coherence for others. After all, minds formed in the infancy of Oulipo were far more accustomed to textual order, consistency, and intelligibility than minds formed in the infancy of TikTok. So it stands to reason that another century along this path could make a randomly generated word salad appear less like a blast of cautionary abstraction and more like the diction of an informed verbalist.
What we see in some works is a deconstruction of the purpose of the project, to become body, take work #1, a text that pronounces that it's found. In case anybody finds it you would think that would necessarily be true. But what is "anybody" at that point? In the case of machines what's the difference between being stored and being read? Is it like our memory and sensation? And between internal and external for machines? Storage and working memory? To be read is to be in working memory? To be found by a machine. Then I wonder about the deconstruction of the future. Already by calling for works for the biennale there's feedback, lines going back from the future. Not only is there a future, but also a transport line going between now and then, in both directions. The word 'then' seems from the past, the mirror hall of to be, reflecting back. In a similar way the image is taken apart. What follows are an endless series of library cards it seems to me, or a system of frames, ending with the card "LEAP INCONSISTENCIES SCIENCE, STATUS".
While still somewhat textual, the emoji-fied keyboard and icon composition of #2 is sparse, and it leans toward a pictorial interpretation for a mind forged in the 20th century. Competing interpretations like (1) corset design, (2) lunar lander, and (3) radio family tree, will undoubtedly fade as new associations emerge to explain this constellation of archaic symbols. Will the work's graphical file format pose problems after a century? Its "portable network graphic" encoding feels easy enough to carry today, but there is ample evidence that technical procedures can become impossibly heavy under future regimes of data management.
Is #2 a genealogy of emotions, of morals? Nietzsche wrote the opposites have very different origins. If you deconstruct the emoticons, even into a wifi-signal – the all-seing eye? – or see the evolved smileys as badly configured wifi-setups... The house of emotions, the yellow box – the neural network of ticks.
For decades the circulation of messages through email exchanges, and reader software, have offered a marketing niche as well as a means of one-to-one communication. But the medium of email has already suffered a long existence in 2021. Its developmentally-challenged technical perversity demands that it surrender to archaelogy in a century. Like a cat chasing its tail, the insubstantial byte bursts of entry #3 are caged by this obsolescence, even in 2021, and will only become more captive as its fever dreams of glorious publication awaken to dead links timing out. The marketing of intellectual product becomes the only surviving product. The remnants of this marketing record become little more than a confusing meta-data, a card catalog entry for a missing artifact in a lost library.
Some stuff has been with us since the beginning of the net, of www, ftp. #3 deals with the book, an extended networked book, what it says it says itself, steadily serials of grey imminence, of disappearance. Stands strong in its pale beyond, and remarkably consistent. Maybe it should continue, prepare it for robotic takeover beyond itself into the '21s? Already its post-image, post-artist...
A number inscribed, under the auspices of the Joint Photographic Experts Group, using a font that pays homage to a calligraphic tool, #4 says little that will excite any living creatures today. A sum of years and centuries is a rather cold and unapologetic communique from the time of polar icecaps. It is more likely to anger interpreters than to elicit praise. But anger, nevertheless, according to Rage Against The Machine's rap rock philosophy of Freedom, is a gift.
Then #4 depicts the number "42" which isn't even a prime number, though 7 and 3 are of the fairy tales.
Will toadstools speak to the future? Announced as "an HD video," #5 may require extensive forensic efforts to decode from its patent-entangled video format, which likely will have decomposed greatly either from neglect or extinction. Meta-data assertions of mushroom-human partnership may or may not be entertaining to expert systems, informed by mycology and data science.
Are we afraid the machines won't recognize beauty as we do #5? It probably won't be an easy concept to grasp. The layers of human understanding, of non-human understanding, inanimate.
In a project that references past visions of the future, #6 weaves together imaginative literary, mythic, artistic, and academic threads. Despite its ambition to serve as a vessel, its hybrid electronic format already has sprung a DNS_PROBE_FINISHED_NXDOMAIN leak that may be a harbinger of future leaks, brought on by unresolvable claims. Still, if its themes can be perceived at all, they may provide some comfort that humans of past centuries were thinking about unborn perceptual agencies.
The files, the links, rotten truths. Does a message entail a messenger? Possibly zero man. Entry #6 zooms into a cave and the prophecies. It relies on truth I think, that there is a truth, that swipes left or right, future and past. Now I wonder what we mean by truth if removed from immediate surroundings, of predicate logic. Modal truths. We've had a hard time reconciling language and logic the last hundred years. We want to formalize human language and get into trouble. Not even identity seems a sure case. And language, messy in the first place, of unknown origin, inconsistent and vague. Will there be another language instead, a reconciliation from logic to language? And what do we mean by logic? How come we see the rational as universal? Implication also works on Mars. For a hammer everything is a nail?
In anticipation of a fleshless future, #7 provides a bleak journey through the stroboscopic and image-buffered suspension of charcuterie debris, soon to be lost to the mists of time.
Work #7 evokes post-life, i.e. food. Can we live without dead life? Mass-extinction vs. mass-existence. Diversity. Free-roaming extinction. If not a pyramid then a tree.
Whether seeking to edify or amuse future generations, #8 provides a technical description of a brief script in a computer language, used during the 1980s. A "man" page for a delightful experience in the personal computer age may differ markedly from norms and thresholds of engagement today, but if silent algorithms repeating two pixelated characters can't please a prospective future intelligence, * can go /\/\/ *sel[v|f]*, it seems.
An endless process #8 leading to the castle Gormenghast. Open rooms, closed rooms. Running corridors. Photosynthesis was long a mysterious process. It's eight times the power consumption of human civilization. Titus starts planting trees to find his way.
Without its title, #9 would present a challenge to future philologists, demanding, as it does, either a Rosetta Stone or an appreciation for collections of whizzy signs. The title, however, suggests that the artist has few illusions about the image being exposed to an inhabited planet.
Hmm, #9, what seems obvious and natural to us – to speak, to write – is all a puzzle to outsiders. It's really strange you can read this. And the birth of language? Even the source code of webpages these days are intentionally obfuscated. There is compression, there is compassion. How do we imbue sentiments to letters skeletal.
A century from now, artificial intelligences will dispatch incarceration drones for any artist that pens a preamble that's laden with questions and abundant potential possibilities, even if it is adorned with fetching images of past perpetrators of machine learning. So it's a blessing in disguise that the artist of #10 will already have escaped this mortal coil.
Will AI reviewers ask better questions next year #10? Infested by media dictionary. What is the future of future? Trying too hard. AI NFT can help your economy. What will the wave-function think of us, the right to copy worlds??
There are some who hold out hope that the public stamp and the hash key of the blockchain of the performance asserted by #11 will be stored, retrieved, or discovered in some way by someone, or the NSA, but pragmatic sorts may one day concede that the un-documentation has been too effective for any recollection to occur.
Incantation of words #11 my, oh my. Something is new and something is not new. R-speak. Incantation incantation. Something was not. Followed by. Maybe who knows, and if so, then everything follows. Everything follows from nothing follows.
By leaving to an "artist of that time" (2023) to complete the work, the artist of #12 – a monochromatic "diagram" – has requested an INCOMPLETE grade from the review board. This is not an option, however, so the verdict must be that the completed work will be somewhere on the spectrum from fantastic to forgettable.
It's in context of the musical in #12. There is either sound or silence, black or white. What if it turns out that it can be read upside-down? The left-hand universe. What do we mean by perspective, invented the year 1212 by a monk? Did the church ban the perspective? All roads lead to God, All lines point to the future, which disappears in the horizon. The scenes and plateaus, maybe an empty structure, to be filled in time, with time.
Lucky contestant #13 captures a collection of video loops that are felt, by a quintet of followers, to represent 2021. These audio-visual sensations are leveraged in a bid to generate neurotransmitter floods and hurricanes worthy of the next century's altered psycho-environmental conditions.
Do loops have? Time crystals? It wants to break out of itself, it modulates through loops. We are changed at each run. A story repeats but a slightly different one, a dream river. At least, spewing worlds, forking paths. So is #13 a meta-story, – different runs in time? There's the dimensional problem, and of endlessness, but if it loops?
In the dystopian future portrayed in #14 – a desolate world without tennis courts, rackets, or nets – mimes are forced out of retirement to appeal to Olympian god-bodies for the restoration of a once-great sport. In less than a half of a minute, the work's relentless spectacle demonstrates hand-eye coordination not seen since Vito Acconci played the game, while simultaneously offering hope for a purge of ersatz handball and pickleball pastimes, and an end, once and for all, to 'paddy cake ball.'
Another walking by in #14. Also a loop. If it bounces back, hundred years. We probably have the wrong idea about scale. Why is the future so far away for instance? The time-compression, claustrophobic and hyperbolic. Inclined to. You could imagine the push from uncertainty, that time is pressed forward, there just isn't planckspace enough for more than one. It would have to juggle particles, two hands and three balls is possible then, two locations and three particles. You know, that might be driving time or something. A looping motor there, the chair-game. 160 year old human, why not. 0 is cast as a loop, entities out casted. Why doesn't a number revolve around itself?
Will there be snow in the future? If not, the text and imagery of #15 may serve as a bitter reminder not only of the wintery wonders of 2021, but also of the snow-blind optical unconscious that can be cured with the right glacial GIF file.
Chance like a snowflake in hell it's said. There, and in #15, you have a clash of entropies. Noise and heat. Structure related to cooling down, or you heat up and loose structure. Smoking out the Higgs particle, a little snowflake decaying almost immediately. Will spam improve finally, maybe we are spam? In a sense, with our slow-churning, heat-hungry, noisy brain, a very inefficient network the boys will say. Leave them to the arts to entertain us.
If it comes to pass, as some have suggested, that only machine "intelligences" will remain to examine the artifacts left behind here, there's no work in this collection that is more likely to baffle a soulless electronic interpreter than #16. Its improbable twists, and jarring history of loss and survival, are exactly the kinds of content that must remain mysterious to post-human processing.
Even if we get a better understanding of the configuration space we're still left with dementia and smoke screens in #16. What was the meaning of real-time? And capture, measurement, with a volumetric sensor processing? A corrupted wave, not coherent. Touching, which then makes you part of it, as it survives by splitting.
It may be, as the artist of #17 suggests, that the senses of the body are more important than knowledge or judgment. But if this is so, then no review would matter more than this corporeal report: a sense of inertia was the dominant sensation of the period spent looking at work #17. Thoughts moved in various ways, but the body was inactive.
Continues into the senses of the body, rather than knowledge or judgement, judgeledge. Safely preserve the present stuff, deep in the earth. Problems with the world seed vault, water is leaking in, as an objective irony. In #17, gray sleeping pills, looks like bombs. Then you are sent to the stones. Line 111. A meta-reference inscribed and lost. Hands that are hands, as long as they are. A sleeping capsule. If we can imagine, is there someone inside that capsule? Someone outside it? Drawings as if scratched on the side of a boat, or were they from the waves? As the day passes by, it seems as though nothing happened. Still acrobatic through the fires. Forming symbols with the limbs? How many bodies do we need to spell help? Inhabiting the river. Latching onto a semented block. Present in parentheses, epoché. Remove tenses, remove senses. Recollection of particular acrobatic momentum. The flame is like a tongue, does it speak? Through the wall? Of references?
Although its ideas and imagery feel futuristic in 2021, the rhetorical framing of #18 seem somewhat unrelated to an art exposition in the next century. Will problem-solving adaptations of machine learning remain relevant in a field that is advancing by leaps and bounds? Perhaps this work will feel edgy again in a post-apocalyptic future.
A bingo-card, crossword dictionary. #18 down. How to live in a screensaver. Zero order, self-organisation. Still wonder about where the body belongs - does it inhabit an identity, a clone, a house that looks like itself? Topology is mostly about holes - without holes no houses. Technology will at least provide us with a language. Evolutionary, generative. Now, where was I? Contributing to science, to epimetaphysics, after and above, so before and below.
[Note: artist decided after the game was complete to retract the assosiated work]
Combining la poésie with steganography, #19 weaves French, ancient Greek and Portable Network Graphic encoding into a manipulated "non-image" that is difficult to un-see. Should some future spectator penetrate its abstraction to discover the temporal poetic theme, the code-bent philosophical riddle could finally strike a target.
"Too early if before and too late on the other hand...." Spend quality time with the present. Two big wheels are churning. And still others appear as interference patterns, even when zooming in on the now. You keep zooming and something is uttered or executed, run off. If there's an inside and an outside how do we? An inner faculty called x. Call x. Y is received. The way out of it is a way in. Decohered to code. It's a beautiful image, grand and austere, interference and entanglement. If you look at the code it's both too early and too late.
The manifesto that is #20, which insists that it be tied to its promotional Uniform Resource Locator, could be a bridge drug for a future intellligence that is yearning for the self-consciously uninhibited Dadaism of 1921. But it will surely fail to deliver this fix because the domain name will be gone.
Hybrid of what? We all have a notion of the virtual, of something that only could have existed. This (#20) seems different from the impossible. A dead drop. Coordinates, even on a sphere. The circle began and it ended. What isn't can say something about what isn't. The AIs will conclude that much wisdom was hidden in poems, or hidden from existence.
The silent motion picture sequence of #21 provides 38 seconds of grayscale videography, 17 ducks, and one quotation. Were the ducks cold? The camera provides no conclusive evidence.
In #21, the camera has perspective, has a horizon. For the eye everything looks like a splinter. Frozen time. Seems the snow is coming from the distant future. Time will make ducks, even clusterducks, time will make trees come true. What about the subject? Can I have spam without the spam? And for the little photon time doesn't exist, from its view and interaction there's no such thing as a future.
#22 aggressively strains the carrying capacity of the term 'netart' by whipping it into river foam – a screenshot, a passing journal entry. Perhaps it's a needed sign of a crick run dry. But the portage from a headwater feels easier with some expectation or goal.
I know, you can always add 'I know', (#22). It's like the transcendental unity of apperception. Whatever is on your monitor is on your monitor, even if it's unplugged.
Already in 2021, if given a large enough training data set from continental theory blogging, the ideas of #23 could be generated artificially through the assistance of machine learning. For better or for worse, this statement appears to be a direct rhetorical product of a human mind, though it drifts toward the musings of a self-loathing robot.
Chain of events (#23). Necessarily. An unchained event? The now? Words expand into kennings. Pictograms producing offsprings. The Born rule, born rule, or Bell event. No, it seems to be unchained, but predictable, what inspired hope in us robots.
Jittery compositions drawn from time-lapse computer interface recordings divide this music video into bursts of familiar or erotic imagery. As a portrayal of life in 2021, the work, #24, suggests a highly distracted and impulsive visual experience, while at the same time calming the nerves with meditation grooves. But will your 'tube still be online?
Passing events, in review of death process. Moving in its poetical clip-click violence. Together it forms a see-through matrix, even of compassion.
The captioned photo compositions #25 asks us to assess the importance of legacy, without exactly saying that the artist (pictured in the work several times) is unconcerned with his own legacy.
And we pass into eternity with a question in #25. Also very moving, not really so different from the above. But his has already happened, after the goodbye. Light and shadow. "But in any case..." The most private is the most public, what concerns all. And vice versa, the most public concerns no one.
INTRODUCTORY NOTES
With oops.group we wanted to create an interactive application/a game that implemented the evolution of a polya urn with innovation trigger (the algorithm described above in game #2). The application is a result of using the online discursive games as a template for an automata, a self-organizing game with components from artificial intelligence (learning, feedback, amplification, stochastic selection, statistical prediction). The game was given a creative, interactive form, and a context of artistic reference and description. The game was developed by Bjørn Magnhildøen and Zsolt Mesterhazy. It went online 2024, based on an earlier 2023 version submitted to Vector Festival in Toronto.
PLAYER GUIDELINES
you press keys on your keyboard, which will be your actions.
an action moves you forward in time (to the right).
you can decide not to move forward in time, but remain where you are
blinking your eyes from moment to moment or breathing in and out.
you can go back in time by pressing backspace, deleting your actions.
you can use the arrow keys as loopholes in spacetime, situating you
in another time (past or future) or another place (between actions),
this insertion potentially changing whole chains of actions in
timelines.
press enter to warp onto another timeline situation.
you can build up a cluster of actions, which will give you special
powers.
clusters of clusters are even more powerful as they tend to mimic the
player's overall intention or the other way around (a player is often
more bound by these clusters than he intended, and again, this
'intention' might instead be regarded a cluster which has been
internalized by the commitment to it. the bootstrap situation is that a
player starts the game without both intention and action).
goal:
the goal of the game is to continue to play. once the game is over
the players have lost. your goal is therefore to do actions which elicit
reactions from your opponent, which elicit new actions from yourself,
&c.
games can last a minute or for centuries. the longest running game is
several thousand years old. all players might be deceased in a running
game. living players might argue whether a game has finished or not,
something that often becomes the theme of the game - its clustered
intention becoming a question of its state, which can prolong
its life extensively; in this sense the game can be regarded as using
players to prolong its life.
a player can choose not to play the game, but even so, the game can
choose to use the player to continue itself. in this way players
might not be aware they're taking part in the game. very often, a
player's attempt to finish a game will add to its continuity.
in order to play the game's 840 levels, it would be advisable to prepare
oneself beforehand, and in the deepest silence, by serious immobilities.
Two versions of the oops.group game was made
- https://o.oo.ooo.oooo.ooooo.oops.group/
- https://o.oo.ooo.oooo.ooooo.oooooo.oops.group/
Screenshots from the game
The project has been funded by Billedkunstnernes vederlagsfond / Funding from Association of Norwegian Visual Artists.