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| Subject | (Xchange) [Appropriate Technology] | ||||
| From | Eugene Thacker <maldoror@xxxxxxxxxxxxxxxx> | ||||
| Date | Wed, 21 Jul 1999 14:53:13 -0500 |
> +++++++++++++++++++++++++++ > "Appropriate Technology: Artificial Products, Mediation, and Streaming Media" > > Fakeshop [http://www.fakeshop.com] > (contribution for Acoustic.Space) > > Streaming media embody one of the more prevalent paradoxes of digtial > culture: live streaming events over the Web are simultaneously real-time > events (in the manner that music concerts or theatre performances are), > but they are also saturated with complex notions of distance, absence, > remoteness (technological mediations which include networks, bandwidth, > software, computer interfaces). Here the already complex notion of > presence is infused with and constituted through technological > mediation, a tension inherent within the notion of mediation itself (the > distance or buffering which also establishes a connection). Streaming > media are thus put into a unique space of immediacy (live, real-time > event) and mediation (cybercasting via the medium of computer and > networking technologies). Mainstream, commercial media rarely even > recognize this tension, presenting media as simply transparent and > immediate (we are seing this happen now with the incorporation of > RealVideo). One of the tasks of the artist or cultural activist would > be, then, to highlight and investigate this tension - a tension not only > at the heart of streaming media technology, but a tension indicative of > digital culture generally. > > When considering new digital and streaming media, this situation of > media with respect to cultural activity suggests that streaming media is > not so much a technology in itself, as it is a way of intersecting and > condensing a variety of already-established models (live TV, radio, > video) with developing ones (computer and telecommunications-based > networking), and restructing their relative ratios to produce not only > new technological objects (interfaces, software applications, streaming > media product and content), but also new social contexts that affect the > sensory experience of media. > > In other words, while a consideration of the possibility of alternative > structures of organization for new media is an indispensable facet of > making tactical media work, I'd also like to add to this that tactical > media can only be fully effective if it is also > aesthetically-formally-sensorially tactical as well. This means that, > alongside an investigation into creating new distribution or > broadcasting models, there must also be a concurrent investigation into > the potential challenges, critiques, and experiments which are embodied > and materialized in a given media (be it RealVideo, MP3, or Java). > Already we are seeing technologies such as RealVideo and CU-SeeMe being > restricted to the traditional models of mainstream media (e.g., > RealVideo programming based on the TV network; CU-SeeMe reflectors based > on the cafe motif; RealAudio used to sell CDs online). Thus it is as > pertinent for cultural activists and artists to consider how these new > technologies may significantly change what is meant by "performance," > "art," or "theater." > > While much thought on new and developing media such as RealVideo or MP3 > often replays a narrative strain of anxiety very familiar to the > historic avant-gardes (innovation, potential revolution, incorporation, > recuperation, commodification), an emphasis on the concrete and > situational instances of using media suggests that, depsite the hype > concerning DIY-culture, a technical ethic of "appropriate technology" > still remains a useful and potentially critical tool for the use of > streaming media technologies. > > In the current, heterogeneous field of streaming media activity, there > are (at least) three primary techniques whereby new streaming media > technologies are used for critical-aesthetic-tactical purposes: > > First, there is the appropriation of Web technology for particular uses > which may or may not be previously designated by the technology itself. > An example is the use of CU-SeeMe - primarily used in banal situations > such as virtual cafes - to "stage" performative streaming media actions. > The question in this instance are the potential meanings of > (mis)appropriating technology, developed mostly within the software > industry, and utilized for predominantly entertainment purposes. > > Secondly, there are those instances where a number of technologies are > put into a creative relationship with each other, forming a hybrid media > situation. An example is the concurrent use of different media > performing different functions (e.g., RealAudio streaming sound, > CU-SeeMe streaming video, custom-programmed webpages, streaming webcams, > Java applications, and IRC text). When this hybrid formation is combined > with the first instance described above (given, of course, the > always-troubling technical requirements), then interesting situations > may develop where a given technology is not limited to it's technical > specifications - thus the possibilities of streaming video-text, > audio-chat, or web-CUSeeMe arise. > > This leads, thirdly, to the possibility of actually producing or coding > technology for use in given tactical media situations. Already we are > seeing this with the development of alternative browsers, Java applets, > and media activist freeware, and we might expect - and hope - that it > will continue with streaming media technology as well. > > Techniques of appropriation not only imply a technological re-situating, > but they also have with them an appropriation of the > (social-cultural-commercial) context within which developing technolgies > are placed. Fakeshop has, for a number of years, employed this ethic of > "appropriate technolgoy" in the use of CU-SeeMe, a videoconferencing > software program originally designed for collective remote meetings in > business and education. Since its development however, it has become the > primary technology for the establishment of virtual communities, virtual > cafes, and a variety of other "social" uses. In appropriating CU-SeeMe > as a performance medium (which also involves the telematic "squatting" > on various reflector sites, and, often, censorship from those servers), > Fakeshop has attempted to create unfamiliar contexts with familiar > technologies, investigating issues such as remote participation, > mediation and the body, memory, science fiction, and the construction of > social space online. Many of these issues have also carried over into > like-minded experiments with RealVideo and RealAudio. > > Thus, one of the most important questions, when considering the future > of streaming media, will be how the contexts of developing technologies > can be assessed (technological, commercial, social), and what range of > mobility do those contexts offer for instances of critical use and > appropriation. Alongside an inquiry into new organizational and > broadcasting structures, we also need to undertake equally rigorous > inquiries into developing new media languages, techniques, and > aesthetics which are not the content to the technological form, but > rather the very embodiment or materiality of the technologies. > > Eugene Thacker > Fakeshop member > March 1999 > +++++++++++++++++++++++++++ -- ]]]] bioinformatic bodies ]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]] _ ]]]]]]]]]]]]] http://gsa.rutgers.edu/maldoror/index.html ]]]]]]]]]]]]]]]]]]]]]]]]]]]] _ ]]]]]] ftp_formless_anatomy ]]]]]]]] http://www.formless.org ]]]]]]]] _ ]]]]]]]]]]]]]] maldoror@xxxxxxxxxxxxxxxx ]]]]]]]]]]]]]]] _ ]]]]]]]]]]]] _ ]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]] _ ]]]]]]]]]]]]]]]]]]]]]]]]]]] _ ]]]]]]]]]]] Fake_Life Platform ]]]] http://web.t0.or.at/fakeshop/fake_life.html ]]]]]]]]]]]]]]]]] _ ]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]] | | | | | | | | | | | | | | (a) (c) (o) (u) (s) (t) (i) (c) ( ) (s) (p) (a) (c) (e) | | | | | | | | | | | | | | information&comunication channel | for net.broadcasters http://xchange.re-lab.net (Xchange) net.audio network xchange search/webarchive: http://xchange.re-lab.net/a/
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