Re: [-empyre-] empyre: circumventing and disrupting norms in art and in advertising

2009-11-08 Thread Shervin Afshar
Hi,

I'm a new subscriber to -empyre- mailing list, so I introduce myself shortly
and get back to the topic.

My name is Shervin Afshar. Currently, I'm a student of Interface Cultures
master program (http://interface.ufg.ac.at) in University of Arts and Design
in Linz, Austria. Meanwhile, I'm working in Ars Electronica FutureLab (
http://www.aec.at/futurelab_about_en.php). Media art, history and theory of
new media, generative art, and artificial intelligence in art are some of my
current interests.

As a continuation to the list of viral marketing campaigns provided by
Renate which were campaigns based on the use Internet video sites, I like to
mention some other examples which can also show us some different though
related trends in this field:

1. Campaign for the Nine Inch Nails' album Year Zero in 2007. Main aspects
of this campaign, which you can read about it in details here (
http://www.theplugg.com/nin-and-viral-marketing/), are connecting the
physical fan memorabilia (t-shirts, buttons, etc) and found object (USB
flash disks) to the different layers of the marketing campaign (fake
websites reporting a dystopian scenario). This adds a layer of mystery and
puzzle-solving and discovery to the campaign.

Also, during this campaign the band intentionally leaked a few of the songs
from the upcoming albums using those found USB flash disks. These tracks
soon were shared by fans online which brought the RIAA in. This can be
considered a provocative act by the campaign designers to raise controversy
through using the usual heavy media coverage of controversial activities of
RIAA.

2. The Lost Experience; campaign for ABC TV series LOST (
http://en.wikipedia.org/wiki/Lost_Experience#Viral_marketing_sites). The
most important aspects of this campaign are using different media
(alternative reality computer game, websites, TV and print commercials,
billboards, novels, and voice mail, as well as episodes of the TV series) to
build a web of interrelated contents hidden somewhere to be found by the
audience to advance further in the mystery puzzle. With this method, the
designers of the campaign extend the computer game, and therefore the
campaign itself, to the physical and online spheres.

3. The third example can not be considered a perfect example for a case
study for the fact that it is taken from two novels; Pattern Recognition
a novel by William Gibson which was published in 2003, mentions mysterious
video footage pieces appearing here and there on the Internet and reaching a
cultish fame. A fan-base of people discussing and analyzing these pieces
on online forums. The book also mentions an advertising agency who
commissions one of the fans of the footage to find out about the mystery and
methods of people behind the production of the footage with the aim to
commercialize it.

In his next novel, Spook Country (2006), Gibson returns to the same ideas
of hypermedia-based viral marketing and even some of the characters from the
previous novel. This time the media which is of interest of the marketing
company is locative art created with augmented reality (AR) methods.

The methods and processes of viral marketing mentioned in Gibson's novels,
show some kind of prediction in coming trends.

I hope the examples mentioned would open the way to deeper analysis about
the use of connected narratives in virtual and real world, use of
hypermedia, and branding novel methods in new media art as marketing
approaches.

Looking forward to the upcoming discussions.

Shervin


On Sat, Nov 7, 2009 at 20:37, Renate Ferro r...@cornell.edu wrote:


 Thanks Tim for mentioning the media theorist, Bernard Steigler’s, writing
 on the virulent unstoppable market of a web of data that we acknowledge
 today is often times subliminally positioned within the proliferation of
 value.

 In “Viral Economy” Baudrillard writes about biological virus, terrorism,
 the stock market, company takeovers and specifically art as contagious.
 “…art, which is now everywhere subjected to the problem of the fake, the
 authentic, the copy, the clone, the simulation-a veritable contagion that
 de-stabilizes aesthetic values, causing them to lose their immunity as
 well- and simultaneously undergoing the delirious, speculative bidding
 wars of the art market.  It is no longer a market in fact; it is a
 centrifugal proliferation of value that corresponds exactly to the
 metastases of a body irradiated by dough.”

 While over the next four weeks we will highlight the art-practices of
 those who circumvent, disrupt and critique the data streams of the
 virulent art market and those of advertising messages, images, videos and
 all the rest, I’ve linked a few historical marketing campaigns whose
 high-profile advertising agencies circumvented and disrupted old norms of
 image mass-marketing. These advertising messages were crafted to be
 personal and contemporary and were most times directed at specialized,
 targeted audiences. At first glance these messages 

Re: [-empyre-] empyre: circumventing and disrupting norms in art and in advertising

2009-11-08 Thread Renate Ferro
Hi Shervin and welcome to empyre soft-skinned space.  Your examples are
ones that use social networking in the physical world to create brand
marketing.  Many of the examples that I chose in my last post did have
physically based elements as well that led to the internet sensations that
they became.

Your post reminded me of several historical examples of artists using
physical social networking and the media to display confusions between
what Tim and I called in our recent talk designing vs. de-signing.

 I'm thinking about the early networking of the Gorilla Girls who posted
thousands of posters in the 1980's to critically engage the art world
about gender politics.  Or perhaps Muntadas' Limousine from 1991 that
promoted anti-capitalist slogans screened on the windows of a black
stretch limousine.  As the limo was driven around the urban center, an
obvious symbol of corporate wealth and power, projections displayed
de-contextualized ads, headlines, or political slogans that were aimed at
reformulating the discourse of popular culture. Or the work of Critical
Art Ensemble who in 1994 in their project Useless Technology designed
pseudo advertisements for hi-tech weaponry and appliances for a newspaper
insert that was inserted into Sunday editions of major urban newspapers.
Or even Nancy Nisbet's exchange project, where she trucked the entire
contents of her personal belongings each with an RFID tag across the
borders of Canada, the United States, and Mexico to test the cross border
laws on exchange.

These examples used analog networking and/or media to deconstruct and
comment on the system that the project was embedded in.  The projects were
playful exchanges with critically hard political messaging.

The boundaries between artist, designer and critical activist seems to be
more slippery than it used to be in this economically precarious time. 
I’m hoping we will be able to talk about this over the next few weeks.

Renate

Renate Ferro
Visiting Assistant Professor
Department of Art
Cornell University, Tjaden Hall
Ithaca, NY  14853

Email:   r...@cornell.edu
Website:  http://www.renateferro.net


Co-moderator of _empyre soft skinned space
http://www.subtle.net/empyre
http://en.wikipedia.org/wiki/Empyre

Art Editor, diacritics
http://muse.jhu.edu/journals/dia/



___
empyre forum
empyre@lists.cofa.unsw.edu.au
http://www.subtle.net/empyre


[-empyre-] empyre: circumventing and disrupting norms in art and in advertising

2009-11-07 Thread Renate Ferro

Thanks Tim for mentioning the media theorist, Bernard Steigler’s, writing
on the virulent unstoppable market of a web of data that we acknowledge
today is often times subliminally positioned within the proliferation of
value.

In “Viral Economy” Baudrillard writes about biological virus, terrorism,
the stock market, company takeovers and specifically art as contagious.
“…art, which is now everywhere subjected to the problem of the fake, the
authentic, the copy, the clone, the simulation-a veritable contagion that
de-stabilizes aesthetic values, causing them to lose their immunity as
well- and simultaneously undergoing the delirious, speculative bidding
wars of the art market.  It is no longer a market in fact; it is a
centrifugal proliferation of value that corresponds exactly to the
metastases of a body irradiated by dough.”

While over the next four weeks we will highlight the art-practices of
those who circumvent, disrupt and critique the data streams of the
virulent art market and those of advertising messages, images, videos and
all the rest, I’ve linked a few historical marketing campaigns whose
high-profile advertising agencies circumvented and disrupted old norms of
image mass-marketing. These advertising messages were crafted to be
personal and contemporary and were most times directed at specialized,
targeted audiences. At first glance these messages were not obvious as
advertisements using gaming strategies, animation, avatars, You Tube,
Flickr, blogging, among many others.   In all cases advertisers banked on
the fact that their target customer would share the information with her
own social networks.  And indeed it worked.

One of the early examples of this appropriation from 2001 is Burger King’s
Subservient Chicken.  While based on a series of television ads the
online, viral marketing campaign was disguised as an interactive gaming
site featuring a person in a chicken suit who interactively playacts the
viewers typed directives out as if they were both at home playing a
charades like game.  Other segments of the online site feature a casino
game and a chicken mask you can construct and wear. The campaign was so
successful it ran until 2007.

http://www.bk.com/en/us/campaigns/subservient-chicken.html

Cadbury’s Gorilla campaign was disguised as a music video in 2007. 
Launched on You Tube after the company was facing huge losses due to a
batch of salmonella tainted chocolate.  The You Tube video received 50,000
hits during the first week of viewing.

http://www.youtube.com/watch?v=TnzFRV1LwIo

The Total Blender ads are featured on an internet site as infomercials for
the entry level Blendtec Blender.   Disguised as science fair lab
experiments that you should not perform in your own home the ongoing
series has blended everything from laser pointers and silly putty to an I
phone. The other side of the site provides a variety of items that are
safe to blend at home such as coffee and chicken soup.

My favorite blends glow sticks.

http://www.youtube.com/watch?v=l69Vi5IDc0g

While introduced on You Tube the phrase Will it blend? has become an
internet meme. The Blendtec Company now not only sells their blenders but
merchandise based on the infomercial’s star and originator, Tom Dickson. 
Dickson himself has become a celebrity in his own right appearing on late
night TV and the history channel. The site as of June of this past year
boasted of 83,238,033 views, an average of 967,884 views.

The Viral Factory is notorious for using mockumentary film or computer
generated animation and viral seeding for advertising a promotion. They
have even emulated pornography as in their animation for Diesel, the
London based clothing firm who was celebrating their thirtieth birthday.
“We created a film titled SFW XXX to globally celebrate Diesels 30th
birthday. The charming viral featured clips from a raft of 80s porn films
that we cunningly censored with humorous CGI. Diesel consumers should
continue to expect the unexpected”.
Don’t watch this one with your kids around!

http://www.youtube.com/watch?v=0p6pSi6x46Y

On that note I’ll say good-bye for now.  Renate

Renate Ferro
Visiting Assistant Professor
Department of Art
Cornell University, Tjaden Hall
Ithaca, NY  14853

Email:   r...@cornell.edu
Website:  http://www.renateferro.net

Co-moderator of _empyre soft skinned space
http://www.subtle.net/empyre
http://en.wikipedia.org/wiki/Empyre

Art Editor, diacritics
http://muse.jhu.edu/journals/dia/



___
empyre forum
empyre@lists.cofa.unsw.edu.au
http://www.subtle.net/empyre