Re: nettime Exquite Corpse - Totems Without Taboos

2006-09-04 Thread Stevie Ronnie
It's been a long time lurking on this list
 
Some thoughts on Paul's essay: 
 
Reliance on mono-focused media seems to me to be stronger than ever
for the majority of the world's population. We prefer to dip in and
out of the multi-media world and most dipping in is directed by the
traditional media as a sideline or curiosity. The development of
communication tools has been stunted through the desire to recreate
the high street in hypertext.
  
Is the notion that information has become significantly over-sized
for the human mind the baby-steps of Gibson's predictions for the
networked world? Perhaps the glut of information is a beast that
will take centuries for humanity to understand and use effectively.
Perhaps it will never happen without a major revolution leading to the
restructuring of basic political models.
 
The questions, the questions, an open essay indeed.
 
peace
 
stevie
 
 
 

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nettime Exquite Corpse - Totems Without Taboos

2006-09-03 Thread Paul D. Miller
This is an essay I've written as the foreward to 
an anthology on the classic gameThe Exquisite 
Corpse: Collaboration, Creativity, and the 
World's Most Popular Parlor Game  edited by Kanta 
Kochhar-Lindgren, Davis Schneiderman, and Tom 
Denlinger, to be published by University of 
Nebraska Press (2007). This collection is the 
first set of original essays to provide a broad 
retrospective on the legacy of the Corpse 
project-and we are defining this legacy fairly 
loosely, with representation from historical, 
literary, collaborative, moments (etc.). The vibe 
is open and the text, I guess, is too.

enjoy!
Paul aka Dj Spooky


Totems without Taboos: The Exquisite Corpse
By Paul D. Miller aka Dj Spooky that Subliminal Kid


Database aesthetics, collaborative filtering, 
musical riddles, and beat sequence philosophy 
aren't exactly things that come to mind when you 
think of the concept of the exquiste corpse. 
But if there's one thing at I want to you to 
think about when you read this anthology, its 
that collage based art - whether its sound, film, 
multimedia, or computer code, has become the 
basic frame of reference for most of the info 
generation. We live in a world of relentlessly 
expanding networks - cellular, wireless, fiber 
optic routed, you name it - but the basic fact is 
that the world is becoming more interconnected 
than ever before, and it's going to get deeper, 
weirder, and a lot more interesting than it 
currently is as I write this essay in NYC at the 
beginning of the 21st century. Think of the 
situation as being like this:
in an increasingly fractured and borderless 
world, we have fewer and fewer fixed systems to 
actually measure our experiences. This begs the 
question: how did we compare experiences before 
the internet? How did people simply say this is 
the way I see it? The basic response, for me, is 
that they didn't - there was no one way of seeing 
anything, and if there's something the 20th 
century taught us, is that we have to give up the 
idea of mono-focused media, and enjoy the 
mesmerizing flow of fragments we call the 
multi-media realm. For the info obsessed, games 
are the best shock absorber for the new - they 
render it in terms that everyone can get. Play a 
video game, stroll through a corridor blasting 
your opponents. Move to the next level. Repeat. 
It could easily be a Western version of a game 
that another culture used to teach about morals 
and the fact that respect for life begins with an 
ability to grasp the flow of information between 
people and places. I wonder how many Westerners 
would know the term daspada - but wait - the 
idea that we learn from experience and evolve 
different behavioral models to respond to 
changing environments is a place where complexity 
meets empathy, a place where we learn that giving 
information and receiving it, is just part of 
what it means to live on this, or probably any 
planet in the universe. What makes Exquisite 
Corpse cool is simple: it was an artists parlour 
game to expose people to a dynamic process - one 
that made the creative act a symbolic exchange 
between players.

Some economists call this style of engagement 
the gift economy - I like to think of the idea 
of creating out of fragments as the basic way we 
can think and create in an era of platitudes, 
banality, and info overload. Even musicians and 
artists - traditionally, the ciphers that 
translate experience into something visible for 
the rest of us to experience - have for the most 
part been happy for their work to be appropriated 
by the same contemporary models for material 
power that have created problems for their 
audiences - power and art happily legitimizing 
each other in a merry dance of death, a jig where 
some people know the rules of the dance, but most 
don't. But this death, this dematerialization 
- echoes what Marx and Engles wrote about way 
back in the 19th century with their infamous 
phrase all that is solid melts into air. Think 
of the exquisite corpse concept as a kind of 
transference process on a global scale. When you 
look at the sheer volume of information moving 
through most of the info networks of the 
industrialized world, you're presented with a 
tactile relationship with something that can only 
be sensed as an exponential effect - an order of 
effect that the human frame of reference is 
simply not able to process on its own. At the end 
of the day, the exquisite corpse is just as 
much about renewal as it is about memory. It 
depends on how you play the game.

The way I see it, is this: whenever  humanity 
tries to really grapple with the deep issues - 
life, death, taxes, you name it - it becomes a 
game, and I like to think that like most human 
endeavors,  exquisite corpse is all about 
chance processes. For example, the Indian game of 
daspadaor Snakes and Ladders as its commonly 
called,  has its origin in documents from India 
around 2nd century BC. It's said that it was used 
as a game for