[spectre] CALL FOR ARTISTS: PIXXELPOINT2008: FOR GOD'S SAKE!

2008-07-26 Diskussionsfäden dom

Call for Artists:

*PIXXELPOINT 2008 – International New Media Art Festival*
Nova Gorica (Slovenia), 5th – 12th December 2008

*FOR GOD'S SAKE!*

Curator: Domenico Quaranta, Italy

*Deadline for applications: November 3rd 2008*

Direct link to entry form:
http://www.pixxelpoint.org/entryform2008.pdf

More information:
W: http://www.pixxelpoint.org/
E: [EMAIL PROTECTED]

You are invited to participate!



For God's Sake!

How the media change the way we imagine / represent / honour / curse the
divinity

Whether we like it or not, spirituality has shaped the evolution of the
media, and in turn has been amply influenced by it. Two of the most
effective technological brand identities, the Big Brother symbol and the
Second Life logo, are blatantly inspired by the divine eye. “God games”
are among the most popular videogames, and our passion for high tech
gadgets is akin to idolatry. The total absorption commanded by videogame
playing, right down to the position adopted by players, is our new form
of prayer.

Search engines have come to acquire the status of modern-day oracles.
It’s true, I read it on Google, is an everyday assertion that sounds
like an act of faith. If religion is (or was) the opium of the people,
in the 90s it was a banality to say the same of television – just as it
is today of Youtube. And satellite vision, made popular by GPS systems
and Google Earth, on the one hand imitates the divine viewpoint, while
on the other allows everyone to adopt it. Technology violates our
privacy like only God used to be able to. And while computers are not
yet powerful enough to follow in the footsteps of HAL 9000, the
overbearing superbrain of 2001 A Space Odyssey, we get the impression
that they are not far off it.

From another perspective, churches of all levels and denominations are
themselves exploiting the potential of the media to the full. As one
Christian website reads, God Always Uses the Latest Technology. Holy
wars are being waged in virtual worlds. We want technology to give us
proof of myths and miracles, and the Catholic backing for Mel Gibson’s
blockbuster is common knowledge.

Contemporary artistic projects have raised these issues on many
occasions, exploring technological fetishism, the oracular nature of the
internet, the fideistic attitude we have towards the media and the
evangelizing bent of those who produce them. This art often takes a
critical approach, but also looks for an authentic vehicle of
spirituality in the media. Taking this as its theme, Pixxelpoint 2008
addresses saints and heretics alike, looking for projects which explore
the relationship between media and spirituality at a key point in human
history, a time of civilization clashes and neocon upsurges, apocalyptic
nightmares and hopes for a new enlightenment.

Domenico Quaranta, curator





--

Domenico Quaranta

mob. +39 340 2392478
email. [EMAIL PROTECTED]
home. vicolo San Giorgio 18 - 25122 brescia (BS)
web. http://www.domenicoquaranta.net/




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[spectre] Gazira Babeli: [Collateral Damage]

2007-04-15 Diskussionsfäden dom/

PRESS RELEASE
April 12, 2007

For Immediate Release:
Gazira Babeli: Collateral Damage
- a comprehensive survey of works from 2006-2007
location: Odyssey (38,30,23)


Gaz', Queen of the Desert. Text by Domenico Quaranta.
http://gazirababeli.com/SHOW/CollateralDamage/Queen-of-the-Desert.htm


On April 16th 2007, the ExhibitA gallery on the Odyssey simulator within
the online virtual world called Second LifeT, will present the first
comprehensive look at the pioneering work of Gazira Babeli.
Gazira Babeli is an artist creating works within Second Life and a
member of Second Front - the first performance art group in Second Life.
 Gazira labels herself a code performer and indeed the code is at the
heart of her work, tying it to the system at a deep level and reaching
out to the viewer in ways that inherent to the SL platform. Her pieces
are alive with scripts created using the Linden scripting language - a
core component of Second Life. A Campbells soup can that is a trap, and
a self proclaimed menace disguised as pop art, encases the viewer and
takes him on a ride proclaiming you love pop art, pop art hates you
until the unsuspecting avatar manages to run fast enough  to escape. The
sky filled with question marks, a vengeful tornado, these are a few of
Gaz's signature works that can be seen on her site: gazirababeli.com. In
the spirit of opensource - Gazira has licensed much of her code via
creative commons, and you can download it for your own use on her site:
gazirababeli.com.

Please join us for the opening of this exhibit. Press are invited to
attend at 1pm SL time. The general opening is at 6pm SL time. Inquiries
may be directed to Beavis Palowakski: [EMAIL PROTECTED], or to Sugar
Seville: [EMAIL PROTECTED]


Following are some press excerpts regarding Gazira Babeli.

Born in Second Life on 31st March 2006, *Gazira Babeli*
(http://www.gazirababeli.com/) is an artist who turns the performativity
of the code into performance itself. Weedy and flexuous in her long
black dress which covers fashionably her polygonal haunches, Gazira
radiates a strange charm that makes her somebody in between a Voodoo
witch and an X-men heroine. Her charm that becomes even more evident
during her masterful performances, in which she activates scripts as if
they were spells, makes earthquakes happens, provokes natural fatalities
and invasions of pop icons (in the place of the biblical locusts).
Gazira Babeli is NOT the project of an artist who works in Second Life.
She IS an artist, who makes, records and signs performances based on
code. She is real, like you and me, even if her action platform is a
world of bits.
- Domenico Quaranta, 2006-12-02


Linden Labs is a Fluxus-Project, jokes Gazira Babeli, the
pizza-throwing Second-Life-Artist and makes a reference to the Slogan of
Linden Labs. Your World. Your Imagination. This is a indication for
the fact, that in the metaverse art and life are connected as far like
the fluxus-artist would have wanted to, she remarks ironically. [...]
Gazira Babeli is one of the few artists, who has created works, which
are subversively inflitrating the friendly environment of cyber-suburbia SL.
- Tilman Baumgärtel, Kunstzeitung, March 2007


We keep forgetting that what we call Real Life has been a virtual frame
for a long time. Second Life offers the chance to build and deconstruct
this space in the form of a theatre performance. What's the difference?
I'm trying to find out. For the moment I like to say: my body can walk
barefoot, but my avatar needs Prada shoes.
- March 23, 2007 - Interview with Gazira Babeli by Tilman Baumgärtel
http://www.turbulence.org/blog/archives/003987.html


Gazira: To realize an artistic or aesthetic experience, it requires
a frame-space that is contemporarily physical and conceptual; it could
be a frame, a museum, a computer network, a bedroom... or just a plain
box 'dressed' like a RL art-galley. This referential cube gallery
reminds me of the ironical artwork made by Marcel Duchamp  called Box
in a valise (Boîte-en-valise, 1942)
Although the box gallery could be a valid expression, I prefer
thinking the whole SL environment as (a kind of) frame-space. It means
that scripted and built objects, avatar-people and their behaviors
become essentially parts of the artwork...a world in a valise, in this
case. :)
- Interview with Jeremy Turner (Wirxli Flimflam) for Slatenight magazine
http://www.slatenight.com/index.php?option=com_contenttask=viewid=143











--

Domenico Quaranta

mob. +39 340 2392478
email. [EMAIL PROTECTED]
home. vicolo San Giorgio 18 - 25122 brescia (BS)
web. http://www.domenicoquaranta.net/



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[spectre] EVA E FRANCO MATTES (0100101110101101.ORG): LOL

2007-01-08 Diskussionsfäden dom/

FOR IMMEDIATE RELEASE

The Fabio Paris Art Gallery presents

Eva and Franco Mattes (0100101110101101.ORG)
LOL

January 20 - March 3, 2007
OPENING: Saturday, January 20, 6 pm
Fabio Paris Art Gallery, Brescia, Italy

Show curated and catalogue edited by Domenico Quaranta

On occasion of their second solo exhibition at Fabio Paris Art Gallery,
and for the first time in Italy, EVA AND FRANCO MATTES
(0100101110101101.ORG) are to exhibit the project for which they have
been awarded the Premio New York 2006.

For over a year Eva and Franco Mattes lived in the virtual world of
Second Life, exploring its terrain and interacting with its peculiar
inhabitants. The result of this video game flânerie is a series of
portraits characterized by the bright colors, artificial lighting,
polygonal shapes and surreal perspectives typical of virtual worlds.
Overall, the series draws on the technological developments which allow
the creation of alternate identities within simulated worlds.

LOL carries on the work that began with 13 Most Beautiful Avatars,
an exhibition project that involved the physical space of the Italian
Academy in New York and the virtual space of Ars Virtua Gallery (curated
by Rhizome.org), and is set to continue in February with the Mattes’
second solo exhibition at Postmasters Gallery in New York.

LOL features five portraits and a triptych, all dedicated to female
avatars. The title of the show is an expression much used by the online
community to express amusement or jollity (Laugh Out Loud or Lots Of
Laughs) or as a closing greeting (Lots Of Love). The fact that the
Mattes duo refuse to explain the meaning of this ready-made of web
communications leaves it open for interpretation: an artificial language
for artificial life forms? A touch of sarcasm towards attempts to
interpret a work that should be assessed primarily from the aesthetic
point of view? Or rather the revelation that behind the display of
apparent high spirits virtual worlds conceal a profound sense of
anxiety, an underlying tragedy that at times emerges from these
dazzlingly beautiful faces?

On occasion of the exhibition the gallery is to publish the book
Portraits, which explores all the stages of this work.

--

Fabioparisartgallery
http://www.fabioparisartgallery.com

Eva e Franco Mattes (a.k.a 0100101110101101.ORG)
http://www.0100101110101101.org/

Domenico Quaranta
http://www.domenicoquaranta.net/english.html

--

Domenico Quaranta

mob. +39 340 2392478
email. [EMAIL PROTECTED]
home. vicolo San Giorgio 18 - 25122 brescia (BS)
web. http://www.domenicoquaranta.net/



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[spectre] Second Life / Real Life @ Peam 2K6 - The Diamond

2006-12-02 Diskussionsfäden dom/

*The Diamond*
Pescara Electronic Artists Meeting 2k6
6 - 10 December 2006
Pescara, Ecoteca, Via Caboto 19

The fourth edition of the Pescara Electronic Artists Meeting, amongst
the most important events concerning contemporary electronic/digital
based arts, will take place from the 6th to the 10th of December.
Organized by the Artificialia network, the P.E.A.M. is conceived to be
an international meeting and confrontation point for those artists,
intellectuals, experts, and others who work in an electronic context or
make use of electronics as a basic means of expression. This edition
will showcase a large and refined selection of visual artists,
performers, musicians amongst the most innovative of the field. The
leit-motiv of the whole event will be the Diamond, an attempt to
gather artists and experts coming from as many disciplines as possible
(sculpture, dance, theater, literature, music, visual arts, etc.), all
with a marked high-tech approach, and to extraordinarily have them
converge to the stimulating location of Ecoteca, in Pescara.

Therefore, the idea is to let many intellectuals (critics and curators)
converge and present one (inimitable) or two (dichotomy) artists in a
single place (the diamond), and, as a consequence, the whole Peam2006
edition will be centered onto unicity and dichotomy - such as war and
peace, big and small, good and bad, love and hate, cleverness and
stupidity, beauty and ugliness, close and far away, fear and comfort,
real and virtual, and so on - and onto their sense of existence. In
other words, the meaning itself of the concept of opposites, defining
different representations of an unique symbolic system, will be put to a
test, artistically.

Info: www.artificialia.com/peam2006/english.html
Press Conference: Tuesday, 5 December 2006, 11.30 AM, Sala dei Marmi,
Provincia di Pescara, Piazza Italia 30 - Pescara
Contacts: [EMAIL PROTECTED]

In this context, curator and critic *Domenico Quaranta*
(www.domenicoquaranta.com/english.html) will introduce the work of
Gazira Babeli and Damiano Colacito, two artists who, in pretty different
ways, declare the reality of our experience of virtual worlds.

Born in Second Life on 31st March 2006, *Gazira Babeli*
(http://www.gazirababeli.com/) is an artist who turns the performativity
of the code into performance itself. Weedy and flexuous in her long
black dress which covers fashionably her polygonal haunches, Gazira
radiates a strange charm that makes her somebody in between a Voodoo
witch and an X-men heroine. Her charm that becomes even more evident
during her masterful performances, in which she activates scripts as if
they were spells, makes earthquakes happens, provokes natural fatalities
and invasions of pop icons (in the place of the biblical locusts).
Gazira Babeli is NOT the project of an artist who works in Second Life.
She IS an artist, who makes, records and signs performances based on
code. She is real, like you and me, even if her action platform is a
world of bits.

Born in Atri (TE) in 1973, *Damiano Colacito*
(http://www.videoludica.com/news.php?news=434) focuses his work on the
basic elements of the contemporary media landscape and the complex
relationship between the virtual and the real. In the last few years he
devoted himself to the creation of wooden sculptures that portray
objects coming from the FPS, such as med-kits, power-ups, weapons, and
etc. The Scotchprint skins he puts on the sculptures allows the author
to work on details so to obtain a pretty refined reproduction of the
texture of those virtual objects, and the use of sound effects, every
now and then, makes the realism of the reproduction even finer. As a
Pino Pascali of the Doom generation, Colacito creates conceptual
sculptures that result to be amazing for both the gamer and the people
who don't play videogames: the former comes across familiar objects in
the wrong context,while the second has to deal with unfamiliar objects
seemingly coming from another world and culture. Somehow, Colacito
orchestrates a kind of mental teletransport, and materializes the
insubstantial nature of the electric energy.

More infos, critical text (in italian) and press images:
http://www.domenicoquaranta.net/peam2006.html


--

Domenico Quaranta

mob. +39 340 2392478
email. [EMAIL PROTECTED]
home. vicolo San Giorgio 18 - 25122 brescia (BS)
web. http://www.domenicoquaranta.net/


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[spectre] [BOOK + SHOW] GAMESCENES / GAMESCAPES

2006-10-06 Diskussionsfäden dom/

*GAMESCENES / GAMESCAPES*


October 7, 2006
FOR IMMEDIATE RELEASE


*GAMESCENES: THE BOOK*

M. Bittanti, D. Quaranta (editors), GameScenes. Art in the Age of
Videogames, Milan, Johan  Levi 2006. Hardcover, 454 pages, 25 x 25 cm,
200+ hi-res illustrations, available from October 2006.

GameScenes. Art in the Age of Videogames is the first volume entirely
dedicated to Game Art. Edited by Matteo Bittanti and Domenico Quaranta,
GameScenes provides a detailed overview of the emerging field of Game
Art, examining the complex interaction and intersection of art and
videogames.

Video and computer game technologies have opened up new possibilities
for artistic creation, distribution, and appreciation. In addition to
projects that might conventionally be described as Internet Art, Digital
Art or New Media Art, there is now a wide spectrum of work by
practitioners that crosses the boundaries between various disciplines
and practices. The common denominator is that all these practitioners
use digital games as their tools or source of inspiration to make art.
They are called Game Artists.

GameScenes explores the rapidly expanding world of Game Art in the works
of over 30 international artists. Included are several milestones in
this field, as well as some lesser known works. In addition to the
editors' critical texts, the book contains contributions from a variety
of international scholars that illustrate, explain, and contextualize
the various artifacts.

ARTISTS: AES+F, Cory Arcangel, Aram Bartholl, Dave Beck, Tobias
Bernstrup, Nick Bertke, John Paul Bichard, Marco Cadioli, Mauro Ceolin,
Brody Condon, Joseph DeLappe, Delire (Julian Oliver), Todd Deutsch,
Micah Ganske, Beate Geissler − Oliver Sann, Brent Gustafson, Jon
Haddock, Margarete Jahrmann − Max Moswitzer, JODI, Joan Leandre, Miltos
Manetas, Alison Mealey, Mark McCarthy, Shusha Niederberger, Nullpointer
(Tom Betts), Nullsleep (Jeremiah Johnson), Totto Renna, RSG (feat.
Alexander Galloway), Anne-Marie Schleiner, Eddo Stern, Palle Torsson,
UBERMORGEN.COM.

AUTHORS: Matteo Bittanti, Rebecca Cannon, Pierluigi Casolari, Maia
Engeli, Henry Lowood,  Sally O'Reilly, Domenico Quaranta, Philippa
Stalker, Valentina Tanni.

Text in English and Italian.

The Publisher

Johan  Levi (http://www.johanandlevi.com/) publishes books in the
fields of science, arts, humanities, and culture.  Its rapidly expanding
catalog includes monographs on key contemporary artists.

The Editors

Matteo Bittanti's research focuses on the cultural, social, and
theoretical aspects of emerging technologies, with an emphasis on the
interrelations of popular culture, visual culture, and the arts. He
lives in San Francisco. http://www.mattscape.com/

Domenico Quaranta is an art critic, teacher and academic researcher. His
primary interests is the intersection of art and digital technologies.
His contributions on art and culture have appeared in several
publications. He lives in Brescia, Italy. http://www.domenicoquaranta.net/

Downloadable texts:

Matteo Bittanti: Game Art (Intro): www.gamescenes.org/images/GameArt_eng.pdf
Domenico Quaranta: Game Aesthetics (Outro):
www.gamescenes.org/images/Game_aesthetics_eng.pdf
Valentina Tanni: Geissler –  Sann: Shooter:
www.gamescenes.org/images/Tanni_shooter_eng.pdf

More informations:

Gamescenes.org: http://www.gamescenes.org/
Videoludica.game culture: http://www.videoludica.com/news.php?category=9


*GAMESCAPES: THE SHOW*

GameScapes. Videogame Landscapes and Cities in the Works of Five
International Artists
curated by Rosanna Pavoni
Monza Civic Gallery
Monza, via Camperio 1
October 13 – 29, 2006. Free Entrance
From Tuesday to Sunday, 10.00 – 13.00 and 15.00 – 19.00.
Opening: Thursday October 12 from 6:30 PM
email: [EMAIL PROTECTED]

The release of GameScenes coincides with the launch of GameScapes.
Videogame Landscapes and Cities in the Works of Five International
Artists, a group show featuring works by some of the most celebrated
artists working with digital games: Cory Arcangel, Mauro Ceolin, Jon
Haddock, Eddo Stern, and Carlo Zanni.

Monza, September 16, 2006 — The Civic Gallery in Monza is pleased to
present GameScapes. Videogame Landscapes and Cities in the Works of Five
International Artists. Curated by Rosanna Pavoni with the collaboration
of Matteo Bittanti and Domenico Quaranta, GameScapes investigates the
notion of digital games, spaces, and urban environments in in our
hyper-mediated age. Comprised of paintings, installations, and
projections, the exhibition space will be transformed into a real-life
gamespace.

Included in the exhibition are a video installation by Cory Arcangel,
Super Mario Movie (2004), a series of paintings by Mauro Ceolin from the
SolidLandscapes (2004-2006) series, Carlo Zanni’s interactive
installation Average Shoeveler (2004), Eddo Stern’s recent urban
machinima Landlord Vigilante (2006) and the entire series of Jon
Haddock’s seminal Screenshots (1999). Most of these artworks have never
been presented in Italy before.