Arman Iranmanesh's ART-74 Blog
Tuesday, December 6, 2016
Monday, November 14, 2016
Net.art Presentation Link and Sources
Presentation: https://docs.google.com/presentation/d/1CmsGwd5ZZtljYPdbGFbSQU5bh51VIknCmwdDnPHBbm0/edit?usp=sharing
Sources:
cyberhouse.arted.psu.edu/visualculture/history_net_art.pdf
https://theawl.com/a-suitably-bizarre-interview-with-the-early-web-provocateurs-at-jodi-org-f1035a1d78ac#.ckra9bwfc
http://thecreatorsproject.vice.com/blog/digart-jodi-makes-art-online-but-don%E2%80%99t-call-them-net-artists
Sources:
cyberhouse.arted.psu.edu/visualculture/history_net_art.pdf
https://theawl.com/a-suitably-bizarre-interview-with-the-early-web-provocateurs-at-jodi-org-f1035a1d78ac#.ckra9bwfc
http://thecreatorsproject.vice.com/blog/digart-jodi-makes-art-online-but-don%E2%80%99t-call-them-net-artists
Tuesday, November 8, 2016
Net Art Presentation Outline
Net Art
Net art (commonly referred to as net.art) is a form of New Media Art that uses the Internet as its primary means of creation and distribution, as well as the name of the movement that constituted the first wave of artists to work in this medium. The medium reached the peak of popularity in the late 1990s and early 2000s, though it will continue to exist just as long as the Internet continues to exist, under different movements and iterations.
Net art uses the Internet as the canvas to create art using a variety of techniques, such as coding, HTML, scripts, digitally generated visuals and sound, text processing, and ASCII. Works of art in this form, especially ones that were created during the first movement, were often political in nature, highlighting, critiquing, and embracing the sociopolitical implications of a society growing increasingly dependent on technology and the world wide web. Artists working in the medium usually collaborate and correspond with each other through the Internet, dismissing the stereotype of the “lone artist”. They often worked under aliases and collectives.
The term “net.art” was founded by total accident, when Slovenian artist Vuk Cosic discovered the phrase in a garbled email. During 1994 and 1995, a group of subversive, internet-savvy artists began to congregate and chat on various mailing lists and message boards. A number of influential net art websites popped up in this period.
One of the most important ones was jodi.org. Developed by the JODI art collective, the external appearance of the site is cryptic and nonsensical, consisting of scrambled green text that hyperlinks to dead end pages that in turn lead to more of the same. However, if you open up the source code of the text, it reveals an ASCII image of a hydrogen bomb. The site is a perfect example of the playful and sometimes confounding nature of net art as it emphasizes the internal coding and hardware of the internet, the hidden side of the web that few people see or care about.
The JODI collective, which consists of two artists, Joan Heemskerk and Dirk Paesmans, has a multitude of other websites that are just as puzzling and cryptic if you are not aware of their artistic background. Some, like globalmove.us, use preexisting software, in this case Google Maps, to create artwork, while others, such as oss.jodi.org, use visual tricks to convince the user that their computer is breaking dow. For example, oss.jodi.org, which is still online to this day, simulates a malicious virus taking over your computer to the point that your browser will truly shut off, infuriating the user.
By 1996, net art was a globally known phenomenon, even as the wider mainstream art world refused to acknowledge its existence as art. To remedy this, the artists involved took matters into their own hands, creating their own organizations, like Rhizome, which was founded in 1996 by artist Mark Tribe, to serve as a platform and a showcase for net art projects.
Other influential net projects during this period include Olia Lialina’s My Boyfriend Came Back From The War, which uses non-linear hyperlinks to tell a narrative, Martine Neddam’s mouchette.org, which purports to be a site belonging to a fictional prepubescent girl, and Shu Lea Cheang’s Brandon, which explored the topics of gender and the 1993 rape and murder of trans man Brandon Teena.
Expanding on the use of net art to highlight and influence social causes, a group of Australian women founded the group of VNS Matrix, who were instrumental in the development of the cyberfeminist movement, which explored the possibilities of feminism in relation to technology and the Internet.
After the turn of the century, several artists started bringing net art into the real world. One example is Cory Arcangel, a young Brooklyn artist who primarily works in video game modifications. One of his most famous works in Super Mario Clouds (2002), a hack of the original Super Mario Bros. NES game where only the clouds appear, simulating the appearance of a real sky. Seen in the original physical gallery installation, the work is quite beautiful and calming, an intermingling of the digital and the real. Although his more recent sculptural work can not be called true “net art”, it definitely carries over the super conceptualism, playfulness, irony, and association with technology that the original net art had.
Monday, November 7, 2016
Thursday, October 27, 2016
Final Montage Triptych
The theme of my triptych is a progression, or regression, of bustling urban life, to eventual urban decay, to finally renewal of the system through a reversion back to rural life.
Tuesday, October 11, 2016
Play Project Files and Statement
Statement
My project is a model of a subverted skateboard, as in a skateboard that would be rendered unusable and unpractical. To achieve this, I thought of the many features that we brand as "convenient" in our everyday lives, such as clothes hangers, lightbulbs, cup holders, anchors, etc., but by adding them onto an object in which its use and purpose is defined by it's portability and mobility, it would render both the object and the convenient features null, cancelling each other out and creating an overall non-object that has no function but to merely exist. Because an actual real life version of this would be impossible considering the amount of time given for this project and my current financial state, I decided to instead create a small-scale model prototype of the intended final product, out of cardboard, and assembled together with hot glue. The final conceptual sculptural product is a subversion of the concept of "play" by rendering the found playable object -the skateboard- unplayable.
Tuesday, September 13, 2016
Subscribe to:
Posts (Atom)



