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m3 " the final word" 5/13/02

M3 History 01 02 03


Baudrillard: “ …What is unemployment today? It too is a a sort of artificial satellite, a satellite of inertia, a mass with a charge of electricity that cannot even be described as a negative charge, for it is static: I refer to that increasingly large portion of society that is deep frozen. Beneath the accelerating pace of the circuits and systems of exchange, beneath all of the frenzied activity, there is something in us—each of us—that slows down to the point where it fades out of circulation. This is the inertia point around which the whole of the society eventually begins to gravitate. It is as though the two poles of our world had been brought into contact sponge, short-circuiting in such a way that they simultaneously hyperstimulate and enervate potential energies. This is no longer a crisis, but a fatal development—a catastrophe in slow motion.”

“economic catastrophe in slow motion...” M3 is a research project occupying around multiple fields of inquiry: aesthetic-erotic, economic, technological, philosophical.

M3 does this research using real time performances, installations and digital artifacts, the following issues:

Ontology:
system and environment
open (exogenous variables) vs. closed system (endogenous variables)
system vs world
network space (and its influence on) and real space
Tangible media (media which is mapped to matter)

Action and Play:
rule bounded games vs free play
discrete, problem solving visions of the world vs. topological, pliant visions
novel experiences of writing in the world

Experience: technology’s conditioning of social formations and social fragmentation reformation of subjectivity by means of pliant media and experience Deleuzian notions of subjectivity... emergent theater (script generated vs. immaterial)...

Disappearance of the body in the mesh of the network—(a major theme in m2) Means by which to shift the testing field from inside to outside (that is, from the framed space of the gallery/performance space to embedding the performance space outside in the world—both in the physical domain (as social acts) and the virtual (as information technologies imbedded in the world – networks) sponge utilizes multiple media to re-imagine performance in the current state of IT… the forms of web-network/sound-architectural installation/theater will all be used to explore where we can push the notion of performance for both spectators and creators…

M3 aims not to build objects but processes and experiments that set, in experiential terms, the play of phenomenom and perception in the world under a microscope/telescope—unearth multiple experiences /modes of living.


Where we were-M3 discussion in October 1998
Earlier discussions of m3 centered around formal questions. Chris’ and Xin Wei’s interest in networked models of performance, Laura’s interest in an earlier idea of constantly shifting the role of spectator and performer during the course of an event (a room where spectators could look into the performance (for a single individual).

As the discussion wore on, certain thematics began to emerge: notions of system and what is outside of the system, breakdown of society in slow motion, informational systems’ real impact on human experience, multiple perspectives on how to view performance currently. Much of the discussion centered on earlier ideas from the failed Stanford proposal for a production of Heiner Mueller’s Mauser… particularly the ideas of external, real time data from the world influencing the world inside a performance.

Much of this was generated particularly by Chris’ interest in economic flows — In October of 1998, we proposed the following scenario that, at the time, we believed had promise:3 SPACES... Two of these spaces are interconnected by place. The third is only connected in time to the other two.

ROOM 1 Going by the old definition: THEATER NETWORK
Event I: Takes place in Room 1. Event is that of an installation that is eventually transformed into a theater. How this transformation was to take place (whether it took place simultaneously or pre-post) was never determined. The room was to be filled with objects (“objects with imbued social properties”) which people could play with. We never knew exactly what these objects would be—several emails going back and forth among us proposed some examples: interfaces (i.e., “matter”) that would be used to trigger media. We also knew, however, that whatever these “things” were or would be, that they should be interfaced to some kind of media (matter to media theme going back to m2’s experience of video/heat).

Some of the devices possible included:

etudes

  1. bundles of fibre optic cable with projection going through that could be used to literally weave images in space,

  2. speech painting: microphones imbedded in objects would pick up words from spectators/performers that would be broadcast along the walls/floors of the space,

  3. interactive furniture that would allow participants to interact with it and thus change the quality of the overall room environment.,

  4. howling clothing… all of these devices would somehow be prototyped and tested as etudes in the course of a residency somewhere.
Xin Wei wanted to play with:
  • fiberoptic video as a step toward massaging structureed light (de-narrativized video) in a material way,

  • splashing voice around as a way to de-logofy speech,

  • howling clothing as a material erotic conversation.
We looked at this first room as a large playscape of sorts… play, however, meant different things to different people:

For Chris, it meant the notion of construction — of literally being able to build and shape a media space, for Laura, the shifting notion of play between spectators/observers/performers and for XW, the notion of “coordinated activity” … here, however, play meant for all somehow- free, non rule-based…one working title which Chris came up with was “Sandbox.”

Questions that arose from thinking through these notions:
1.
What do people do in room 1? Play with objects which are connected to one another and interfaced to the computer (i.e., interfaced to laser discs, samplers, etc). Idea was to see what kind of logic of relations would emerge out of an unstructured “play” session.

What kinds of “coordinated activity” could or would occur? FLESH TO SYMBOL (and back again). Room 1 definitely could be looked at as an installation (hence, Mario Durham at YB concern that this was “installation” and not performance). main thing was that we never had a clear sense of what this room was or how it would be structured.

2. In terms of the "objects" in the room, we discussed several times about putting together a team of people to work on the "interface" portion of the project. Some interest early on in sponge developing unique "product" interfaces that we could market down the line—this lead from our discussions about XW connecting to Interval Research… an option which as all appeared to close now due to Paul Allen's hacking away at the art side of the business. (ideas circulated around furniture, interactive toys, etc).

3. Thematically on ROOM 1: Flexible environment—in the first part of the “performance” (the installation) the gathered viewers/spectators work to shape the environment they inhabit. Each interface could change the room in a specific manner—observation of others interacting (here, the binary of performer/spectator breaks down).

how technology mediates social experience and relations.
how the idea of “interface” operates in the social realm.
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