INTERVIEW | Olia Lialina, 20 years MBCBFTW


Twenty years ago, my father came back home from work and brought the first computer into our living room. It was a big beige box with a flickering screen on which we could type and paint. Around the same year, in 1996, the Russian net.art pioneer Olia Lialina created My Boyfriend Came Back From the War (MBCBFTW), an interactive web narrative that tells the fictional story of a couple trying to talk to each other after the war. The launch of Netscape 3, which made it possible to split the browser in independently controllable frames, inspired Lialina to explore the boundaries of the browser and create an ambivalent dialogue. MBCBFTW has become an icon in the history of internet art, and has inspired international artists and non artists to create their own interpretations. Lialina has been collecting all these interpretations (unfortunately some have been lost) in the Last Real Net Art Museum, an online museum that is at the same time a critique on the first internet art exhibitions organized by museums.


In the retrospective exhibition at MU, thirteen of these interpretations are on show, ranging from an interactive burger story, to a t-shirt, to works that tell real traumatic stories. For the occasion, MU has also commissioned two new works by Foundland and Constant Dullaart, presented as homages to Lialina’s iconic work. Together with a completely emulated version of MBCBFW, on the good old-fashioned PC towers with Windows, this exhibition is a tribute to the World Wide Web and presents a new approach to keeping history alive. The day before the opening, I asked Olia Lialina some questions about the exhibition and her practice.

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REPORT | Transmediale 2016

From 4 to 7 February 2016, I attended the 29th edition of Transmediale, an annual festival for media art and digital culture in Berlin. It is the place to be for artists, scholars, critics, and activists that seek to express and address a critical understanding of contemporary culture and politics as saturated by media technologies. This year’s theme was ‘Conversation Piece’, through which Transmediale rebooted the format of the post-digital culture event and aimed to create a transitory space for the discussion of late capitalist anxieties. The theme is based on the inertia of conversations as a result of today’s global competitions between states, corporations, networks, and individuals to create the contexts and frameworks for conversations. The curatorial statement mentions that this competition has turned matters of urgent global concern (e.g. the war on terror, economic growth, refugee crisis, climate change, and big data) into pre-emptied conversations. Since Transmediale has dealt with these topics in the past, this year it was time to turn a reflective gaze on the medium of conversation itself. The program consisted of four thematic streams that functioned as conversation starters: Anxious to Act, Anxious to Make, Anxious to Share, and Anxious to Secure. Each stream had its own keynote talk, and subsequently unfold itself through panel discussions, workshops, and various hybrid formats.


The Anxious to Act stream addressed today’s challenges of action and activism. Its aim was to reflect on the need for renewed convergences beyond the technological in a time that offers great scopes for interaction, and many reasons to intervene. Anxious to Make reflected on mainstreamed maker culture, aiming to provide a broader appreciation of contemporary making practices, in terms of their limits, potentials, and (dis)associated cultures. The Anxious to Share stream started with anxieties about the unexpected consequences of the sharing economy, since the global expanse of seemingly well-intentioned endeavors have led to greater inequality (17 percent of the world’s population consumes 80 percent of the world’s resources). Lastly, Anxious to Secure aimed to investigate cultures of security in reaction to anxieties on both micro and macro scales, and ask: why do we secure the way we do, and does it actually provide security in the way we envision it?


Although these four anxious streams seem very pessimistic at first glance, this edition was, at least during some conversation pieces I attended, more optimistic than the previous one. The program was packed and FOMO was present, but fortunately, you can listen to or watch most of the talks online (the videos are not yet online). In what follows l will enumerate some of my personal highlights.

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REPORT | Post Digital Cultures 3


Post Digital Cultures 3: Thinking the Relationship between Art and new media (and the World). 4 – 5 December 2015, Lausanne – organized by the Federal Office of Culture (FOC) and Les Urbaines festival


“It’s more fun to build things on the internet because your sketchbook is suddenly a city.” – Andreas Angelidakis


The city is a sketchbook, a robot is taking a selfie on Mars, photoshopped buildings are popping up in real life. In today’s post digital culture all our actions are influenced by digital technologies, the analogue and digital are fused, and we cannot imagine life without digital technologies. The third and final edition of the Post Digital Cultures symposium in Lausanne was all about the ubiquitousness of digital technologies and how this has changed artistic production, and led to alternative ways in publishing and education. It gathered artists, curators and researchers who discussed the current state of contemporary cultural production, which resulted in some interesting presentations and case studies. The two-day symposium was divided in three parts concerning digital technologies and art in relation to technologic autonomy, literature, and education. I will report on the talks and projects that caught my attention the most. The complete programme can be foundhere, and all recordings of the presentations can be found on YouTube.


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REVIEW | No Internet, No Art, A Lunch Bytes Anthology

Over the last few years there has been an increasingly popular and inspiring discourse related to the ubiquitous of digital technologies and the internet. Whether we call it new media art, internet art, digital art, post-internet art or post-digital art, there are some interesting artists, ideas and critiques to discover. In case you missed it, No Internet, No Art let’s you catch up.

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Het beeld van de wereld / Het wereldbeeld van Google

Door programma’s als Google Earth zijn we gewend geraakt aan het perspectief van de satelliet, de god’s eye view. Wat doet dit met de relatie die we hebben tot onze omgeving? Door gebruik te maken van verschillende Google-applicaties reflecteren kunstenaars op de veranderende verhouding tot de buitenwereld.

Lees het volledige artikel hier

Online communications at Dutch Design Week

Product owner DDW in developing a new website. The completely new platform was developed with the agencies Fabrique and Freshheads. 

The design agency Fabrique from Rotterdam provided form and content for the campaign, supporting DDW’s theme for 2015 (‘What if…’). Internet agency Freshheads from Tilburg took on the building of the new website, officially online this week.

User-friendly
To better guide the public through DDW’s extensive nine-day programme, a theme-based categorization and functionalities that meet contemporary internet demands were opted for in the development of the new website. An improved search feature within the programme, design routes and a clearly presented block design optimise user-friendliness.

Wout Withagen, Freshheads managing director: ‘DDW is a strong brand with international ambition. Based on the campaign and identity created by Fabrique, we have built a website that truly visualises the character of the event: creative, interactive and full of experience.’

Complete programme online

For nine whole days DDW presents processes, experiments and ideas, answers and solutions by 2500 designers at almost 100 locations. For more information: www.ddw.nl.

Analogue vs Digital memory game

The Analogue vs Digital memory game explores the different ways of seeing, thinking and experiencing across the digital divide. While for some the digital world is still unfamiliar and artificial, others find it completely familiar and even more natural than the ancient relics of the analogue world. Playing the memory game explores the multifaceted relationship between the digital and analogue.

In collaboration with Mieke Gerritzen - MOTI and Koert van Mensvoort - Next Nature Network, BIS Publishers, 2015

Play online! or buy to play IRL

Virtureality. New aesthetics as a result of the merging online and offline worlds.


Virtureality (2013) is a study of the changing media landscape of the twenty-first century. Nadine Roestenburg examines an aesthetic as a result of merging the virtual and real world. It is an analysis of contemporary art and culture where on the one hand, boundaries between the real and virtual world fade. On the other hand, a nostalgic longing for more traditional, analogue means of communication emerges due to the impersonality of virtual communication. This aesthetic is illustrated with contemporary art and culture. A media historical context thereby forms the starting point.


Virtureëel. Een esthetiek als gevolg van de samensmelting van de online en offline werelden.


De virtureële wereld is een wereld waar de reële en virtuele wereld samenkomen. Atomen en bits vinden elkaar, grenzen tussen online en offline vervagen, het onderscheid tussen ‘echt’, als in fysisch werkelijk en gesimuleerd ‘echt’ dreigt onmogelijk te worden. Continu zijn we verbonden met de virtuele wereld, een ‘nieuwe’ wereld die een enorme invloed heeft op onze reële wereld. Op de grens tussen het reële en virtuele bevinden we ons in een liminaal moment, een moment dat gepaard gaat met spanning, discussie, zowel enthousiaste als sceptische scenario’s, en gereflecteerd wordt in onze cultuur waar nieuwe culturele symbolen en betekenissen opduiken.



Virtureëel

(2013) is een geïllustreerd onderzoek naar het veranderende medialandschap van de eenentwintigste eeuw. Nadine Roestenburg onderzoekt in haar masterthesis een esthetiek als gevolg van een samensmelting van de virtuele en reële wereld. In drie werelden beschrijft zij de invloed van media op onze communicatie, cultuur, en wijze van betekenisgeving. Een historisch kader vormt daarbij het uitgangspunt.

Virtureëel

is geen voorspelling van een toekomstig internet 3.0 of web of the world. Het is een analyse van de hedendaagse cultuur waar enerzijds de grenzen tussen de reële en virtuele wereld vervagen en anderzijds een nostalgisch verlangen naar meer traditionele, analoge manieren van communiceren als gevolg van de onpersoonlijke virtuele communicatie opduikt. Deze esthetiek illustreert zij aan de hand van hedendaagse kunst- en cultuuruitingen. Het onderzoek resulteerde in een analoge publicatie met een digitale Layar.


8 Hours’ Overtime for a Good Cause

In 2013 & 2014 I organized 8-i Tilburg for Nieuwe Garde Tilburg. One night a year people around the world get together to donate 8 hours of their time to good causes. 8 Hours’ Overtime for a Good Cause International (8-i) is an initiative that supports young creatives worldwide to meet new friends and collaboratively support local charities.International website: http://www.8-i.org/


video registration 2014 [in Dutch]:

Video registration 2013 [in Dutch]: