Domain: v2.nl
Stories and comments across the archive that link to v2.nl.
Comments · 5
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Media Arts Preservation resourcesYou might want to take a look at some of the Museum initiatives working on digital / media arts preservation. Here's a few...
"The Variable Media Network proposes an unconventional new preservation strategy that has emerged from the Guggenheim's efforts to preserve its world-renowned collection of conceptual, minimalist and video art and that is supported by the Daniel Langlois Foundation for Art, Science, and Technology. The aim of this affiliation is to help build a network of organizations that will develop the tools, methods and standards needed to implement this strategy."
http://variablemedia.net/"Matters in Media Art is a multi-phase project designed to provide guidelines for care of time-based media works of art (e.g., video, film, audio and computer based installations). The project was created in 2003 by a consortium of curators, conservators, registrars and media technical managers from New Art Trust, MoMA, SFMOMA and Tate. The consortium launched its first phase, on loaning time-based media works, in 2004, and its second phase, on acquiring time-based media works, in 2007."
http://moma.org/explore/collection/conservation/media_art
http://www.tate.org.uk/research/tateresearch/majorprojects/mediamatters/"From March to December 2003, the archive team of V2_Organisation (a center for culture and technology in Rotterdam, the Netherlands) has conducted research on the documentation aspects of the preservation of electronic art activities -- or Capturing Unstable Media --, an approach between archiving and preservation."
http://capturing.projects.v2.nl/"DOCAM's main objective is to develop new methodologies and tools to address the issues of preserving and documenting digital, technological and electronic works of art."
http://www.docam.ca/en/?cat=17"Inside Installations: Preservation and Presentation of Installation Art is a three-year research project (2004-2007) into the care and administration of an art form that is challenging prevailing views of conservation."
http://www.inside-installations.org/home/index.php -
Bigger picture
Carbon dioxide is 27% higher now than any other time over the last 650 000 years.
But the Earth is 4.5 billion years old.
Maybe the C02 level rises every million years or so, each time life evolves into things that make internal combustion engines. Then it falls for a while after each thermonuclear war.
A graph of the last 3 million years?
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Suggestions for the rest of the Series..Well,
We are, say some people who study such things, at a critical place in history, where it's sometimes impossible to distinguish between pseudo-scientific research and art. ..might be more to the point.Of course, the argument is centuries out of date. The examples are decades old. Let's make it more relevant! Art and Technology has been around for a long, long time. Incidentally Art Technology Group (ATG), which among other things created Dynamo which is now a huge application server product, is from the MIT Media Lab.
For example,
1965: Sony introduces the first monochrome half-inch tape Video Rover portapak-used almost immediately by New York video artist Nam June Paik.And the contemporary media art scene is not about using photoshop. Even if you just count using digital technology, this has been around for years and it is vibrant. One well-known artist (Ingo Gunther) has used satellite transponders in his work, and one project (Kanal X) involved setting up a pirate TV station in Leipzig the transmitter of which was a sculpture. Ars Electronica has been going on for 20 years. DEAF has been held since 1986. ZKM has been open since '97 though many of its exhibitors have been active for far longer. The Getty has a collection of art and technology works from 1966 to 1993. Japan has one of the best media art infrastructures (hurt by the economy to be sure) which draw artists from Japan and overseas to places like the ICC, the International Academy of Media Arts and Sciences (IAMAS), and other spaces. Often the artists are in fact visiting professors who teach technology students (especially programmers) in universities.
Not only have artists always sought to make use of the latest media, but media artists often have to develop the cutting edge themselves in order to get their message across. This is true now that we use supercomputers like the Silicon Graphics Reality Engine, as it was when bromides and daguerrotypes took advantage of advances in industrial chemistry. Art drives science and vice-versa. I don't think you can point to any time when art and technology were not closely related.
While I don't usually have so much trouble with Mr. Katz' work, this time I'd have to say that sweeping generalizations without any enlightening examples must be hurtful to slashdotters' potential enjoyment and participation in some of the most exciting art in the world. Where's the beef? Many cutting edge artists work with very talented programmers and need their help badly. In particular, people who have a flair for networking, opengl, and hardware setup/troubleshooting (oh don't forget circuitry and wireless!) are really needed. Linux is extremely relevant now that machines have gotten so powerful, and the preemptive kernel sounds great for art! Artists who are interested in technology might like to check out MAX which is a great MIDI music and device controller.
It would be useful to point this out with substantial explanation of what this means for this site's users. Art gives context and meaning to budding researchers. And talented artists often come up with the new concepts that drive innovation. A public artwork can drive personal study and honing of one's technological skills like nothing else.
I think the reason it seems new now is that we've got so darn many computers now but little funding for artists (in the U.S.). There are also some very talented young artists who are taking advantage of the latest technology. More about them on Slashdot might be fun! How about a new icon and a media art section? Here are some neat online exhibits at the NYC MOMA.
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Re:Here's the score card...
V2_OS -- by V2_Labs
Target 32-Bit x86 requires about a 200Kb... No GUI though, but is 'in-the-making'
Website + download -
Some places to get things:
you can go to:
V2 Labs - The official V2 OS Page
Dash - the first and only shell for v2 os The V2OS Project Manager - By JayTaph
Nerdhero's v2os site - the home for the standard c lib as well as other stuff
tRen's v2os site - extremely out of data (2 weeks!)
V2 Demo Coder's site - if you are a demo coder go here!
#v2os channel site - the page for #v2os on effnet...
most of these places have either downloads of the source, etc. or links to another site with it!