Software Art-Work For-Itself

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    Software Art-Work For-Itself - Presentation Transcript

    1. SOFTWARE ART-WORK FOR-ITSELF Geoff Cox University of Plymouth / Arnolfni
    2. With software, not only is the programmer's work diffcult to identify (often hidden behind the interface) but the user's labour also disappears into the operating system. In a contemporary scenario, this is exemplifed by the operations of 'social media', wherein the social relation is produced in restrictive form, underpinned by the socio-technical hierarchical logic of server- client relations. The participatory work-play ethic of social media can thus be understood as an expression of new forms of control, such that the value stolen no longer relates simply to labour power but to subjectivity too. The associated dislocation of social antagonism remains useful to conceptualise the way that exploitation is 'subsumed' into the wider social realm. Consequently, the control of social media, and the labour related to it, are key sites of antagonism that need to be identifed for alternatives to be engaged. The presentation will refer to a number of artist projects that draw attention to the contradictions expressed in the complexities of production, and the continued importance of antagonism as a mechanism for social change. The phrase software-art-work is expressed in a deliberately ambiguous way - to indicate the work involved in making software, the work involved in using software, as well as the work that software does in-itself - taken together to establish the necessity of software- art-work to operate 'for-itself'.
    3. 'The story is told of an automaton constructed in such a way that it could respond to each move in a game of chess with a countermove that ensured him victory. A puppet in Turkish attire, and with a hookah in his mouth, sat in front of a chessboard placed on a large table. A system of mirrors created the illusion of a table transparent from all sides. Actually a hunchback dwarf, who was an expert chess player, sat inside and guided the puppet's hand by means of strings. One can imagine a philosophical counterpart to this device. The puppet known as 'historical materialism' is always supposed to win. It can easily be a match for anyone if it ropes in the services of theology, which today, as the story goes, is small and ugly and must, as it is, keep out of sight.' (Benjamin)
    4. #!/usr/bin/perl print "Hey, you there!";
    5. 'Every more or less traditional text is codework with invisible residue; every computer harbours the machinic, the ideology of capital in the construction of its components, the oppression of underdevelopment in its reliance on cheap labor.' (Sondheim 2004)
    6. With software, not only is the programmer's work diffcult to identify (often hidden behind the interface) but the user's labour also disappears into the operating system. In a contemporary scenario, this is exemplifed by the operations of 'social media', wherein the social relation is produced in restrictive form, underpinned by the socio-technical hierarchical logic of server- client relations. The participatory work-play ethic of social media can thus be understood as an expression of new forms of control, such that the value stolen no longer relates simply to labour power but to subjectivity too. The associated dislocation of social antagonism remains useful to conceptualise the way that exploitation is 'subsumed' into the wider social realm. Consequently, the control of social media, and the labour related to it, are key sites of antagonism that need to be identifed for alternatives to be engaged. The presentation will refer to a number of artist projects that draw attention to the contradictions expressed in the complexities of production, and the continued importance of antagonism as a mechanism for social change. The phrase software-art-work is expressed in a deliberately ambiguous way - to indicate the work involved in making software, the work involved in using software, as well as the work that software does in-itself - taken together to establish the necessity of software- art-work to operate 'for-itself'.
    7. 'Today the enemy is not called Empire or Capital. It's called Democracy.' (Badiou 2004)
    8. 'The social web facilitates an unprecedented level of social sharing, but it does so mostly through the vehicle of proprietary platforms.' (Bauwens 2008)
    9. 'If production today is directly the production of a social relation, then the “raw material” of immaterial labor is subjectivity and the “ideological” environment in which this subjectivity lives and reproduces. The production of subjectivity ceases to be only an instrument of social control (for the reproduction of mercantile relationships) and becomes directly productive, because the goal of our postindustrial society is to construct the consumer/communicator – and to construct it as “active”. [...] The fact that immaterial labor produces subjectivity and economic value at the same time demonstrates how capital has broken down all the oppositions among economy, power, and knowledge.' (Lazzarato 1996)
    10. It 'tends not to sell any product at all to the consumer, but rather sells the consumer to the product'. (Prada 2007)
    11. The confusion over what constitutes work and non- work turns attention to situations where work takes the forms of nonwork. Pil and Galia Kollectiv extend this point, by drawing on Paolo Virno's observation that work and action have become indistinct. They argue for uncovering latent action in non-work (2007).
    12. 'if the publicness of the intellect does not yield to the realm of the public sphere, of a political space in which the many can tend to common affairs, then it produces terrifying effects. _A publicness without a public sphere_: here is the negative side - the evil if you wish - of the experience of the multitude.' (Virno 2004)
    13. With software, not only is the programmer's work diffcult to identify (often hidden behind the interface) but the user's labour also disappears into the operating system. In a contemporary scenario, this is exemplifed by the operations of 'social media', wherein the social relation is produced in restrictive form, underpinned by the socio-technical hierarchical logic of server- client relations. The participatory work-play ethic of social media can thus be understood as an expression of new forms of control, such that the value stolen no longer relates simply to labour power but to subjectivity too. The associated dislocation of social antagonism remains useful to conceptualise the way that exploitation is 'subsumed' into the wider social realm. Consequently, the control of social media, and the labour related to it, are key sites of antagonism that need to be identifed for alternatives to be engaged. The presentation will refer to a number of artist projects that draw attention to the contradictions expressed in the complexities of production, and the continued importance of antagonism as a mechanism for social change. The phrase software-art-work is expressed in a deliberately ambiguous way - to indicate the work involved in making software, the work involved in using software, as well as the work that software does in-itself - taken together to establish the necessity of software- art-work to operate 'for-itself'.
    14. http://project.arnolfni.org.uk/antisocial
    15. CRAFTIVISM 12 December 2009 - 14 February 2010 Kayle Brandon + Heath Bunting / Rhiannon Chaloner + Manuel Vason / glorious ninth / GOTO10 / Rui Guerra / House-Hold / Christine + Irene Hohenbüchler / JODI / Mandy McIntosh / Gloria Ojulari Sule / Trevor Pitt + Kate Pemberton / Janek Simon / Stephanie Syjuco / Clare Thornton Craftivism is an Arnolfni / Relational contemporary art project that responds to the resurgent interest in craft as it relates to socially-engaged art practice. It involves fourteen projects developed by artists and collectives that work with craft- based traditions and activist practices, and who employ the tactics of 'craftivism' (combining crafting + activism) to question and disrupt the prevailing codes of mass consumerism. The project attempts to collapse the distinction between 'making' and 'doing' - the former associated with craft, the latter with human action. It places an emphasis on interaction and participation in the wider social realm, and employs aspects of self- organisation and 'open-source' principles. The artists involved engage with craft- based traditions through diverse practices including art, technology and fashion. Craftivism is developed in relation to a range of contexts and includes nine artist- led participatory projects developed with local communities, the outcomes of which are shown as part of a gallery-based interactive exhibition, online and in free software- related projects, workshops, talks and the uncurated satellite event UnCraftivism. Selected works exemplify 'innovation' in the general sense that newly invented forms might diverge from established rules and perceived norms. The project will invite public interaction and provide opportunities to take part, make work and learn craft-based skills to customise products. It encourages wider communities to embrace the 'freedom' to create, modify and distribute products, and in so doing demonstrates the possibilities for people to modify their own lives.
    16. http://folksomy.net/
    17. With software, not only is the programmer's work diffcult to identify (often hidden behind the interface) but the user's labour also disappears into the operating system. In a contemporary scenario, this is exemplifed by the operations of 'social media', wherein the social relation is produced in restrictive form, underpinned by the socio-technical hierarchical logic of server- client relations. The participatory work-play ethic of social media can thus be understood as an expression of new forms of control, such that the value stolen no longer relates simply to labour power but to subjectivity too. The associated dislocation of social antagonism remains useful to conceptualise the way that exploitation is 'subsumed' into the wider social realm. Consequently, the control of social media, and the labour related to it, are key sites of antagonism that need to be identifed for alternatives to be engaged. The presentation will refer to a number of artist projects that draw attention to the contradictions expressed in the complexities of production, and the continued importance of antagonism as a mechanism for social change. The phrase software-art-work is expressed in a deliberately ambiguous way - to indicate the work involved in making software, the work involved in using software, as well as the work that software does in-itself - taken together to establish the necessity of software- art-work to operate 'for-itself'.
    18. In 'The Eighteenth Brumaire of Louis Bonaparte' of 1851-2, Marx claims: 'Men [sic] make their own history but they do not make it just as they please; they do not make it under circumstances chosen by themselves, but under circumstances directly encountered, given and transmitted by the past.'
    19. This is a move from 'in-itself' to 'for-itself' in Hegel's terms - from 'ground' to 'conditions' where ground is the essence and the conditions are the conditions that bring this about. The two opposing factors must be combined without losing the antagonism. There must be an antagonism between ground and conditions, between the inner essence and the external circumstances that gives rise to that essence - expressing the dialectic of what is possible and actually exists.
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