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	<title>norayoung.ca &#187; art</title>
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	<link>http://norayoung.ca</link>
	<description>At the Corner of Technology and Culture</description>
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		<title>The Clock: Art in the Digital Age</title>
		<link>http://norayoung.ca/2012/02/the-clock-art-in-the-digital-age/</link>
		<comments>http://norayoung.ca/2012/02/the-clock-art-in-the-digital-age/#comments</comments>
		<pubDate>Fri, 24 Feb 2012 14:51:21 +0000</pubDate>
		<dc:creator>Nora</dc:creator>
				<category><![CDATA[art]]></category>
		<category><![CDATA[Christian Marclay]]></category>
		<category><![CDATA[digital art]]></category>
		<category><![CDATA[Marjorie Perloff]]></category>
		<category><![CDATA[The Clock]]></category>

		<guid isPermaLink="false">http://norayoung.ca/?p=161</guid>
		<description><![CDATA[On a recent visit to Ottawa, I went to see Christian Marclay&#8217;s The Clock at The National Gallery. Very basically, The Clock is a 24-hour film, comprised of short clips of movies and TV shows, each of which shows or refers to the time: a character looks at a watch, we see a clock on [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://norayoung.ca/wp-content/uploads/2012/02/age.jpg"><img src="http://norayoung.ca/wp-content/uploads/2012/02/age-300x122.jpg" alt="photo of very old building with weeds" title="age" width="300" height="122" class="aligncenter size-medium wp-image-164" /></a><br />
On a recent visit to Ottawa, I went to see <a href="http://en.wikipedia.org/wiki/Christian_Marclay" title="Christian Marclay bio" target="_blank">Christian Marclay&#8217;s</a> <a href="http://www.theglobeandmail.com/news/arts/movies/christian-marclays-the-clock-selected-images/article2329800/" title="Images from The Clock" target="_blank">The Clock</a> at <a href="http://www.gallery.ca/en/see/exhibitions/current/details/christian-marclay-the-clock-3408" title="The Clock at The National Gallery" target="_blank">The National Gallery</a>. Very basically, The Clock is a 24-hour film, comprised of short clips of movies and TV shows, each of which shows or refers to the time: a character looks at a watch, we see a clock on the wall, etc. The clips are culled from all eras of film, and from multiple genres. The achievement is, of course, amazing enough in its obsessive sourcing of material, but the astonishing thing is that the time displayed in each of the clips is the same time as it is in the actual world. I have to admit up front, I only watched about 40 minutes of The Clock. We would have stayed longer, but we were expected at dinner, and returned to Toronto the next day. I would happily have sat there for hours longer, though, it was so captivating. Occasionally (at least if you happened to be watching when I was, between 5:00 and 6:00 p.m.) it&#8217;s quite funny.</p>
<p>Part of the fascination is obvious: you can hardly believe what you&#8217;re seeing, you wonder how long it must have taken to create, or indeed how it was created. Also, although there&#8217;s no &#8216;story&#8217;, there is a kind of internal rhythm to it, and a playfulness in the way the clips &#8216;talk&#8217; to each other. For instance, we see a character look up, presumably towards a wall clock, and then we see a wall clock, but it&#8217;s a clock in a different scene. The way it plays with our own sense of time is fascinating. We&#8217;re all familiar with being at a movie and losing track of time, or being at a bad movie, where time seems to slow down. Here, in virtue of watching The Clock, we are &#8216;watching the clock&#8217; &#8211; we&#8217;re aware of what time it is in the non-movie world. And yet, amazingly, it&#8217;s so compelling that even still, we lose track of time.</p>
<p>What I&#8217;ve been puzzling over, though, is what it is about The Clock that feels so digital, because there is something very much of our time about it.</p>
<p>I started thinking about this because some time ago, I <a href="http://www.cbc.ca/spark/2011/12/spark-164-december-4-7-2011/" title="Marjorie Perloff on Spark" target="_blank">interviewed</a> the poetry critic and academic, Marjorie Perloff for my show, <a href="cbc.ca/spark" title="Spark" target="_blank">Spark</a>. She argues that in poetry at least, we can talk about something she calls &#8220;unoriginal genius&#8221;, meaning that we can claim as art the skillful re-using of other source material in poetry. In the full, unedited interview (not online) she raised The Clock in the context of this kind of repurposing and remixing, and specifically in the context of a digital, internet-enabled era. Her observation about The Clock is that this is how we experience time now, in this same sort of collage way. For example, she noted, we move through time zones, we click on news stories that take place on the other side of the world, many hours ahead of us. We access information pulled from multiple points in time. Fascinating observations.</p>
<p>There&#8217;s clearly a more pedestrian, or practical sense in which it&#8217;s a digital work. It&#8217;s hard to imagine how you would make it in an analog era. I assume that at least Marclay had access to online databases of scripts to search for mentions of clocks/time. Certainly editing it digitally would have been less crazy-making a task than in an earlier era. But I can&#8217;t help feeling there&#8217;s something uncanny about The Clock that feels very much a piece with who we are now. It feels like something outside of nature, as though the very order of the natural world (the unfolding of linear time) is being played with. It&#8217;s like he&#8217;s created an alternate, virtual reality, running alongside our everyday reality. It&#8217;s a feeling that you don&#8217;t get from simply watching a film which takes you out of your everyday experience of the world to another place. This parallel reality feels, as I say, uncanny. Charming, but also a bit creepy. I wonder if there isn&#8217;t something in this that at least <em>feels like</em> what it means to be digital.</p>
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		<title>Games People Play</title>
		<link>http://norayoung.ca/2011/10/games-people-play/</link>
		<comments>http://norayoung.ca/2011/10/games-people-play/#comments</comments>
		<pubDate>Thu, 13 Oct 2011 14:48:41 +0000</pubDate>
		<dc:creator>Nora</dc:creator>
				<category><![CDATA[art]]></category>
		<category><![CDATA[Feedback Loops]]></category>
		<category><![CDATA[game mechanics]]></category>
		<category><![CDATA[gamification]]></category>
		<category><![CDATA[goal achievement]]></category>

		<guid isPermaLink="false">http://norayoung.ca/?p=135</guid>
		<description><![CDATA[&#8220;Gamification&#8221; is a huge buzz term these days. It refers to the use of games and game mechanics to all sorts of tasks, including those we don&#8217;t normally think of as fun, such as chores or public policy outcomes. The popularity of video games shows us that people will engage in focused activity &#8211; even [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://norayoung.ca/wp-content/uploads/2011/10/IMG_0378.jpg"><img src="http://norayoung.ca/wp-content/uploads/2011/10/IMG_0378-300x107.jpg" alt="Image Referring to the Use of Games in Everyday Life" title="Slaying the Dragon" width="300" height="107" class="aligncenter size-medium wp-image-136" /></a><br />
&#8220;<a href="http://en.wikipedia.org/wiki/Gamification" title="definition of gamification">Gamification</a>&#8221; is a huge buzz term these days. It refers to the use of games and game mechanics to all sorts of tasks, including those we don&#8217;t normally think of as fun, such as <a href="http://www.chorewars.com/" title="chorewars.com">chores</a> or public policy outcomes. The popularity of video games shows us that people will engage in focused activity &#8211; even if it isn&#8217;t in itself &#8216;fun&#8217; &#8211; if it&#8217;s structured around principles such as challenge and reward, tension and release, levelling up, and effective feedback. It not only helps people achieve goals, but can also lead to deeper understanding, thanks to the immersive power of games.</p>
<p>Technology Review <a href="http://www.technologyreview.com/blog/mimssbits/27227/" title="TR on Spent">points</a> to an intriguing example of this immersive power in action with Spent, a game designed to show players what it&#8217;s like to live in poverty. Personally, I&#8217;ve experienced the emotional power of this sort of immersion in a game called <a href="http://www.necessarygames.com/my-games/loneliness" title="Loneliness">Loneliness</a>. It&#8217;s a simple, minimalist game that takes you through what it feels like to be socially isolated &#8211; shunned. It actually brought tears to my eyes. Its emotional power is especially intriguing because it&#8217;s so simple&#8230;abstract, even. It suggests that we don&#8217;t need sophisticated graphics or &#8216;realistic&#8217; games to tap into their immersive potential. These games have tremendous power to teach empathy. </p>
<p>Games are powerful tools. Gamification does leave me with some questions, though. Where is the line between making the most out of the human response to games on one hand, and manipulating people on the other? If we are in some sense hard wired to respond to games, does this mean that using games to &#8216;get&#8217; people to eat their veggies, say, amounts to a sort of denial of individual choice? Traditionally, art is the way that we develop and refine our sense of empathy. Literature and theatre can put us in someone else&#8217;s shoes. Is there something about the subtlety of other arts that we miss in the abstracted world of games? Finally, I know that whenever we talk about gamification to achieve goals like education on Spark, I hear from people who are disturbed by the idea, primarily in a moral sense. The objection is generally that life isn&#8217;t always fun, and kids ought to learn to accomplish goals for reasons other than the rewards of successful game play. So, what if we are able to make virtually any task game-like? After all, game designer, Jane McGonigal has even made <a href="http://blog.avantgame.com/2009/09/super-better-or-how-to-turn-recovery.html" title="Jane McGonigal's Super Better">recovering from a head injury</a> into a game. Is there something else that we are sacrificing in gamification, and what is that something? </p>
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		<title>Yes, That&#8217;s Right, It&#8217;s a New Post</title>
		<link>http://norayoung.ca/2010/07/yes-thats-right-its-a-new-post/</link>
		<comments>http://norayoung.ca/2010/07/yes-thats-right-its-a-new-post/#comments</comments>
		<pubDate>Tue, 20 Jul 2010 18:50:38 +0000</pubDate>
		<dc:creator>Nora</dc:creator>
				<category><![CDATA[art]]></category>
		<category><![CDATA[CBC]]></category>
		<category><![CDATA[data boom]]></category>
		<category><![CDATA[architecture]]></category>
		<category><![CDATA[Philip Beesley]]></category>

		<guid isPermaLink="false">http://norayoung.ca/?p=98</guid>
		<description><![CDATA[A while back, I visited experimental architect, Philip Beesley, in his studio in Toronto&#8217;s west end.  I went to talk to him about the enormous, beautiful, installation piece he&#8217;s taking to the Venice Biennale of Architecture, representing Canada.  It&#8217;s a remarkable work, called Hylozoic Ground.  You can see some images here.  Hylozoism was the concept [...]]]></description>
			<content:encoded><![CDATA[<p>A while back, I visited experimental architect, <a title="Philip Beesley website" href="http://www.philipbeesleyarchitect.com/" target="_blank">Philip Beesley</a>, in his studio in Toronto&#8217;s west end.  I went to talk to him about the enormous, beautiful, installation piece he&#8217;s taking to the Venice Biennale of Architecture, representing Canada.  It&#8217;s a remarkable work, called Hylozoic Ground.  You can see some images <a title="hylozoicground.com" href="http://www.hylozoicground.com/" target="_blank">here</a>.  <a title="wikipedia entry" href="http://en.wikipedia.org/wiki/Hylozoism" target="_blank">Hylozoism</a> was the concept that everything contained some sort of life force, and this is reflected in Philip&#8217;s work metaphorically.  He&#8217;s working in the area of &#8216;responsive architecture,&#8217; where structures can change or move in response to external, environmental conditions, or in response to the way the people within the space are using it.</p>
<p>What I love about Philip&#8217;s work is the way he&#8217;s breaking down the hard line between the built and the natural environment, creating spaces that are permeable, changeable, and, well, responsive.  As we humans start to generate more data about where we are, and how we are using the space around us (for example, with our GPS-enabled phones, we &#8216;check in&#8217; at locations) will we be able to provide buildings with more information about us, and how we want to use the space?  You can imagine a future in which architecture, the environment, and us, are all in a loop of information and response to that information.</p>
<p>Anyhoo, if you&#8217;re curious about Beesley&#8217;s thoughts, my interview with him on Spark is <a title="Beesley on Spark" href="http://www.cbc.ca/spark/2010/06/spark-116-june-6-8-2010/" target="_blank">here</a></p>
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		<title>Everyone Loves a Zombie</title>
		<link>http://norayoung.ca/2009/01/everyone-loves-a-zombie/</link>
		<comments>http://norayoung.ca/2009/01/everyone-loves-a-zombie/#comments</comments>
		<pubDate>Thu, 29 Jan 2009 16:37:00 +0000</pubDate>
		<dc:creator>Nora</dc:creator>
				<category><![CDATA[art]]></category>
		<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[hacks]]></category>
		<category><![CDATA[zombies]]></category>

		<guid isPermaLink="false">http://norayoung.ca/?p=78</guid>
		<description><![CDATA[Fox News (yes, I know) is reporting that a digital road sign in Austin, Texas was hacked recently. The impish hackers changed the sign to read “Zombies Ahead”. Heh, zombies. Foxnews.com says that: “According to the blog i-hacked.com, some commercial road signs, including those manufactured by IMAGO&#8217;s ADDCO division, can be easily altered because their [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.foxnews.com/story/0,2933,484326,00.html">Fox News</a> (yes, I know) is reporting that a digital road sign in Austin, Texas was hacked recently.  The impish hackers changed the sign to read “Zombies Ahead”.  Heh, zombies.</p>
<p>Foxnews.com says that:</p>
<p>“According to the blog i-hacked.com, some commercial road signs, including     those manufactured by IMAGO&#8217;s ADDCO division, can be easily altered because their instrument panels are frequently left unlocked and their default passwords are not changed.”</p>
<p>The speculation is that it was the work of university students, which is the digital equivalent of drunkenly stealing a street sign for the dorm room.</p>
<p>In addition to reminding me to watch <a href="http://www.imdb.com/title/tt0102250/"><span style="font-style: italic;">L.A. Story</span></a> and <a href="http://www.imdb.com/title/tt0418819/"><span style="font-style: italic;">Land of the Dead</span></a> again, it made me think about what happens when digital information is more widely dispersed among our real, physical environment.  Will it take the ‘true-for-now’ tendency of the web out into the wild?</p>
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		<title>Advertising Turf Wars</title>
		<link>http://norayoung.ca/2008/03/advertising-turf-wars/</link>
		<comments>http://norayoung.ca/2008/03/advertising-turf-wars/#comments</comments>
		<pubDate>Wed, 26 Mar 2008 18:29:00 +0000</pubDate>
		<dc:creator>Nora</dc:creator>
				<category><![CDATA[art]]></category>
		<category><![CDATA[hacks]]></category>

		<guid isPermaLink="false">http://norayoung.ca/?p=62</guid>
		<description><![CDATA[Amidst all the increasingly invasive, extreme, (or, on a lighter note, interactive) advertising out there, here&#8217;s an intriguing little border war. Textually reports that a teenaged graffiti artist named Skullphone hacked into a bunch of digital billboards in Southern California, replacing the ads with his logo of a, er, skullphone. Probably most arresting less because [...]]]></description>
			<content:encoded><![CDATA[<p>Amidst all the increasingly invasive, extreme, (or, on a lighter note, interactive) advertising out there, here&#8217;s an intriguing little border war.  <a href="http://www.textually.org/textually/archives/2008/03/019501.htm">Textually</a> reports that a teenaged graffiti artist named Skullphone hacked into a bunch of digital billboards in Southern California, replacing the ads with his logo of a, er, skullphone.  Probably most arresting less because of the hack and more because of the visual style of the skull holding a cell phone. (via <a href="http://www.blogrunner.com">Blogrunner</a>)</p>
<p>Speaking of which, what&#8217;s the deal with all the skull imagery these days?  Tattoo-style skulls on clothing (like my shoes), Damien Hirst&#8217;s diamond encrusted skull.  A sign of our Thanatos-driven times, I guess.</p>
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