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Using the Education Kit - Casula Powerhouse

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<strong>Education</strong> <strong>Kit</strong>


<strong>Using</strong> <strong>the</strong> <strong>Education</strong> <strong>Kit</strong><br />

This <strong>Education</strong> <strong>Kit</strong> investigates and develops an understanding<br />

of <strong>the</strong> <strong>the</strong>mes and concepts within Cyber Cultures:<br />

Sustained Release. Students will focus on <strong>the</strong> significance of<br />

each artist involved as well as investigate <strong>the</strong> complexities that<br />

surround <strong>the</strong> development and utilisation of new media art.<br />

The <strong>Education</strong> <strong>Kit</strong> is designed to be used in conjunction with<br />

<strong>the</strong> Cyber Cultures: Sustained Release catalogues. The<br />

images and information in <strong>the</strong> catalogues can be extracted and<br />

used with <strong>the</strong> o<strong>the</strong>r <strong>Education</strong> <strong>Kit</strong> materials and activities.<br />

The Cyber Cultures: Sustained Release website is an<br />

integral part of <strong>the</strong> <strong>Education</strong> <strong>Kit</strong>. The website includes<br />

information about <strong>the</strong> artists and <strong>the</strong>ir work as well as<br />

catalogue essays and links to many of <strong>the</strong> artists’ websites. The<br />

archive section of <strong>the</strong> website also links to earlier Cyber<br />

Cultures exhibitions and catalogue essays.<br />

www.casulapowerhouse.com/cybercultures


Introduction<br />

Cyber Cultures: Sustained Release includes four <strong>the</strong>med<br />

exhibition capsules: Infectious Agents, Posthuman Bodies, New Life<br />

and Animation Playground, featuring <strong>the</strong> work of artists who are<br />

at <strong>the</strong> leading edge of innovative developments in digital new<br />

media practice.<br />

Cyber Cultures: Sustained Release allows <strong>the</strong> viewer (or<br />

user) <strong>the</strong> opportunity to explore a range of <strong>the</strong>mes and ideas<br />

including: identity, culture, au<strong>the</strong>nticity and artistic production.<br />

The exhibitions deal with <strong>the</strong>mes of contemporary identity and<br />

experience from popular culture, games and <strong>the</strong> Internet, to<br />

genetic engineering, explorations of posthuman identity and<br />

artificial life.<br />

Cyber Cultures: Sustained Release traces <strong>the</strong> relationship<br />

between art, technology and culture and illustrates how visual<br />

conventions and modes of representation are reworked and<br />

modified within new media art practices. Virtual reality,<br />

cyberspace, multimedia and interactivity are some of <strong>the</strong> new<br />

terms that are added into <strong>the</strong> lexicon of art making and<br />

perception. The exhibition offers a portal into <strong>the</strong> emerging<br />

expressive form known as new media art.<br />

“We are entering a world where <strong>the</strong>re won’t be one but<br />

two realities: <strong>the</strong> actual and <strong>the</strong> virtual.”<br />

Paul Virilio<br />

Image detail: Posthuman Bodies, Jane<br />

Prophet, Internal Organs of a Cyborg,<br />

Installation view @ <strong>Casula</strong> <strong>Powerhouse</strong><br />

Arts Centre, 2000.


In <strong>the</strong> preceding quotation, Virilio, a cultural <strong>the</strong>orist, identifies<br />

<strong>the</strong> shift in perception that has occurred with <strong>the</strong> advent of<br />

virtual reality and digital technology. Cyber Cultures:<br />

Sustained Release alerts <strong>the</strong> audience to <strong>the</strong> dynamic shifts<br />

within Visual Arts and explores <strong>the</strong> ways in which computer<br />

technology has shaped and forged new stylistic innovations and<br />

<strong>the</strong>matic concerns.<br />

The term ‘cyber’ in it’s current usage alludes to <strong>the</strong><br />

phenomenon of experience within a virtual world. Cyberspace<br />

is a place where ‘reality and life’ are reproduced and reinvented.<br />

Cyber Cultures: Sustained Release explores <strong>the</strong> current<br />

manifestation of society’s use of technology as a system of<br />

knowledge which impacts on <strong>the</strong> physical and virtual realms.<br />

Technology suggests <strong>the</strong> development of systems employing<br />

means and methods that include personal, psychological,<br />

technological, spiritual, social, cultural and biological<br />

investigations. New technologies have become a part of our<br />

everyday existence. Through video, photographs, telephones,<br />

television and <strong>the</strong> Internet, we have become part of a global<br />

village.<br />

The artists and works in Cyber Cultures: Sustained Release<br />

take new media technologies beyond <strong>the</strong> realm of everyday<br />

experience whilst at <strong>the</strong> same time examining that experience<br />

more closely. Computer based games and entertainment play a<br />

large role in our recreational activities, especially for young<br />

people, through entire arcades devoted to experiences from onscreen<br />

games to virtual environments. The artists use or<br />

appropriate forms we are familiar with from popular culture such<br />

as games, cartoons, <strong>the</strong> World Wide Web, digital images and<br />

special effects such as those we see in films, television and<br />

advertising. By taking <strong>the</strong> technology out of <strong>the</strong> arcade, <strong>the</strong><br />

home and <strong>the</strong> work place and situating it in an art gallery, Cyber<br />

Cultures: Sustained Release changes our relationship with<br />

<strong>the</strong> technology and <strong>the</strong> questions we ask of it. Implied in this is<br />

<strong>the</strong> notion of parody, where artists copy o<strong>the</strong>r forms in order to<br />

examine <strong>the</strong>m and <strong>the</strong>ir effects on us more closely.<br />

Image detail: Infectious Agents, Linda<br />

Dement, In my Gash, 1999.


Throughout history, artists have utilised <strong>the</strong> developing<br />

technologies of <strong>the</strong>ir time. Photography can be used as a<br />

comparative example. At <strong>the</strong> outset, photography was viewed<br />

as a purely documentary form ra<strong>the</strong>r than as a potential art<br />

form. Now, more than one hundred years after its invention,<br />

and with cameras in most homes in <strong>the</strong> Western world, we are<br />

easily able to acknowledge <strong>the</strong> creative possibilities and realities<br />

of photography. A similar process has happened with film and<br />

video, and this is also <strong>the</strong> likely route to <strong>the</strong> acceptance of new<br />

media technologies: as <strong>the</strong>y fill our homes, work places and<br />

entertainment venues, so does <strong>the</strong>ir creative potential become<br />

more obvious and utilised.<br />

The more mediated <strong>the</strong> creative process (i.e. <strong>the</strong> more an artist<br />

uses machines and technology to make an artwork) <strong>the</strong> more<br />

<strong>the</strong> au<strong>the</strong>nticity and originality of <strong>the</strong> artwork is questioned.<br />

Never<strong>the</strong>less, as artists and audiences become more familiar<br />

with new media technologies in everyday life, <strong>the</strong> more<br />

acceptable <strong>the</strong>y become as potential art forms.<br />

Questions about au<strong>the</strong>nticity also arise regarding new media art<br />

which are not shared by more traditional mediums. New media<br />

technologies provide artists with <strong>the</strong> ability to make works that<br />

are both infinitely reproducible and can be modified so that<br />

different versions can be exhibited at different stages of<br />

development. The interactive nature of new media art also<br />

means that audiences can experience different versions of <strong>the</strong><br />

work depending on which pathways <strong>the</strong>y explore in <strong>the</strong><br />

interaction. All <strong>the</strong>se factors bring into question traditional<br />

artistic notions of <strong>the</strong> ‘original’ and <strong>the</strong> ‘au<strong>the</strong>ntic’.<br />

The role of <strong>the</strong> audience also takes on a special importance in<br />

interactive new media art. The audience member is<br />

transformed from viewer to participant and <strong>the</strong>ir interaction is<br />

an integral component in <strong>the</strong> structure and experience of <strong>the</strong><br />

work.<br />

While new media art is still a relatively new art form, it is set<br />

to play a key role in cultural production in <strong>the</strong> new century<br />

introducing new modes ofartistic expression and new forms of<br />

representation. Cyber Cultures: Sustained Release<br />

invites teachers and students to explore <strong>the</strong> work of some of<br />

<strong>the</strong> leading artists in this field and to assess <strong>the</strong> contibution of<br />

this new art form to Visual Arts practice.<br />

Image detail, Posthuman Bodies,<br />

Gary Zebington, Bodyssey, 2000.


General Exhibition Activities for<br />

Cyber Cultures: Sustained Release<br />

K-6<br />

1. Look at <strong>the</strong> design logo produced<br />

by Martine Corompt. Design<br />

your own logo for Cyber<br />

Cultures: Sustained Release.<br />

2. What do new technologies share<br />

with o<strong>the</strong>r media? Consider<br />

printmaking, film and<br />

photography.<br />

3. Most of <strong>the</strong> artworks in <strong>the</strong><br />

exhibition rely on interactivity<br />

with <strong>the</strong> audience, that is to say<br />

that <strong>the</strong> artwork must be<br />

touched and handled by <strong>the</strong><br />

audience. Design your own<br />

interactive artwork and explain<br />

with <strong>the</strong> aid of diagrams what<br />

your artwork does. You must<br />

include a title for your artwork.<br />

4. Select one of <strong>the</strong> artworks and<br />

give <strong>the</strong> work a new title, which<br />

you think is more appropriate.<br />

Explain why you gave it this title.<br />

5. In groups of 2 to 4, select one of<br />

<strong>the</strong> artworks and write a review<br />

of it. In your review you must<br />

write at least one sentence that:<br />

• Describes what <strong>the</strong> artwork is<br />

and how it appears.<br />

• Explains what <strong>the</strong> artwork is<br />

about.<br />

• Evaluates <strong>the</strong> artwork in terms<br />

of whe<strong>the</strong>r you think it is<br />

successful as an artwork.<br />

6. Select <strong>the</strong> artwork you think is<br />

<strong>the</strong> most exciting and list 20<br />

words that best describes <strong>the</strong><br />

work. Use <strong>the</strong>se words in<br />

sentences to construct an<br />

appraisal of <strong>the</strong> artwork.


7-10<br />

1. Most of <strong>the</strong> artworks in Cyber<br />

Cultures: Sustained Release<br />

construct installations. What is<br />

an installation? As a group<br />

exercise construct your own<br />

installation in some part of <strong>the</strong><br />

school.<br />

2. Design a poster for <strong>the</strong> Cyber<br />

Cultures: Sustained Release<br />

exhibition. This could be mixed<br />

media, drawing, or it could be<br />

done on <strong>the</strong> computer after <strong>the</strong><br />

exhibition. The important thing<br />

is that it refers to <strong>the</strong> exhibition<br />

and suggests an exciting and<br />

futuristic show.<br />

3. Create your own interactive<br />

artwork on <strong>the</strong> Intranet at<br />

school or <strong>the</strong> Internet at home.<br />

Consider aspects such as: <strong>the</strong><br />

audience, <strong>the</strong>me, <strong>the</strong><br />

development of a style or look<br />

to <strong>the</strong> artwork, and its overall<br />

presentation. If you haven’t<br />

access to a computer, draw up a<br />

‘story board’ that shows<br />

individual web pages and <strong>the</strong><br />

way <strong>the</strong>se pages are linked.<br />

4. Some artists’ work in <strong>the</strong><br />

exhibition deals with important<br />

social issues. Select such an<br />

artwork and tell us what issue<br />

you think <strong>the</strong> artist is dealing<br />

with and evaluate <strong>the</strong> success of<br />

<strong>the</strong> artist’s work in terms of <strong>the</strong><br />

issues being addressed.<br />

5. In your own words describe what<br />

<strong>the</strong> word ‘cyberculture’ means.<br />

6. Divide <strong>the</strong> class into two groups<br />

and develop a debate on <strong>the</strong><br />

following topic:<br />

“Painting and photography<br />

are dead. Only ‘computers’<br />

can make new art.”<br />

7. Select one artwork and write a<br />

critical review. In your review<br />

you must:<br />

• Analyse <strong>the</strong> artwork in terms<br />

of what it does and how it is<br />

similar to or different from<br />

o<strong>the</strong>r artworks you have<br />

studied.<br />

• Interpret <strong>the</strong> meaning of <strong>the</strong><br />

work. Discuss how <strong>the</strong><br />

artworks can have different<br />

meanings for different people.<br />

• Judge whe<strong>the</strong>r you think <strong>the</strong><br />

artwork is effective and has<br />

captured your interest.<br />

11-12<br />

1. Digital art provides for new<br />

possibilities within visual arts.<br />

The artwork can be interactive,<br />

continually changing in<br />

appearance, and non-linear in<br />

presentation. Examine one or<br />

all of <strong>the</strong> artworks and consider<br />

<strong>the</strong> following:<br />

• Method of construction<br />

(program, software and<br />

hardware)<br />

• Mode of presentation<br />

(is it private or public?)<br />

• Visual conventions<br />

(is it static, dynamic and/or<br />

interactive?)<br />

2. Research artists such as Marcel<br />

Duchamp, Nam Jun Paik, Jeff<br />

Koons, Barbara Kruger and<br />

Jenny Holzer. How is, or were,<br />

<strong>the</strong> technologies used by <strong>the</strong>se<br />

artists accepted and judged?


3. Art is always in a state of<br />

constant evolution; technology,<br />

beliefs and ideology shape <strong>the</strong><br />

way that artists think and<br />

determine what media are used<br />

and how <strong>the</strong> image/object may<br />

appear. Art, like fashion,<br />

changes with <strong>the</strong> times. What<br />

do you think digital art in <strong>the</strong><br />

21 st century will offer to <strong>the</strong><br />

audience? How will this differ<br />

to what is offered in painting,<br />

photography, sculpture,<br />

drawing and architecture.<br />

5. Two essential criteria in assessing<br />

artworks are:<br />

• Technical proficiency, which<br />

refers to way <strong>the</strong> artwork has<br />

been constructed and <strong>the</strong><br />

appropriateness of <strong>the</strong><br />

materials used to convey<br />

meaning to <strong>the</strong> audience.<br />

• Conceptual strength and<br />

meaning, this relates to <strong>the</strong><br />

clarity of meaning and <strong>the</strong><br />

development of ideas<br />

communicated by <strong>the</strong> artwork.<br />

Select one artwork and<br />

investigate its technical<br />

proficiency and conceptual<br />

strength and meaning. Make a<br />

list of <strong>the</strong> artwork’s<br />

characteristics in <strong>the</strong> table<br />

below.<br />

4. Cyber Cultures: Sustained<br />

Release demonstrates <strong>the</strong><br />

constant process of<br />

technological evolution and<br />

stylistic renovation within visual<br />

arts. Discuss <strong>the</strong> impact of<br />

digital technology and<br />

postmodern <strong>the</strong>ories on<br />

contemporary art practice. Use<br />

artists from <strong>the</strong> exhibition to<br />

support your ideas.<br />

Name of Artwork: ______________________________________<br />

Technical proficiency<br />

Conceptual Strength and<br />

Meaning


Acknowledgements<br />

Curator - Kathy Cleland<br />

<strong>Education</strong> Consultant - Craig Malyon<br />

Editors - Kathy Cleland, Lisa Havilah & Sarah Vyden<br />

<strong>Education</strong> Manager - Sarah Vyden<br />

Graphic Design - Milk Bar Studios<br />

Published by <strong>the</strong> <strong>Casula</strong> <strong>Powerhouse</strong> Arts Centre<br />

ISBN 1 876418 17 6<br />

© 2001 Authors, Artists & <strong>Casula</strong> <strong>Powerhouse</strong> Arts Centre.<br />

No material whe<strong>the</strong>r written or photographic, may be<br />

reproduced without <strong>the</strong> permission of <strong>the</strong> artists,<br />

authors and <strong>Casula</strong> <strong>Powerhouse</strong> Arts Centre.<br />

To place catalogue and education kit orders please<br />

contact <strong>Casula</strong> <strong>Powerhouse</strong> Arts Centre.<br />

<strong>Casula</strong> <strong>Powerhouse</strong> Arts Centre<br />

PO Box 190<br />

<strong>Casula</strong>, NSW, Australia 2170<br />

Tel. 61 2 9824 1121 Fax. 61 2 9821 4273<br />

Email: admin@casulapowerhouse.com<br />

www.casulapowerhouse.com/cybercultures<br />

Cyber Cultures: Sustained Release is developed<br />

Image detail: Posthuman Bodies, Jane Prophet, Internal Organs of a<br />

Cyborg, Installation view @ <strong>Casula</strong> <strong>Powerhouse</strong> Arts Centre, 2000.<br />

and toured by <strong>Casula</strong> <strong>Powerhouse</strong> Arts Centre.<br />

The tour of this exhibition is made possible by<br />

AUSTRALIAN<br />

FILM<br />

COMMISSION

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