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..intro [MEIAC at ARCO 2001]
The "des-juego/de-game" project actually came
about in response to an invitation extended to the Badajoz Museum by Antonio
Franco Domínguez, director of the Museo Extremeño e Iberoamericano
de Arte Contemporáneo (MEIAC), for it to take part in the 1991
Madrid Art Fair.
Continuing the work Ive done for the MEIAC in developing its Galeria
Virtual (the first digital art program created in an Iberian museum),
"des-juego/de-game" emerges as a strong investment in one of
the issues that is perhaps the most current one in digital art. In other
words, the relationship between art, computer technology and computer
games.
I invited
JODI, a team formed by Joan Heemskerk and Dirk Paesmans, to participate
in this initiative. Visiting them in Barcelona, we chatted about the current
artistic scene, discussing artists with interesting game projects. Later
we broached on the present state of their well-known production CTRL-SPACE
and the strategy needed to present it in Madrid. A darkened room, with
their backs to the audience, and 4 white iMacs DV linked by an Airport
network, enabling four spectators/players to try out 3 levels in deconstructing
Quake, the famous computer game. I am pretty sure it is going to be one
of the ARCO 2001s surprises. 
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Later
on I invited two other artists, Catalonias Joan Leandre and Mexicos
Fran Ilich, to come on board as well. What binds these artists, in the
MEIAC space planned for ARCO, is their relationship, simultaneously a
deconstructive and parodying one, with the world of computer games.
Joan Leandre (a.k.a. retroYou) grabs hold of digital material to deconstruct
motor-racing simulators, producing psychedelic transformations in the
digital worlds designed by the creators of the original platforms. As
she herself says:
"[retroyou r/c Paradise] y [retroyou r/c Me]
stem from modifications carried out by the serial project of [estímulos
retroYou].
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These belong to the [Entretenimiento Paraiso] module and are actually
modified prototypes of different technological platforms for entertainment
purposes.
[Retroyou r/c Paradise] is the reflection of a Saturday at some
radio-controlled car races. The atmosphere is good and everything appears
to be normal: where are the modified coordinates to be found and what
happened in the folder the previous day [retroRC]? Perhaps the tutorial
[retroYou r/C Me] provides us with some answers and raises some new questions,
for example: how to drive our vehicle_stop so we can tackle the dark horizon{?},
at what point does the modification become a backward process{?} and also
what are the best strategies for designing future prototypes{?}. -.::::"
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If, however,
the two previous projects may appear to be somewhat formalistic when viewed
at a glance or by someone less versed in the peculiarities of the digital
universe (with some naive protagonists even confusing them with Nam June
Paiks analogical era "video scratch"), the Fran Ilich
project, on the contrary, looks distinctly like a neo-dadaistic agit-prop
piece of work put out unexpectedly by an American cartoon studio. It puts
me in mind of Road Runner, created by Chuck Jones in 1948... Despite the
humor that characterizes it, this work conveys a more complex program
of art and politics, geared according to hacking rules: observation, study,
and non-destructive understanding... of the invisible worlds of illegal
immigration. As, incidentally, Luis Humberto Rosales and Fran Ilich have
written on the subject:
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"In
1997 in Europe, during an event called "documenta X", the idea
was born of creating a festival consisting of an encampment where artists
could demonstrate their discontent about the way in which "illegal"
immigrants are treated on the German/Polish border. This encampment called
"kein mensch ist illegal" (no human being is illegal), was put
in place in 1998. Despite various attempts by the police to cancel and
sabotage the event, cyber culture personalities, artists, musicians, human-rights
activists, and sympathizers managed to organize marches, speeches, concerts,
and workshops.
Three years have elapsed since "documenta X" and
"kein mensch ist illegal" were first organized. Since then they
have developed enormously. They now exist in more than one place. Encampments
have since been set up on various EU borders with the old communist bloc,
where immigrants are subjected to a lot of abuse and mistreatment. A third
encampment is to be organized this year, but with a difference. This time
"kein mensch ist illegal" will be on the US border, in the city
of Tijuana Mx to be exact. It is actually considered by many as the most
"physical and intensive" border.
Organized by Laboratorios Cinemátik, a media-mix
group, promoting cyber culture and electronic music, "kein mensch
ist illegal" will be known as "Borderhack!". The intention
being to hack down the border, besides performing reverse engineering,
to understand its structure and find out how it works." 
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My interest
in the Web and in the so-called "media art", "new media"
and "net art" began way back in 1994, when, somewhat fed up
with post-conceptual circumvolutions and with various allergies to the
cynicism that clothes the implosion process of pre-digital avant-garders
like a toxic cape, I decided to look into the world of computerization,
the world of new technologies, and new themes that, rapidly, draw the
curiosity of the most refined intellectual: computer games, Manga, Internet,
Virtual Reality, omnipresent computing, interactivity, genetic engineering,
images of violence, super-eroticism and immortality.
It was a year in which I embarked on a learning curve called Aula do Risco,
born of which I began digging into the practicality of developing strategies
to make creative use of the new technologies. Out of that resolution,
the following ideas and projects were born: Museu Virtual (1995) and Parque
Museu Virtual (presented and sponsored by MEIAC); S3A (a virtual sea world
inhabited by two intelligent agents {dolphins} presented at EXPO '98);
Quadrum New Media (an experimental extension of the historic and avant-garde
Galeria Quadrum, inaugurated in Lisbon on November 23, 1973); MEIACs
Galeria Virtual (2000); art & technology conferences, etc. 
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The des-juego/de-game
project grew out of the enthusiasm that the JODI team, in the wake of
my inviting them to the first Badajoz Art & Technology Seminar (2000),
aroused in me. I then set off on a solid artistic route, traveling the
ubiquitous worlds of computing. Artistic creativity and esthetic acts
of virtuosity had been at the service of computing for some time. Right
from the onset in fact. Evident in the imagination and design of the user-friendly
interfaces all of us use today to handle complex operating systems and
software applications. And, even in the extraordinary effort of computational
creativity and intelligence put into the mind-boggling advances made in
modulation and 3D animation or in the creation of computer games. What
was missing, however, before the appearance of the JODI, Tobias Bernstrup
and Palle Torsson, Eddo Stern, Joan Leandre and Fran Ilich, or of online
projects at opensorcery.net/ and summonstosurrender.com/ sites, was an
actual awareness of techno-art anchored in the historic heritage and criticism
of contemporary art itself. That analytical art that, little by little,
was transformed into a veritable meta-art: quintessential critic and humorist
of the Wests cultural self-awareness (acquired through a long, subjective
and intellectually sophisticated process). 
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Long gone
the time when technology was a kind of refuge for bad artists! Thanks
to the pioneering work of institutions such as Cal Arts, the School of
Visual Arts, ZKM, and the Walker Art Center, among others, contemporary
art finally start to undergo a new and deep transformation. Regurgitating
styles and past decades in an inevitable spiral of revivalist degradation,
it managed to pave the way for todays art...
But if all that appears to be logical and even inevitable, that's not
to say that some institutional resistance remains with regard to fully
accepting the incorporation of the new media into the so-called territory
of contemporary art. An invisible fractal still separates the museums,
art galleries, critics, and artists of the 20th century from the museums,
art galleries, critics and artists of the 21st century. This fractal goes
by various names: Web, Net, media art, cyber art, new media. We simply
call it the fractal of art and technology.
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The des-juego/de-game
project and site that, in the wake of ARCO, will continue on its reconnoitering
travels with a well-defined creative mission, is aimed at all those artists
infected by the virus of digitalization, networking, and the fractal multiplication
of possible worlds. Were launching another spaceship into the digital
galaxy. May the Force be with us!
António Cerveira Pinto
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