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Jason Nelson is a digital and hypermedia poet and artist. If you’re not acquainted with digital work, you likely have questions regarding what it is. If you are acquainted with digital work – well, you still have questions.

Obviously, there are distinct differences between art made with technology and art made with paint. For one, as Jason points out, “With an art gallery, you get to see nice smelling people experience your work. With net artwork, you sit in your underwear, drinking dark tea in a jar and eating fish sticks, while watching thousands stream into your site by pressing refresh on your statistics page.” However, there are distinct similarities, too – ones that bind the world of code to the world we live in as discernibly as Facebook or Flickr.

Like traditional art, the secret to the digital art experience lies in the telling, in the understanding, and in the experience. But for Jason, a US-born Aussie who is known for building award-winning games that weave coding into poetry (and vice versa), the secret to the digital art experience takes on one more facet: the playing.

On with the show:

Joshspear.com: You’re described as, among other things, a digital and hypermedia poet. What exactly does that entail?

Jason Nelson: Excuse me if I break into preachy mode, but this whole nomenclature, the weaving of words to categorize and label is both necessary and treacherous. If left alone in a field, with a long extension cord and a waterproof laptop, I’d just say I try to link the back of my brain to what happens on the screen. And yet, we need nametags for others to say hello. So, I’m called a digital poet. As a digital poet I play with texts, with language. And by language I mean more than just words. All symbols, sounds, movements, images and interactivity are forms of communication and thus possible Lincoln Logs for a poet with a Peter Pan complex.

So I write with code and software, capture devices (cages and cameras) cobbling together all these multimedia gizmos into a poem of sorts. Does that make any crap hell damn sense?

JS: It does make crap hell damn sense, absolutely. What’s harder for me – and probably a lot of people – to comprehend is the connection between code and creativity. A lot of people view coding as cold, almost like math, so using it with the intent of creating something deeply artistic is interesting to fathom.

Jason Nelson: It is strange trying to satisfy, engage and otherwise stimulate both sides of your brain – the logical and emotional, the analytical and creative – when I create these net artworks. I, and indeed most others working creatively with complex software and code, see myself as a digital Dr. Frankenstein. I take bits and pieces of code and software tricks, I gather them like human parts, boxes of hands, shelves of eyeballs and hearts, and then attempt to cobble them together.

When you are entirely self-taught, and rarely collaborate, you spend heaps of time scouring the net or code answers and possibilities. So what you would see if you cracked open my works is a mess of loosely tethered actionscript, sometimes in various different languages and versions of flash.

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JS: Oil paint is pretty much the same beast today as it was in the Renaissance. Technology, on the other hand, progresses pretty quickly. What has it been like to work within a medium that’s always on the move?

JN: As a digital artist, dealing with the ever changing world of technology is both exciting and terrifying. All contemporary art is to some extent driven by changes in materials, in gizmos, in software and possibilities. So when a new Flash version comes around, or a cool new devices become popular there is a rush of new ideas, new possibilities. The danger with that (and with much of new media) is that new techniques don’t make for good art, interesting expression, digital poetry. Many artists are so consumed with clean design and good code and fancy new tricks that they forget to create interesting art. There is also the problem or learning to work in new platforms and software. It’s like going back to school ever few years to learn and relearn and unlearn. I find the best solution is to play leap-frog, to get behind the curve, and then suddenly jump ahead, ignoring all the steps in between.

JS: Tell us about one of the digital poems you’ve created – what was your inspiration behind it, and what question does it explore (assuming it in fact explores one)?

JN: I’m always shocked that somehow I’ve kinked together over 30 digital critters for the net. Some are embarrassingly average, poor crafted from the easiest of software tricks. And others still surprise me with their originality and ability to force out thought and surprise, harsh and glowing reactions from the readers/players. There are a few creations that have captured a few million eyes/fingers, gone viral around the net, into hard drives and forums and a weirdly wide range of sites. The first of those was a work called “game, game, game and again game” and its sequel, “I made this. you play this. we are enemies.” They’re digital poems, platform games, hand drawn madness hybrids, supposedly unlike anything before them and often cited as an example of an indie art game. I built/birthed that game at an outdoor coffee shop, surrounded by late night party kids a few minutes walk from the beach in the Gold Coast of Australia. It’s a chaotic place with snippets of drunken conversation, strange and sudden sea breeze driven storms and the constant restless clash of tourists and locals.

I suppose they were inspired by two interests: wanting to use a commonly known and immersive interface (i.e.; the Mario style game engine) and my fascination with finding sketches and seemingly random notes in library books. We all have our own ways of marking up the world around us, these private conversations between a pencil, paper and whatever the heck is roaming in our imaginations. So the games use these two elements to explore various types of religion or belief structures, from “faith” to “real estate” to “pharmaceuticals,” etc.

JS: To be described as “avant-garde” is a double edged sword. On one hand, people don’t always fully understand what you’re doing, which rightly creates some mystery and intrigue. On the other hand – people don’t always fully understand what you’re doing. How important do you consider the role of comprehension in art as a whole?

JN: Art and comprehension? Hmm… do you remember your art/literature classes in primary and high school? We are taught from that early age to see art with a nearly scientific filter. To break it apart and puzzle out its meanings and arty equations. My guess is that for many that forced analysis has sucked out the joy and mystery and mental play interesting artworks should inspire. Is there a meaning, a specific goal in mind when I create something? Of course there is. But I would rather readers/players explore/play/get lost in the world of my creations, to see these odd net artworks as tense and thin lines of imagination held loosely by ideas. To play.

Or – ok – how about this: I’ve had a few thousand emails grace my inbox, with a large number of those saying that they loved the artwork, but they weren’t sure why. And even those that hate it, hate it because it breaks their brain away from easy to digest parameters. There is this breakfast cereal I enjoy for lunch here in Australia. It’s filled with all this crazy crap, as if the remainders of a dozen other food products were poured into the box. I enjoy it, for reasons that are vague and conflicting. And that makes me happy.

JS: You’ve gotten some cool awards – like the 2009 Webby for Weird! Was that award for a specific game or piece?

JN: Not to be a tall poppy (an Australian phrase referring to the dangers of ego strutting) 2009 was a good year with four international awards and loads of critical niceness. And, yes I won a webby as well for my art portal (and all its many artworks) secrettechnology.com, and yes in the weird category. Although honestly, I’ve never felt my work was all that weird. But then I suppose it’s always those creations that seem so normal to the creator that appear most weird to everyone else.

It’s always a rush to see people write about your work or win an award, but with the net it’s a candy bar high. A quick burst followed by a slightly sick and sleepy feeling. With an art gallery, you get to see nice smelling people experience your work, have these fancy drunken wine and cheese shindigs, and be caressed by curators and critics. With net artwork, you sit in your underwear, drinking dark tea in a jar and eating fish sticks, while watching thousands stream into your site by pressing refresh on your statistics page. In the “art should transform culture” net art scores high marks, but for the creator/artist web audiences are a strangely abstract idea, as it’s more about the artwork than the artist.

JS: I love that comparison between gallery viewings and net viewings – you can certainly extend that odd experience of solitary interaction into all areas of the social web. It IS a very different experience though – do you ever hope to see your work in a gallery setting?

My work does end up in physical spaces, in galleries around the world. And on the rare occasion I can actually make the trip from this dry southern continent to Europe or the Americas or wherever else my work ends up, I’m always struck by the difference in people’s engagement. I wish I could embed a camera into my net-based creations and secretly watch people play while they drink chocolate milk and wear warm and fancy hats. But my server stats show that most or at least many play for ten or twenty minutes, sometimes for hours if they explore my other works. And yet in a gallery, the usually walk by or briefly play/move/read before moving on. Even immersive artworks, with cool physical interfaces don’t get more than a few minutes of attention. I love galleries and big public spaces by the way. I just think that in public people tend to want to watch, be a passive or group-centred audience. Rarely do we riot by ourselves.

Having said that, I do think we will eventually have more galleries that embrace this semi-solitary play. Imagine those lovely gaming rooms in Taiwan or Singapore, where a half a hundred computers hum away, heaps of kids huddled around playing, drinking cola spiked with cough syrup, chattering away at the scribbles and strange texts.

JS: The kind of person that really embraces your work – does that person seem to fit a certain archetype? Or do you experience all kinds?

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JN: Well, the first audience is usually the literary/digital poetry, literature/art community, academics or closely associated mostly. They immediately “get” my work and invite me to say odd things in auditoriums for students who come for extra marks. But once the artwork is released into the big broad net, the audiences are really diverse. I’ve had work talked about on car enthusiasts forums, get emails from soldiers serving in the middle east, gaming portals, art journals, major newspapers in Spain, Germany, Philippines, France – even had some webmaster for a bunch of p@rn websites including links to my work. So there doesn’t seem to any particular audience. And again the reactions are either love or hate it – not much in between.

JS: One form of language that your work has to do without – given its techie nature – is body language. That’s such a fascinating one – do you ever miss the possibility of creating something from that interaction?

JN: Yes, yes, yes. I think to some extent I’ve become addicted to the immediacy and large numbers of the net. And yet I do miss the outside world, the wind and the buildings and the crowds. So my goal over the next year is to create some works outside the webby web.

For example, I so very much want to create for phones, small scale and portable artworks for people riding the train to work. Or GPS fascinates me, linking places to digital artworks has loads of allure. I’ve also developed some ideas and code starts for an artwork that uses the digi-cam as an interface device. The barrier to creating these more physical artworks is the learning curve. I don’t know how to code for a phone or GPS device, so as an digital artist you either have to collaborate or spend immense amounts of time learning new technologies. Heck if I had my druthers…I’d make robots.

JS: Can you tell us about what your latest or future projects? What’s next for you?

JN: As for current works – the largest and most enticing is a new art game. The fourth in my virally successful series of art games has level designs built on historical letters and documents, including the diagram for NASA’s moon landing, an early, pre-super rich letter from Bill Gates, and pages from James Joyce, Dadist posters and a 1918 influenza letter. With strange stories and drawings and all manner of goodness.

Another curious creature is a news feed visualizer that turns the language of the news into a hand drawn cityscape, called Emotional Cities, as well as a range of other smaller digital poems I build to fend off malaise.

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My pals at Jawbone have done it again, but this time it’s not all hardware (although, as you can see they brought the future to us once again on the industrial design front). The biggest announcement is the new MyTALK feature, and it seems to be pretty bad-ass. It’s like an “App Store” for your headset. Easy access to 411, voice-to-SMS, and finally Jawbone talks back to you telling you when the battery is low, who is calling, and so on– all with pretty fun, realistic customizable voices. I actually think they might have unearthed a pretty significant new business opportunity here.

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Everyone needs a little vacation from their inbox and the day to day, right? I’ll be tweeting every now and then– if I have anything remotely interesting to share from the beach. Be back to you soon!

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Approximately 27,000,000 people are currently enslaved today. Call it human trafficking, call it forced labor, it’s slavery. More people working against their will right now than ever before in history. What are you willing to do to help stop it? More thoughts here.

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With films like Avatar demonstrating next-generation special effects, there is something so innately appealing and mesmerizing about using old (traditional) basic materials in new an innovative ways. Take this motion reel video which takes a simple concept we all remember from our childhood (flip books) and turns it into an unpredictable moving animation. The flips come fast from every direction and I get a headache even thinking of how many times the artist must have rehearsed the order to get such a fluid execution. The short video follows a parkour athlete as he moves through a cityscape and is paired nicely with an upbeat soundtrack. Check it out and I dare you to play it only once.

Marcus Troy via Hypebeast

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It’s cold in NYC. Like, really cold. This Hand Radiator iPhone App turns your iPhone into a hand warmer. This might be the smartest dumb thing I’ve ever seen. Or is it genius. I can’t decide.

The app puts your iPhone on overdrive, using 100% of its processing power. That, as you probably have noticed with some applications, makes the components to overheat, which in turn can warm up your hands

How bad is that for the battery life? Via Gizmodo

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Haven’t been this impressed with an identity in a long time. City of Melbourne totally nailed it– flexible, useful, fun to look at. Awesome. Via Level11

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Our friend Dan Funderburgh just released a great new print through The Working Proof– an online print gallery with a mission of promoting art and social responsibility at the same time (through dead sexy limited-edition prints and art pieces like this one).

The print above is called Optimist Club/Midwestern Can Snake and is available in an edition of 75 for $40– 15% of the gross proceeds of this print goes right to Transportation Alternatives.

andykaufmanAndy Kaufman was before my time but if what I read about this feud with Jerry Lawler and that “Man on the Moon” movie were any indication, this guy was a walking laugh factory. He blurred the line between the stage and his personal life and often times it was difficult to figure out if he was serious or if you were a victim of yet another one of his pranks. Perhaps one of his most controversial stunts involved challenging women in a comedy club to come on stage and wrestle him. He offered a $1,000 reward to any lady that could successfully pin him. He taunted the women with some pretty sexist, but admittedly hilarious, remarks. It’s clear if you understand Kaufman’s sense of humor that he was simply trying to entice them to join him.

Legions of women from across the country responded to the call, resulting in a barrage of hate mail (and love letters) from would-be contenders. Kaufman kept all of them and two of his colleagues Lynne Margulies and Bob Zmuda have compiled them into a book. “Dear Andy Kaufman, I Hate Your Guts!” is available Dec 1. From the preview I’ve seen, it does not matter if you were around when Kaufman was ruling the comedy circuit. You just need a brief intro into his wrestling stunt and then the pictures and letters do the rest to paint the picture of a legend.

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Loving this new track by two of my favorite musical artists Lykke Li and Thom Yorke of Radiohead fame.  Via Kanye West (or whoever is blogging on his behalf).

Related: My exclusive interview with Thom Yorke!

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Easily some of the most unsettling photographs I’ve seen in a very long time– but oddly important to spread around. Artist and photographer Chris Jordan always nails the point.

These photographs of albatross chicks were made just a few weeks ago on Midway Atoll, a tiny stretch of sand and coral near the middle of the North Pacific. The nesting babies are fed bellies-full of plastic by their parents, who soar out over the vast polluted ocean collecting what looks to them like food to bring back to their young. On this diet of human trash, every year tens of thousands of albatross chicks die on Midway from starvation, toxicity, and choking.
To document this phenomenon as faithfully as possible, not a single piece of plastic in any of these photographs was moved, placed, manipulated, arranged, or altered in any way. These images depict the actual stomach contents of baby birds in one of the world’s most remote marine sanctuaries, more than 2000 miles from the nearest continent.

This is sickening. Something needs to be done about dumping in the oceans. Via QBN

SteriPEN-Adv-on-case-cap-off-3143Unless you’ve been living in a cave, you should know that clean water is one of the major issues plaguing the world right now. You guys helped Josh donate a well via Charity Water and last month, I was in Central Mexico scouting locations for a filtration system for a local elementary school. On a smaller scale, clean water is just as important to an individual whether you are hiking or simply in a foreign land where the quality is questionable. Enter the SteriPEN Adventurer. The pocket-sized unit weighs only 3.6 oz with the batteries. It uses UV light technology to purify 16 oz of water in 48 seconds or a full liter in 90 seconds. It uses lithium CR123 batteries included which have a shelf life of 10 years and work in extreme cold conditions; this means you can truly toss this tool in your bag and forget about it until you need it. The Adventurer’s probe is protected by a quartz sleeve and provides insulation in cold water. For your convenience, the optical LED also serves as a flashlight for emergencies. The unit provides 8,000 UV treatments which will likely last a lifetime for
most people. The Adventurer works in containers with a minimum 1.7 inch
diameter and retails for $99.95.

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Great looking Acronym collection for the Fall and Winter. It reminds me of Burton’s Analog stuff. You can check out more coverage by Eugene Kan at Hypebeast.

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Twistedfork is the portfolio of designer/illustrator Dan Matutina from the Philippines. Talented fella! A few of my favorite images after the jump. Check him out.

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On my flight out to Hong Kong from New York earlier this week, I had the pleasure of trying out Cathay Pacific’s new business class seat for the first time (at my own expense). Spending 16 hours on a plane is never fun, but I have to say, it went by in an absolute flash this trip and it was all because of the seat.

I’ve written about all kinds of aircrafts, seats, classes and long-haul international flying options– and I’ve got to say these new fully-flat seats on the 777-300ER Cathay planes are some of the best I’ve ever experienced.

As background, it’s important to know the difference between “fully-flat” and “lie-flat” seats. There are plenty of airlines that will give you a lie-flat seat, but they angle it at the ground to fit more in the cabin. These slanted seats constantly feel like you’re sliding down them– and you’re always thinking you’re going to fall right off. Fully-flat seats are, well, completely flat. Horizontal to the ground and most like your bed at home (or, they certainly try to be).

Layout wise, the business class on Cathay Pacific is most like Virgin Atlantic’s Upper Class. The herringbone style lineup gives extra privacy when you recline it into a flat bed– and although it feels a little sardine-like at times, it feels good to have walls up on both sides of you while you sleep. Design wise, there’s not much to say. It isn’t much to look at (that’s not the point), but it’s soft and comfortable in all the right places and allowed more than enough room for me to stretch out fully with room to spare.

The entertainment system is also worth mentioning– as I think it’s the first setup I’ve ever seen which easily rivals (if not beats) Virgin America’s highly technical and impressive system in the USA. Entertainment was shown on a massive moveable HD wide screen. One gripe of most planes is immovable screens– but not here. A complimentary noise canceling headsets was also included. I was able to watch Star Trek in all it’s glory, create a good playlist for the trip, and choose from what seemed to be easily more than 100 on-demand movies and TV shows to make my selection.

For me, the true test of any airplane seat like this is simple. Did I sleep? Like a baby. 11 hours worth (with no pharmaceuticals). A highly recommended seat, and treat.





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