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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.

A great interview with one of my favorite artists Jose Parla during the Stages art opening in Paris.  Love him (and I’ve luckily got a few of his pieces).

JOSÉ PARLA – STAGES PORTRAITS BY LA MJC from La MJC on Vimeo. Hat tip to Hypebeast.

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Each year, designers and fans anxiously await the start of the Layer Tennis season. 2009 was no different, as Coudal Partners, a Chicago ad and design agency, kicked off a series of live online design events in which professionals trade designs back and forth in real-time, building on top of their opponent’s work. A third party offers commentary which is often whimsical as well as inspiring and unpredictable. The audience can comment during the actual match as well as vote for a winner afterward, all using Twitter. This current season started on February 3 and was held every Friday ending May 29. We are currently in the playoffs in which you can find our featured designer, Sam Potts facing off against Aaron Draplin this Friday, June 12.

In this second season (of its current incarnation), we wanted to get an idea of the impact Layer Tennis has on the participants and the design community at large. Could we find a pattern in the tools or techniques used? What sort of pressures do they face when the ball in in their court and the clock is ticking? Keep reading for the interview…

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I just came across a wonderful short new film by Brazilian director Cisma, the result of the latest commission from Adobe’s very inspiring Adobe Artists project. With the strict rule that everything must be produced using only Adobe products—Creative Suite 4, in particular—Le Sens Propre continues successfully in Cisma’s trademark surreal style. We watch a little girl in her room throw dishes into a tidy and unbroken stack, tie her shoes but accidentally knot up her thumbs instead and see bunnies turn into colorful, soft pebbles. It’s a bit Alice in Wonderland meets Candyland; totally charming to the end. Amazingly enough, no 3-D software was employed in the making of the film. According to an interview with Motiongraphics, Cisma wanted “to create strange scenes and weird connections between elements of the story,” giving viewers the chance to be surprised. It’s this aspect that keeps you glued to the computer screen. Check the Adobe Artist site for other gems, including a short by another Brazilian filmmaker, Nando Costa.

Inquiring Mind (INQMND) Magazine delves into the minds of Richard Clarke, Jesse Leyva, and Jarrett Reynolds, three designers that drive the look of Nike Sportswear. They may not have all come from backgrounds typical to their trade, but whatever they’re doing has yielded some of the illest looks yet. We’re particularly partial to the Obsidian Flywire Cortez’s. These are not your traditional George Costanzas.

Also, be sure to check out INQMND’s new podcast with DJ Mike Danger.

Countless new hip-hop acts  are loved for sounding like they came out 15 years ago — turning modern rap into an ironic party favor. Because ingenuity is rare, those looking for quality in boom-bap dig back. That’s what the Hoarsemen are doing. The sensibility of this four man group from New York-by-way-of-New Brunswick, NJ is not a throwback, or a style shift … or an adherence to a style. It starts from scratch.

With their debut album Snacks and Catastrophes out for about a year now, it’s a cure for the common record. But their live shows are what they stake their reputation on. The goal isn’t simply making interesting music, but to create an engaging performance to go with it. I’d always hoped someone would redefine hip-hop in some form without attempting to redefine it at all, and the Hoarsemen have delivered on this wish.

The producer of this outfit, Sonny Ray, lays down beats on an MPC and supplements sample cutting with his own instrumentation. MC Long Division delivers bars in a clean voice and a rhyme style fortified with hidden metaphors. Loosie, a vocalist with an original voice, grinds out dirty hooks contrasting with Long Div’s orderly flow. Cuts from outer space come courtesy of DJ Dialect. Together, it sounds a little bit like this.

We sat in Sonny Ray’s LES apartment — also home base for production of the band’s tracks — over home brewed beer and pizza, where we talked the story out.
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Ji Lee’s absurd conceptual genius has, at times, confounded, astounded, and even caused us to double over with laughter. The man who whiles away his daytime hours as Creative Director of Google’s Creative Lab doesn’t really need much on his resumé after that. But when the evening whistle blows, he continues to create stellar work that sparkles with inventiveness and makes serious statements. We’re not sure we could sum up the awesomeness of his achievements. That’s okay though–because Scott Belsky of Behance has taken on the monumental task for himself. The article explores the Lee’s prolificness across many mediums and how his work hinges on the motivation of turning even his most sobering of projects into fun and games. To learn more about Lee’s mastery, we recommend taking a peak.

The fashion world is changing. The ethics of where and how clothes of made have become just as important as the color and the shape. Our friends at Apolis Activism have taken a strong approach to making some remarkable clothing while keeping their values of ethically made clothing at hand. Three brothers with a very impressive collection of passport stamps started the Apolis Activism label and have quickly developed it into a very impressive line of men’s clothing.

We caught up with the three brothers that make up Apolis Activism just before the release of their new Spring/Summer line. Have a read after the jump (including some nice new pictures from S/S ‘09).

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I sat down next to Radiohead frontman Thom Yorke for more than 10 hours yesterday on a flight from London to L.A. (well, actually, he sat down, I was sitting first). We didn’t speak about his solo career, we didn’t speak about the long four hour delay from the snow in London. We also didn’t talk about Johnny Greenwood’s mission to save the world. We didn’t speak about his upcoming tour, or the sales of his In Rainbows record.

He was close enough to reach out and tap on the shoulder, snap photos of, and be a really annoying press figure. But I behaved myself. Truth is, I kind of felt bad for the guy as he was bombarded earlier on in the flight by a happy-go-lucky fan that recognized him.

At the end of the flight, I did manage to get in a quick interview though, it went like this:

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Nine times out of ten, Public Enemy’s advice to not believe the hype rings true. And then there’s Vivian Girls. You can sometimes measure the trendiness rank of a band by how much a CDR of their demo sells for on eBay ($63 in this case). The music of the Brooklyn (by way of NJ) trio isn’t especially new. They hit the scene in 2007 and found a vigilant following that quickly snapped up all 500 copies of their vinyl-only debut. Now available as a CD or a digital download, word has been traveling as quick as the 21:27, ten-song album. And I have to say, I love it.

While Cassie Ramone, Kickball Katy and Ali Koehler cite influences like The Wipers and Nirvana on their MySpace page, I hear echoes of late 80s Oxford band Tallulah Gosh and the C86 scene. What you’ve got here is a terrific mix of 60s girl groups, U.K. shoegaze, post punk, punk, reverb and irony. On that last note, since this isn’t a music blog, I want to point you toward their “uncensored interviews” in which the Girls briefly discuss what superpowers they’d like to have and how Vincent Gallo’s sperm is overrated. Their latest offering, the Surf’s Up Fun Pack, includes a T-shirt, 7-inch, button and postcard. Pick one up here.

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Social Revolution. The thought of it has been woven into 2008 like an election campaign narrative. Change, equality, sustainability — all huge ideas in need of huge effort to bring them to life, and even bigger efforts to make them succeed.

Hector Estrada, an established streetwear innovator, head of triko, and the man behind the newly emerging Amivectio, believes in this revolution. According to Hector, it’s a literal revolution, set to change the industry, change the conformity, and most importantly changing the shirt on your back. He might not have the answers yet, but he's trying hard to find it.

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We talk a lot about artist on joshspear.com, but when we get to talk with artist its like peaking inside their head full of amazing visions. Sickboy’s Stay Free is full of scary, amazing, funny and just wacky visions. The show is best described as an art playground. He took over a building (not a gallery) and put up paintings but also a sweet factory, weird girls in mask walking around, paintings planted in pots, a house to walk through (check out our exclusive pictures of the opening night for a better idea) and of course his iconic temples. Sickboy’s Stay Free is an entire world and in this interview we walk hand in hand through that world.

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You know what we like? When the names of people we love (Jesse Hora) start winding up next to names of artists we worship (Si Scott; Alex Trochut; Hellovon). Not that we would expect any less of the designers, illustrators and artists we brag on so thoroughly. But still, every time it happens we feel like one of our kids just knocked out the class bully (see also: brimming with pride and high-fiving all around).

Jesse Hora (Dot Com), fresh off of the much cooed over Some Type of Wonderful (a project also shaped by the aforementioned Si Scott, etc.), took some time to fill us in on the distance he's traveled since '06.

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The first time I met Ray Young Chu he talked a lot of shit about my eyebrows.

This threw me initially, but once the topic of conversation turned to ice cream, then back to eyebrows (a friend's this time), then to PBR, I figured that Chu wasn't really talking shit, he was just full of shit — the really, really weird kind that helps people make amazing art.

It's been just over a year since Ray slammed my facial features, but in that short time he's made some serious headway. Read on as Ray slows down long enough for us to catch up.

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Richard Haines is designerman, a fashion designer and blogger whose sketches of NYC style cause as many double takes as the people who inspire them. A brightly talented illustrator with a taste for the streets, Richard strolls New York City with pencils in hand, discovering the trends of today and tomorrow in a way all his own.

After a few embarrassingly emotional fashion experiences on What I Saw Today, Richard's aforementioned, personality-packed blog, we decided that a first hand chat was in order. Read on as we talk style, substance, and the visual ways of keeping those words together.

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