http://k-punk.abstractdynamics.org/archives/010588.html

Whereas I would say the opposite: the problem with "hipsters" is precisely that they are pathologically well-adjusted, untroubled by sexual anxieties or financial worries.

I don't resent web 2.0 kiddies doing what net.artists used to. I object to careerist net.artists using them as human shields.

Excellent news:

http://lessig.org/blog/2008/08/huge_and_important_news_free_l.html

I am very proud to report today that the Court of Appeals for the Federal Circuit (THE "IP" court in the US) has upheld a free (ok, they call them "open source") copyright license, explicitly pointing to the work of Creative Commons and others. (The specific license at issue was the Artistic License.) This is a very important victory, and I am very very happy that the Stanford Center for Internet and Society played a key role in securing it. Congratulations especially to Chris Ridder and Anthony Falzone at the Center.

This kind of precedent is very important for persuading corporate and institutional clients to use Free Culture licences.

Surgical Strike Free Software

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"Surgical Strike" was a 1996 art computing project concerned with the social history of art computing. "Surgical Strike Free Software" is a 2008 reimplementation of the original project.

Computing has trickled down from military applications through corporations to universities and finally into art practice. This history is present in the language and social assumptions of computing. This culture sits uncomfortably with the culture of art, or at least it should. Surgical Strike depicts these contradictions in the form of ironized computer art in order to make them explicit.

The source materials for Surgical Strike were military jargon, the art of William Latham (due to its status as paradigmatic "computer art" at the time), 3D models of stealth aeroplanes, 1990s computer software logos, and verbal descriptions of awkward facts from the history of commercial computing. The swirly structures of stealth bombers replaced the innocent spheres and cylinders of Latham's computational Darwinism with more significant forms. The texturing of these forms with commercial trademarks rather than procedural textures was another level of indexicality. These were then sandwiched between texts describing things the computer industry would rather forget in the background and the source code for the depicted form asserting its primacy and interfering with the unreflective consumption of the image in the foreground.

The composition of the images produced with the original system was probably based, unconsciously, on Art & Language's "Hostages" series. The idea of an indexical computer programming language came, again unconsciously, from PJH Halls at KIAD. The project came to me fully formed as I walked to the CEA at Middlesex University early on the morning that I desperately needed to have a project to start.

Surgical Strike proper is a toy programming language for creating patterns of textured 3D objects. The keywords of the language are intended to sound militaristic. Although Surgical Strike can use any 3D models or textures, it is intended to use models of military artefacts and images of software logos. The language features iteration but not branching or even variables so it is not Turing complete.

The original version of Surgical Strike was written in C++ using Apple's QuickDraw 3D for Power Macintosh on Mac OS 7.x . The parser was hand-written and compiled programs were executed using a bytecode format inspired by the public documentation of Display PostScript. Given the unmaintainability of this code and possible rights issues the current version has been written from scratch.

Surgical Strike is not anti-militaristic except to the extent that it works with the assumptions of the cultures it is targeted at. Those cultures were idealistic mid-1990s art computing and mid-1990s art criticism ignorant of the content of art computing. The title is a piece of military jargon that served to illustrate the gap between depiction and reality. But the gap that it indicated was in the target cultures, not (neccessarily) between the ideals and reality of militarism.

Dungeons and Dragons (D&D) is the original and still the most popular role-playing game. At the end of the 1990s the original publisher of D&D collapsed and the game was bought by a new publisher, Wizards of the Coast (WotC). Part of their strategy for rescuing the game was a mixed copyleft-with-uncopyable-sections licence called the Open Gaming Licence (OGL) that allowed people to copy the text of the rules of D&D and to produce and sell their own work using it. The OGL gave the game playing public and publishers of third-party tie-ins for D&D the confidence to invest in the brand without fear that it would disappear if the new publisher failed to make a success of it. It also made those gamers and publishers drivers for sales of D&D products by WotC.

The mixed copyleft of the OGL was controvercial and WotC's relationship with third party publishers was not always an easy one. But the strategy of using alternative licencing to build confidence in and network effects for the D&D brand was a success.

WotC have just released their latest new edition of D&D. It is excellent, with improved game rules, writing and graphic design. But what may not be improved is WotC's licencing strategy for the game. Months after the launch of the new edition, the replacement for the OGL has not been released and there are rumblings that it may be restrictive and exploitative, destroying the trust and network effects that were the core value of the OGL to WotC and the gaming public.

http://www.aintitcool.com/node/37864

Whether by accident or design, the new GSL (Game System License) the replacement for the 3E OGL (Open gaming License) is incredibly restrictive in that it has a few provisions that when combined together create a legal nightmare of potential Intellectual property loss.[...] Necromancer has apparently backed out of the d20 biz. And now a bunch of the second and third tier d20 companies are quickly moving in to take their place. And at least one of them is playing with fire by putting out books early under fair use laws before switching to the GSL on the starting date everyone else is being held to (October 1st.)

To produce a more restrictive replacement for the OGL will destroy the very value that it trying to avoid losing. The stakes are not low, it is possible that the D&D community could "fork" over this. This would lose WotC far more money than just continuing to support the OGL and the strategy that has made their new versions of D&D such a success.

If what AICN are saying is true then Wizards of the Coast are not facing an external marketing problem or a public perception problem with the GSL, they are facing an internal catastrophic failure to understand the OGL strategy. They should not be looking to correct the flaws in the GSL. They should tell their legal team, their management team, or whoever is driving this that the GSL will not stop people making money by selling cheap replacements for the core D&D rulebooks to people who wouldn't buy them anyway. It will just stop the people who would buy the core D&D rulebooks from WotC to run games with those people from having a reason to do so.

When a company is more focussed on stopping other people making money than making money itself, it's time to start worrying. And unless they place the new D&D back under the OGL, it will be time to start worrying about WotC.

Tom Moody

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Tom Moody is a talented New-York-based visual artist with a penchant for bitmap imagery. He can draw more expressively in Microsoft Paint than I can with a box of soft pastels, and his use of this skill in such a restrictive medium to pull in fine art and low culture references is good stuff. Solving the technical problems of representing the forms that society creates is what art is about.

Tom's image work is an embodiment of the current forms and means of production of internet-based society. But, and this is crucial, it is phrased unavoidably in terms of art history and artistic production that mean it would fail as simple web illustration. It is too interesting and has too much internal complexity. It makes a context for itself. History, problem solving and interiority are anathema to the easy post-historical consumerist cool of Web 2.0.

Tom's pixels-as-symbolic-form MS Paint drawings of graffitti, or of found image elements then mixed in with art-historical precedents, present the viewer and critic with work to do both visually and conceptually. They are vivid and timely images without being tricksy or issue-illustrating. These stand-alone pieces are where I feel the best of Tom's work is. You can gain a lot of insight into contemporary culture by looking at them.

Free Culture Failage : Girl Talk

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Why does Girl Talk, the hipster Jive Bunny, have an NC licence on his latest work? NC for sampling musicians is fail, doubly so when they are selling the work.

Running Your Own OpenSim Sim

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I've found it surprisingly easy to get started running OpenSim. Here are some good guides to going beyond just starting a sim.

http://gwala.net/blog/2008/08/resources-for-running-your-own-opensim/

A good collection of resources.

http://www.sluniverse.com/php/vb/other-grids-virtual-worlds/13507-howto-get-opensim-running-osgrid.html

How to get your own OpenSim hosting for 15USD a month.

http://opensimuser.wordpress.com/2008/07/16/opensim-mysql-install-guide/

How to use OpenSim with MySQL.

Freedom Of Simulation

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OpenSim is a Free Software re-implementation of the Second Life (SL) virtual world server. The popularity of Second Life and the availability of a Free server (from OpenSim) and a Free client (from Linden Labs, the original authors of SL) means that OpenSim and SL's scripting language may become the standard for networked virtual reality in the same way that the Apache server and HTML have for networked hypertext.

OpenSim is an excellent project but it has two issues that are of concern for the freedom of OpenSim users. These are not being discussed within the Free Software and web freedom movements, and they need discussing quite urgently before detrimental norms become fixed.

The first problem is that OpenSim is written in C# and allows users to write scripts in C#. There are alternative implementations of some of the less complex parts of OpenSim (in Perl for example), but the main sim (virtual world) engine would be more difficult to replace. Is it worth trying to do so, or at least trying to produce a non-C# alternative in parallel, or are C# and Mono a safe environment for at least this Free Software project?

The second and far more serious problem is Second Life's existing user restriction mechanisms, its implementation in OpenSim, and how this interacts with ip maximalist calls for further restrictions.

SL objects and scripts are software and/or data, they are owned by their users, and they are run by their users on the server. But Second Life has a built-in DRM-style "no copy/no change" flag system for virtual objects that can remove the freedom of the users of that code to modify and share it.

The flag system is implemented by OpenSim but can be turned off by the server administrator. This is as it should be; the flag system is a restriction that has been rejected in CD, cable TV and other media. It destroys fair use and discourages consumers, destroying the very value it is supposed to protect. But the ability to turn off the flag system disturbs some IP maximalists. And even the flag system is not enough for some IP maximalists who demand encrypted textures and other ridiculous security theatre for Linden Labs' implementation SL.

The flags are unnecessary for administrators and for rightsholders. Linden Labs and OpenSim operators can claim safe harbor protection under the DMCA, like web hosts and like video sharing sites, and rightsholders can appeal under this system. Calls for further restrictions should be resisted, and the established norms of Fair Use and free use of software espoused and defended. And they are ineffectual for "content creators", as shapes and textures are ultimately sent over the network to the client anyway.

One solution to "protect" content encumbered by control flags, although more to protect virtual world administrators from endless protests that they are enabling "content theft", would be a system to strip flag-encumbered objects from a user's avatar when it teleports into a Free sim (one with the flag system disabled) and restore them when they teleport out. Proper DMCA safe harbor compliance would be preferable, but such a system would answer critics and inform users.

It is possible to establish norms and systems that protect the freedom of users of virtual worlds while obviating the demands of ip maximalists. For both the freedom of users and the profits of rightsholders Networked Virtual Reality should be like the World Wide Web not the old walled-garden dial-up network services that lost to it.

So, in summary.

1. Decide whether C# and Mono is the best environment for OpenSim and if not what can be done.
2. Resist calls for stronger restrictions on users and explain why they are counter-productive.
3. Establish that control flags are legally unecessary, destroy users rights and will depress adoption and exploitation of worlds.
4. Establish DMCA/EUCD best practice for OpenSim operators and implement code to support this.
5. Implement control flag firewalls that strip and restore restricted content when avatars teleport to and from a sim.
6. Establish both software and web user/data freedom standards for OpenSim users and promote them as part of the value of OpenSim.
7. Promote the use of Free Software and Free Culture licences within virtual worlds for scripts, objects and textures.
8. Reframe the terms of the debate using the growth of Free Software, the Web, and online music sales as counter-examples to IP maximalist claims.

Free Software and free Culture advocates and organizations such as the Free Software Foundation, Creative Commons, The Open Knowledge Foundation and autonomo.us must step up to this urgent task.

When I got to art school in the early 90s, cultural studies was the face of the literary theory land grab in that part of the academy. Its stranglehold wouldn't be broken until the Sokal Hoax some years later. I resisted semiotics and deconstruction as the hegemonic narratives of a coercive authoritarian culture. The long cry of denial of those who'd missed the boat in '68 echoed through the postmodern era. It was vapid, tedious bullshit entirely congruent with the managerial ideology of the day.

Technology was opaque to the Derrida-and-Deleuze brigade, however much they protested to the contrary, so mid-90s interactive multimedia was a good place to resist Theory from. Computing machinery was part of another land grab, but criticism of it was possible. And numbers were at least a means of resisting the claim that everything was a text(e).

You'd think given this that I'd be all for the Cognitive Science land grab on literature, but no. To try to explain Shakespeare or Austen in terms of evolution, cognition or economics is fucked up. Literature and the aesthetic are what is needed. Parsing the literary into consumable and mashable data is complicit with corporate (and academic) information culture, the terrible cool of Alan Liu's excellent "Laws Of Cool".

The literary and the aesthetic are desperately needed by a culture that threatens to prolapse into mere information. Cognitive Science can explain why you see stripes or why events follow one another in time, and economics can excuse any crime, but the indigestible objects of THE literary and THE aesthetic, not as mystifications but as emergent (epi)phenomena of socialized humanity are needed as an irrational to the sociopathic "rationality" of neoliberalism and managerialism.

We do need another hero. Because no amount of economic incentives or cognitive exegesis is going to escape the gravity well of vapid cool.

If art cannot be grounded in cognitive science, where can it be grounded? In a non-cognitive aesthetic. What can a non-cognitive aesthetic be in the post-postmodern era?

The Economic Question For Art

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There are often two sides to any story and trying to flatten it breaks both. Contradictions are ever present.

Fine art is absolutely dependent on money. It is all but an economic category. Taste (and aesthetics) is the product of social class, it is a socioeconomic shibboleth. Yet art historians and artists are often dismissive of the profit motive. Artists' behaviour, starving if not in the garret then in bedsits on three or more jobs for decades to make art that may or may not eventually sell for much more than they will ever see, is economically irrational.

The current insane prices for art instrumentalized as stock-market-beating commodities is a problem for aesthetics. Should aesthetics recognize the importance of works paid attention by the market? To do so all but discards the artwork as the subject of aesthetics. It is aesthetics in quotation marks, a state of being that makes hipsterism seem authentic (sic). Should aesthetics try to ignore the market? To do so leads to the clammy embraces of academic radicalism or state art.

How can the aesthetic flatland of the market be escaped by an art that may nonetheless be destined for it? How can that question be answered without the word "crash"? How can the Hardt-and-Negri-and-Zizek dinner party radicalism of the academy and the equally instrumentalised art-as-a-substitute-for-regeneration of state art be avoided into the bargain?

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