He
taps commands with his fingers and files
change to other types, arranged in a new
composite, tuned to different contrasts and
tones and given new formats. His mind is full
of visions; describing a new kind of
artistic work, he’s in this cybernetic age.
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Bill
H. Ritchie, Jr. is an Itinerate Professor
based in Seattle. He taught college (UW) and after promotion
to full professor of printmaking and media arts, he resigned
at 43. He then launched several teaching, research and
practice companies. In 1992 he discovered Emeralda, a
fantasy region accessible only by computer. He invented
the rules-of-play and created an operating system for online
interactivity for himself.
He writes for the
benefit of discipline, using a PDA when he's
wandering around and a desktop PC to organize his essays. He has a
thousand or more saved, which you can see listed on the ten
"islands" on the Web. An example is
www.seanet.com/~ritchie/apzine.html, on the island of ArtsPort in
the Emeralda Region.
For further information via e-mail:
ritchie@seanet.com, or visit
www.seanet.com/~ritchie and
his first
portal for Emeralda
is www.artsport.com. The company
name is
Emeralda
Works, 500 Aloha, Seattle, WA 98109.
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I’m searching for a certain stamp in the files. It
should be a counterfeit of the actual art of the professor that he made in
1963, if the information given is correct.
Would this search interest anyone but a cyber
artist like me? I doubt it. You
might, however, if you had
a compelling reason, as I have. For example, if knowing ahead how this
search ends would make you a winner, that might be motivating. And what
does it mean to be a winner in art today?
Nothing less, I guess, than high scorer in a tournament
or, as they say in the art world, winner of the big prize. Trouble is,
people who know their cyber art, and think art has morphed to digital
media, no longer think the big prizes in the old art world are big enough.
Not if--as seems to be happening--real cyber art gets you
audiences in the millions or even billions of eyeballs. Take a look, as I
am, at how many people are playing massively multiplayer on-line games
now--even while I’m typing out my thoughts this Friday, the 13th of
June, in the year 2003.
Take one game for example, such as Ragnarok. Go to
their Web site and read the news items about this and other hit games.
They’ll give you an idea how many on-line players there are linked up
now. The numbers are climbing, too. Computer games in general, however,
are not all massively multiplayer; most people don’t play that way.
Considering how many are playing this kind is just a fraction of all
players, can you imagine the number?
There are so many people interested in games that they
opened a channel on Cable that’s devoted to nothing by games and the
game industry—sort of a CNN of the computer gaming world. Sounds
fascinating to me. It’s enough to tempt me to get cable again. And the
market for this channel is bigger than they expected. Since its launch the
number of viewers has climbed to over six million viewers, according to
today’s news article.
Back in the art world, I used to think it was a big deal
when I won a prize of a thousand dollars for an artwork in a summer art
festival. Thousands of people strolled by that artwork, note the blue
ribbon or red star on the label. They'd saunter off to the next display,
and the next. Compare this to the numbers of people actively playing a
cyber artist’s game, 24/7.
The way things are going for me, I will be one of the
members of a team that creates one of those massively multiplayer games
that's like the big deal it was for me 40 years ago when I won those
"big" prizes.
This is on my mind as I search for a digital file. I
am the number one player of my own game, a game I invented for myself.
Orville and Wilbur Wright were number one players of the early manned
flight game; they were challenged to win the big prize to be able to go
the distance in an handmade aircraft.
I think the same kind of genius that it took those
brothers to team up to make a plane in a bicycle shop is the same that it
takes to make up an innovative game in the back of an art studio. It's
like looking for a certain file, part of my game; looking for the right
material for a wing must have been like that, or the right curve of a wing
template to create air lift.
My digital files are for graphic images, and they follow
industry standards that are used around the world and also on the
Internet. They comprise an open system for sending and receiving, storing
and encrypting pictures.
Some are also moving pictures, and pictures that
have the illusion of three dimensions. They take large bandwidth, or the
number of bytes to store or send them may be small. They move fast or
slow, accordingly, from point to point in a digital computer or over the
Web. They take up large or small parts of storage media, such as a hard
drive or a compact disc.
As I’m entertaining myself with this writing, I’m
also deciding to use a tagged image file format, or TIFF, for this
morning’s exercise. (I imbedded the files here, shown on this page on
the Web as a Graphic Interface Format, as GIF files).
As I am a champion at my own game! I edit the files,
pasting six images of stamps from my early years into one file. My mind is
roaming around the cyber landscape as my fingers do the work—select,
move, tune, shrink, rotate—and I’m dreaming I’m in a time and place
when these moves must be fast and they must be right. This is spacey
stuff!
That’s just the entry part. There's the output, too. If
all the files are correctly managed, and they’re not too large to fit
the storage medium, then I have a chance to go to the next stage. Is this
a kind of a game? Would I know? Am I having fun? Would another person have
fun doing the same thing? Or would they have a way to do it that’s more
fun?
(I can only think of one other person who always seemed
to be one jump ahead of me, and he’s not here. He shall remain
unidentified for now—but you may have guessed his name when I began my
story with artists’ stamps. In fact, I credit him with the idea for
Stamps 'N Stories).
What, you may ask, is the point of this? I can think of
several, but they must all lead to the Big Prize, the Gates Prize, named
for Elmer Gates, the brain researcher and dreamer who thought about World
Teachers, and H. G. Wells, who forecast the Web with his book, World Brain.
The object of the game is to entertain, and in between
moves, learn how to make a better art than I could before. In the days
when I began--the '60s--it was enough to make an image that was more
interesting than other peoples'. Making the original image is just the
beginning and, if fact, easier to do than it once was, thanks to new
technologies of image making.
Now an artist must not only make an interesting image, he
or she must also learn how to move it into the cyber world, the domain of
digital reproduction. It used to be that there were only one or two kinds
of reproduction; now there are many. Millions of ways, in fact, as the
spectrum of digital media continues to grow. Management is the key now.
That, and transferring files.
One of these millions of ways includes the story behind
the image, and this is where the massively multiplayer game comes into its
own. For the six stamps in my TIF file, there are six stories, too.
Now I’m at the end of my story. It’s time to move on
to the next stage—move the new TIF file to another storage medium, and
to another platform, into another software program.
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The composite
collection of six of the author's stamps (which are shown below),
in a grayed out
tone. These are selections from the first six years of his art career,
1963-1968.






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