Art And Living In The Digital World

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This is an essay I wrote towards the end of 2014 about being an artist and living in the context of our digital world. I have made a few changes since then but the general gist of the essay remains the same.

 

Today art can be split into two categories; “Pre-Internet” and “Post-Internet” art.

All the important and influential art movements are all of the Pre-Internet age. It seems to me that in this current Post-Internet age, there are no real lasting and meaningful art movements. There are of course many interesting artists today creating challenging and original works of art via digital media and who are very much in tune with the zeitgeist and more power to them. Yet there is something I long for which I feel is missing. And this is not strictly limited to artists and art. This applies to (and perhaps to a much greater degree) general living.

Before the internet the main media sources were television/video, the telephone, the radio and the printing press. The internet is all this and much much more. It enables us access to diverse and limitless quantities of information. In order to source information before the internet, most people went to libraries and even these institutions were no guarantee that you would find the specific information you were looking for. But with the internet almost all kinds of information can be accessed without having to travel to libraries or even spend valuable time and money employing people to find certain bits of information. Access to information has been truly democratised (assuming everyone has an internet connection) since the development and growth of the World Wide Web.

Today we have a whole plethora of internet related social media sites such as Facebook, Twitter, Instagram, YouTube etc. to communicate/express ourselves through. Before the internet, the only possible ways to communicate with one another apart from face to face, were via the telephone, fax, telegram or via mail (in the form of letter writing which save for a few dedicated souls is well and truly six feet underground as an art). The channels of far flung communication were limited. People were more in the woods with regards to what was happening globally.
People did not lose themselves or devote much of their time to living in “electronic virtual reality”. People actually spent much time reading books, spending their free time outside, having real relationships (we still have real relationships but these are decreasing and I believe in the wake of “hyper-immersive 3D virtual reality” more and more people will be cutting themselves off and almost be living at least half of their entire existence in this new type of virtual world. More and more people will even cease having sexual relationships since the stimulated virtual way will feel even better than the real thing).

Via the array of social media sites there are many different groups that artists join. Too many groups. A humongous vertigo-inducing fragmentation of different groups. In the context of today’s world, everything changes faster than before. This is a faster world. News travels faster. There is less mystery. Life is documented more than ever before. Through the internet, everyone can now express themselves. There are more artists today than before. Art or being an artist is not something that is taboo or contentious anymore. Things that may have been considered ‘renegade’ or less accepted in the past such as being an artist, a musician or traveling around the world are now accepted and quite conventional. To travel around the world for a year as part of a ‘gap year’ is now the done thing.

I think that to be a true artist (a most overused weird) in this current digital age is to leave no traces; no evidence of art or living. To disappear and be an eternal apparition.

Often I don’t have the guts or the humility to leave no traces. There is something intricately hardwired in me about having to ‘be somebody’. Yet as the great Indian sage Juddi Krishnamurti once said, ‘the moment we want to be someone we are no longer free’

 

By Nicholas Peart

Originally written on 27th December 2014

(All rights reserved)

 

Image source: http://www.blouinartinfo.com

Virtual Reality: Further From The Source

A hundred years ago people had much more time than choice (and even only 20 years ago just before the rapid rise of the Internet). Radio was a new thing. TV wasn’t invented yet and video and the Internet were still some time off. What ‘entertainment’ distractions were there? The theatre (yes people used to go to the theatre in droves), books, newspapers, various sport and outdoor activities, musical instruments, poker, chess, backgammon, to name but a few.

With the invention of TV eventually video emerged as a major medium and would kill the radio star – or at least significantly reduce the major market share it had in the market for all global mass media communications outlets. Then it was the Internet which would upstage and threaten the video star.

With Virtual Reality one can potentially travel without moving and leaving their fixed space. Travelling Without Moving, to quote the title of an album by the pop star Jamiroquai which was released 20 years ago (what foresight Jay!). Taking into account the level of instant gratification which VR could bring combined with the Internet and the increasing sophistication of Artificial Intelligence, one could potentially satisfy all their wildest sensual wants, needs and desires without ever leaving their bedroom.

 

Jamiroquai – Virtual Insanity

 

Of course the virtual world is nothing new. Any time spent surfing the Internet especially through social interaction via the many social media sites available is time spent in the virtual world (and as is any fantasy experience such as getting lost in a good book). Yet this is still a 2D virtual experience. You are fixed to it but not completely immersed in it. VR has the potential to change all that. The 3D experience it offers is still very limited but with time the potential for further development is enormous. Yet perhaps it will never be a viable substitute to real life experiences? At least I hope not. I for one would rather still travel around different parts of the world the hard way, preferably overload via clapped out public transportation. But what if sometime in the future when every nook and cranny of the world becomes connected to the Internet, travelling virtually becomes a real possibility? Google Maps has already done a sterling job in shrinking the world and making it easier to navigate than ever before. Two of the original pioneers of globalisation, the Portuguese explorers Bartholomeu Dias and Vasco Da Gama, would be astonished with this progress.

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The 15th century Portuguese explorer Bartholomeu Dias

 

But if VR could provide even higher degrees of sensations than those experienced through real life experiences than it has a serious future. One area of pleasure that springs to mind is sex. I can with complete certainty see the growth of the virtual sex industry growing exponentially via VR as its main vehicle. And with synchronisation from additional growing technologies like haptic technology (which enables one to feel something virtually without actually physically touching it) than the potential for experiences and sensations even more intense than the real thing is very high. Yet this idea both scares and disconcerts me. This is one of the ugly sides of VR which seems unavoidable. Sex sells and there will be some people becoming obscenely wealthy through this.

 

The Digital Love Industry documentary

 

But what disconcerts me the most with VR technology is the further separation and isolation it will bring on its users. It will become so addictive and immersive, that there is a real possibility people will be living almost 100% of their days awake (un-awake spiritually) virtually. I would guess that currently many people spend at least 50% of their days awake virtually via the internet and social media sites.

What the Internet has achieved is an increased fragmentation and separation of global society (even though it has, ironically, provided the tools for greater connectivity with one another than ever before). VR has the potential to speed up this fragmentation. In spite of the rise of the net, there are still ‘hubs’ where people meet. And cities, towns and villages where people live. Communities (although decreasing) still exist. Yet if everybody were to live all of their daily lives (including their professional lives) via 3D virtual reality (and have all their provisions delivered by super fast drones), one could live anywhere in the world with an internet connection. The very concept of cities, towns and villages could blur (a wild and demented prediction but what if this occurred?).

VR could mean a future where people almost only communicate and socialise virtually. I think Facebook knows this hence their purchase of the VR company Oculus VR two years ago, which may prove to be a very shrewd move. Communicating via Facebook is still a 2D virtual experience but with the additional VR vehicle of the Oculus Rift device, this 2D experience is transformed into a 3D one. And how many Facebook users currently are there?

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Oculus Rift VR device

 

What implications would this increased disconnection from the real world have? Could there come a time when real life socialising dramatically decreases? People meeting one another face to face less? People not having real and meaningful relationships anymore? People not going to cafes, bars, pubs or clubs anymore like they used to? The rise and development of the Internet has already had a catastrophic impact on physical high street retail outlets (through the rise of e-commerce giants like Amazon), that could VR be the final (or penultimate) nail in the coffin for the high street? Could most leisure activities like nights out to pubs and clubs, social meet-ups in coffee shops, holidays abroad and travelling to exotic places, going to gigs and festivals, day trips to theme parks etc, almost disappear if VR really takes off? Such a scenario depresses me. I hope I am talking rubbish and none of these situations occur.

 

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Back to nature

 

Yet the real world is always there. No one is forcing me to be deeply sucked into VR. I can take it or leave it. The Internet and the fast pace of globalisation has already succeeded in making the world a smaller place but the world becomes a larger place again if one is prepared to free themselves from these digital shackles for just a moment.

by Nicholas Peart

13th May 2016

(All rights reserved)

The Curve

The Curve is an innovative and groundbreaking concept by Nicholas Lovell. His excellent book The Curve (2014) explains how one can survive and be succesful in what they do in the context of the current Digital Age where many things are free. This is especially true if you are a creative person such as a musician or a writer struggling to make ends meet in a world saturated with Free Content.

The video below is a presentation by Lovell where he explains the Curve model and the significance and relevance of it today…

 

Nicholas Lovell explains The Curve

 

The Curve is split into three parts;

  1. Use Free to find an audience
  2. Use Technology to be able to talk to your audience again
  3. Use Technology to understand what your audience wants

 

The model of The Curve focuses on two groups of people; Freeloaders and Superfans. Freeloaders make up the bulk of your potential audience. They want something for nothing but that doesn’t mean that they should be ignored or treated with contempt. On the contrary, they should be viewed as ‘potential converts’ rather than unscrupulous pirates. They may not always remain Freeloaders and may at some point down the line spend some money on your products and services.

Then you have your Superfans which represent a small fraction of your audience (perhaps 10%). They are the most important part of your audience since they are the ones who love what you do so much that they are prepared to spend serious money on your products and services. This is the part of your audience you should care for the most since it is through them you’ll be making the bulk of your revenues.

To further explain how the Curve model can be applied today lets take the example of a band trying to raise funds to make their next album. The fundraising sites KickStarter and Crowdfunding really take the Curve model to their bosom. A potential Curve model the band can use could be as follows;

1. FREE : Free download of new album.

2. $2-5: Live clips of the making of the album streamed directly from the studio

3. $10: CD copy of the album

4.$30: Vinyl copy of the album limited to 5000 copies

5.$50: Red coloured vinyl copy of the album limited to 1000 copies

6.$100: White coloured vinyl copy of the album limited to 500 copies

7.$250: Gold coloured vinyl copy of the album in a luxury box-set with booklet limited to 100 copies

8.$2000: Private acoustic gig anywhere – the buyer pays for all transportation. One hour slot. 10 slots

9.$5000: Private electric gig anywhere – the buyer pays for all transportation. One hour slot. 10 slots

10. $10,000: Private electric gig anywhere where the band play NAKED – the buyer pays for all transportation. One hour slot. 5 slots.

 

This is just a rough model I drafted up which is far from perfect (and maybe some of the prices need some reconsideration – hehe) yet the most important thing is that it very much embraces a ‘Curve’ model. The old way of making money through selling ‘units’ of your album at the same price worked perfectly well in the pre-Internet age but sadly not today.

by Nicholas Peart

14th May 2016

(All rights reserved)

 

 

 

You can download a free e-book by Nicholas Lovell entitled ’10 Ways To Make Money In A Free World’ by clicking on the following link…

 

Or you can buy The Curve by Nicholas Lovell by clicking on the link below…