An interview with Alpha Auer
Alpha Auer
Alpha Auer is the first artist I have interviewed. She is not only a very talented artist whom I have collaborated with on the Exquisite Corpse build Further Along the Path and also more recently with The Golden age of the Russian Avant-Guard, but also an academic writer and editor for an arts magazine.
Bryn Oh: Where
are you from? And who are the most
renowned artists from your country in your opinion?
Alpha Auer: I am Turkish, living
in Istanbul, Turkey. My RL name is Elif Ayiter and I am a professor at the
visual art and visual communication program at Sabanci University in Istanbul. (http://www.citrinitas.com/
I am not sure who the
most prominent artists from Turkey would be. But, there is a significant amount
of artistic activity here in Turkey (and especially Istanbul) these days.
Especially noteworthy is that our huge young generation (65% of Turkey is under
the age of 35) is very active, both in art and in design. And new media art is
also a very hot topic amongst them.
Two of my personal
favorites are actually people that are also close friends: Murat Germen
(http://muratgermen.com/) and ErdaÄŸ Aksel (for whom I can't seem to find a website, but here is a
link to his work on google images: http://tinyurl.com/oq58zgr)
Bryn Oh: Often
the average person outside SL is
perplexed with virtual worlds in general.
When people unfamiliar with the virtual ask you what you do how do you
explain it?
Alpha Auer: Very very hard to
explain it, as I am sure you know also. I usually try to draw analogies to online
gaming worlds, with which most people seem to be more familiar with, and then
throw in the building stuff to explain further.
Bryn Oh: Who
are a few of your favorite artists and why?
Alpha Auer: If you are asking RL -
then most of my faves are long dead. I like Nordic Renaissance art and I look
at a lot of it. I also like illuminated manuscripts, miniatures, old
copperplate gravures, maps, celestial atlases - things like that.
Bryn Oh: Whose
artwork do you personally dislike the most and why?
Alpha Auer: I really dislike
Cloaka by Vim Delvoye (http://vimeo.com/45127139). For all the obvious reasons,
but I am especially outraged by the amount of money that cultural foundations
across the world shelled out to manufacture this thing.
Bryn Oh: Which
of your own works are you most proud of?
Do you feel any failed and if so do you now know why?
Alpha Auer: Whatever I am
currently making I like best. And as soon as I have made it, I lose all
interest.
As for failed work - I
have several external hard drives, all larger than 600 gigabytes and they hold
some of the rejects, that I may go back to and try to salvage at some point. Because
that is the thing about working in the electronic medium - there is no such
thing as failed stuff, one can always go back to it. Sometimes I do, more often
than not, I don't. However, I do copy paste a lot of bits and pieces from the
unwanted stuff when I make new things.
As to why they failed
- I find that hard to explain actually. Usually I end up not liking how
something looks or it fails to come together somehow. So, mostly my rejection
criteria are visual ones. And also, I noodle around quite a bit with making my
own soundscapes, and there I have even more problems like that, since music is
not a native medium for me. So, more often than not, things don't sound right,
no matter what I do...
Bryn Oh: Do
you have a method when creating? If so how does it often progress? For example do you sketch or write out ideas
first for weeks or do you perhaps just jump directly into the project with
little planning and adapt as you go?
Alpha Auer: When it comes to the visual
stuff, I am a complete un-planner Bryn. I just get an idea and do it, and adapt
as I go. And very quickly, I like to work very fast. And very often what I
started out with has absolutely nothing to do with what I actually do as I go
along.
I make things because
I have fun making them. And so, another criterion is having a good time. If I
am not having a good time while I am making something I lose interest very
quickly. And then I guess, it becomes yet another "reject."
However, when I write
it is different. Then, there is no issue of fun, and I do plan. I write because
I have to. As an academic it is a professional necessity - as in "publish
or perish." And so, since it is a chore rather than a play session (as the
visual stuff always seems to be), I proceed very rationally. And, trust me, I
loathe every minute of it...
Bryn Oh: What
are you currently reading, listening to or looking at to inspire your work?
Alpha Auer: I am a crime fiction
addict. I have a very large collection, accumulated over decades. I always
become hooked on new authors, but then I also re-read the books that I already
have. And I have so many that I can do this in a very long cycle. I especially
like procedurals, and one of my all-time favorites is the Rebus series by Ian
Rankin and another one is Ed McBain's 87th precinct series.
I am not a big music
person. I never listen to music when I do other stuff. I really only listen to
music on the shuttle going to and coming back from work. And then, it is
usually hard rock that I listen to. But, I can't say that the things I read or that
I listen to directly inspire what I make, except maybe in a very general way -
as in crime fiction which is usually a "dark" genre and I think most
of the thingies that I make are "dark" also. ;-)
As for visual stuff -
I already gave this rather quaint list above, like manuscripts, maps, old
paintings etc etc. These things do inspire what I make directly and I am very
conscious of the fact that quite a bit of what I do are actually a remediations
of these antique artifacts.
Bryn Oh: Does
your work have an overall theme and if so what might that be? If not please describe how you tend to pick
your topics.
Alpha Auer: Ummm... No, I don't
think that I have an overall theme. Except maybe for this very generalized
"dark" thing that I was just talking about. In fact, the reason why I
made alpha.tribe was that there were several styles/themes that I was working
with, and this seemed to be a very good reason to investigate the idea of
multiple creative identities through a bunch of fashion designer alt avatars.
Each of the designers of alpha.tribe has his or her distinct theme/style, but
ultimately of course it is all me that does it.
I think this also has
to do with the fact that I am a graphic designer first and foremost, and I have
had the ground rules of that profession pounded into me for as long as I have
been professionally active: Graphic designers work with multiple styles
depending upon the product or client that they are designing for. And, as an
art director (which is what I was before I became a nasty old professor) I
spent almost two decades doing just that - changing styles between one campaign
and another as a routine part of the work.
Bryn Oh: Have
you ever had to deal with negative publicity or a disappointing rejection of
your artwork? How do you deal with it?
Alpha Auer: But of course. :-).
Especially with academic writing. So much gets rejected in that world. And also
back when I worked as a graphic designer, where clients will routinely decimate
your work and furthermore seem to take a huge kick out of doing so. So, yes, I
am very used to the rejection of my work given that as a professional designer
I have had a long life to get used to it.
So, rejection doesn't get
to me in a big way - I take it very much as par for the course of creative
activity.
Bryn Oh: Would
you like to take a stab at explaining what defines virtual art?
Alpha Auer: For me it is really
one word alone: "Play!"
Bryn Oh: What
would you say makes virtual creations unique over other art forms?
Alpha Auer: I would actually
prefer to use the term "digital" rather than "virtual"
here, to begin with. Because, I think that a major part of the uniqueness
resides in digitality, which deals with a completely new medium for artistic
activity - bits. While in the analogue realm we work in a medium of atoms,
inside the computer we mould bits. And, that is a huge difference right there
since atoms deteriorate as we work upon them and their earlier states cannot be
recalled; whereas bits can be manipulated endlessly and their earlier states
can be recalled - just look at the photoshop history palette. Or the fact that
we can save endless phases of the process and can always go back to them. And
then we can make copies of digital work and every copy is an original in its
own right and these can also be combined with other "original
copies," resulting in even more original work. And meanwhile the first
"original" that we started out with has stayed intact.
This turns digital
work into a perpetually "unfinished" process - and I will in fact
quote Brian Eno on this:
“Think
of cultural products, or art works, or the people who use them even, as being
unfinished. Permanently unfinished. We come from a cultural heritage that says
things have a ‘nature,’ and that this nature is fixed and describable. We find
more and more that this idea is insupportable – the ‘nature’ of something is
not by any means singular, and depends on where and when you find it, and what
you want it for. The functional identity of things is a product of our
interaction with them”
(Eno 1995).
And virtual art, after
all, is a part of this larger digital medium. True, in the metaverse we do not
have the "undo" quite in the same way that we have in photoshop. So,
what we do instead, is that we take back copies of the work in progress into
our inventories. And that is our "save." But then, the rest is the
same really: We copy, we duplicate, we combine. And, most importantly, I think
what we do also remains perpetually unfinished. I think that this is the big
uniqueness. Something that we simply do not get with non-digital art.
Does this make
virtual/electronic art better? No. Just makes it different, I think.
Bryn Oh: Centuries
ago there was no such thing as an "artist" just craftsmen, as time
progressed superior technical ability and creativity created the elite
"Master" artist whose work stood recognized above all others. In 1917 Marcel Duchamp submitted a work
entitled "Fountain" to the Society of Independent artists. He stated "... He (the artist) CHOSE
it. He took an article of life, placed it so that its useful significance
disappeared under the new title and point of view – created a new thought for
that object" He wanted to shift the
focus away from technical craft to more of an aesthetic intellectual
interpretation. Some say that because of
him almost everything is considered art today.
From an elephant painting with its trunk, a Banksy, a child's drawing to
someone vomiting paint onto a canvas.
What is your perspective on this?
Alpha Auer: Well, at the risk of
sounding a bit like a fuddy-duddy elderly person - my vote goes to all the
craftsmen who evolved into "master artists." And I do not think that
this evolution was just due to technical ability or even creativity, but also
due to the intellectual sophistication needed to transform abstract concepts
into visual artifacts (religious paintings, for example), which they
accomplished through the usage of highly evolved skills and techniques.
Yes, Duchamp made his
point, and it is a valid one. What I think however is that ultimately there is
no difference. A crafted work which grabs us, engages our imagination, which
transports us, will hold as high levels of "aesthetic intellectual
interpretation," as will work based upon the "object trouve," I
would say.
But, even though my
personal preference is for the "old stuff" (it just inspires me more,
I find more imaginative material in it); at the end of the day, it is all a
question of how good the individual artist who has created the work (crafted or
found) is. So, no need to make a drastic choice, I guess.
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