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	<title>Networked_Performance &#187; augmented/mixed reality</title>
	<link>http://transition.turbulence.org/blog</link>
	<description>A research blog about network-enabled performance</description>
	<pubDate>Wed, 14 May 2008 20:44:36 +0000</pubDate>
	<generator>http://wordpress.org/?v=2.2</generator>
	<language>en</language>
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		<title>V2 call: Artist in Residence</title>
		<link>http://transition.turbulence.org/blog/2008/05/14/v2-call-artist-in-residence/</link>
		<comments>http://transition.turbulence.org/blog/2008/05/14/v2-call-artist-in-residence/#comments</comments>
		<pubDate>Wed, 14 May 2008 20:13:26 +0000</pubDate>
		<dc:creator>helen</dc:creator>
		
		<category><![CDATA[3-D]]></category>

		<category><![CDATA[augmented/mixed reality]]></category>

		<category><![CDATA[calls + opps]]></category>

		<guid isPermaLink="false">http://transition.turbulence.org/blog/2008/05/14/v2-call-artist-in-residence/</guid>
		<description><![CDATA[V2_ Institute for the Unstable Media (NL): Call for proposals artist in residence :: 3D and Visual Aspects of Mixed/Augmented Realities :: Deadline for proposals: May 22, 2008 ::  Project manager: Jan Misker, jan@v2.nl, +31 (0)10-2067273
As part of the Better than Reality project V2_Lab will host an artist in residence focusing on 3D and [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.v2.nl/"><img src="http://transition.turbulence.org/blog/images/2008/05/v2.jpg" alt="v2.jpg" /><strong>V2_ Institute for the Unstable Media</strong> </a>(NL): Call for proposals artist in residence :: 3D and Visual Aspects of Mixed/Augmented Realities :: Deadline for proposals: May 22, 2008 ::  Project manager: Jan Misker, jan@v2.nl, +31 (0)10-2067273</p>
<p>As part of the Better than Reality project V2_Lab will host an <a href="http://www.v2.nl">artist in residence</a> focusing on 3D and various other visual aspects within the topic of Augmented Reality environments. This residency will take place in the summer of 2008.</p>
<p>General info: Print version: <a href="http://files.v2.nl/portal/V2_CfP_Better_than_Reality.pdf">http://files.v2.nl/portal/V2_CfP_Better_than_Reality.pdf</a><br />
Application form:<a href="http://files.v2.nl/portal/Application_Form_Better_than_Reality-1.pdf"> http://files.v2.nl/portal/Application_Form_Better_than_Reality-1.pdf</a> </p>
<p>Background &amp; Past Research:<br />
During the past years V2_Lab has been working on a number of aRt&amp;D projects that involve Augmented Reality. The most recent project involved a collaboration with artist Marnix de Nijs (NL) that resulted in the first public user test of a project called Exercise in Immersion 4 during the Dutch Electronic Art Festival 2007 (DEAF07).</p>
<p>Augmented Reality is an umbrella term for a range of techniques that make it possible to add virtual elements to the physical world; for example, overlayed visuals or spatialised sounds. The technologies needed to create Augmented Reality environments are, however, still very experimental and therefore often inaccessible to artists. To enable more artists to create augmented reality artworks, V2_Lab has developed a software/hardware platform called VGE (V2_ Game Engine), that is based on Ogre3D, OpenAL, Blender, ultrasound positioning and SIOS (Sensor Input/Output System). The latter was also developed at V2_Lab.</p>
<p>In VGE, the user wears a set of stereo video displays that show a mix of 3D visuals and real world video that is received from a head mounted stereo camera. The position in space and orientation of the head are tracked. Additionally, the geometry of the real space is modelled in the virtual space. The tracking makes it possible to fix the virtual world relative to the real world. For example, a virtual object can disappear behind a real wall.</p>
<p>The aim of V2_Lab is to extend VGE into an accessible authoring environment for Augmented Reality environments.</p>
<p>The Project:<br />
The Better than Reality project comprises a series of three residencies focused on Augmented Reality. Within each residency a specific artistic aspect of Augmented Reality will be researched, leading to part of an augmented reality installation. The topic for this residency is 3D and visual aspects of Augmented Reality experiences; adding virtual objects to a real environment.</p>
<p>The topics for the other two residencies (with pre-selected artists) in the Better than Reality project are:<br />
 Spatial audio, Boris Debackere (BE)<br />
 User experience/immersion, Marnix de Nijs (NL)</p>
<p>Within Better than Reality we encourage artistic experiments and knowledge exchange, multidisciplinary collaboration and public user testing. While each residency covers a specific, the overarching and shared goal is to reach a deeper understanding of artistic possibilities of Augmented Reality environments. In addition to a shared technical foundation, we expect a continuous collaboration, and knowledge exchange, between the artists involved. Moreover, as the project will include collective work, the residencies will partially overlap in time.</p>
<p>The three residencies will be concluded with a public presentation; a large scale informal user test for artistic Augmented Reality experiments of all three sub-projects. Additional to the presentation, the dissemination of the knowledge to other artists and art students in workshops and lectures, as well as a symposium is another major goal of the overall project.</p>
<p>The Residency:<br />
We invite an artist to explore the 3D and visual aspects of Augmented Reality. We are eager to collaborate with an experienced artist on the visual aspects of VGE, focusing on creating a visually convincing experience. Specific attention will be directed towards using techniques that make virtual objects appear as if they belong in the real world environment. For example: Lighting; blending and mixing, specifically at the borders of real and virtual; and (simulated) physical interaction between the virtual and real world.</p>
<p>The other artists involved in the project have set part of the boundaries of this residence with their plans, and vice versa, the<br />
objectives for this residency will influence the boundaries of their work. The plans of the other residencies are available upon request.</p>
<p>This residency is intended for an in-depth exploration of 3D and visual aspects of Augmented Reality, which is why we require the artist to have an excellent working knowledge of the following techniques: 3D modelling, real-time 3D and texturing (e.g. shading, light mapping, photo mapping and texture baking). Experience in computer generated animation, physics modeling, and Blender is desired.</p>
<p>The required activities of the residency include:<br />
 a preparatory meeting with the VGE developers at V2_Lab and the other artists involved (teleconference is possible);<br />
 at least one month of work at V2_Lab, Rotterdam, between July 1 and August 31, 2008;<br />
 active participation as expert, or workshop leader, for dissemination activities (workshops, lectures, etc.) in the fall of 2008; and<br />
 personal contribution to the final presentation and symposium.</p>
<p>V2_Lab offers:<br />
 extensive support by the VGE developers at V2_Lab;<br />
 an artist fee up to  4500,- in total, depending on the exact activities;<br />
 lodging for the time spent in Rotterdam; and<br />
 travel to/from Rotterdam, up to  250,- in total.</p>
<p>Any queries related to this residency call should be directed to Jan Misker, jan@v2.nl, +31 (0)10-2067273.</p>
<p>The deadline for proposals, is May 22, 2008, 12:00 p.m. CET (noon). (No extensions possible.) The selected artist will be contacted at the latest June 6, 2008.</p>
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		<title>Thinking in Telepathic Cities</title>
		<link>http://transition.turbulence.org/blog/2008/04/22/thinking-in-telepathic-cities/</link>
		<comments>http://transition.turbulence.org/blog/2008/04/22/thinking-in-telepathic-cities/#comments</comments>
		<pubDate>Tue, 22 Apr 2008 21:33:57 +0000</pubDate>
		<dc:creator>jo</dc:creator>
		
		<category><![CDATA[city]]></category>

		<category><![CDATA[networked]]></category>

		<category><![CDATA[writings]]></category>

		<category><![CDATA[immersion]]></category>

		<category><![CDATA[urban]]></category>

		<category><![CDATA[mobile]]></category>

		<category><![CDATA[augmented/mixed reality]]></category>

		<guid isPermaLink="false">http://transition.turbulence.org/blog/2008/04/22/thinking-in-telepathic-cities/</guid>
		<description><![CDATA[[Image Left: Anthony Townsend] &#8220;[I]t should be clear that telepathy is historically linked to numerous other tele-phenomena: it is part of the establishment of tele-culture in general. It is necessarily related to other nineteenth-century forms of communication from a distance through new and often invisible channels, including the railway, telegraphy, photography, the telephone and the [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://transition.turbulence.org/blog/images/2008/04/salon1.jpg" alt="salon1.jpg" /><small><em>[Image Left: Anthony Townsend]</em></small> &#8220;</em>[I]t should be clear that telepathy is historically linked to numerous other tele-phenomena: it is part of the establishment of tele-culture in general. It is necessarily related to other nineteenth-century forms of communication from a distance through new and often invisible channels, including the railway, telegraphy, photography, the telephone and the gramophone. It is this part of a culture which is still in the process of being articulated, and in this respect perhaps the question “Do you believe in telepathy?” need not be regarded as categorically or essentially distinguishable from questions such as “Do you believe in the telephone?” or “Do you believe in television?”</p>
<p>[&#8230;] To begin the present discussion, I re-purpose the term “telepathic communication” as a rhetorical tool. By telepathic communication I mean the current and future set of personal mobile communications devices, services and infrastructure – from simple mobile phones to immersive, shared augmented reality.7 As one of the leading legitimate scientific investigators of psychic phenomena described it:</p>
<p><em>We venture to introduce the words Telesthesia and Telepathy to cover all cases of impression received at a distance without the normal operation of the recognised sense organs. These general terms may, we think, be found of permanent service.</em></p>
<p>“Of permanent service”, indeed. The adoption of this term is intended to focus our attention on the cognitive and sensory nature of mobile communications over the purely functional, social aspects. That is, by employing this term, I seek to emphasize the nature of mobile communications as an extension of the self, rather than exclusively a media for social communication&#8230;&#8221; &#8212; <strong><a href="http://urban.blogs.com/research/files/Townsend-TelepathicCity.pdf">Thinking in Telepathic Cities</a></strong> [PDF] by <a href="http://urban.blogs.com/research/">Anthony Townsend</a>.</p>
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		<item>
		<title>MMUVE IT! - Call for Entries</title>
		<link>http://transition.turbulence.org/blog/2008/04/18/mmuve-it-call-for-entries/</link>
		<comments>http://transition.turbulence.org/blog/2008/04/18/mmuve-it-call-for-entries/#comments</comments>
		<pubDate>Fri, 18 Apr 2008 21:44:13 +0000</pubDate>
		<dc:creator>jo</dc:creator>
		
		<category><![CDATA[collaboration]]></category>

		<category><![CDATA[synthetic]]></category>

		<category><![CDATA[networked]]></category>

		<category><![CDATA[body]]></category>

		<category><![CDATA[augmented/mixed reality]]></category>

		<category><![CDATA[virtual]]></category>

		<category><![CDATA[calls + opps]]></category>

		<guid isPermaLink="false">http://transition.turbulence.org/blog/2008/04/18/mmuve-it-call-for-entries/</guid>
		<description><![CDATA[The Australia Council for the Arts is offering up to $30,000 for a collaborative, embodied art project in a massive multi-user virtual environment (MMUVE). The grant aims to give Australian artists the opportunity to creatively and critically explore interactive, virtual worlds, with a particular focus on the body and interfaces facilitating &#8216;mixed realities&#8217;. The grant [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://transition.turbulence.org/blog/images/2008/04/3_zz245.jpg" alt="3_zz245.jpg" />The <a href="http://www.australiacouncil.gov.au/grants/grant_items/mmuve_it">Australia Council for the Arts</a> is offering up to $30,000 for <em><strong>a collaborative, embodied art project in a massive multi-user virtual environment</strong></em> (MMUVE). The grant aims to give Australian artists the opportunity to creatively and critically explore interactive, virtual worlds, with a particular focus on the body and interfaces facilitating <em><strong>&#8216;mixed realities&#8217;</strong></em>. The grant allows for a collaborative team of up to three artists (including a digital visual media practitioner) to develop inter-disciplinary artwork in a MMUVE of their choice.</p>
<p>With more than 73 million participants in online games and social networking sites such as <em>EverQuest, Legend of Zelda, Second Life</em> and <em>World of Warcraft</em> (to name but a few), and the recent introduction of motion-sensitive controllers such as the Wiimote, an opportunity exists to develop an innovative artwork engaging embodied users in a highly networked environment.</p>
<p>Applications will only be accepted from teams who fulfill all the grant requirements, including having the necessary artform experience. Artists who have professional experience in more than one artform can include this as part of their submission.</p>
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		<title>&#8220;Dissolving the Magic Circle of Play&#8230;&#8221; by Anne-Marie Schleiner</title>
		<link>http://transition.turbulence.org/blog/2008/04/14/dissolving-the-magic-circle-of-play-by-anne-marie-schleiner/</link>
		<comments>http://transition.turbulence.org/blog/2008/04/14/dissolving-the-magic-circle-of-play-by-anne-marie-schleiner/#comments</comments>
		<pubDate>Mon, 14 Apr 2008 18:29:25 +0000</pubDate>
		<dc:creator>jo</dc:creator>
		
		<category><![CDATA[city]]></category>

		<category><![CDATA[writings]]></category>

		<category><![CDATA[architecture]]></category>

		<category><![CDATA[hacktivism]]></category>

		<category><![CDATA[activist]]></category>

		<category><![CDATA[second life]]></category>

		<category><![CDATA[play]]></category>

		<category><![CDATA[urban]]></category>

		<category><![CDATA[game]]></category>

		<category><![CDATA[virtual]]></category>

		<category><![CDATA[intervention]]></category>

		<category><![CDATA[pyschogeography]]></category>

		<category><![CDATA[augmented/mixed reality]]></category>

		<guid isPermaLink="false">http://transition.turbulence.org/blog/2008/04/14/dissolving-the-magic-circle-of-play-by-anne-marie-schleiner/</guid>
		<description><![CDATA[[Image: Operation Urban Terrain (OUT): 2004-6 by Anne Marie Schleiner] &#8220;Due to its marginal existence in relation to the oppressive reality of work, play is often regarded as fictitious. But the work of the Situationists is precisely the preparation of ludic possibilities to come.&#8221; Guy Debord (Contribution to Situationist Definition of Play, Internationale Situationniste #1, [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://transition.turbulence.org/blog/images/2008/04/stripe_r1_c5.jpg" alt="stripe_r1_c5.jpg" /><small><em>[Image: Operation Urban Terrain (OUT): 2004-6 by Anne Marie Schleiner]</em></small> &#8220;<em>Due to its marginal existence in relation to the oppressive reality of work, play is often regarded as fictitious. But the work of the Situationists is precisely the preparation of ludic possibilities to come.</em>&#8221; Guy Debord (Contribution to Situationist Definition of Play, Internationale Situationniste #1, June 1958)</p>
<p>In recent years, commentators on game culture and ludology have undertaken the task of analyzing and structuring play. Such work has been strongly influenced by the Dutch researcher Johan Huizinga&#8217;s 1938 study of play, Homo Ludens and Roger Callois&#8217;s later structuralist elaborations of Huizinga&#8217;s research. In this article I want to draw upon a different stream of thought from the mid twentieth century, also informed by Huizinga but not exclusively, that of the Paris Situationist artists and architects, including Guy Debord and Gilles Ivian (also known as [Ivan Chtcheglov). A number of important engagements with play and games by the Situationists are newly relevant today. Rather than offer a historical assessment of Situationism&#8217;s theories, I will take cues from their writings to reconsider the potential of games in art. I find useful their critique of play within but nevertheless resistant to capitalism (and by extension imperialism and militarism), their architectural proposals for &#8220;player&#8221; navigation and transformation of urban &#8220;psychogeographic&#8221; zones (what we might call &#8220;ludic architecture&#8221;), their analysis of leisure and non-leisure activities, and their repurposing of Dadaist negativity. These proposals all have direct relevance to what MacKenzie Wark calls our contemporary condition of &#8220;Gamespace.&#8221; (MacKenzie Wark, Gamer Theory, Harvard University Press, 2007)</p>
<p><strong>Lesson 1: Freeing play</strong></p>
<p>A promising tactic for the early Situationists was the unpredictable yet forceful potential of play &#8212; what anthropologist Victor Turner termed the &#8220;liminoid,&#8221; or the freeing and transformational, moments of play when the normal roles and rules of a community or society are relaxed (via Jon Dovey and Helen W. Kennedy, Game Cultures, Open University Press, 2006). After these temporary (TAZ like) situations &#8220;players&#8221; settle once more into fixed roles. The Situationists proposed to adopt this liminoid &#8220;subjunctive mood&#8221;, when anything can happen, the carnival, Anarchy Online the RPG, the Society of Creative Anachronisms, into a more general approach, a way of doing and being in the everyday, in order to transform material life with ludic actions.</p>
<p><em>&#8220;<em>We must develop a systematic intervention based on the complex factors of two components in perpetual interaction: the material environment of life and the behaviors which it gives rise to and which radically transform it. Our action on behavior, linked with other desirable aspects of a revolution in mores, can be briefly defined as the invention of games of an essentially new type.</em>&#8221; </em>Guy Debord, (Report on the Construction of Situations and on the International Situationist Tendency&#8217;s Conditions of Organization and Action, June 1957)</p>
<p>Situationist games do not respect the boundary between play and work, leisure and non-leisure, between &#8220;real life&#8221; and Huizinga&#8217;s &#8220;magic circle&#8221;, the separation from &#8220;normal space&#8221; that facilitates immersion in games and play (Katie Salen and Eric Zimmerman, Rules of Play). Situationist games are not sports and are not relegated to sports stadiums, arcades, or Playstation home entertainment set-ups. Situationist games bleed into the city, the workplace, the buyplace, the personal computer, the mobile phone, public and private transportation and communication, and into and inside escapist rule-based game environments themselves. In transgressing the &#8220;magic circle,&#8221; a Situationist gaming tactic attempts to give transformative potential not just to play but to &#8220;normal&#8221; life.</p>
<p><strong>Lesson 2: Wretched winnings, or challenging competition</strong></p>
<p><em>&#8220;<em>The feeling of the importance of winning in the game, that it is about concrete satisfactions &#8212; or, more often than not, illusions &#8212; is the wretched product of a wretched society</em>.&#8221; </em>Guy Debord (Contribution to Situationist Definition of Play)</p>
<p>The Situationists were critical of the competitive aspects of play, Callois&#8217; &#8220;agon&#8221;. For them, competition was complicit with capitalism, with the British working class fan&#8217;s mindless absorption in football, with the struggle to obtain material goods, investing in lucrative defense stocks, doing whatever it takes to be the last Survivor on the island, playing to get the biggest family home in the Sims neighborhood. The Situationists, like avid gamers, rejected the capitalist derived division between production and consumption, active work vs. passive leisure. Nevertheless, they did acknowledge that an element of competition might be necessary in their games:</p>
<p><em>&#8220;T<em>he only success that can be conceived in play is the immediate success of its ambiance, and the constant augmentation of its powers..[ ]..play cannot be completely emancipated from a competitive aspect.</em>&#8220;</em> Guy Debord (Contribution to Situationist Definition of Play)</p>
<p>In our adaptation of Situationist games, perhaps we allow for a degree of competition, among other motivating playful components. Moreover, for the Situationists, ludic actions were also ethical navigations, and therefore the goal of a competition should always be questioned. <em>(Guy Debord, Contribution to Situationist Definition of Play)</em></p>
<p><strong>Lesson 3: Virtual game worlds: Toward a ludic architecture</strong></p>
<p><em>&#8220;<em>The architecture of tomorrow will be a means of modifying present conceptions of time and space. It will be a means of knowledge and a means of action.</em>&#8221; </em>Gilles Ivain [Ivan Chtcheglov] (Formulary for a New Urbanism, October 1953 printed in Internationale Situationniste #1)</p>
<p>Situationist Russian architect Gilles Ivain imagined a &#8220;playful-constructive&#8221; movement through a city&#8217;s &#8220;psychogeographic&#8221; zones, urban zones defined not only by streets, buildings and businesses but also by how people inhabit the city and the collective psychic ambiances they project. Or as Guy Debord later wrote, while describing the now famous Situationist notion of derive, or drifting through a city: from a derive point of view cities have psychogeographical contours, with constant currents, fixed points and vortexes that strongly discourage entry into or exit from certain zones. High speed surveillance cameras tracking shopping patterns in stores like the Gap map these hidden currents, a time based techno-capatilist development of the study of psychogeographic zoning the Situationists did not forecast for their fledgling &#8220;science.&#8221;</p>
<p><em>&#8220;<em>With the aid of old maps, aerial photographs and experimental derives, one can draw up hitherto lacking maps of influences, maps whose inevitable imprecision at this early stage is no worse than that of the first navigational charts. The only difference is that it is no longer a matter of precisely delineating stable continents, but of changing architecture and urbanism.</em>&#8221; </em>Guy Debord (Theory of the Derive, Les Levres Nues #9, November 1956, reprinted in Internationale Situationniste #2, December 1958)</p>
<p>Beyond the remapping of existing cities as psychogeographic zones, new city forms were imagined. In &#8220;Formulary for a New Urbanism&#8221;, from the first edition of Situationist, Gilles Ivain describes a futuristic situationist city&#8217;s quarters, and public and private architecture that would be in continuous flux and modifiable according to the whims of the inhabitants, including zones such as a Bizarre Quarter &#8212; a Happy Quarter (specially reserved for habitation) &#8212; Noble and Tragic Quarter (for good children) &#8212; and a Sinister Zone. It is this last example that games have provided countless imaginings, and Ivain described the Sinister Quarter in a way that predicts the contours of many video game worlds:</p>
<p><em>&#8220;<em>The Sinister Quarter, for example, would be a good replacement for those hellholes, those ill-reputed neighborhoods full of sordid dives and unsavory characters, that many peoples once possessed in their capitals: they symbolized all the evil forces of life. The Sinister Quarter would have no need to harbor real dangers, such as traps, dungeons or mines.</em>&#8221; </em>Gilles Ivain [Ivan Chtcheglov, (Formulary for a New Urbanism)</p>
<p>In contrast to a current rule-based &#8220;algorithmic&#8221; emphasis in academic ludology publications, some game researchers such as Chaim Gingold and Henry Jenkins have made convincing arguments for the importance of spatial poetics in structuring game play. (Chaim Gingold, Miniature Gardens and Magic Crayons, Master&#8217;s thesis at Georgia Tech, 2003, and Henry Jenkins, Game Design as Narrative Architecture in the anthology First Person, MIT Press, 2002) This latter approach can be informed by the psychogeographic characterization of the city provided by the Situationists. Rather than seeing games as solely algorithmic rule machines, there is a significant attraction in players&#8217; exploration of virtual game spaces provided by games like Grand Theft Auto, Tomb Raider, and the classic exploratory Myst.</p>
<p>Activities within these games incorporate spatial puzzles and goals tied to specific psychogeographic locations within the virtual game environment or city. For level design of more action based shooter games like Halo and Quake, ludic architectural design of multiplayer fighting terrains, (for hiding, for sniping, for jumping, for flying), and the placement of enemies and obstacles are a significant portion of game level design. The avid gamer&#8217;s extensive time involvement in level modification, as was once common with PC games like Doom, Quake and Unreal, is motivated by a desire to focus on and transform not the telic aims of the game but the paratelic space of the game world itself, invoking the Situationist&#8217;s call for modifiable, changeable architecture.</p>
<p><em>&#8220;<em>Architectural complexes will be modifiable. Their aspect will change totally or partially in accordance with the will of their inhabitants.</em>&#8221; </em>Gilles Ivain [Ivan Chtcheglov] (Formulary for a New Urbanism)</p>
<p><strong>Lesson 4: Situationist games beyond the virtual: intervening in real cities</strong></p>
<p>Situationist games are not necessarily confined to virtual digital game space. Guy Debord describes the original Situationists playful exploits into Parisian cityspace:</p>
<p><em>&#8220;<em>Our loose lifestyle and even certain amusements considered dubious that have always been enjoyed among our entourage &#8212; slipping by night into houses undergoing demolition, hitchhiking nonstop and without destination through Paris during a transportation strike in the name of adding to the confusion, wandering in subterranean catacombs forbidden to the public, etc. &#8212; are expressions of a more general sensibility which is no different from that of the derive. Written descriptions can be no more than passwords to this great game.</em>&#8221; </em>Guy Debord (Theory of the Derive)</p>
<p>This description, like much of the Situationists&#8217; practice, anticipates the emergence of new forms of game play as art practice today, most clearly in the example of the London-based artist collective <strong>Blast Theory</strong>. <strong>Blast Theory</strong> projects Can You See Me Now? and Uncle Roy All Around You reinscribe urban space with the rules and scenarios of their games. Can You See Me Now? players carry GPS modified devices which contain a simple graphical Pacman style game interface displaying the location of other players in the city. Running panicked through the city streets of Rotterdam in the first performance of Can You See Me Now?, players tried to escape these non-corporeal pursuers who were less restricted by the actual geographic and urban obstacles such as traffic and traffic lights, pedestrians and hills. Similarly, Uncle Roy All Around You repurposed existing city infrastructure like pay phones and car rides to play a mysterious detective style game on the streets of London. Clues and game play advance through text instructions to players&#8217; mobile computers and planted &#8220;actors&#8221; (who seem like artificial intelligence players in a computer game played by humans). <strong>Blast Theory</strong> explained:</p>
<p><em>&#8220;<em>The city is an arena where the unfamiliar flourishes, where the disjointed and the disrupted are constantly threatening to overwhelm us. It is also a zone of possibility; new encounters.</em>&#8221; </em><strong><a href="http://www.blasttheory.co.uk">Blast Theory</a></strong></p>
<p>Converging ludic activities and &#8220;real&#8221; cityspace are not the exclusive domain of Situationist inspired artists. The Situationists did not foresee that mega-players within the &#8220;superstructures&#8221; would also engage in playing their games. For instance, during the annual E3 game industry conference in 2003 in Los Angeles, the United States Army staged a &#8220;playful&#8221; publicity stunt for their free recruitment shooter game America&#8217;s Army. They catapulted soldiers from a helicopter into downtown Hollywood. Passersby on the street were confused and frightened, and civilian city space became militarized through an intervention blurring the distinction between a soldier&#8217;s job and playing soldier in a game. The use of game tactics and play to equivocate and familiarize urban warfare has become increasingly common. In one of the most extreme examples of the post-9/11 military shooter games, KumaWar presented gaming as analogous to soldiering.</p>
<p>This episodic game enterprise released shooter game missions based on current American military events in Iraq. In KumaWar, whose designers regularly solicit advise from a retired United States general, the player always is an American soldier battling &#8220;insurgents&#8221; in Iraqi cities. Distinguishing civilians from insurgents becomes an important skill for success in the &#8220;game&#8221;. Again city space (civilian space), military space and game space are conflated.</p>
<p>A Situationist-style game more covertly complicit with militarization of civilian space through ludological means was the innovative I love Bees designed by <strong>Jane McGonigal</strong>. Microsoft hired McGonigal, then a doctoral candidate in ludology at the University of California at Berkeley, to design a viral marketing campaign and Alternate Reality Game (ARG) for their upcoming X-box release of Halo2. In public places like pay phones, players of I love Bees retrieved information and advances in the game story (a sci-fi &#8220;War of the Worlds&#8221;-like scenario leading into the storyline of Halo2). When they received game information players would make an ironic military salute (echoing the gestures of futuristic American style soldiers in Halo) and were thus able to identify other I love Bees players in public places like concerts and streets. ILB players posted many photos of this military salute on the web. Overall, the civic space of the city became militarized &#8212; even if for a fictional conflict.</p>
<p><strong>Lesson 5: A dash of Dadaist negativity: illegality as play</strong></p>
<p><em>&#8220;<em>The dadaist spirit has nevertheless influenced all the movements that have come after it; and any future constructive position must include a dadaist-type negative aspect, as long as the social conditions that impose the repetition of rotten superstructures [..] have not been wiped out by force.</em>&#8221; </em>Guy Debord (Report on the Construction of Situations and on the International Situationist Tendency&#8217;s Conditions of Organization and Action, June 1957)</p>
<p>Debord, after describing the role of Dadaism in combating &#8220;stale bourgeois culture&#8221; and fascism in post-WWI Europe, postulated that a dadaist-type negative aspect would be a necessary component of Situationism as long as undesired social structures were still in existence. These conditions continue today &#8212; rapidly globalizing capitalism, imperialist exploitation and increasing militarization, border closures and increasingly hedged in civil liberties in the post-9/11 War on Terror are some powerful present day &#8220;rotten superstructures&#8221;. Beyond the apolitical or complicit works described above, Situationist tactics have also been adopted as tools in activism.</p>
<p>One artist group who have been playing some urban interventionist, Situationist-like games with a dose of Dadaist negativity is <strong>Yo Mango</strong>, an Italian/Spanish art collective based in Barcelona. <strong>Yo Mango</strong>, slang in Spain for &#8220;I steal&#8221;, regularly stage playful actions such as potlucks where every dish must contain an element of stolen food, Tango dancing in a chain supermarket while stealing, and distributing stylish <strong>Yo Mango</strong> patches to cover the holes left in stolen clothes by cutting out the plastic security clip. (They recommend stealing only top designer brand name fashions.) Some members of <strong>Yo Mango</strong> are also loosely connected with the European Squatter Movement, an organized youth movement in opposition to private property who also participate in other activist activities like protesting against gentrification.</p>
<p>Mexican Artist <strong>Rene Hiyashi</strong> is another artist creating ludic interventions in public space. In India and Argentina he has realized playful architectural structures for street children. In 2006, in collaboration with Mexico City based artist <strong>Eder Castillo</strong>, <strong>Rene Hiyashi</strong> created Guatamex, an imaginatively constructed island with computers with Internet access for illegal immigrants, floating on the river dividing Mexico from Guatemala. (His own laptop keyboard was water-damaged during this project.) Like the anti-corporate antics and publicity stunts of the <strong>Yes Men</strong> and <strong>Rtmark</strong>, the older public interventions of <strong>Critical Art Ensemble</strong>, and many of the political art actions that took place during the 2004 New York Republican National Convention, <strong>Yo Mango&#8217;s</strong> and <strong>Rene Hiyashi&#8217;s</strong> artwork can be described as ludic activism in which societal rules (the laws) are willfully broken. Within activist culture itself, maybe since the anti WTO demonstrations in Seattle of 1999, Dadaist humor and ludic activities are more prevalent. (Brian Holmes, The Revenge of the Concept: Artistic Exchanges and Networked Resistance, Nettime 2003)&lt;</p>
<p><strong>Lesson 6: Games inside games: Interventionist tactics in virtual spaces</strong></p>
<p>In their handbook for game designers, Salen and Zimmerman repeatedly emphasize the importance of the &#8220;magic circle&#8221; and the investment of the player in a separate, pretend space of play (whether abstract or photorealistic, virtual or non-digital). They stress the pleasure in following the rules of games within the clear-cut boundaries of this magic circle. Situationist gamers, however, are more akin to the creative cheater, the game &#8220;griefer&#8221; or the hacker. They blur the peripheries of the magic circle, taking pleasure in changing the rules of the existing gamespace, which they see as problematic in a fixed state. Situationist mods and hacks intervening inside preexisting games can be more entertaining than the original game.</p>
<p>For instance, the popular Massively Multiplayer Online Role Playing Game (MMORPG) Second Life has been playfully manipulated by the avatar <strong>Gazira Babeli</strong>, one of the members of the <strong>Second Front</strong> collective of Second Life artistic hackers. Her Gray Goo hack was an infestation of Second Life space with out-of-control repetitive self-replicating objects, inspired by nanotechnological disaster scenarios. Grey Goo took various forms, from endless Mario character replications to rampant Velvet Underground bananas. It was so effective it slowed down Linden Lab&#8217;s game servers, interfering with game play system-wide.</p>
<p>Babeli&#8217;s COME.TO.HEAVEN similarly exploited a loophole in Second Life which allows players to create gigantic avatars in proportion to the Second Life world, resulting in unexpected interesting glitches. While the identity (identities) behind the Babeli avatar are kept secret, the code for her Second Life interventions are always made public by posting it online so others can learn from it and reuse it.</p>
<p>A similar, Situationist-themed interventionist game strategy is offered by <strong>Pierre Rahola</strong>, a French gamer and DJ. During the early phase of the US war on Iraq, Rahola and his collaborators would spray anti-war graffiti inside online shooter games. When I interviewed him in Paris in 2005, he admitted that &#8220;intervening in games is more fun than playing the game.&#8221; Around the same time Pierre and his friends were playing online shooter games with an activist edge I began a body of work I would describe as situationist gaming. In collaboration with the artists <strong>Brody Condon</strong> and <strong>Joan Leandre</strong>, we initiated <a href="http://www.opensorcery.net/velvet-strike/">Velvet-Strike</a>, tagging the then-popular online soldier shooter game Counter-Strike with anti-war graffiti. Velvet-Strike was not only visual modification but also included &#8220;recipes&#8221; for disruptive actions designed to interfere with regular Counter-Strike gameplay, like one for making friends with your enemy. Recipe for Friendship:</p>
<p>1. Find a Counter-Strike server with 0 or 1 other player on line. (If you go to an empty one most likely someone will show up to see who you are.)<br />
2. Shoot a few times at your enemy.<br />
3. Tell them you are newbie and ask them to show you how to plant the bomb.<br />
4. Ask them which country they are from.<br />
5. Ask them all about themselves.<br />
6. Arrange to meet another time.</p>
<p><a href="http://www.opensorcery.net/OUT/">Operation Urban Terrain</a> (OUT) was another project I initiated to warp an existing gamespace &#8212; the free US army propaganda game America&#8217;s Army. With OUT, I wanted to counter the convergence of military and civilian space with a kind of activism that merged virtual urban game space wirelessly with cityspace. I invited many people whom I had met online through Velvet-Strike to participate, including <strong>Chris Birke</strong>, one of the original Counter-Strike game texturers, Mexico City architect <strong>Luis Hernandez</strong> and <strong>Pierre Rahola</strong>. We projected our live performances onto the walls and surfaces of Manhattan and Brooklyn, connected wirelessly to five players around the world during the NYC Republican National Convention of 2004. I matched virtual locations within the America&#8217;s Army game servers with physical New York City sites, projecting a live performance of a virtual sit-in inside a tunnel with yellow taxis onto a building in midtown Manhattan, where there were many yellow taxis, and pairing a red brick warehouse in the game with a brick building in Harlem. For the last location I merged a live soldier dancing performance in the popular America&#8217;s Army map &#8220;Bridge&#8221; with projection onto the Manhattan Bridge in Brooklyn.</p>
<p><a href="http://blog.myspace.com/rollartista">Riot Gear for Rollartista</a>, another game inside a game, was a series of machinima performances calling attention to European and British police abuse of Islamic and African immigrants, with players wearing padded &#8220;riot gear&#8221; costumes designed in collaboration with artist <strong>Talice Lee</strong>. In the first performance of the project, two player/performers roller-skated around the small Spanish city of Castellon projecting the Playstation2 games Narc and Mechwarrior from an ultra light projector attached to one of the player&#8217;s helmets, (technology had developed since the heavy battery and projector of OUT). At each projection location in the city, one player &#8220;roller-danced&#8221; and handed out flyers with stories of immigrant abuse to interested passers-by while the second player performed with a portable Playstation, controlling a dancing policeman character who violently beats up on civilian city dwellers.</p>
<p><strong>Conclusion</strong></p>
<p>The Situationists predicted an age of expanded ludic possibilities for artists and for anyone. Paraphrasing and remixing both gamer Rebecca Cannon and Situationist architect Gilles Ivain, we are bored with shooter games. We are bored with the suburbs, the stale imperialist sexist engineering biased corporate game industry, and with new academic ludology that reifies existing superstructures. We are ready to play reality TV off camera. We are frustrated with our governments and the military superstructures that control gamespace. We don&#8217;t want to play by rules we never agreed upon in the first place. Anyways, even if we had fun playing those games to begin with, it is now more entertaining to mess them up, or to invent new unsanctioned games inside gamespace. If big players are intervening in gamespace, then it is time for Situationist gaming.</p>
<p><a href="http://www.opensorcery.net/">Anne-Marie Schleiner</a></p>
<p><strong>Dissolving the Magic Circle of Play: Lessons from Situationist Gaming</strong> will be resented next week at <a href="http://transition.turbulence.org/blog/2008/04/10/locating-play-in-contemporary-culture-and-society-gijon/">Homo Ludens Ludens</a> in Gijon, Spain. [via <a href="http://nettime.org">nettime</a>]</p>
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		<title>Babelswarm [Lismore + Second Life]</title>
		<link>http://transition.turbulence.org/blog/2008/04/14/babelswarm-lismore-second-life/</link>
		<comments>http://transition.turbulence.org/blog/2008/04/14/babelswarm-lismore-second-life/#comments</comments>
		<pubDate>Mon, 14 Apr 2008 16:32:20 +0000</pubDate>
		<dc:creator>jo</dc:creator>
		
		<category><![CDATA[interaction]]></category>

		<category><![CDATA[second life]]></category>

		<category><![CDATA[exhibition]]></category>

		<category><![CDATA[e-literature]]></category>

		<category><![CDATA[3-D]]></category>

		<category><![CDATA[voice]]></category>

		<category><![CDATA[sound]]></category>

		<category><![CDATA[installation]]></category>

		<category><![CDATA[augmented/mixed reality]]></category>

		<category><![CDATA[virtual]]></category>

		<category><![CDATA[narrative]]></category>

		<category><![CDATA[immersion]]></category>

		<category><![CDATA[text]]></category>

		<guid isPermaLink="false">http://transition.turbulence.org/blog/2008/04/14/babelswarm-lismore-second-life/</guid>
		<description><![CDATA[Babelswarm &#8212; by Justin Clemens (Writer), Christopher Dodds (Artist/Designer), and Adam Nash (Musician/3-D Real-Time Artist) :: Opened April 11, 2008 :: Lismore Regional Gallery, 131 Molesworth Street, Lismore NSW 2480 + Second Life.
Socrates: What a lucky morning this is turning out to be! I was looking for one virtue and have found a whole swarm [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://transition.turbulence.org/blog/images/2008/04/babellettersb.jpg" alt="babellettersb.jpg" /><a href="http://babelswarm.blogspot.com/"><strong>Babelswarm</strong></a> &#8212; by <em>Justin Clemens</em> (Writer), <em>Christopher Dodds</em> (Artist/Designer), and <em>Adam Nash</em> (Musician/3-D Real-Time Artist) :: Opened April 11, 2008 :: <a href="http://www.lismoregallery.org/">Lismore Regional Gallery,</a> 131 Molesworth Street, Lismore NSW 2480 + <a href="http://slurl.com/secondlife/ACVA/119/180/295/">Second Life</a>.</p>
<p><em>Socrates: What a lucky morning this is turning out to be! I was looking for one virtue and have found a whole swarm of them.</em> — Plato, Meno</p>
<p>In September 2007, the Australia Council for the Arts announced the recipients of its $20,000 artists residency in the 3-D online virtual world of Second Life. Dodds, Nash, and Clemens were awarded the grant to develop an inter-disciplinary artwork which explores the possibilities of literary, music / sound art and real-time 3-D arts practices within the virtual world. The artwork is a simultaneous installation in <em>Second Life</em> and in a real world gallery, where gallery visitors can be directly involved in its creation via a computer interface.</p>
<p><img src="http://transition.turbulence.org/blog/images/2008/04/babelswarm_group_small.jpg" alt="babelswarm_group_small.jpg" /><small><em>[Image: left to right: Adam Nash (aka Adam Ramona), Christopher Dodds (aka Mashup Islander), and Justin Clemens (aka S1 Gausman)]</em></small></p>
<p><strong>BabelSwarm</strong>, a metaphor for the <em>Tower of Babel</em>, uses voice recognition software that converts the spoken word of real and virtual world participants into 3-D letterform images in an evolving tower of words. The letterforms generate relationships with each other through a combination of visual and sonic manifestations, fragments of narrative, environmental / user awareness capabilities and through interaction with existing data generated within Second Life itself such as the virtual winds, sunrises and sunsets. According to Justin Clemens, Second Life is an already burgeoning platform for today&#8217;s art. &#8216;Every  era has a form that exemplifies it: in Shakespeare&#8217;s time, it was the theatre; today, it&#8217;s Second Life. It&#8217;s a question of trying to meet the new challenges of a new time - and the new spaces that it generates, &#8221;Second Life epitomises the innovations of contemporary technology and culture: an entirely virtual world that has entirely real effects,&#8221; Justin said.</p>
<p>According to artist Christopher Dodds, Second Life is a step in the right direction for Australia contemporary arts practice. &#8220;It is encouraging to see the Australia Council recognising virtual worlds as legitimate environments for artistic practice, and while we thought our idea was solid, we knew the grant would receive a lot of attention and some pretty spectacular applications,&#8221; Christopher said.</p>
<p>Read more <a href="http://www.iconinc.com.au/acva/babelswarm_essay.pdf">here</a> [PDF] and <a href="http://www.desktopmag.com.au/news_articles.php?article_id=245">here</a>.</p>
<p>To gain access to <strong>Babelswarm</strong> you need to register an avatar name, download the Second Life application software, and then log-in to see the virtual world. This can be done in three easy steps:<br />
<strong>1</strong>. Go to <a href="http://secondlife.com/">http://secondlife.com/</a> and follow the &#8220;Get Started&#8221; link. This will allow you to register an avatar name, download the application and then log into Second Life.<br />
<strong>2</strong>. New users go to an instructional island where they can learn to walk, fly talk  etc.<br />
<strong>3</strong>. When ready, click on (or paste into a web browser) the following link: <a href="http://slurl.com/secondlife/ACVA/119/180/295/">http://slurl.com/secondlife/ACVA/119/180/295/</a> Follow the instructions and your avatar will arrive in the <strong>Babelswarm</strong> foyer.</p>
<p>Read Bettina Tizzy&#8217;s interview with Adam Nash <a href="http://npirl.blogspot.com/2008/04/myth-of-babel-comes-alive-babelswarm.html">here</a>.</p>
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		<title>Live Stage: Invisible Threads [NYC + Second Life]</title>
		<link>http://transition.turbulence.org/blog/2008/04/09/live-stage-invisible-threads-nyc-second-life/</link>
		<comments>http://transition.turbulence.org/blog/2008/04/09/live-stage-invisible-threads-nyc-second-life/#comments</comments>
		<pubDate>Wed, 09 Apr 2008 20:55:09 +0000</pubDate>
		<dc:creator>jo</dc:creator>
		
		<category><![CDATA[3-D]]></category>

		<category><![CDATA[networked]]></category>

		<category><![CDATA[streaming]]></category>

		<category><![CDATA[political]]></category>

		<category><![CDATA[synthetic]]></category>

		<category><![CDATA[simulation]]></category>

		<category><![CDATA[second life]]></category>

		<category><![CDATA[video]]></category>

		<category><![CDATA[augmented/mixed reality]]></category>

		<category><![CDATA[telematic]]></category>

		<category><![CDATA[livestage]]></category>

		<category><![CDATA[event]]></category>

		<category><![CDATA[performance]]></category>

		<guid isPermaLink="false">http://transition.turbulence.org/blog/2008/04/09/live-stage-invisible-threads-nyc-second-life/</guid>
		<description><![CDATA[Invisible Threads by Jeff Crouse and Stephanie Rothenberg :: April 15, 2008; 8 -10 pm :: Eyebeam Art &#38; Technology Center, 540 West 21st (between 10th &#38; 11th) :: Free event + performances by current Eyebeam artists.
Think virtually. Buy locally. Invisible Threads - a virtual sweatshop - will be operating live from Second Life and [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://transition.turbulence.org/blog/images/2008/04/threads.jpg" alt="threads.jpg" /><strong>Invisible Threads</strong> by <em>Jeff Crouse</em> and <em>Stephanie Rothenberg</em> :: April 15, 2008; 8 -10 pm :: <a href="http://www.eyebeam.org">Eyebeam Art &amp; Technology Center</a>, 540 West 21st (between 10th &amp; 11th) :: Free event + performances by current Eyebeam artists.</p>
<p>Think virtually. Buy locally. <strong><a href="http://www.doublehappinessjeans.com">Invisible Threads</a></strong> - a virtual sweatshop - will be operating live from <em>Second Life</em> and Eyebeam as part of the <a href="http://www.mediartchina.org/events/newyorkmoma">Synthetic Times Beijing Media Arts Symposium</a> closing reception. The mixed reality performance explores the politics of virtual labor through the creation of a designer jeans sweatshop in the online, 3-dimensional world of<em> Second Life</em>. Simulating a real life manufacturing facility that includes hiring <em>Second Life</em> workers to produce real world jeans sold for profit, the project provides an insiders view into current modes of global, telematic production.</p>
<p>During the evening visitors will be able to order a pair of <em>Double Happiness Jeans</em> through the factory&#8217;s just-in-time telematic manufacturing process. Customers in the real world place their jean orders to the workers in the virtual factory via streaming audio and video. The workers, avatars controlled by humans sitting at computers around the globe, operate textile machines on an assembly line that produce the jeans. Styles include &#8220;MyPants&#8221;, &#8220;No Pants Left Behind&#8221; and the &#8220;LowRider&#8221;. <a href="http://blip.tv/file/779038">Video</a>.</p>
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		<title>Turbulence Commission: No Matter</title>
		<link>http://transition.turbulence.org/blog/2008/04/01/turbulence-commission-no-matter/</link>
		<comments>http://transition.turbulence.org/blog/2008/04/01/turbulence-commission-no-matter/#comments</comments>
		<pubDate>Tue, 01 Apr 2008 20:28:54 +0000</pubDate>
		<dc:creator>jo</dc:creator>
		
		<category><![CDATA[web 2.0]]></category>

		<category><![CDATA[im/material]]></category>

		<category><![CDATA[physical]]></category>

		<category><![CDATA[3-D]]></category>

		<category><![CDATA[interaction]]></category>

		<category><![CDATA[virtual]]></category>

		<category><![CDATA[object]]></category>

		<category><![CDATA[second life]]></category>

		<category><![CDATA[augmented/mixed reality]]></category>

		<guid isPermaLink="false">http://transition.turbulence.org/blog/2008/04/01/turbulence-commission-no-matter/</guid>
		<description><![CDATA[Turbulence Commission: No Matter by Scott Kildall and Victoria Scott (Part of the Mixed Realities exhibition, on view until April 15, 2008) - NO MATTER is an interactive installation that activates the transformation of imaginary objects through the Second Life virtual economy into physical space. Second Life builders construct replicas of famous buildings, luxury goods [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://turbulence.org/index_files/nomatter2.jpg" alt="No Matter" />Turbulence Commission: <strong><a href="http://transition.turbulence.org/works/nomatter">No Matter </a></strong>by <em>Scott Kildall</em> and <em>Victoria Scott (</em>Part of the <a href="http://turbulence.org/mixed_realities/turbulence.html">Mixed Realities</a> exhibition, on view until April 15, 2008) - <strong>NO MATTER</strong> is an interactive installation that activates the transformation of imaginary objects through the <em>Second Life</em> virtual economy into physical space. <em>Second Life</em> builders construct replicas of famous buildings, luxury goods and custom-designed objects, first reproducing, then inverting the notion of value itself. With zero cost for gathering resources, production of goods and transport of finished product, these items proliferate widely and quickly. In the real world, consumer items and imaginary objects serve as forms of emotional attachment — projection screens for desire, fear and love. These idealized forms seem real but when actualized in <em>Second Life</em>, they simultaneously disappoint and fascinate.</p>
<p>Likewise, humans have long sought escape from the physical world through both stories and invention, creating “imaginary objects”, which embody the tension between the ideal and the real. These shared cultural artifacts surface in mythology (Holy Grail, Trojan Horse), literature (Tell-Tale Heart), film (Maltese Falcon), thought experiments (Schrodinger’s Cat) and impossible inventions (Time Machine). Second Life, an online social environment, offers similar possibilities of the imaginary. With 3D-simulated space combined with a virtual currency and social interaction, this is a fully functioning economy of the immaterial.</p>
<p><strong>NO MATTER</strong> reflects this tension between the imaginary and real economics by (1) commissioning 25 builders and artists to produce 40 cultural artifacts in <em>Second Life</em> space; (2) paying them in Linden dollars at an equivalent scale of $1.50 to $12.00 per object; (3) extracting the objects from <em>Second Life</em> — a closed system where 3D models cannot be exported; (4) inviting volunteers to reconstruct these as 3D paper replicas in physical space and paying them the equivalent wages in Linden dollars.</p>
<p><strong>NO MATTER</strong> is a 2007 commission of <a href="http://www.turbulence.org/" target="_new">New Radio and Performing Arts, Inc.,</a> (aka Ether-Ore) for its <a href="http://turbulence.org/mixed_realities/" target="_new">Mixed Realities</a> exhibition. It was made possible with funding from the Andy Warhol Foundation for the Visual Arts.</p>
<p><strong><a href="http://slurl.com/secondlife/Leodegrance/250/96/47/?title=No%20Matter%20Installation%20in%20SL">Teleport</a></strong> to the <a href="http://arsvirtua.com">Ars Virtua Gallery</a> in <a href="http://secondlife.com">Second Life</a>.</p>
<p>BIOGRAPHIES</p>
<p><a href="http://www.kildall.com/">Scott Kildall</a> is cross-disciplinary artist working with video, installation, prints, sculpture and performance. He gathers material from the public realm as the crux of his artwork. Through this method, he uncovers relationships between human memory and social media technology. He has a B.A. in Political Philosophy from Brown University. In 2006, he received a M.F.A. from the School of the Art Institute of Chicago through the Art &amp; Technology Studies Department. He has exhibited in Chicago, New York, Los Angeles, San Francisco, Toronto, Helsinki, Ireland, Spain and Romania. In the fall of 2006, he finished a conceptual art residency called The Future of Idea Art at The Banff Centre for the Arts. He followed this with a six-month fellowship at the Kala Art Institute focusing on remembrance in simulated worlds. He also works with Second Front — the first performance art group in Second Life. He currently resides in San Francisco.</p>
<p><a href="http://www.redhotcoil.com/">Victoria Scott</a> is a visual artist who works with electronic media, sculpture and social relations, both materially and as conceptual metaphor. For over a decade she has researched and created large-scale installations, objects, digital prints and audio works. Her ongoing projects include the material depiction of personal simulations and psychological spaces within online environments and real life. She is also developing a series of batteries that are charged by emotional energy and microorganisms. Born and raised in Winnipeg, Manitoba, Victoria graduated from the New Media/Photo Electric Arts Dept., at The Ontario College of Art &amp; Design. In 2003, she was awarded the full Trustees Scholarship to attend at the School of the Art Institute of Chicago within the Art and Technology Department. Scott completed her MFA in 2005. She has exhibited in Sweden, Mexico City, Toronto, Berlin, Boston, Miami and Chicago and is the recipient of grants from both the Canada and Ontario Arts Councils.</p>
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		<title>Turbulence Commission: The Vitruvian World</title>
		<link>http://transition.turbulence.org/blog/2008/04/01/turbulence-commission-the-vitruvian-world/</link>
		<comments>http://transition.turbulence.org/blog/2008/04/01/turbulence-commission-the-vitruvian-world/#comments</comments>
		<pubDate>Tue, 01 Apr 2008 20:24:54 +0000</pubDate>
		<dc:creator>jo</dc:creator>
		
		<category><![CDATA[architecture]]></category>

		<category><![CDATA[net art]]></category>

		<category><![CDATA[second life]]></category>

		<category><![CDATA[augmented/mixed reality]]></category>

		<guid isPermaLink="false">http://transition.turbulence.org/blog/2008/04/01/turbulence-commission-the-vitruvian-world/</guid>
		<description><![CDATA[Turbulence Commission: The Vitruvian World by Michael Takeo Magruder, Drew Baker and David Steele [Part of the Mixed Realities exhibition, on view until April 15, 2008] - In the 1st century BC, Roman writer, architect and engineer Vitruvius codified specific building formulae based on the guiding principles of strength, utility and beauty. He believed that [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://turbulence.org/index_files/vitruvian2.jpg" alt="Vitruvian World" />Turbulence Commission: <a href="http://transition.turbulence.org/Works/vitruvianworld/"><strong>The Vitruvian World </strong></a>by <em>Michael Takeo Magruder</em>, <em>Drew Baker</em> and <em>David Steele </em>[Part of the <a href="http://turbulence.org/mixed_realities/turbulence.html">Mixed Realities</a> exhibition, on view until April 15, 2008] - In the 1st century BC, Roman writer, architect and engineer Vitruvius codified specific building formulae based on the guiding principles of strength, utility and beauty. He believed that architecture was intrinsically linked to nature and was a human imitation of cosmic order. The most well-known interpretation of this postulate is the Vitruvian Man by Leonardo da Vinci in which the male form is depicted in unity with the square and circle - representing material and spiritual existence respectively. <strong>The Vitruvian World</strong> is a multi-nodal and recursive artwork that embodies the principles of Vitruvius within this context. Existing in three distinct yet interconnected spaces, the work simultaneously embraces the virtual, the physical, and the network connecting them.</p>
<p><strong>The Vitruvian World</strong> is a 2007 commission of <a href="http://www.turbulence.org/" target="_new">New Radio and Performing Arts, Inc.,</a> (aka Ether-Ore) for its <a href="http://turbulence.org/mixed_realities/" target="_new">Mixed Realities</a> exhibition. It was made possible with funding from the Andy Warhol Foundation for the Visual Arts. Thanks to <strong>King&#8217;s Visualisation Lab</strong>, Centre for Computing in the Humanities, King&#8217;s College London for their generous support.</p>
<p><strong><a href="http://slurl.com/secondlife/Digital%20Humanities/128/128/701">Teleport</a></strong> to the <strong>The Vitruvian World</strong><a href="http://arsvirtua.com"></a> in <a href="http://secondlife.com">Second Life</a>.</p>
<p>BIOGRAPHIES</p>
<p><strong><a href="http://www.takeo.org/" target="_blank">Michael Takeo Magruder</a></strong> is an American artist based in the UK working with New and Technological Media within Contemporary Arts  practice. His artworks have been showcased in over 180 exhibitions and 30 countries, including venues such as the Courtauld Institute of Art, London, EAST  International 2005, Georges Pompidou Center, Tokyo Metropolitan Museum of Photography and Trans-Media-Akademie Hellerau. His works are regular inclusions in international New Media festivals, such as Cybersonica, CYNETart, FILE,  Filmwinter, SeNef, Siggraph, Split, VAD and WRO. His artistic practice has been funded directly by the Esmée Fairbairn Foundation, Arts Council England, The National Endowment for the Arts, USA and numerous public galleries both within the UK and abroad. Michael is also recognized for his on-line arts practice and has been commissioned by leading portals for Internet Art such as Turbulence.org  and Soundtoys.net. His current interests concern the simultaneous utilization and dissection of new technology as a means to explore the formal structures and conceptual paradigms of the digital realm. He seeks to create artworks in which there are no divisions between technologies, aesthetics, and concepts.</p>
<p><strong>Drew Baker</strong> is a Senior Research Fellow within the Centre for Computing in the Humanities, King’s College London. One of the founding members of King&#8217;s Visualisation Lab, he has worked in the field of archaeological 3D visualization and interpretation for over ten years. His specialization is in the area of 3D modeling - specifically interactive web-based environments and constructs. Drew’s primary interest in deploying 3D and advanced technologies within cultural practice is to transform spectators  into active participants though the utilization of virtual worlds and artifacts. He is currently concluding a two year AHRC-funded project exploring the process of cognitive modeling in 3D environments and how visualization methodologies can be recorded and understood.</p>
<p><strong>David Steele</strong> is a senior technical consultant based in Arlington, Virginia, USA working with advanced web technology and database architecture. He has been undertaking research and development in these fields since the middle nineties and was a pioneer in pairing cutting-edge clients to existing corporate infrastructures. David’s work has enabled a variety of high profile applications from global text messaging frameworks to re-entry systems for the space shuttle. He is currently interested in exploring the limits of what code can run in a browser in order to reduce server load and enhance the user experience. The ultimate goal is for users to forget that they are working in a browser as the web converges with native  applications.</p>
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		<title>Turbulence Commission: Imaging Beijing</title>
		<link>http://transition.turbulence.org/blog/2008/04/01/turbulence-commission-imaging-beijing/</link>
		<comments>http://transition.turbulence.org/blog/2008/04/01/turbulence-commission-imaging-beijing/#comments</comments>
		<pubDate>Tue, 01 Apr 2008 20:21:16 +0000</pubDate>
		<dc:creator>jo</dc:creator>
		
		<category><![CDATA[presence]]></category>

		<category><![CDATA[3-D]]></category>

		<category><![CDATA[web 2.0]]></category>

		<category><![CDATA[place]]></category>

		<category><![CDATA[public]]></category>

		<category><![CDATA[pyschogeography]]></category>

		<category><![CDATA[mapping]]></category>

		<category><![CDATA[second life]]></category>

		<category><![CDATA[augmented/mixed reality]]></category>

		<guid isPermaLink="false">http://transition.turbulence.org/blog/2008/04/01/turbulence-commission-imaging-beijing/</guid>
		<description><![CDATA[Turbulence Commission: Imaging Beijing by John (Craig) Freeman [Part of the Mixed Realities exhibition, on view until April 15, 2008] - Imaging Beijing is the latest installment of Imaging Place, a place-based, virtual reality project that combines panoramic photography, digital video, and virtual worlds to investigate and document situations where the forces of globalization are [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://turbulence.org/index_files/imaging_beijing3.jpg" alt="Imaging Beijing" />Turbulence Commission: <a href="http://transition.turbulence.org/Works/ImagingBeijing/"><strong>Imaging Beijing </strong></a>by <em>John (Craig) Freeman </em>[Part of the <a href="http://turbulence.org/mixed_realities/turbulence.html">Mixed Realities</a> exhibition, on view until April 15, 2008] - <strong>Imaging Beijing</strong> is the latest installment of <em>Imaging Place</em>, a place-based, virtual reality project that combines panoramic photography, digital video, and virtual worlds to investigate and document situations where the forces of globalization are impacting the lives of individuals in local communities. When a denizen of <em>Second Life</em> first arrives at <strong>Imaging Beijing</strong>, he, she or it can walk over a satellite image of central Beijing where they will find a networks of nodes constructed of primitive spherical geometry with panoramic photographs texture mapped to the interior. The avatar can walk to the center of one of these nodes and use a first person perspective to view the image, giving the user the sensation of being immersed in the location. A web-cam captures live video of the user and transmits it to the head of an exhibition avatar. Dated links in the virtual space launch a browser, which opens a web journal of the <strong>Imaging Beijing</strong> field research.</p>
<p><strong>Imaging Beijing</strong> is a 2007 commission of <a href="http://www.turbulence.org/" target="_new">New Radio and Performing Arts, Inc.,</a> (aka Ether-Ore) for its <a href="http://turbulence.org/mixed_realities/" target="_new">Mixed Realities</a> exhibition. It was made possible with funding from the Andy Warhol Foundation for the Visual Arts.</p>
<p><strong><a href="http://slurl.com/secondlife/Leodegrance/218/85/101/?img=http%3A//institute.emerson.edu/vma/faculty/john_craig_freeman/imaging_place/imaging-placeSL/mixed_realities/slurl.jpg&amp;title=Imaging%20Beijing&amp;msg=Imaging%20Beijing%2C%20by%20John%20Craig%20Freeman">Teleport</a></strong> to <strong>Imaging Beijing</strong> in <a href="http://secondlife.com">Second Life</a>.</p>
<p>BIOGRAPHY</p>
<p><a href="http://pages.emerson.edu/Faculty/J/John_Craig_Freeman/" target="_blank">John Craig Freeman&#8217;s</a> work has been exhibited internationally including at The Museum of Contemporary Art, Beijing, the Kunstraum Walcheturm in Zurich,  Eyebeam in New York, City, the Zacheta Narodowa Galeria Sztuki (the national gallery of Warsaw), Kaliningrad Branch of the National Center for Contemporary Arts in Russia, Art Basel Miami, Ciberart Bilbao and the Girona Video and Digital Arts Festival in Spain, La Biblioteca National in Havana, the Contemporary Art Center in Atlanta, the Nickle Arts Museum in Calgary, the Center for Experimental and Perceptual Art (CEPA) in Buffalo, Art interactive, Mobius and Studio Soto in Boston, the Centro de la Imagen in Mexico City, Ambrosino Gallery in Miami, the Photographers Gallery in London, and the Friends of Photography&#8217;s Ansel Adams Center in San Francisco.</p>
<p>In 1992 Freeman was awarded an Individual Artist Fellowship from the National Endowment for the Arts. His writing has been published in Leonardo, the Journal of Visual Culture, and Exposure, as well as a chapter in the book Electronic Collaboration in the Humanities. His work has been reviewed in Wired News, Artforum, Ten-8, Z Magazine, Afterimage, Photo Metro, New Art Examiner, Time, Harper&#8217;s and Der Spiegel. Lucy Lippard cites Freeman&#8217;s work in her book The Lure of the Local, as does Margot Lovejoy in her book Digital Currents: Art in the Electronic Age.</p>
<p>Freeman received a Bachelor of Art degree from the University of California, San Diego in 1986 and a Master of Fine Arts degree from the University of Colorado, Boulder in 1990. He is an Associate Professor of New Media at Emerson College in Boston. The focus of his academic activities throughout the last decade has been to integrate computer technology and theory of electronic culture into visual art curriculum and to explore interdisciplinary approaches to education and technology.</p>
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		<title>Google Maps of Sci-Fi</title>
		<link>http://transition.turbulence.org/blog/2008/03/28/google-maps-of-sci-fi/</link>
		<comments>http://transition.turbulence.org/blog/2008/03/28/google-maps-of-sci-fi/#comments</comments>
		<pubDate>Fri, 28 Mar 2008 21:58:16 +0000</pubDate>
		<dc:creator>jo</dc:creator>
		
		<category><![CDATA[e-literature]]></category>

		<category><![CDATA[networked]]></category>

		<category><![CDATA[mapping]]></category>

		<category><![CDATA[narrative]]></category>

		<category><![CDATA[augmented/mixed reality]]></category>

		<guid isPermaLink="false">http://transition.turbulence.org/blog/2008/03/28/google-maps-of-sci-fi/</guid>
		<description><![CDATA[&#8220;It&#8217;s another installment of Entropist, a sci-fi culture column by futurist design maven Geoff Manaugh, author of BLDG BLOG. The British branch of Penguin Books recently premiered a new website called - a bit lamely - We Tell Stories. The basic idea is that six authors will tell six stories over a period of six [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://transition.turbulence.org/blog/images/2008/03/2368138510_7442a66806_o.jpg" alt="2368138510_7442a66806_o.jpg" />&#8220;<small><em>It&#8217;s another installment of Entropist, a sci-fi culture column by futurist design maven Geoff Manaugh, author of <a href="http://bldgblog.blogspot.com/">BLDG BLOG</a>.</em></small> The British branch of Penguin Books recently premiered a new website called - a bit lamely - <a href="http://wetellstories.co.uk/">We Tell Stories</a>. The basic idea is that six authors will tell six stories over a period of six weeks. More interesting, however, is the fact that story #1, &#8220;<a href="http://wetellstories.co.uk/stories/week1/">The 21 Steps</a>&#8221; by Charles Cumming, was told using Google Maps. So combine this same strategy with today&#8217;s urban sci-fi, add a few more cities - and you&#8217;ve got a way to map science fiction across the planet. Could there someday be a Google Maps of Sci-Fi?</p>
<p>In Charles Cumming&#8217;s story, inspired by John Buchan&#8217;s old novel <a href="http://www.amazon.com/Thirty-Nine-Steps-Penguin-Classics/dp/0141441178">The 39 Steps</a>, we follow a man, watching from above, in an omniscient satellite view. Someone is tracking his movements through London, as well as his trips south and north across the country. At one point, for instance, our narrator wakes up on a beach, unsure of where he is or what the date might even be. <em>A loose piece of newspaper came cartwheeling along the sand and wrapped itself around my legs. I picked it up and looked at the date. Two days had passed since I had arrived in Edinburgh. The newspaper was the Evening News. So I was still in Scotland.</em> If the story is about a man being tracked and followed, then it is also told in a way that allows us to track and follow, clicking onward through maps of the man&#8217;s experience. But what are the possibilities for science fiction?&#8221; Continue reading <a href="http://io9.com/373393/google-maps-of-sci+fi"><strong>Google Maps of Sci-Fi</strong></a> by <em>Geoff Manaugh</em>, <a href="http://io9.com/">io9</a>.</p>
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