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	<title>Networked_Performance &#187; intervention</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>
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		<title>Live Stage: Critical Conversations [San Francisco]</title>
		<link>http://transition.turbulence.org/blog/2008/04/21/live-stage-critical-conversations-san-francisco/</link>
		<comments>http://transition.turbulence.org/blog/2008/04/21/live-stage-critical-conversations-san-francisco/#comments</comments>
		<pubDate>Mon, 21 Apr 2008 16:33:21 +0000</pubDate>
		<dc:creator>jo</dc:creator>
		
		<category><![CDATA[livestage]]></category>

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

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

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

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

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

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

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

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		<description><![CDATA[Subversive Complicity: Critical Conversations in a Limo - created by Holly Crawford :: May 1, 2008; 5, 6, 7, and 8 pm :: The LAB, 16th and Capp St., San Francisco :: The limo will leave from and return to The LAB. Reserve your free space by calling the gallery at (415) 864-8855 :: Exhibition [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://transition.turbulence.org/networked_music_review/wp-content/uploads/2008/04/emptylimo.jpg" alt="emptylimo.jpg" /><a href="http://www.artcurrents.org">Subversive Complicity: <strong>Critical Conversations in a Limo</strong></a> - created by Holly Crawford :: May 1, 2008; 5, 6, 7, and 8 pm :: The LAB, 16th and Capp St., San Francisco :: The limo will leave from and return to The LAB. Reserve your free space by calling the gallery at (415) 864-8855 :: Exhibition runs May 1-24, 2008 :: Opening Reception: May 1, 6-9 pm.</p>
<p>Hop into a white limousine with eight strangers to converse about anything in art for one hour. Hosts, who are critics and curators, will guide conversations and offer refreshments.</p>
<p>Featuring: <em>Laurel Beckman</em>; <em>Chris Barr</em>; <em>Julia Bradshaw, James Morgan, </em>and <em>Bennett Goble</em>; <em>Elisheva Biernoff</em>; <em>Cesar Cornejo</em>; <em>Holly Crawford</em>; <em>Sharon Daniel</em>; <em>Bryan and Vita Hewitt with Chuck, Inc.</em>; <em>Heike Liss and Ellen Lake</em>; <em>Bradley McCallum and Jacqueline Tarry</em>; <em>Neighborhood Sign Club</em> with <em>Alison Pebworth, Leigh Ann Martin,</em> and <em>Megan Saperstein</em>; <em>Nancy Nisbet</em>; <em>Jennifer Parker</em> with <em>Matthew McGuinness</em>; <em>Sasha Petrenko</em>; <em>Johanna Poethig</em> with <em>VPA Painting and Mural Class</em>, CSU Monterey Bay; <em>Alyssa C. Salomon</em>; <em>Randy Sarafan</em>; and <em>Sherri Lynn Wood</em>.</p>
<p><strong>Subversive Complicity</strong> brings together a group of artists whose work inhabits the interstices of contemporary life &#8212; physical, temporal, and conceptual gaps within existing structures &#8212; in order to subvert everyday systems and raise social awareness in subtle, humorous, and radical ways. What happens when artists working within these spaces adapt and co-opt the strategies, languages, mannerisms, and visualizations from divergent social personas and cultural sources to create alternative modes of action and expression?</p>
<p>The resulting range of projects presented in this exhibition suggests the myriad of possibilities for public and private transformation to emerge when artists assume such diverse roles as agent provocateur, broadcaster, political activist, conversationalist, oral historian, engineer, broker, trader, benefactor, gamer, and even evangelist. Through gallery documentation of past actions and a series of ongoing and special events these artists invite audiences! into a set of conversations, resistances, and exchanges at once real and imagined, geographic and social, local and global.</p>
<p>Come join us in this exploration of how art can disrupt, re-shape, and otherwise invigorate our daily existence through interventions enacted on the streets of San Francisco, across the landscape of the Bay Area, and within other cities and virtual realities far beyond.</p>
<p>This exhibition was developed in association with the <a href="http://may2008.artintervention.org/">Intervene! Interrupt! Rethinking Art as Social Practice Festival</a> hosted by the University of California, Santa Cruz. <strong>Critical Conversations in a Limo</strong> was organized by Heather M. Mikolaj (Curator) and Clare Haggarty (Assistant Curator), in collaboration with University of California, Santa Cruz faculty Dee Hibbert-Jones and E.G. Crichton.</p>
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		<title>Live Stage: Sousveillance Culture Conference [NYC]</title>
		<link>http://transition.turbulence.org/blog/2008/04/17/live-stage-sousveillance-culture-conference-nyc/</link>
		<comments>http://transition.turbulence.org/blog/2008/04/17/live-stage-sousveillance-culture-conference-nyc/#comments</comments>
		<pubDate>Thu, 17 Apr 2008 21:01:16 +0000</pubDate>
		<dc:creator>jo</dc:creator>
		
		<category><![CDATA[conference]]></category>

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

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

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		<description><![CDATA[Sousveillance Culture Conference :: April 26, 2008; 12 - 5 pm :: The Change You Want to See Gallery, 84 Havemeyer @ Metropolitan, Brooklyn, NY.
Presentations on the theory &#38; practice of surveillance and contemporary protest art, by graduate students in the ITP program at NYU&#8217;s Tisch School of the Arts. The presenters&#8217; talks will be [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://transition.turbulence.org/blog/images/2008/04/tactical.jpg" alt="tactical.jpg" /><strong>Sousveillance Culture Conference</strong> :: April 26, 2008; 12 - 5 pm :: <a href="http://www.thechangeyouwanttosee.org">The Change You Want to See Gallery</a>, 84 Havemeyer @ Metropolitan, Brooklyn, NY.</p>
<p>Presentations on the theory &amp; practice of surveillance and contemporary protest art, by graduate students in the ITP program at NYU&#8217;s Tisch School of the Arts. The presenters&#8217; talks will be grouped into four panels, to be moderated by their Professor, <em>Marisa Olson</em> (Curator at Large, Rhizome), on topics ranging from voyeurism and play to intervention and networks of control. These panels will consist of both artist talks and critical essays, and audience members will be invited to give feedback on a few works in progress.</p>
<p>Program:</p>
<p>11:45 Open Seating<br />
12:00 Welcome &amp; Introduction, Marisa Olson</p>
<p>12:05-1:15 <strong>Voyeurism vs. Exhibitionism: Online and In the Streets</strong><br />
Panelists: Allistar Peters and Meng Li, Ana Maria Gutierrez, Heather Rasley</p>
<p>1:15-2:00 <strong>Watchful Intervening: From Scientologists to Spy Shops</strong><br />
Panelists: Amanda Bernsohn and Kacie Kinzer, Syed Salahuddin</p>
<p>2-3:30 <strong>Playtime: Games, Toys, and Entertainment</strong><br />
Panelists: Oscar Torres, Scott Hoffer, Shlomit Lehavi and Leah Gilliam</p>
<p>3:30-5 <strong>Looking at Control: From Candidate Self-Surveillance to Wireless Subversion</strong><br />
Panelists: Michael Clemow and Tom Jenkins, Alberto Tafoya, Emery Martin</p>
<p>The Change You Want To See is the gallery and convergence stage run by the activist arts collective Not An Alternative.</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>

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

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		<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>

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		<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>Live Stage: Ryoji Ikeda [Amsterdam]</title>
		<link>http://transition.turbulence.org/blog/2008/04/07/live-stage-ryoji-ikeda-amsterdam/</link>
		<comments>http://transition.turbulence.org/blog/2008/04/07/live-stage-ryoji-ikeda-amsterdam/#comments</comments>
		<pubDate>Mon, 07 Apr 2008 19:42:54 +0000</pubDate>
		<dc:creator>jo</dc:creator>
		
		<category><![CDATA[light]]></category>

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		<description><![CDATA[Dream Amsterdam - Ryoji Ikeda :: June 6 - 21, 2008 :: Opening: June 6, 8:30 pm - live concert and performance by Ryoji Ikeda and an amazing line up of other international guest artists and DJ’s.
Renowned composer and visual artist Ryoji Ikeda (Japan 1966) will create art projects for Dream Amsterdam. Ikeda’s hypnotic work [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://transition.turbulence.org/blog/images/2008/04/dreamamsterdam.jpg" alt="dreamamsterdam.jpg" /><a href="http://www.dreamamsterdam.nl/"><strong>Dream Amsterdam</strong></a><strong> - Ryoji Ikeda</strong> :: June 6 - 21, 2008 :: Opening: June 6, 8:30 pm - live concert and performance by <strong>Ryoji Ikeda</strong> and an amazing line up of other international guest artists and DJ’s.</p>
<p>Renowned composer and visual artist <strong>Ryoji Ikeda</strong> (Japan 1966) will create art projects for <em>Dream Amsterdam</em>. Ikeda’s hypnotic work plays with human perception through installations, performances, live concerts, recordings and album releases. Ikeda will use pure light as the material for his interventions in various secret locations across Amsterdam. Intensely bright light installations will appear mysteriously, connecting a constellation of points across the cityscape. The energy used for the light installations is generated from sustainable, recycled resources. The site-specific art projects can be viewed from June 6 until June 21, 2008 in the evening hours. A detailed map with the locations and a route can be found <a href="http://www.dreamamsterdam.nl">here</a> from June 6.</p>
<p>His work has been exhibited and presented worldwide, including Tate Modern / Queen Elizabeth Hall (London) and Centre Pompidou / Museum of Modern Art (Paris). He has won important prizes, including the Ars Electronica Golden Nica (2001). Ikeda’s commission for Dream Amsterdam Foundation presents his first large-scale artworks for public spaces and marks a new direction in his artistic career.</p>
<p>On June 7, the SILENT NIGHT event presents a unique opportunity to experience the city as never before: Amsterdam switches off her lights. The darkness maximizes the contrast with the bright light of Ikeda’s installations spread over the city. Ryoji Ikeda and Dream Amsterdam Foundation invite residents of Amsterdam and visitors to actively participate in the SILENT NIGHT event and help contribute to the realization of Ikeda’s Dream, promising to deliver an extraordinary transformation of the city of Amsterdam for one night only.</p>
<p>A co-production by <a href="http://www.dreamamsterdam.nl">Dream Amsterdam</a> and <a href="http://www.forma.org.uk">Forma Arts and Media</a></p>
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		<title>&#8220;Fear of Fear Itself&#8221; by Marina Vishmidt</title>
		<link>http://transition.turbulence.org/blog/2008/04/04/fear-of-fear-itself-by-marina-vishmidt/</link>
		<comments>http://transition.turbulence.org/blog/2008/04/04/fear-of-fear-itself-by-marina-vishmidt/#comments</comments>
		<pubDate>Fri, 04 Apr 2008 18:11:18 +0000</pubDate>
		<dc:creator>jo</dc:creator>
		
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		<guid isPermaLink="false">http://transition.turbulence.org/blog/2008/04/04/fear-of-fear-itself-by-marina-vishmidt/</guid>
		<description><![CDATA[&#8220;It&#8217;s the Transmediale at the Haus der Kulturen der Welt in Berlin. Somewhere, something in this cavernous Marshall Plan edifice is flickering. Closer at hand in the exhibition hall, half-tilted black boxes on the floor solicit you to crawl under them and encounter others of your kind watching videos. The fauna underneath are warm and [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://transition.turbulence.org/blog/images/2008/04/wonder_beirut_preview.jpg" alt="wonder_beirut_preview.jpg" />&#8220;It&#8217;s the Transmediale at the Haus der Kulturen der Welt in Berlin. Somewhere, something in this cavernous Marshall Plan edifice is flickering. Closer at hand in the exhibition hall, half-tilted black boxes on the floor solicit you to crawl under them and encounter others of your kind watching videos. The fauna underneath are warm and resistant, though you would expect to encounter something rather more cold and slimy when lifting a rock, which is what the black-box bivouac viewing situation feels like.</p>
<p>Such thoughtful cues in the physical fabric of the exhibition mean it doesn&#8217;t take long to cotton on to the data cloud of this year&#8217;s festival: ‘Conspire’. This could at first be taken as a prim allusion to the still-unwieldy legacy of Stasi spookery in German social and political life, as well as contemporary control creep in our western security wings&#8230;&#8221; Continue reading <strong><a href="http://www.metamute.org/en/Fear-of-Fear-Itself">Fear of Fear Itself</a></strong> by Marina Vishmidt, Mute Magazine.</p>
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		<title>New Life Berlin Festival</title>
		<link>http://transition.turbulence.org/blog/2008/03/13/new-life-berlin-festival/</link>
		<comments>http://transition.turbulence.org/blog/2008/03/13/new-life-berlin-festival/#comments</comments>
		<pubDate>Thu, 13 Mar 2008 19:22:33 +0000</pubDate>
		<dc:creator>jo</dc:creator>
		
		<category><![CDATA[place]]></category>

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

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

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

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		<guid isPermaLink="false">http://transition.turbulence.org/blog/2008/03/13/new-life-berlin-festival/</guid>
		<description><![CDATA[NEW LIFE BERLIN FESTIVAL: Call for Artists :: Deadline for Applications: May 1, 2008.
NEW LIFE BERLIN is a participatory art festival dedicated to new modes of moving and existing. Curated from the online art community WOOLOO.ORG, NEW LIFE BERLIN aims to connect the critical resources of a global network of artists with a specific geographical [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://transition.turbulence.org/blog/images/2008/03/berlin.jpg" alt="berlin.jpg" /><a href="http://www.wooloo.org/festival">NEW LIFE BERLIN FESTIVAL</a>: Call for Artists :: Deadline for Applications: May 1, 2008.</p>
<p>NEW LIFE BERLIN is a participatory art festival dedicated to new modes of moving and existing. Curated from the online art community WOOLOO.ORG, NEW LIFE BERLIN aims to connect the critical resources of a global network of artists with a specific geographical location of importance to today&#8221;s cultural production.</p>
<p>INTERNATIONAL CALL FOR ARTISTS: Artists working in all mediums are encouraged to apply for participation in NEW LIFE BERLIN. All applications must be made <a href="http://www.wooloo.org/festiva">online</a>.</p>
<p>In opposition to traditional art festivals, the NEW LIFE BERLIN artistic program is focused on participation and is therefore open to proposals from interested artists throughout the Festival period. By keeping participation open - while still curated - it is the intend of the curatorial team to test the critical value of the much discussed online community, while simultaneously serve as an investigative platform for a fluid cultural landscape that can no longer be controlled by any centralized apparatus.</p>
<p>FESTIVAL PROGRAM</p>
<p>TRANSNATIONAL COMMUNITIES deals with alternative means of representing &#8220;community&#8221; and &#8220;identity&#8221; to those of the modern nation state. Whether of social or artistic background, the projects presented all give rise to group participation and advocates real life cultural mobility on one or several levels.</p>
<p>ARTISTIC SOCIAL RESPONSIBILITY questions the relationship between cultural practitioners and corporate entities in the new millennium. How does contemporary cultural production relate to the concept of &#8220;Corporate Social Responsibility&#8221;?</p>
<p>PARTICIPATION AND INTERVENTION finally explores participatory artistic processes and their relationship to the socio-political climate in which they are created. Projects focus on actual interaction with the local public and thereby on practical investigations of new potentials for civic engagement and empowerment.</p>
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		<title>[iDC] Wafaa Bilal: Speech in a Democracy</title>
		<link>http://transition.turbulence.org/blog/2008/03/12/idc-wafaa-bilal-speech-in-a-democracy/</link>
		<comments>http://transition.turbulence.org/blog/2008/03/12/idc-wafaa-bilal-speech-in-a-democracy/#comments</comments>
		<pubDate>Wed, 12 Mar 2008 13:46:10 +0000</pubDate>
		<dc:creator>jo</dc:creator>
		
		<category><![CDATA[public]]></category>

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

		<guid isPermaLink="false">http://transition.turbulence.org/blog/2008/03/09/idc-wafaa-bilal-speech-in-a-democracy/</guid>
		<description><![CDATA[UPDATE: Brian Holmes wrote: &#8220;&#8230; Thanks to all of you who wrote back (and especially, who wrote to RPI president Jackson) about this clash. Now you should know the latest: Wafaa Bilal&#8217;s show has been restaged in the nearby Sanctuary for Independent Media and guess what? The police has closed it on a building code [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://transition.turbulence.org/blog/images/2008/03/dorihead.jpg" alt="dorihead.jpg" /><em><strong>UPDATE:</strong> Brian Holmes wrote: &#8220;&#8230; Thanks to all of you who wrote back (and especially, who wrote to RPI president Jackson) about this clash. Now you should know the latest: Wafaa Bilal&#8217;s show has been restaged in the nearby <a href="http://thesanctuaryforindependentmedia.org">Sanctuary for Independent Media</a> and guess what? The police has closed it on a building code technicality &#8230; (C)omplete <a href="http://thesanctuaryforindependentmedia.org/node/120">story</a> of the affair with links. All of this is going very far and looks like a true case of hysteria. The symbolic gap between a cosmopolitan outlook able to understand what is going on from an Ira(q)i point of view and a pure America first rejection of anything foreign is frightening to behold&#8230;&#8221;</em> END UPDATE.</p>
<p><strong> Wafaa Bilal</strong> is currently an artist-in-residence at Rensselaer Polytechnic Institute in the city of Troy, New York. Shortly after his arrival on March 5, his exhibition in the gallery of the Arts department was closed to the public by order of the university’s president. Today there is no certainty that the exhibition will be reopened. What I want to show is that every aspect of Wafaa Bilal’s visit to RPI points back to one fundamental issue: <em>the value of free speech in a democracy</em>.</p>
<p>Bilal was born in Iraq in 1966. He resisted the authoritarian government of Saddam Hussein, suffered persecution and then escaped the country, emigrating to the US in the early 1990s to realize a lifelong dream. He completed an MFA at the Chicago Art Institute in 2003 – and then, due to circumstances far beyond his own choosing, he became one of the most controversial artists in America.</p>
<p>He works with photography, video and computer games, using the Internet to reach beyond the gallery to a wider public. At the heart of his recent pieces is a single principle: he performs the existence of an Iraqi civilian. He shows us, tells us and tries to make us feel what life might be like right now, for those he left behind in his home country. By staging himself in interactive situations, he asks each of us to chose what we have to say to the Iraqi people.</p>
<p>Let’s remember that Iraqis are not necessarily our enemies. US armed forces originally came to liberate them from a dictator. This apparently simple premise has given rise to a terribly complex dilemma. An occupying power, claiming to restore democracy to a foreign nation, is faced with deadly attacks on its forces and with the parallel development of civil wars linked inextricably to its presence. A civilian population, which had no voice and no chance to intervene in any of the events leading up to this violence, is faced with explosives, assassinations, cross-fire, penury, immeasurable suffering and death. By the most cautious and thoroughly documented account available, the liberation of Iraq has been accompanied by 81,632 civilian deaths by violence since March 20, 2003 (cf. <a href="http://www.iraqbodycount.org">www.iraqbodycount.org</a>). Each of those who have died, including Bilal&#8217;s own brother, is a unique human being, just like each of the 3,974 Americans who have died in he war. The question that arises today is whether the citizens of the United States – who, through our elected representatives, did collectively decide to engage in violence – can still speak in public about the consequences of that decision.</p>
<p>What does it mean to speak in public? It’s no longer so easy as standing on a soapbox. We live in an intensely mediated society. Every day, politicians, journalists, newscasters, movies, recruiting officers, brochures, posters, blogs and games &#8220;speak&#8221; about the war. They raise feelings of the widest variety: fear, revulsion, hatred, pride, a sense of strength or courage, sadness, horror, anxiety. Amid all these emotions, one overriding concern is constantly at issue: our relation, as a listening and viewing public, to the image of American servicemen and women faced with a strange, seemingly unknowable enemy. That one issue conditions every political decision made about the war. Yet those whom we came to liberate – not our enemies, but the Iraqi people – are strangely absent from this discussion. As if in reality, we wished to know nothing about them.</p>
<p>Wafaa Bilal is now a US citizen. He uses his rights as a citizen to speak to us symbolically, with photographs, videos, websites, interactive games. He insists that symbolic speech has its consequences. One of his recent pieces was entitled <a href="http://transition.turbulence.org/blog/?s=Wafaa+Bilal&amp;x=0&amp;y=0"><em><strong>Domestic Tension: Shoot an Iraqi</strong></em></a> (2007). He designed an interactive website allowing anyone, anywhere, 24 hours a day, to aim a paintball gun inside a gallery and fire it at him. With this work he addressed the American public. The participants chose their responses. They could speak with bullets, by firing paintballs at a supposed enemy; or they could respond in any other way, with words, with letters, with emotions, with recognition and respect, with solidarity for another human being. Some of them found that if they &#8220;spoke&#8221; just right, by a click just in time, they could divert the paintball which another participant was firing directly at the artist.</p>
<p>Bilal came to the Rensselaer Polytechnic Institute with a video game: <em><strong>The Night of Bush Capturing: A Virtual Jihadi</strong></em>. Here, the situation is complex, like the war itself. Bilal’s piece is based on the video game <em>Quest for Saddam</em>, where American gamers were invited to attack and kill stereotyped Iraqi enemies during a mission to capture the dictator. This commercial game was hacked by individuals claiming to be part of Al Qaeda. They transformed it into a game where Islamist warriors seek to kill the American president. Then they offered it to people in Iraq, just as the original game had been offered to young Americans. Bilal hacked the hack, and placed his own image in the game. He let himself be symbolically absorbed within it, the way any teenager would be absorbed during the time of play. And he then made this situation public, as the central element of his exhibition at RPI.</p>
<p>There is vital meaning in this act of symbolic speech. The artist is trying to inform you, not only about the ways that a video game pictures Iraqis for the American public, but also about the ways that Al Qaeda speaks through games to Iraqi youth. With the image of his own body, Wafaa Bilal is trying to tell everyone about the consequences of war and hatred, and the kinds of symbolic speech that are circulating in the world beyond our borders.</p>
<p>Wafaa still has one project going at RPI: and you can participate, at <a href="http://www.dogoriraqi.com">www.dogoriraqi.com</a>. He wants your vote to decide which one &#8212; a dog named &#8220;Buddy,&#8221; or an Iraqi, himself &#8212; will be waterboarded at an &#8220;undisclosed location&#8221; in upstate New York.</p>
<p>Are Iraqis our enemies? Should we vote for torture? Is free speech the essence of a democracy? Would you pull the trigger? To ask these dangerous questions through symbolic speech, without physical harm to anyone, is a possibility that art can give us. To make use of that possibility, and thereby to keep democracy vividly alive, is to fulfill one&#8217;s civic responsibility. This kind of challenging and open debate is what we could expect in the cosmopolitan atmosphere of a great university. Yet precisely that has been denied, with the closing of the exhibition <em><strong>Virtual Jihadi</strong></em> at Rensselaer Polytechnic. Exercise your right of expression. <em><strong>Write to President Shirley Jackson in favor of re-opening the show (email:president [at] rpi.edu). Free speech is now severely threatened.</strong></em> But what we need today, at a minimum, is to ask many more public questions about the reasons for remaining involved in this war.</p>
<p>Brian Holmes</p>
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		<title>Live Stage: dead-in-iraq [NYC]</title>
		<link>http://transition.turbulence.org/blog/2008/03/10/live-stage-dead-in-iraq-nyc/</link>
		<comments>http://transition.turbulence.org/blog/2008/03/10/live-stage-dead-in-iraq-nyc/#comments</comments>
		<pubDate>Mon, 10 Mar 2008 20:03:12 +0000</pubDate>
		<dc:creator>jo</dc:creator>
		
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		<description><![CDATA[Joseph DeLappe performs dead-in-iraq :: March 20, 2008; 7 pm :: Eyebeam, 540 W. 21st St., NYC.
On Thursday, March 20 — the date of the US invasion of Iraq — Joseph DeLappe will enact his ongoing protest and memorial work set within the Department of Defense’s online military recruiting and marketing video game, America’s Army. [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://transition.turbulence.org/blog/images/2008/03/deadiniraq_news.jpg" alt="deadiniraq_news.jpg" /><em><a href="http://www.unr.edu/art/delappe.html">Joseph DeLappe</a></em> performs <a href="http://www.unr.edu/art/DELAPPE/Gaming/Dead_In_Iraq/dead_in_iraq%20JPEGS.html"><strong>dead-in-iraq</strong></a> :: March 20, 2008; 7 pm :: Eyebeam, 540 W. 21st St., NYC.</p>
<p>On Thursday, March 20 — the date of the US invasion of Iraq — Joseph DeLappe will enact his ongoing protest and memorial work set within the Department of Defense’s online military recruiting and marketing video game, America’s Army. Using the login name “dead-in-Iraq”, DeLappe enters the multiplayer game as a player and, forgoing fighting, uses the game’s features to memorialize US military members killed in Iraq.<em> &#8220;As of 1/17/08, I have input 3745 names. I intend to keep doing so until the end of this war. As of 1/17/08 there have been 3929 American service persons killed in Iraq.&#8221;</em></p>
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		<title>Miraculous Mass-Communication: Radioballet</title>
		<link>http://transition.turbulence.org/blog/2008/03/10/miraculous-mass-communication-radioballet/</link>
		<comments>http://transition.turbulence.org/blog/2008/03/10/miraculous-mass-communication-radioballet/#comments</comments>
		<pubDate>Mon, 10 Mar 2008 16:37:03 +0000</pubDate>
		<dc:creator>jo</dc:creator>
		
		<category><![CDATA[interview]]></category>

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

		<category><![CDATA[site-specific]]></category>

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

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

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

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

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

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

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

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

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

		<guid isPermaLink="false">http://transition.turbulence.org/blog/2008/03/10/miraculous-mass-communication-radioballet/</guid>
		<description><![CDATA[“The performance-, theatre- and radio-art group LIGNA (formed 1997) consists of the media theorists and radio artists Ole Frahm, Michael Hüners and Torsten Michaelsen, who work in the FSK (Free Broadcaster Combine), a non-commercial, local radio in Hamburg. LIGNA repeatedly design experimental situations which aim for the transgression of the conventional application of radio technology [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://transition.turbulence.org/blog/images/2008/03/ligna.jpg" alt="ligna.jpg" />“The performance-, theatre- and radio-art group LIGNA (formed 1997) consists of the media theorists and radio artists <em>Ole Frahm, Michael Hüners</em> and <em>Torsten Michaelsen</em>, who work in the FSK (Free Broadcaster Combine), a non-commercial, local radio in Hamburg. LIGNA repeatedly design experimental situations which aim for the transgression of the conventional application of radio technology and the re-actualisation of its inherent, but forgotten or ignored potentials.The action Radioballet took place in the main station of Hamburg and one year later in Leipzig. Both spaces had been recently privatised and subject to control by surveillance cameras and security guards. People who beg, sit on the floor, and express ‘inadequate behaviour’ are usually expelled from these spaces. The Radioballet brought back these excluded gestures. Several hundred people followed the invitation to spread around with small radio devices in their pockets. The participants could act where they wanted: on the platforms, stairs or escalators or in the shopping mall. The ‘ballet’ was synchronised by the instructions that participants received through portable radios: sit down, stand up, hold your hand in a begging motion, turn around, dance and wave good-bye to the departing train of the revolution&#8230; The Radioballet was not conceived as a demonstration or assembly (that could have been forbidden by the police) but rather as a ‘Zerstreuung’, a german term that could be translated as dispersion, distraction or distribution. Like ghostly remnants, the excluded gestures haunted and disturbed the surveyed public space during the 90 minutes of the performance and opened it up for uncanny and uncontrollable situation. If the medium of radio is sometimes blamed for the depopulation of the public sphere and keeping its listeners in their homes, LIGNA turned radio reception into a public event.” Jelena Vesic (curator and writer based in Belgrade)</p>
<p><em>The following discussion, led by Jelena, considers the impact of the networked performance Radioballet and the ethics of collective action, not least with the absence of material and reciprocal relationships limiting expressions of solidarity. It was recorded 14/07/07 with the participants Rael Artel, Anna azar, Karol Sienkiewicz, Margus Tamm, Airi Triisberg and Andreas Trossek, in the workshop on ‘Collectives, Actions, Re-enactments’ held as part of the ‘Exercises on Adhocracy’ camp in Parnu, Estonia&#8230;</em>&#8221; From <a href="http://www.variant.randomstate.org/31texts/31masscom.html">Miraculous Mass-communication - Radioballet by LIGNA</a>, Variant issue 31.</p>
<p><strong><span>Radioballet gegen die Nato Sicherheitskonferenz</span></strong><br />
<a href="http://www.youtube.com/watch?v=OAr7_kcZE4k">http://www.youtube.com/watch?v=OAr7_kcZE4k</a></p>
<p>The free radio group <a href="http://www.kuda.org/?q=en/node/444">LIGNA</a> exists since 1997. In several shows and performances they have been investigating the importance of dispersal in radio as well as of the radio. One of the main focuses is to refer to forgotten and remote possibilities of radio use in order to develop new forms of interactive practices (<em>Mental Radio Show</em>). Another emphasis has been placed on the development of concepts and the production of performative audio plays (<em>Labyrinthe und Interferenzen</em>), in order to find out how radio can intervene in public and controlled spaces, so that its public nature reappears in the form of uncontrollable situations (<em>Radioballett: Übung in unnötigem Aufenthalt</em>). </p>
<p><strong>Radio Ballet Leipzig Main station Part 2</strong><br />
<a href="http://www.youtube.com/watch?v=rpT-wb3TPXk">http://www.youtube.com/watch?v=rpT-wb3TPXk</a></p>
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		<title>Live Stage: Cleotronica Festival [Alexandria]</title>
		<link>http://transition.turbulence.org/blog/2008/03/06/live-stage-cleotronica-festival-alexandria/</link>
		<comments>http://transition.turbulence.org/blog/2008/03/06/live-stage-cleotronica-festival-alexandria/#comments</comments>
		<pubDate>Thu, 06 Mar 2008 21:30:48 +0000</pubDate>
		<dc:creator>jo</dc:creator>
		
		<category><![CDATA[workshop]]></category>

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

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

		<category><![CDATA[new media]]></category>

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

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

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

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

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

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

		<guid isPermaLink="false">http://transition.turbulence.org/blog/2008/03/06/live-stage-cleotronica-festival-alexandria/</guid>
		<description><![CDATA[Cleotronica: Festival for Media, Art, and Socio-Culture :: Alexandria Contemporary Arts Forum (ACAF), 10 Hussein Hassab Street, Flat 6, Azarita, Alexandria, Egypt.
Cleotronica 08 is the inaugural version of Cleotronica a festival for media, art, and socio-culture organized by Alexandria Contemporary Arts Forum (ACAF) an alternative initiative for art and culture based in Egypt&#8217;s second largest [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://transition.turbulence.org/blog/images/2008/03/cleotronica.jpg" alt="cleotronica.jpg" /><strong>Cleotronica: Festival for Media, Art, and Socio-Culture</strong> :: <a href="http://acafspace.org/">Alexandria Contemporary Arts Forum (ACAF)</a>, 10 Hussein Hassab Street, Flat 6, Azarita, Alexandria, Egypt.</p>
<p><strong>Cleotronica 08</strong> is the inaugural version of Cleotronica a festival for media, art, and socio-culture organized by Alexandria Contemporary Arts Forum (ACAF) an alternative initiative for art and culture based in Egypt&#8217;s second largest city. <strong>Cleotronica 08</strong> is planned as a monthly series of public art projects, workshops, lectures, performances, and exhibitions that commenced in January 2008 gradually building up to an international symposium in May. The festival presents a diverse set of projects, mediums, and issues, ranging from net art to tactical media and from public intervention to design.</p>
<p>Apart from being an international festival, <strong>Cleotronica</strong> is critically involved with and conditioned to its locality, striving to make a distinct contribution to it by extensively interacting with university students and recent art graduates in its projects. While showcasing a broad range of media related art, the festival is particularly reflective of practices that stimulate media, technology, art, and public socio-cultural activity to come together.</p>
<p><strong>Cleotronica 08 Project # 4: <a href="http://www.leegte.org/works/text/ornaments/index.htm">The Silent Ornamental Revolution</a></strong> - A Public Art Project by <em>Jan Robert Leegte</em> (NL) ::  Starts March 9 :: Selected public locations all over Alexandria, Egypt.</p>
<p><strong>The Silent Ornamental Revolution</strong> is a public art project that uses a series of minimal posters created by Jan Robert Leegte based on his work and text developed in Vienna in 2006, it builds on the idea of the ornament as &#8220;sublime&#8221; intervention, the ornaments Leegte readapts are derived from popular computer interfaces such as the Windows operating system. The works made in 2006 were video collages simulation ideas of ornamental interventions. The project in Alexandria is a true intervention, using modular posters to build endless ornamental patterns. There will be two types of posters, one based on the artist’s &#8220;selection&#8221; series, and the other going right down to his &#8220;scrollbar&#8221; series, using bevels. Basically any urban structure will be selectable, and any surface can be transformed to a minimal or hysterically ornamented facade. Art students from Alexandria will play a vital role in assisting Leegte with this series of interventions in public space.</p>
<p><a href="http://www.leegte.org">Jan Robert Leegte</a> (1973) studied Fine Arts at the Willem de Kooning Academy in Rotterdam after having studied Architecture at the University of Delft. Inspired by artists like Bruce Nauman and Fischli &amp; Weiss, Leegte probes the surface of our surrounding world, aiming to reveal the underlying materials. Fascinated by the world behind the computer screen, he explored the sculptural possibilities of the Internet as from 1997. In 2002 he shifted back to the gallery space, taking along his newly discovered favorite materials with him. Recently Leegte is exploring more &#8220;embedded&#8221; possibilities out of the gallery space into the endlessly deep contexts of the outside world. His work has been exhibited at a widespread selection of international shows and festivals. Leegte lives and works in Amsterdam.</p>
<p><strong>Cleotronica 08 Project # 5: Stammer: A Lecture in Theory</strong> - A Live Performance and Video Installation by <em>Shady El Noshokaty</em> (EG) :: Performance: March 9, 7 pm :: March 9-16, opening directly after live performance :: Alexandria Contemporary Arts Forum (ACAF), 10 Hussein Hassab Street, Azarita, Alexandria.</p>
<p><strong>Shady El Noshokaty</strong> (1971) is a Cairo based artist and a teacher at the Faculty of Art Education, Helwan University. With a Fulbright grant, he studied avant-garde cinema and video art at The School of the Art Institute of Chicago. As of 2000, El Noshokaty organized and supervised the annual experimental media art workshop in the Faculty of Art Education until its 5th edition in 2005. His work has been exhibited in numerous local and international institutions including the Kunstmuseum Bonn, Mori Art Museum, Tokyo, and the Hayward Gallery, London.</p>
<p><strong>Cleotronica 08 Project # 6: Tactical Media Club Alexandria</strong> - A Participatory Club for Tactical Media Moderated by <em>Joanne Richardson</em> (RO) and <em>Francesca Bria</em> (IT) :: CLUB MEETINGS: March 2008 20-22: Lecture1: <em>Tactical Media: ast, Present, and Future</em> by Joanne Richardson, March 21, 7 pm; Lecture 2: <em>Social Media, Shared Culture, and the Hacker Movement in Italy</em> by Francesca Bria, March 23, 7 pm :: Alexandria Contemporary Arts Forum (ACAF), 10 Hussein Hassab Street, Azarita, Alexandria.</p>
<p>Tactical media is a concept and set of practices that emerged around the Next Five Minutes festivals in Amsterdam from 1993 to 2003. What is common to these practices is the artistic use of media technologies to subvert power. As part of the Cleotronica 2008 festival Alexandria Contemporary Arts Forum (ACAF) will set up a transient club for &#8216;Tactical Media&#8217; inside its space. The club seeks to collectively explore &#8216;Tactical Media&#8217; practices in the different contexts of Europe and Egypt, and conduct brainstorming sessions that investigate the possibility of new intersections between art, media, activism, and theory. Artists, activists, and collectives are invited to be members of the club and participate in its discussion and debate group meetings that will be moderated by Joanne Richardson (Romania) and Francesca Bria (Italy). To become a member and participate in the club’s sessions please send us a brief paragraph about yourself and your interests or your collective in English or Arabic to office [at] acafspace.org, please include your complete contact info and write &#8220;club&#8221; in the subject box.</p>
<p><strong>Joanne Richardson</strong> was born in Bucharest, grew up in New York, currently living between Cluj, Romania and Berlin. Founder of <a href="http://www.dmedia.ro">D Media</a> in Romania, an NGO for the production and dissemination of art and digital culture. Editor of <a href="http://subsol.c3.hu">Subsol</a> webzine, and author of essays on social movements, postcommunism, immaterial labor, copyleft, tactical media, the history of the avant-gardes, and experimental film &amp; video in Eastern Europe. Recent videos on nationalism, delocalization, migration, activism, precarity and borders.</p>
<p><strong>Francesca Bria</strong> is a Film Maker, journalist and Independent Network Activist. Born and currently living  in Rome . She teaches digital media and video journalism in Rome and she is active as a free lance video journalist. She is counsultant and expert on access to knowledge policy for the Region of Lazio and the European Commission. She has been coordinating an international cooperation project between Italy and Brazil on Digital Culture and she’s currently coordinating a cooperation project on free software in Venezuela. She is the author of different video documentaries and short experimental films on digital media technology, free knowledge, politics, precarity, migration and social justice. She&#8217;s active in different networking and grassroot projects for the promotion of shared culture and free technology.</p>
<p><strong>Cleotronica 08 Project # 7: RECYCLIZER </strong> - A Workshop on Sampling in Animation and Solo Show by J<em>an van Nuenen</em> (NL) :: Workshop: Sampling Animation Workshop March  29-31, 2008 :: Exhibition: Jan van Nuenen Solo Show March 28 – April 6, Opening: March 28, 7 pm :: Lecture: Sampling in Contemporary Animation, March 30, 7 pm :: Alexandria Contemporary Arts Forum (ACAF), 10 Hussein Hassab Street, Azarita, Alexandria.</p>
<p><strong>RECYCLIZER</strong> is a 3 part project by Jan van Nuenen. The exhibition showcases screenings of van Nuenen’s sample-constructed animated worlds of automatons, works that can be seen as the descendants of Bosch aesthetics and imagery in the digital age. The workshop on 29, 30, 31 will concentrate on creating a collectively made animated video that will be put up on You Tube, the video will be created using samples collected by all the workshop’s participants. Please apply to the Workshop by sending a brief e-mail that includes your CV/Bio to office [at] acafspace.org , write “workshop” in subject box, basic knowledge of some graphics/animation programs required. Finally the talk on 30 March will summarize the idea and culture of sampling in Animation and its industry today, live Arabic translation will be available.</p>
<p><a href="http://www.janvannuenen.com/">Jan van Nuenen</a> (1978) is a video artist and animator based in Rotterdam, the Netherlands. He studied audio-visual design at the art academy St. Joost in Breda, the Netherlands. He has been working on short, experimental animation films and video-installations since 2002. His works are mainly animated collages of found-footage video and photographical material or samples, cut up, combined and edited with the computer and different types of animation software. The films are characterized by a complex and combined action of loops, repetitions and rhythms, where sound plays a vital role. His works have been shown at different international film, video and art festivals. Van Nuenen also creates electronic music some of which is used in his films.</p>
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