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<channel>
	<title>Networked_Performance &#187; reblog</title>
	<atom:link href="http://transition.turbulence.org/blog/tags/reblog/feed" rel="self" type="application/rss+xml" />
	<link>http://transition.turbulence.org/blog</link>
	<description>A research blog about network-enabled performance</description>
	<pubDate>Thu, 03 Jul 2008 22:11:15 +0000</pubDate>
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	<language>en</language>
			<item>
		<title>Mobile Phone Usage Collage</title>
		<link>http://transition.turbulence.org/blog/2008/06/04/mobile-phone-usage-collage/</link>
		<comments>http://transition.turbulence.org/blog/2008/06/04/mobile-phone-usage-collage/#comments</comments>
		<pubDate>Wed, 04 Jun 2008 15:34:20 +0000</pubDate>
		<dc:creator>helen</dc:creator>
		
		<category><![CDATA[mobile]]></category>

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

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

		<guid isPermaLink="false">http://transition.turbulence.org/blog/?p=7229</guid>
		<description><![CDATA[From: information aesthetics:  A mobile phone application, freely distributed for Symbian phones, that visualizes personal mobile communication usage patterns. the application sits on the periphery of the machine, monitoring the connectivity through the number &#38; type of calls received, &#38; then subtly displaying those in the form of a generative graphic. &#8220;some days will [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://transition.turbulence.org/blog/images/2008/06/today_mobile_phone.jpg"><img class="alignright size-full wp-image-7230" title="today_mobile_phone" src="http://transition.turbulence.org/blog/images/2008/06/today_mobile_phone.jpg" alt="" width="400" height="200" /></a>From: <a href="http://infosthetics.com/archives/2008/06/mobile_phone_usage_visualization.html">information aesthetics</a>:  A mobile phone application, freely distributed for Symbian phones, that visualizes personal mobile communication usage patterns. the application sits on the periphery of the machine, monitoring the connectivity through the number &amp; type of calls received, &amp; then subtly displaying those in the form of a generative graphic. &#8220;some days will be really colorful &amp; wired, others quieter &amp; more reflective, either way the resulting visuals will always be personal, unrepeatable &amp; unique.&#8221;</p>
<p>Each new contact (phone number) in a cycle is assigned a color throughout a cycle. a color transparency mirrors the level of a call&#8217;s intensity, measured by how long one takes to attend the call. duration. the size of a call symbol, full circles: incoming calls, open circles: outgoing calls, expresses the duration of the call.</p>
<p>[link: <a href="http://today.cada1.net/main.php">cada1.net</a>|via <a href="http://swissmiss.typepad.com">swissmiss.typepad.com</a>]</p>
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		<item>
		<title>greenpix zero-energy massive LED display</title>
		<link>http://transition.turbulence.org/blog/2008/05/09/greenpix-zero-energy-massive-led-display/</link>
		<comments>http://transition.turbulence.org/blog/2008/05/09/greenpix-zero-energy-massive-led-display/#comments</comments>
		<pubDate>Fri, 09 May 2008 18:54:29 +0000</pubDate>
		<dc:creator>helen</dc:creator>
		
		<category><![CDATA[aesthetics]]></category>

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

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

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

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

		<guid isPermaLink="false">http://transition.turbulence.org/blog/2008/05/09/greenpix-zero-energy-massive-led-display/</guid>
		<description><![CDATA[the largest color LED display worldwide, &#38; the first photo-voltaic system integrated into a glass curtain wall in China. the display requires zero external energy, as the facade harvests solar energy by day &#38; uses it to illuminate the screen after dark. the display comprises of 2,292 color (RGB) LED’s light points comparable to a [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://transition.turbulence.org/blog/images/2008/05/greenpix1.jpg" alt="greenpix1.jpg" />the largest color LED display worldwide, &amp; the first photo-voltaic system integrated into a glass curtain wall in China. the display requires zero external energy, as the facade harvests solar energy by day &amp; uses it to illuminate the screen after dark. the display comprises of 2,292 color (RGB) LED’s light points comparable to a 24,000 sq. ft. (2.200 m2) monitor screen for dynamic content display.the polycrystalline photovoltaic cells are laminated within the glass of the curtain wall &amp; placed with changing density on the entire building’s skin. the density pattern increases building’s performance, allowing natural light when required by interior program, while reducing heat gain &amp; transforming excessive solar radiation into energy for the media wall. you can play with the online simulator, or watch a movie after the break.[link: <a href="http://www.greenpix.org/">greenpix.org</a>|via <a href="http://www.engadget.com/2008/05/04/greenpix-creates-massive-self-sustaining-led-display-in-china/">engadget.com</a>] [posted on <a href="http://infosthetics.com/archives/2008/05/zero_energy_massive_led_display.html">Information Aesthetics</a>]</p>
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		<item>
		<title>Worldview</title>
		<link>http://transition.turbulence.org/blog/2008/04/18/worldview/</link>
		<comments>http://transition.turbulence.org/blog/2008/04/18/worldview/#comments</comments>
		<pubDate>Fri, 18 Apr 2008 21:21:13 +0000</pubDate>
		<dc:creator>jo</dc:creator>
		
		<category><![CDATA[installation]]></category>

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

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

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

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

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

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

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

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

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

		<guid isPermaLink="false">http://transition.turbulence.org/blog/2008/04/18/worldview/</guid>
		<description><![CDATA[[Worldview is an urban installation for tourists that enables them to record  their experience with both an instant-print postcard and a video clip and look  through realtime windows into public spaces in other cities.] Fitting in with the surveillance theme in the last few posts but also some older work discussed here (World [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://transition.turbulence.org/blog/images/2008/04/wvall.jpg" alt="wvall.jpg" />[<strong>Worldview</strong> is an urban installation for tourists that enables them to record  their experience with both an instant-print postcard and a video clip and look  through realtime windows into public spaces in other cities.] Fitting in with the surveillance theme in the last few posts but also some older work discussed here (<a href="http://www.asquare.org/networkresearch/?p=201" target="_blank">World Bench</a>, <a href="http://www.asquare.org/networkresearch/?p=453" target="_blank">Miroir Aux Silhouettes</a>, <a href="http://www.asquare.org/networkresearch/?p=18" target="_blank">Intimate Transactions and the work of Paul Sermon</a>), <strong><a href="http://www.haque.co.uk/worldview.php" target="_blank">Worldview</a></strong> (by <em><a href="http://www.haque.co.uk">Haque Design</a></em>) allows users to engage with both the spaces around them, subsequent users to the installation and users interacting with a similar installation elsewhere. The installation &#8220;<em>has two faces: a “mirror” side that encourages people to ‘play’ and a “window” side that connects in realtime to <strong>Worldview</strong> locations in other cities around the planet.</em>&#8221; It raises three questions: &#8220;<em>what would be the experience of encountering the similarities and differences of people and places around the world? What would be the impact on the urban context of placing and linking these devices? And finally, is it possible to  capture a sense of “place” in a way that a visitor will find delightful and engaging?</em>&#8221; [blogged by Garrett Lynch on <a href="http://www.asquare.org/networkresearch/?p=702">Network Research</a>]</p>
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		<item>
		<title>Live in the Studio</title>
		<link>http://transition.turbulence.org/blog/2008/04/18/live-in-the-studio/</link>
		<comments>http://transition.turbulence.org/blog/2008/04/18/live-in-the-studio/#comments</comments>
		<pubDate>Fri, 18 Apr 2008 13:35:05 +0000</pubDate>
		<dc:creator>jo</dc:creator>
		
		<category><![CDATA[exhibition]]></category>

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

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

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

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

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

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

		<guid isPermaLink="false">http://transition.turbulence.org/blog/2008/04/18/live-in-the-studio/</guid>
		<description><![CDATA[For Internal Message Search: A Performative Installation, opening Friday, April 18th, pioneering video and internet artist Nina Sobell will install her Location One artist residency studio in the not-for-profit art center&#8217;s project space, where she will carry on her practice for the duration of the show. Visitors will be able to see Sobell&#8217;s recent wax [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://transition.turbulence.org/blog/images/2008/04/wax.jpg" alt="wax.jpg" />For <a href="http://www.location1.org/nina-sobell-internal-message-search/"><em>Internal Message Search: A Performative Installation</em></a>, opening Friday, April 18th, pioneering video and internet artist <a href="http://ninasobell.com/">Nina Sobell</a> will install her <a href="http://www.location1.org/">Location One</a> artist residency studio in the not-for-profit art center&#8217;s project space, where she will carry on her practice for the duration of the show. Visitors will be able to see Sobell&#8217;s recent wax  sculptures and drawings, interact freely with the artist, and even accompany her for impromptu musical sessions (Sobell is a skilled improvisational guitarist and keyboardist).</p>
<p>In keeping with Sobell&#8217;s interest in extra-institutional viewing communities, the entire exhibition will also be webcast at all hours of  the day, allowing online users access to the conventionally closed-off realm of the artist studio, in a fashion that constructively challenges existing divisions of public and private space, while also placing her web audience in the ambivalent role of surveillants. <a href="http://www.cat.nyu.edu/parkbench/">Sobell and multimedia artist Emily Hartzell</a> realized a similar project in 1994, also using real-time webcasting to transform their studio at <a href="http://cat.nyu.edu/current/">NYU Center for Advanced Technology</a> into one of the internet&#8217;s first time-based installations. Reflecting on the experience, they described moments when &#8220;our actions were heightened by our awareness of unseen Web visitors,&#8221; and others when &#8220;we felt ourselves dissolved in&#8230;ubiquitous surveillance.&#8221; Given her open invitation for musical collaboration for the duration of her forthcoming exhibition, it seems Sobell is presently aiming to produce an installation that both foregrounds the &#8220;artist-in-studio as spectacle&#8221; and facilitates a new type of community-centric performance space, accessible to viewers near and far. -  Tyler Coburn, <a href="http://rhizome.org/editorial/fp/blog.php/660">Rhizome</a>.</p>
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		<item>
		<title>Memetic Simulation no. 2, memetic shoot &#8216;em up</title>
		<link>http://transition.turbulence.org/blog/2008/04/16/memetic-simulation-no-2-memetic-shoot-em-up/</link>
		<comments>http://transition.turbulence.org/blog/2008/04/16/memetic-simulation-no-2-memetic-shoot-em-up/#comments</comments>
		<pubDate>Wed, 16 Apr 2008 21:43:37 +0000</pubDate>
		<dc:creator>jo</dc:creator>
		
		<category><![CDATA[3-D]]></category>

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

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

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

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

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

		<guid isPermaLink="false">http://transition.turbulence.org/blog/2008/04/16/memetic-simulation-no-2-memetic-shoot-em-up/</guid>
		<description><![CDATA[Shoot &#8216;em up (or shmup for short) is a computer and video game genre where the player usually controls a vehicle or character and fights large  numbers of enemies with shooting attacks, typically of a highly stylized nature. In Japan, where the genre is still a lively one, they are simply known as &#8220;shooting [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://transition.turbulence.org/blog/images/2008/04/memsim2_1.jpg" alt="memsim2_1.jpg" />Shoot &#8216;em up (or shmup for short) is a computer and video game genre where the player usually controls a vehicle or character and fights large  numbers of enemies with shooting attacks, typically of a highly stylized nature. In Japan, where the genre is still a lively one, they are simply known as &#8220;shooting games&#8221; and they are focused on avatar actions using some weapons. But what could happen when the weapons are instead &#8220;memes&#8221;? The game might become a memetic simulation as in <em>Joseph Hocking&#8217;s</em> <a href="http://www.newarteest.com/memsim2/memsim2.html"><strong>Memetic simulation no.2</strong></a>.</p>
<p>Memetics is a neo-Darwinian approach to evolutionary models of cultural information transfer based on the concept of the &#8220;meme&#8221;. Started from a metaphor used in <em>Richard Dawkins</em> popular writings, it has later turned into an approach in the study of self-replicating units of culture. In <em>The Selfish Gene</em> (1976) Dawkins used the term &#8220;meme&#8221; to describe a unit of human cultural  transmission analogous to the gene, arguing that replication also happens in culture. It is a pattern that can influence its surroundings&#8221; &#8220;it has causal agency&#8221; and can propagate.</p>
<p>Based on this concept Hocking developed a game prototype where the characters &#8220;shout&#8221; at each other &#8220;expelling&#8221; words as if they were fire breathing. This work uses interactive 3D graphics and a recombinant narrative system, with touch-screen interaction. When a character is hit by a words&#8217; stream, he incorporates those words in his database of ideas. So characters will start to say similar things, and they&#8217;ll evolve till the entire community will end up saying the same things. &#8220;When the simulation detects that this endpoint has been reached, the screen fades to black and everything starts over from a random distribution of ideas, repeating the process of the society&#8217;s homogenization&#8221; Hocking says.</p>
<p>What&#8217;s missing here is the definition of memes as variance. Indeed memes are information copied with variation and selection. Because only some of the variants survive, memes (and so human cultures) evolve. Memes are copied by mimicry, and they compete for space in our memory and for the vital chance to be copied again. Since the process of social learning is different for each person, the mimicry process can&#8217;t be an accurate reproduction. The same idea may be expressed with different memes supporting it. So the mutation rate in memetic evolution is extremely high, and mutations are even possible within each and every interaction of the imitation process. This is why <strong>Memetic Simulation no. 2</strong> is more likely a metaphor for mass communication aggressive behaviors then a metaphor of the society&#8217;s coalescence. More properly it&#8217;s a &#8220;shout them up&#8221; game. - Valentina Culatti, <a href="http://www.neural.it/art/2008/04/memetic_simulation_no_2_shooti.phtml">Neural</a>.</p>
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		<title>Rom Check Fail, ultimate videogame remix</title>
		<link>http://transition.turbulence.org/blog/2008/04/16/rom-check-fail-ultimate-videogame-remix/</link>
		<comments>http://transition.turbulence.org/blog/2008/04/16/rom-check-fail-ultimate-videogame-remix/#comments</comments>
		<pubDate>Wed, 16 Apr 2008 18:27:47 +0000</pubDate>
		<dc:creator>jo</dc:creator>
		
		<category><![CDATA[algorithmic]]></category>

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

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

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

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

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

		<guid isPermaLink="false">http://transition.turbulence.org/blog/2008/04/16/rom-check-fail-ultimate-videogame-remix/</guid>
		<description><![CDATA[You don&#8217;t need to be a videogame fan or being a teenager in the seventies / eighties to know videogame classics like Space Invaders, Pacman or Tetris. Their iconic power is still intact in the public imagination, also thanks to many reinterpretations and updates. Their patterns are often used by game artists as metaphors to [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://transition.turbulence.org/blog/images/2008/04/rcfanimatedsmall.gif" alt="rcfanimatedsmall.gif" />You don&#8217;t need to be a videogame fan or being a teenager in the seventies / eighties to know videogame classics like Space Invaders, Pacman or Tetris. Their iconic power is still intact in the public imagination, also thanks to many reinterpretations and updates. Their patterns are often used by game artists as metaphors to create new connected sense: Mario Bros. can be restyled with a new  graphic, so you can take your cue from it to discuss <a href="http://www.neural.it/nnews/mariasisters.htm">immigrant labor  conditions</a>, Space Invaders can be used to represent the never ending <a href="http://www.rgbproject.com/RGBinvaders/RGBinvaders.swf">battle among Linux  and the proprietary operating systems</a> and so on. Sometimes the action&#8217;s target is the algorithm itself. In &#8220;<a href="http://pbfb.ca/bashos_frogger/">Basho&#8217;s frogger</a>&#8220;, &#8220;<a href="http://www.year01.com/mario">Mario Battle no.1</a>&#8221; and &#8220;<a href="http://www.tetris1d.org/">Tetris 1d</a>&#8221; the hack is s pure conceptual  practice that intentionally kills the ludic component: In the best software art tradition, the program functionality (entertainment in this case) is attacked with Luddite fervour.</p>
<p>The <a href="http://www.retrosabotage.com/">Retrosabotage</a> project is less &#8220;artistic&#8221;, but in a way more sophisticated: every week it publishes a famous arcade variance. The algorithms are treated as if they were jazz standard, falling short of player&#8217;s expectations, still maintaining well-known mechanisms. Mokumentary speculates about a never released Pacman version, where you control the ghosts, Incompatible Visions is an impossible mash-up between Tetris and Duck Hunt, while variances on Space Invaders theme variations push to the absurd  the tragic spaceship destiny. Sometimes the &#8220;sabotage&#8221; generates new game patterns: &#8220;Compomise&#8221; is a Tetris short circuited for two players, &#8220;Build On&#8221; and &#8220;Balance&#8221; turn over the tedious Break Out with new original features. Retrosabotage is a little more than a collection of jokes but nevertheless it gives pleasing disappointments to the Skinner&#8217;s mouse hosted in our brain. But probably the most radical experiment in this tradition is probably <a href="http://www.farbs.org/games.html">Rom Check Fail</a>, a sort of psychedelic remix of a dozen classic arcades. Graphic, enemies, scenes and their respective dynamics are randomly remixed by a software gone crazy. Every game is a frantic zapping among unpredictable situations but oddly playable. Remix culture, contaminated the video and now invades videogames. With astonishing achievements. - Paolo Pedercini, <a href="http://www.neural.it/art/2008/04/rom_check_fail_ultimate_videog.phtml">Neural</a>.</p>
<p class="entry-content">&nbsp;</p>
<p class="entry-body">&nbsp;</p>
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		<title>Counter Intuitive</title>
		<link>http://transition.turbulence.org/blog/2008/04/10/counter-intuitive/</link>
		<comments>http://transition.turbulence.org/blog/2008/04/10/counter-intuitive/#comments</comments>
		<pubDate>Thu, 10 Apr 2008 23:12:04 +0000</pubDate>
		<dc:creator>jo</dc:creator>
		
		<category><![CDATA[locative]]></category>

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

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

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

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

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

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

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

		<guid isPermaLink="false">http://transition.turbulence.org/blog/2008/04/10/counter-intuitive/</guid>
		<description><![CDATA[How do you find the spirit and play of exploration in an optimized geography?
In the idiom of maps and cartography, the tendency is to thoroughly identify as many attributes of the physical world and coordinate them to geographic, you know…coordinates, typically using latitude and longitude. Those attributes are usually other instrumental and worldly markers, like [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.flickr.com/photos/julianbleecker/1594086051/" onclick="javascript:pageTracker._trackPageview('/outbound/article/www.flickr.com');" title="GPSDrawing.jpg by JulianBleeckr, on Flickr"><img src="http://farm3.static.flickr.com/2135/1594086051_dc26860735.jpg" alt="GPSDrawing.jpg" height="209" width="300" /></a><strong><em>How do you find the spirit and play of exploration in an optimized geography?</em></strong></p>
<p>In the idiom of maps and cartography, the tendency is to thoroughly identify as many attributes of the physical world and coordinate them to geographic, you know…coordinates, typically using latitude and longitude. Those attributes are usually other instrumental and worldly markers, like street addresses, nearly immovable physical markers like, you know…landmarks, buildings, franchise stores, and so on. The database tables fill in with this information, sorted, sifted, refined. Some deletes and updates.</p>
<p>In between the record sets are the most interesting possibilities for new services, new ways of experiencing the physical world and new kinds of adventures. What I’m thinking about are ways to creatively explore within a fully instrumented, surveilled and mapped world, with counter intuitive uses of this data. There are some excellent examples within the art-technology and  design-technology communities, such as GPS Drawing, as shown above. This practice is intriguing because it couples measurement with expression and finds an alternative use for the devices involved — a GPS and a mapping application like GoogleEarth.</p>
<p><a href="http://www.youtube.com/watch?v=RILTl8mxEnE" onclick="javascript:pageTracker._trackPageview('/outbound/article/www.youtube.com');"><img src="http://farm3.static.flickr.com/2400/2400848611_906bc0d860_o.png" alt="SurveillanceCameraPlayers" height="228" width="302" /></a><strong><em>Surveillance Camera Players using CCTV cameras as a site for performance opportunities</em></strong></p>
<p><a href="http://younghee.com/" onclick="javascript:pageTracker._trackPageview('/outbound/article/younghee.com');">Younghee wonders</a>, in this context, what are the ways of minimizing “digital traces” — those indications of where you are, and where you have been, in a surveillance world. <a href="http://younghee.com/2008/03/27/surveillance-techniques/" onclick="javascript:pageTracker._trackPageview('/outbound/article/younghee.com');">She says,</a></p>
<blockquote><p>That leaves another interesting question: How would people drop out of, or at least minimize their digital traces and minimize contributing to create others’? We are probably not expecting stickers and badges showing “this person does NOT have cameras” or “this person will NOT use cameras”. One of the memorable Ubicomp conference talks was on the interesting concept of creating capture-resistant environment, preventing camera phones to take photos by overexposing photos attempted in the region covered by this technology. While I am sure there are certain types of places this technology would be very useful, I do have my doubts if there would ever be any technology successfully controlling people’s digital behaviors.</p></blockquote>
<p>Similarly, in a reverse mode, <a href="http://www.ubermatic.org/argos/index.html" onclick="javascript:pageTracker._trackPageview('/outbound/article/www.ubermatic.org');">Life: A User’s Manual</a> by Michelle Teran captures the signals leaked into public space by RF-based video cameras and reveals intimate spaces in a very DIY and performative fashion.</p>
<p>Minimzing traces is one possible perspective. I think, perhaps in this era where digital kids do not reflect so much on how much of a trace they leave behind, and indeed have entirely different perspectives on the meaning of surveillance and its implications. How many digital kids (the next “us”) have read <a href="http://www.amazon.com/gp/redirect.html%3FASIN=0451524934%26tag=researchtechk-20%26lcode=xm2%26cID=2025%26ccmID=165953%26location=/o/ASIN/0451524934%253FSubscriptionId=02ZH6J1W0649DTNS6002" onclick="javascript:pageTracker._trackPageview('/outbound/article/www.amazon.com');">“1984″</a> for example?</p>
<p><a href="http://www.flickr.com/photos/nearfuturelaboratory/2401693932/" onclick="javascript:pageTracker._trackPageview('/outbound/article/www.flickr.com');" title="ISEE by nearfuturelab, on Flickr"><img src="http://farm3.static.flickr.com/2251/2401693932_afcd432676.jpg" alt="ISEE" height="190" width="304" /></a>In contrast to the <a href="http://www.notbored.org/the-scp.html" onclick="javascript:pageTracker._trackPageview('/outbound/article/www.notbored.org');">Surveillance Camera Players</a> and  their performances — where they are maximizing their impact and traces for counter-intuitive purposes, and counter-systemic purposes — groups like the Institute for Applied Autonomy have constructed — years ago, pre-Google Maps — a  digital map system called <a href="http://www.appliedautonomy.com/isee/info.html" onclick="javascript:pageTracker._trackPageview('/outbound/article/www.appliedautonomy.com');">iSee</a> of surveillance  cameras that would allow one to plot a course that does precisely what Younghee wonders about — minimizing one’s impact. In other words, the mapping system plots routes that avoids surveillance cameras.</p>
<p>It may be that the question is no to much avoiding “capture” but how to turn that space into something where your voice can be heard. I’m not convinced, but it seems that we (a bit older people) think of surveillance in one way that digital kids (the next “us”) will see as an opportunity for a new form of living.</p>
<p>Beyond this, I am interested in a kind of Personal Positioning System that points out the absences in my experiences in the world. For example, showing me where I have <em>not</em> been rather than showing the entire world from above, as if its fully prepared for my exploration. I’m interested in finding things  like longer route between two points, rather than the minimal route. Or routes that are deliberately constructed based on streets or regions I have not been. Purely as a form of creative, digital-era perambulation or motoring. Exploration in a world that is pretty much completely mapped, indexed, databased and optimized. What is exploration in an optimized, instrumented world? [posted by Julian Bleecker on <a href="http://www.nearfuturelaboratory.com/2008/04/09/counter-intuitive/">Near Future Laboratory</a>]</p>
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		<title>Interview with Eddo Stern by Ceci Moss</title>
		<link>http://transition.turbulence.org/blog/2008/04/09/interview-with-eddo-stern-by-ceci-moss/</link>
		<comments>http://transition.turbulence.org/blog/2008/04/09/interview-with-eddo-stern-by-ceci-moss/#comments</comments>
		<pubDate>Wed, 09 Apr 2008 14:44:17 +0000</pubDate>
		<dc:creator>jo</dc:creator>
		
		<category><![CDATA[game]]></category>

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

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

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

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

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

		<guid isPermaLink="false">http://transition.turbulence.org/blog/2008/04/09/interview-with-eddo-stern-by-ceci-moss/</guid>
		<description><![CDATA[[Image: Still from "Amongst Fables and Men" Tonight artist Eddo Stern will host "QQ More", a screening he curated of offbeat fan-made machinima dealing with real-life issues such as drugs, pornography, and death at Brooklyn's Light Industry. The show begins at 8pm and will be followed by a discussion between Stern and Alexander Galloway. I [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://transition.turbulence.org/blog/images/2008/04/qqmore.jpg" alt="qqmore.jpg" /><small><em>[Image: Still from "Amongst Fables and Men"</em></small> <em>Tonight artist <a href="http://www.eddostern.com/">Eddo Stern</a> will host "QQ More", a screening he curated of offbeat fan-made machinima dealing with real-life issues such as drugs, pornography, and death at Brooklyn's <a href="http://www.lightindustry.org/">Light Industry</a>. The show begins at 8pm and will be followed by a discussion between Stern and <a href="http://cultureandcommunication.org/galloway/">Alexander Galloway</a>. I conducted an email interview with Stern about his interest in the phenomenon and  its relevance to his own art practice. - Ceci Moss</em></p>
<p><strong>In gaming  parlance, what does "QQ More" mean? How does this relate to the concept behind your program "QQ More"?</strong></p>
<p>QQ is an emoticon that means crying or sobbing - think two big round eyes with lil' tears. The program contains a few real tearjerkers hence the title "QQ More."</p>
<p><strong>When and how did you  start working on "QQ More"?</strong></p>
<p>I've spent quite a few too many hours watching fan made machinima from MMOs on fan sites, most of which I would call "vanity videos" -- short films of players' tributes to -- themselves, set to emotionally charged music. Then one day I stumbled on a video called <em>Rest in  Peace Ignoramus</em> -- a Norwegian World of Warcraft video made by a few guild members to commemorate a fellow guildmate's death -- the video's intended audience appears to be Ignoramus's family and his online friends. The video is uncomfortably intimate, and the production is very amateurish - it runs way too long, has terrible camera control, sappy music and no editing whatsoever but it still will bring you to tears. (Oh pathos, I cannot resist thee!)</p>
<p>After unearthing <em>Rest in Peace Ignoramus</em> and watching the <a href="http://www.youtube.com/watch?v=IHJVolaC8pw">infamous video</a> by Serenity Now about the memorial massacre, I started a more systematic search through fan-made WoW videos and found a few other oddballs -- the selection for <em>QQ  More</em> represents some of my finds that could be appreciated by gamer and non-gamer audiences alike. Last year, I compiled a shorter version of the screening for the Australian Machinima Film Festival in Melbourne, and since have added a few finds.</p>
<p><strong>What do you see behind the development of this "real-world" genre of machinima? Do you feel like this is a phenomenon  specific to gaming? For example, to my knowledge, this narrative genre doesn't exist in home video culture. Why would users gravitate toward this sort of video in the world of gaming?</strong></p>
<p>The emotional attachment that playing MMOs for extensive durations forces a melding of the player with their playe  character that essentially collapses the premise of roleplaying. That is to say, the hardcore players are no longer taking part in an act of "roleplaying" but are essentially playing as themselves in an alternate world as the relationships with real other human beings bring out..well..real emotions. In a single player game, say when a player character is disrespected, or in turn revered by an automaton <a href="http://en.wikipedia.org/wiki/Non-player_character">NPC</a> - the emotional weight of the encounter is emotionally inconsequential (unless it  affects game progress in which case we are getting into another issue  altogether..). In an MMO when real humans do the disrespecting -- there are emotional consequences for the players. All of this is old news in multiplayer virtual worlds -- think of the emotional attachment of players in text-based <a href="http://en.wikipedia.org/wiki/MOO">MOOs</a> as narrated by Julian Dibble's wonderful book <a href="http://www.amazon.com/My-Tiny-Life-Passion-Virtual/dp/0805036261"><em>My Tiny Life</em></a>.</p>
<p>What I find interesting about the machinima that reflects these more intimate and intense emotions is that they are made public  outside of the game's immediate diegesis -- yet thanks to the internet and MMOs operating as a kind of feedback loop, do find their way back into the game world. Especially true in the context of World Of Warcraft which has gone mainstream or "post-geek" and represents a new type of fantasy based world in comparison with earlier MMOs such as <em>Ultima Online</em>, <em>Everquest</em>, or <em>Dark Age of Camelot</em> -- which represented cordoned off sub cultural islands with very little dialogue with main stream culture.</p>
<p>Many of these videos represent elements of gamer culture that are still "officially" kept out of the game world -- sex, drugs, real violence, death, etc. -- but fan-based machinima, and forums postings become the spaces where these aspects of the gaming culture find an outlet, their expression in-game is repressed by the game companies censorship - they offer a glimpse into the subculture of the subculture.</p>
<p>RE: The idea of "vanity videos" or narcissistic self documentation that I mentioned earlier -- I think there do exist analogous  practices outside of gaming, in mainstream culture and in subcultures -- look at surfing and skateboarding videos that show off physical feats, vanity videos  made by soldiers, and the now ubiquitous form of the music video -- the band  recording and then editing itself performing.</p>
<p><strong>Your work similarly channels the slippery divide between fantasy and reality proposed by games like World of Warcraft. (For example, <a href="http://www.eddostern.com/tekken_torture_tournament.html"><em>Tekken Torture Tournament</em></a>, 2001) Can you comment on the connection between the quandaries explored in your own art practice and the "real-world" genre of machinima?</strong></p>
<p>I am interested in all aspects of fantasy really, but I am specifically drawn to the moments and contexts where fantasy collapses unto  itself unto "realism" in the various senses of that word, whether this uses the  body as a site for this collapse, the sudden shock when humor turns to tragedy, fear, anxiety, or historical specificity.</p>
<p>RE: "QQ More" - I like these  particular machinima because they represent this same sort of collapse of a seemingly banal and artificial fantasy world like World of Warcraft into something that, at least for me, succeeds in evoking an emotional response where 99% of fan-made machinima and the "narrative backstory" and "lore" of MMOs fail. [posted on <a href="http://rhizome.org/editorial/fp/blog.php/609">Rhizome</a>]</p>
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		<title>&#8220;Amalgus Cycle: Process 1&#8243; by Laura Zajac</title>
		<link>http://transition.turbulence.org/blog/2008/04/04/amalgus-cycle-process-1-by-laura-zajac/</link>
		<comments>http://transition.turbulence.org/blog/2008/04/04/amalgus-cycle-process-1-by-laura-zajac/#comments</comments>
		<pubDate>Fri, 04 Apr 2008 22:27:43 +0000</pubDate>
		<dc:creator>jo</dc:creator>
		
		<category><![CDATA[generative]]></category>

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

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

		<category><![CDATA[motion tracking]]></category>

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

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

		<guid isPermaLink="false">http://transition.turbulence.org/blog/2008/04/04/amalgus-cycle-process-1-by-laura-zajac/</guid>
		<description><![CDATA[Amalgus Cycle by Laura Zajac is an environment made up of parasitic processes triggered by organic inputs, which permeate and interconnect with organics and non-organics entities, through digital encoding, in a self-sufficient and finite mode. Process 1 is actually the first step towards such environment. The interactive installation tracks the audience movements and maps them [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://transition.turbulence.org/blog/images/2008/04/amalgus.jpg" alt="amalgus.jpg" /><strong><a href="http://oneblackcabin.com/">Amalgus Cycle</a></strong> by <em>Laura Zajac</em> is an environment made up of parasitic processes triggered by organic inputs, which permeate and interconnect with organics and non-organics entities, through digital encoding, in a self-sufficient and finite mode. <strong>Process 1</strong> is actually the first step towards such environment. The interactive installation tracks the audience movements and maps them out in a multi-cellular colonies form. Human movements are a further input for an organic interaction. Infrared sensors detect the human presence and activate accordingly a set of heating elements. Those elements heat up a container of wax which melts down and start to flow over a slide made out of muslin and paper. The melted wax running over this structure creates new forms and landscapes of generative sculpture. These shapes keep changing according to the audience presence till the cycle ends because of a resource (wax) lack. Laura Zajac skills are used here binary relationships with the organic one, using the former to ascribe the genetic code to the latter. The installation is quite complex, but the wax sculptures combined with the cellular colonies projections on the walls create a unique environment, able to metaphorically breath, thanks to the movements of people crossing its physical space. - Tony Canonico, <a href="http://www.neural.it/art/2008/04/amalgus_cycle_process1_digital.phtml">Neural</a>.</p>
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		<title>Andreas Nicolas Fischer&#8217;s &#8220;A week in the life&#8221;</title>
		<link>http://transition.turbulence.org/blog/2008/03/26/andreas-nicolas-fischers-a-week-in-the-life/</link>
		<comments>http://transition.turbulence.org/blog/2008/03/26/andreas-nicolas-fischers-a-week-in-the-life/#comments</comments>
		<pubDate>Wed, 26 Mar 2008 19:30:55 +0000</pubDate>
		<dc:creator>jo</dc:creator>
		
		<category><![CDATA[3-D]]></category>

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

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

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

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

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

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

		<guid isPermaLink="false">http://transition.turbulence.org/blog/2008/03/26/andreas-nicolas-fischers-a-week-in-the-life/</guid>
		<description><![CDATA[Made partly in a Generator.x 2.0 workshop, Andreas Nicolas Fischer’s ‘A week in the life’ is a three dimensional visualisation of movement and communication made with a cell phone during a week roaming around Berlin. Using bespoke software written for his mobile phone, Andreas was able to record the longitude and latitude of his position [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://transition.turbulence.org/blog/images/2008/03/dayinlife.jpg" alt="dayinlife.jpg" />Made partly in a <a href="http://www.generatorx.no/20080311/generatorx-20-disassemble-ship/">Generator.x 2.0</a> workshop, Andreas Nicolas Fischer’s <a href="http://dasautomat.com/?p=119">‘A week in the life’</a> is a three dimensional visualisation of movement and communication made with a cell phone during a week roaming around Berlin. Using bespoke software written for his mobile phone, Andreas was able to record the longitude and latitude of his position in the city. The data was then passed to a Processing sketch, which resulted in the 3D representation. <a href="http://www.we-make-money-not-art.com/archives/2008/02/a-week-in-the-life.php">WMMNA</a> extracted the following info regarding the journey from Processing to final data sculpture:</p>
<p>‘<em>The model was then taken into Rhino and contoured into horizontal and vertical 2d layers. The intersections were set and vectors cleaned in illustrator. After that individual parts were cut with a laser cutter and assembled into the final work.</em>’</p>
<p>The density of the cell sites reflect the speed and frequency of movement within the city. The more often Andreas visited a place, the more cell sites were added to the map. Aside from the aesthetics, the work was aimed at making people aware of the German telecommunications data retention act (Vorratsdatenspeicherung) which requires the telecommunications providers to  collect the connection data of all customers. This is a good example of the confluence of two growing areas of interests within the computational art scene, abstract data visualisation and digital fabrication. [posted by Paul Prudence on <a href="http://dataisnature.com/?p=429">Dataisnature</a>]</p>
<p>Also: YesYesNoNo’s <a href="http://www.flickr.com/photos/yesyesnono/sets/72157600558783656/">Invisible  Journey’s</a> (Datalooknise) project aims at mapping fields of Wi-Fi node signals during bike and car trips. Using various kinds of representation systems to visualise different properties of the nodes (such as encryption settings) these abstractions act as timelines of the journey and, at times, give the impression of <a href="http://www.flickr.com/photos/yesyesnono/2171036734/in/set-72157600558783656/">some  kind experimental music notation</a>. Detailed information on the methods used  to collect and apply the data is annotated with each image in the development  sequence. More<a href="http://dataisnature.com/?p=428"> &gt;&gt;</a></p>
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