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<channel>
	<title>Networked_Performance &#187; visualization</title>
	<link>http://transition.turbulence.org/blog</link>
	<description>A research blog about network-enabled performance</description>
	<pubDate>Wed, 14 May 2008 20:44:36 +0000</pubDate>
	<generator>http://wordpress.org/?v=2.2</generator>
	<language>en</language>
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		<title>The Symbiosis between Design &#038; Information Visualization</title>
		<link>http://transition.turbulence.org/blog/2008/04/22/the-symbiosis-between-design-information-visualization/</link>
		<comments>http://transition.turbulence.org/blog/2008/04/22/the-symbiosis-between-design-information-visualization/#comments</comments>
		<pubDate>Tue, 22 Apr 2008 21:07:52 +0000</pubDate>
		<dc:creator>jo</dc:creator>
		
		<category><![CDATA[interdisciplinary]]></category>

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

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

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

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

		<guid isPermaLink="false">http://transition.turbulence.org/blog/2008/04/22/the-symbiosis-between-design-information-visualization/</guid>
		<description><![CDATA[&#8220;Abstract: This paper analyzes the relationships between creative design and the field of information visualization, with a focus on historical connotations and newest developments that show great potential. Empirical evidence shows how designers often employ information visualization as a creative concept capable of significantly determining the design outcome, and vice versa, how information visualization can [...]]]></description>
			<content:encoded><![CDATA[<p><img src='http://transition.turbulence.org/blog/images/2008/04/231.jpg' alt='231.jpg' />&#8220;Abstract: This paper analyzes the relationships between creative design and the field of information visualization, with a focus on historical connotations and newest developments that show great potential. Empirical evidence shows how designers often employ information visualization as a creative concept capable of significantly determining the design outcome, and vice versa, how information visualization can be enhanced by exploring interdisciplinary concepts, such as design cognition, user engagement, aesthetics and art. Several symbiotic dependencies are explained and demonstrated, including the first conceptual cyberspace and information architecture definitions. This paper will argue that information visualization should be enriched with the principles of creative design and art, to develop valuable data representations that address the emotional experience and engagement of users, instead of solely focusing on task effectiveness metrics. Finally, several interdisciplinary movements are described that show great symbiotic potential in the near future, especially in the fields of ambient information displays, informative art and location-based information awareness.&#8221; &#8212; <strong><a href="http://neme.org/main/815/form-follows-data">The Symbiosis between Design &#038; Information Visualization</a></strong> by <a href="http://infosthetics.com/"><em>Andrew Vande Moere</em></a>, <a href="http://neme.org">NeMe.org</a>.</p>
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		<title>Live Stage: Lev Manovich [London]</title>
		<link>http://transition.turbulence.org/blog/2008/04/16/live-stage-lev-manovich-london/</link>
		<comments>http://transition.turbulence.org/blog/2008/04/16/live-stage-lev-manovich-london/#comments</comments>
		<pubDate>Wed, 16 Apr 2008 15:48:58 +0000</pubDate>
		<dc:creator>jo</dc:creator>
		
		<category><![CDATA[data]]></category>

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

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

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

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

		<guid isPermaLink="false">http://transition.turbulence.org/blog/2008/04/16/live-stage-lev-manovich-london/</guid>
		<description><![CDATA[Info-Aesthetics: Information and Form by Lev Manovich :: April 22, 2008; 3 - 5 pm :: Studio Ciborra, Fifth Floor, Tower One, London School of Economics and Politics, Houghton Street
London.
The unprecedented growth of information puts new pressures on contemporary societies. We need to invent new ways to interact with information, new ways to represent it, [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://transition.turbulence.org/blog/images/2008/04/lev_manovich_resize.jpg" alt="lev_manovich_resize.jpg" /><a href="http://www.lse.ac.uk/collections/informationSystems/newsAndEvents/2008events/Manovich.htm"><strong>Info-Aesthetics: Information and Form</strong> by <em>Lev Manovich</em></a> :: April 22, 2008; 3 - 5 pm :: Studio Ciborra, Fifth Floor, Tower One, London School of Economics and Politics, Houghton Street<br />
London.</p>
<p>The unprecedented growth of information puts new pressures on contemporary societies. We need to invent new ways to interact with information, new ways to represent it, and new ways to make sense of it. How are artists, designers, and architects are responding to these challenges? Rather than trying to defend ourselves against &#8220;information glut,&#8221; can we approach this situation creatively as the opportunity to invent new forms appropriate for our information-rich world?</p>
<p>Since 2000, <strong>Lev Manovich</strong> has investigated these questions in a project called <em>Info-Aesthetics</em>. The concept of info-aesthetcis allows us to relate together a wide range of cultural phenomena, including some of the most interesting projects in a variety of areas of contemporary culture: cinema, architecture, space design, fashion, interface design, motion graphics, visual art, computer science, and, of course, information visualization. In his presentation <strong>Lev Manovich</strong> will report on his latest findings, showing some of the most exciting projects produced to date.</p>
<p><strong>Lev Manovich</strong> is a Professor in the Visual Arts Department, University of California San Diego. He is also Director of the Software Studies Initiative at the California Institute for Telecommunications and Information Technology and a Visiting Research Professor at the iCinema Centre, University of New South Wales, Sydney and at the Centre for Cultural Studies, Goldsmith College, London. This presentation is a part of Professor Manovich&#8217;s forthcoming book <em>Info-aesthetics: Information and Form</em>. [Go <a href="http://www.lse.ac.uk/collections/informationSystems/newsAndEvents/ICTinCW.htm">here</a> for archived talks from the series]</p>
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		<title>Live Stage: Rachel Beth Egenhoefer [London]</title>
		<link>http://transition.turbulence.org/blog/2008/04/03/live-stage-rachel-beth-egenhoefer-london/</link>
		<comments>http://transition.turbulence.org/blog/2008/04/03/live-stage-rachel-beth-egenhoefer-london/#comments</comments>
		<pubDate>Thu, 03 Apr 2008 21:46:25 +0000</pubDate>
		<dc:creator>jo</dc:creator>
		
		<category><![CDATA[data]]></category>

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

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

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

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

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

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

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

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

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

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

		<guid isPermaLink="false">http://transition.turbulence.org/blog/2008/04/03/live-stage-rachel-beth-egenhoefer-london/</guid>
		<description><![CDATA[THURSDAY CLUB :: Rachel Beth Egenhoefer: Knitting Intangibles :: April 17, 2008; 6-8 pm :: Seminar Rooms at Ben Pimlott Building (Ground Floor, right), Goldsmiths, University of London, New Cross :: FREE, ALL ARE WELCOME.
Rachel Beth Egenhoefer will be presenting work in progress from her residency that explores the motion of knitting and the motion [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://transition.turbulence.org/blog/images/2007/10/thursdayclub.jpg" alt="thursdayclub.jpg" /><a href="http://www.goldsmiths.ac.uk/gds/events.php">THURSDAY CLUB</a> :: <strong>Rachel Beth Egenhoefer: Knitting Intangibles</strong> :: April 17, 2008; 6-8 pm :: Seminar Rooms at Ben Pimlott Building (Ground Floor, right), Goldsmiths, University of London, New Cross :: FREE, ALL ARE WELCOME.</p>
<p><strong>Rachel Beth Egenhoefer</strong> will be presenting work in progress from her residency that explores the motion of knitting and the motion of code. Some of the work includes a knit zoetrope, interactive virtual knitting, knitting with the Nintendo Wii and others. She describes the interactive virtual knitting as demonstrating the motion from the knitting actions are tracked and translated into a visualization of knit code displayed on screen (and eventually on the web). The action of engaging or knitting with the piece naturally produces a physical cloth, while it also shows that code is constructed from the same types of patterns to create a type of virtual cloth (or software). Visually the piece will reflect our bodily interaction with machines, tracing the circular motion of the needles to our body&#8217;s give and take of working at a machine. Cloth is often seen as an element of comfort and protection. Machines are perceived to assist us with advancing technology and communication while they are also harming our bodies with carpel tunnel syndrome, back pain, sore eyes, and other strain as we interact with them. This piece explores that delicate space in-between.</p>
<p><strong>Rachel Beth Egenhoefer</strong> considers her Commodore 64 Computer and Fischer Price Loom to be defining objects of her childhood. She creates tactile representations of cyclical data structures in candy and knitting and is currently exploring the intersection of textiles, technology, and the body in contemporary art practice. Rachel Beth is currently working as an Artist in Residence at the University of Brighton, Lighthouse Brighton, and Furtherfield London as part of the Arts Council England Initiative, commissioned by Distributed South and curated by SCAN and Space Media.</p>
<p><a href="http://www.rachelbeth.net">Rachel Beth Egenhoefer</a> received her BFA from the Fiber department with a concentration in Digital Media from the Maryland Institute College of Art, and was an MFA fellow at the University of California, San Diego where she also was a graduate researcher at UCSD&#8217;s Center for Research and Computing in the Arts (CRCA). Her work has been exhibited internationally in the Corcoran Gallery of Art, the Institute for Contemporary Art (ICA) London, the Banff Centre for the Arts, ISEA 2004 and others. She formerly worked on the editorial staff of Artbyte Magazine in New York City, and continues freelance writing on art, modern society, and media culture.</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[visualization]]></category>

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

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

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

		<category><![CDATA[mobile]]></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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		<title>Remix: From Science to Art and Back in the Digital Age</title>
		<link>http://transition.turbulence.org/blog/2008/03/19/remix-from-science-to-art-and-back-in-the-digital-age/</link>
		<comments>http://transition.turbulence.org/blog/2008/03/19/remix-from-science-to-art-and-back-in-the-digital-age/#comments</comments>
		<pubDate>Wed, 19 Mar 2008 16:21:10 +0000</pubDate>
		<dc:creator>jo</dc:creator>
		
		<category><![CDATA[conference]]></category>

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

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

		<category><![CDATA[art + science]]></category>

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

		<guid isPermaLink="false">http://transition.turbulence.org/blog/2008/03/19/remix-from-science-to-art-and-back-in-the-digital-age/</guid>
		<description><![CDATA[[Image: Robert Duffy] Leonardo Day at Berkeley Big Bang 2008: Remix: From Science to Art and Back in the Digital Age :: June 3, 2008 :: UC Berkeley, Berkeley, CA.
Join us in Berkeley for a three-day symposium and festival of new media and art hosted by the Berkeley Art Museum and Pacific Film Archive and [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://transition.turbulence.org/blog/images/2008/03/remix.jpg" alt="remix.jpg" /><small><em>[Image: Robert Duffy]</em></small> Leonardo Day at <a href="http://www.bampfa.berkeley.edu/events/education/bigbang">Berkeley Big Bang 2008</a>: <strong>Remix: From Science to Art and Back in the Digital Age</strong> :: June 3, 2008 :: UC Berkeley, Berkeley, CA.</p>
<p>Join us in Berkeley for a three-day symposium and festival of new media and art hosted by the Berkeley Art Museum and Pacific Film Archive and the <a href="http://bcnm.berkeley.edu/">Berkeley Center for New Media</a>. This event is timed to link with <a href="http://01sj.org/">01SJ: A Global Festival of Art on the Edge</a>, so come spend the week in the Bay Area and be part of the biggest explosion of new media art in the nation. [On June 2, <strong>Embodied Media</strong>, the first of a two-part symposium.] June 3:</p>
<p>8:30 - Introduction by <em>Steve Wilson</em>, Leonardo board member since 1983, about the 40 years of Leonardo ISAST</p>
<p>9:00-10:30 - <strong>&#8220;Osmosis&#8221;: What can the arts do for the sciences?</strong></p>
<p>Art-Science interaction is a two way process. The impact of science and technology on the arts is much discussed and well documented. This panel seeks to examine the influence of the arts on the sciences, and the benefits that science can derive from the arts.</p>
<p>- <em>Bronac Ferran</em><br />
- <em>Jim Crutchfield</em> physicist at UC Davis<br />
- <em>Chris Chafe</em> at Stanford&#8217;s CCRMA</p>
<p>11:00-12:30 - <strong>Brilliant Noise: how data becomes experience for artists and for scientists</strong></p>
<p>Most information about the world we live in is now mediated by instruments. This data is often visualised and sonified both to aid analysis and to communicate with other researchers, but artists too can make this data meaningful and &#8220;sensual&#8221;. The same data sets can lead to very different kinds of work. One person&#8217;s noise is another person&#8217;s sound.</p>
<p>- <em>Michael Joaquin Grey</em>, artist and inventor<br />
- <em>Laura Peticolas</em>, geophysicist at the Space Sciences Lab in Berkeley<br />
- <em>Douglas Kahn</em>, UC Davis Technocultural Studies Program</p>
<p>12:30 - free-form meeting of the interested audience with Leonardo ISAST board members during the lunch break</p>
<p>1:30-3:00 - <strong>The New Sensuality: Epistemologies of the Very Very Small</strong></p>
<p>Human cognition is bounded by the inadequacy of human senses to allow us sensory contact with the world on scales larger or smaller than ourselves. To perceive the nano world one needs extended senses or new senses. The nano world requires a new ontology and a new epistemology.</p>
<p>- <em>Ruth West</em> artist with background as a molecular geneticist<br />
- <em>Gordon Wozniak</em> former nuclear scientist at Lawrence Berkeley National Laboratory<br />
- <em>Wayne Lanier</em> microbiologist at the Hidden Ecologies project of the San Francisco Exploratorium</p>
<p>3:00 - Closing event of the two-day conference for the audience to mingle with the speakers of the various panels and with Leonardo board members.</p>
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		<title>&#8220;All the time in the world&#8221; by Troika</title>
		<link>http://transition.turbulence.org/blog/2008/03/07/all-the-time-in-the-world-by-troika/</link>
		<comments>http://transition.turbulence.org/blog/2008/03/07/all-the-time-in-the-world-by-troika/#comments</comments>
		<pubDate>Fri, 07 Mar 2008 22:53:58 +0000</pubDate>
		<dc:creator>jo</dc:creator>
		
		<category><![CDATA[public]]></category>

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

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

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

		<guid isPermaLink="false">http://transition.turbulence.org/blog/2008/03/07/all-the-time-in-the-world-by-troika/</guid>
		<description><![CDATA[Troika&#8217;s All the time in the world is a 22m long electroluminescent wall that marks the entrance to the First and Concorde Galleries lounges in the new Heathrow Terminal 5.
All the time in the World extends the conventional notion of a world clock, which commonly concentrates on capital cities in different time zones, by linking [...]]]></description>
			<content:encoded><![CDATA[<p><img src='http://transition.turbulence.org/blog/images/2008/03/allthetime02.jpg' alt='allthetime02.jpg' /><a href="http://www.troika.uk.com/"><em>Troika&#8217;s</em></a> <strong><a href="http://www.troika.uk.com/alltime.htm">All the time in the world</a></strong> is a 22m long electroluminescent wall that marks the entrance to the First and Concorde Galleries lounges in the new Heathrow Terminal 5.</p>
<p><strong>All the time in the World</strong> extends the conventional notion of a world clock, which commonly concentrates on capital cities in different time zones, by linking real time to places with exciting associations. It allows passengers to extend their imagination to the great natural wonders of the world, the highest mountains, the most beautiful lakes, the tallest buildings, the longest rivers, ancient cities, museums with untold treasures, dream islands and exotic deserts, thereby subverting the hard function of the traditional world clock into a poetic, fictional tool. GMT, London’s local time, forms the heart of the clock display, and any places west of London are situated to the left of the large clock, and equally, any places east of London are to its right. </p>
<p>For <strong>All the time in the world</strong> we developed a new typology of electroluminescent displays, called ‘Firefly’, which relies on a custom-designed segmented typeface (patent pending). Apart form its incredible thinness (less than a millimeter), our display boosts high aesthetic impact and an extreme versatility in the characters displayed (up to five different fonts can be shown in our arrangement). This modular approached also allowed us to animate the letters as if they were hand written onto the display, a feature that was at the very origin of our research. </p>
<p>The resulting display has unique properties: it doesn’t cast light and disturbing shadow on its surrounding, it can be curved, and is extremely competitive compared to other display technologies such as LED if text only is required. Based on a vectorial design, its advantages are all the more noticeable in large scale (like here) or very small. The technique is transferable to other emerging technology such as OLED, PLED or E-paper. This is the first time that a display system of this kind has been implemented worldwide. </p>
<p><strong>All the Time in the World</strong> now stands with 100 Firefly character modules arranged in two rows, and 4 giant (1.6m high) modules for the large London GMT clock. Bespoke electronic drivers have been engineered to control its 7000 segments.</p>
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		<title>Light, Space, and Perception [Madrid]</title>
		<link>http://transition.turbulence.org/blog/2008/03/06/light-space-and-perception-madrid/</link>
		<comments>http://transition.turbulence.org/blog/2008/03/06/light-space-and-perception-madrid/#comments</comments>
		<pubDate>Fri, 07 Mar 2008 00:26:16 +0000</pubDate>
		<dc:creator>jo</dc:creator>
		
		<category><![CDATA[visualization]]></category>

		<category><![CDATA[art + science]]></category>

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

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

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

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

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

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

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

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

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

		<guid isPermaLink="false">http://transition.turbulence.org/blog/2008/03/06/light-space-and-perception-madrid/</guid>
		<description><![CDATA[Light, Space, and Perception is workshop/work group led by Daniel Canogar, Julian Oliver and Pablo Valbuena that aims to conduct research and experiments with  the use of light, projection, and visual perception in different settings,  gathering people from fields including architecture, visual arts, urbanism,  stage and set design, programming, physics, optics, psychology, [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://transition.turbulence.org/blog/images/2008/03/projections.jpg" alt="projections.jpg" /><a href="http://medialab-prado.es/article/luz_espacio_y_percepcion_"><strong>Light, Space, and Perception</strong></a> is workshop/work group led by <a href="http://www.danielcanogar.com/" target="_blank">Daniel Canogar</a>, <a href="http://julianoliver.com/" target="_blank">Julian Oliver</a> and <a href="%28http://www.pablovalbuena.com%29" target="_blank">Pablo Valbuena</a> that aims to conduct research and experiments with  the use of light, projection, and visual perception in different settings,  gathering people from fields including architecture, visual arts, urbanism,  stage and set design, programming, physics, optics, psychology, and the  physiology of perception :: Medialab - Prado, Plaza de las Letras. C/ Alameda, 15, 28014 Madrid :: Sessions: April, 3, May 24, and June 26, 2008 (to be  continued in the Fall). <strong>Online registration deadline: March  26.</strong></p>
<p>The meetings will focus on conceptual discussions and project presentations  and, as far as possible, on the development of prototypes and tools.</p>
<p><strong>Schedule:</strong> A monthly session will be held on the following  Thursdays from 4:30 to 9 pm.</p>
<p><strong>Core subjects:</strong></p>
<ul>
<li>Light and the city. Urbanism, media-façades, the fusion of physical and  digital urban spaces.</li>
<li>Augmented Reality, the use of projections on three-dimensional surfaces and  physical objects, the use of light as a material.</li>
<li>Set and stage design and the creation of atmospheres through the projection  of light: perspective, optical illusions, etc.</li>
<li>Investigation of the qualities of our visual perception and its limits.</li>
</ul>
<p><strong>For: </strong></p>
<p>-architects and urban planners interested in the use of light in public  spaces<br />
-visual artists<br />
-set and stage designers<br />
-programmers  (applications in real time, generative and visualization systems&#8230;)<br />
-physicists and specialists in optics<br />
-sociologists,  anthropologists<br />
-psychologists, neurophysiologists<br />
-other interested  persons</p>
<p>Participants will be chosen according to the following criteria:<br />
-Personal interest, artistic and/or research experience in the  aforementioned areas</p>
<p>(more sessions will be scheduled for Fall)</p>
<p><strong>Context:</strong></p>
<p>The sun’s shadow is the earliest type of projection known to us, and Egyptian  and Greek sun dials are the origin of controlled projection. With the advent of  artificial light sources, controlled projections were developed, such as shadow  plays and magician&#8217;s illusionary techniques. In recent history, controlled  artificial light sources and their use in photography, the cinema, and moving  pictures have multiplied new projection possibilities. These include the use of  light as a material to the projection of moving images on a variety of surfaces:  buildings used as screens, research in physics on the qualities of light or ways  of altering visual perception through controlling light.</p>
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		<title>Fibreculture Journal: Issue 11</title>
		<link>http://transition.turbulence.org/blog/2008/02/28/fibreculture-journal-issue-11/</link>
		<comments>http://transition.turbulence.org/blog/2008/02/28/fibreculture-journal-issue-11/#comments</comments>
		<pubDate>Thu, 28 Feb 2008 20:28:20 +0000</pubDate>
		<dc:creator>jo</dc:creator>
		
		<category><![CDATA[e-literature]]></category>

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

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

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

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

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

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

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

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

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

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

		<guid isPermaLink="false">http://transition.turbulence.org/blog/2008/02/28/fibreculture-journal-issue-11/</guid>
		<description><![CDATA[[Image 3: ZeroG SkyDancers poster by DC Spensley] Fibreculture Journal: Issue 11 - Digital Arts and Culture Conference (Perth): &#8220;[&#8230;]The eleven papers presented here from the perthDAC (Digital Arts and Culture) 2007 conference offer a broad spectrum of perspectives on the future of digital media art and culture, speculating on recent trends and developments, presenting [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://transition.turbulence.org/blog/images/2008/02/mccawimage003.jpg" alt="mccawimage003.jpg" /><small><em>[Image 3: ZeroG SkyDancers poster by DC Spensley]</em></small> <a href="http://journal.fibreculture.org/issue11/index.html"><strong>Fibreculture Journal: Issue 11</strong> - Digital Arts and Culture Conference (Perth)</a>: &#8220;[&#8230;]The eleven papers presented here from the perthDAC (Digital Arts and Culture) 2007 conference offer a broad spectrum of perspectives on the future of digital media art and culture, speculating on recent trends and developments, presenting research outcomes, describing works in progress, or documenting histories and challenging existing paradigms of digital media use, creation and perception. They range in topic from the participatory culture of Web 2.0, video art and electronic literature, biological art and emerging art practices in online environments, to the compound relation between art, data and computation, the gendered poetics of game space and evolving character of game culture&#8230;&#8221; From <a href="http://journal.fibreculture.org/issue11/index.html">The Futures of Digital Media Arts and Culture</a> by <em>Andrew Hutchison</em> and <em>Ingrid Richardson</em>.</p>
<p><a href="http://journal.fibreculture.org/issue11/issue11_bruns.html" class="sidenav2">Axel Bruns - The Future Is  User-Led: The Path towards Widespread Produsage</a></p>
<p>In the emerging social software, ‘Web2.0’ environment, the production of  ideas takes place in a collaborative, participatory mode which breaks down the  boundaries between producers and consumers and instead enables all participants  to be users as much as producers of information and knowledge, or what can be  described as produsers. These produsers engage not in a traditional form of  content production, but are instead involved in produsage – the collaborative  and continuous building and extending of existing content in pursuit of further  improvement. This paper examines the overall characteristics of produsers and  produsage, and identifies key questions for the produsage model.</p>
<p><a href="http://journal.fibreculture.org/issue11/issue11_whitelaw.html" class="sidenav2">Mitchell Whitelaw - Art  Against Information: Case Studies in Data Practice</a></p>
<p>This paper makes a critical analysis of new media art working with data  interfaces and visualisation – data practice or data art. Pursuing the  distinction between information and data, it is demonstrated that data art often  turns away from information in an attempt to present the data itself. In the  process, data art constructs figures of data as unmediated, immanent, material  and underdetermined. A critical analysis of these figures underpins reflections  on the wider significance and potential of such data practices.</p>
<p><a href="http://journal.fibreculture.org/issue11/issue11_bizzocchi.html" class="sidenav2">Jim Bizzocchi - The  Aesthetics of the Ambient Video Experience</a></p>
<p>Ambient Video is an emergent cultural phenomenon, with roots that go deeply  into the history of experimental film and video art. Ambient Video, like Brian  Eno&#8217;s ambient music, is video that &#8220;must be as easy to ignore as notice&#8221; [9].  This minimalist description conceals the formidable aesthetic challenge that  faces this new form. Ambient video art works will hang on the walls of our  living rooms, corporate offices, and public spaces. They will play in the  background of our lives, living video paintings framed by the new generation of  elegant, high-resolution flat-panel display units. However, they cannot command  attention like a film or television show. They will patiently play in the  background of our lives, yet they must always be ready to justify our attention  in any given moment. In this capacity, ambient video works need to be equally  proficient at rewarding a fleeting glance, a more direct look, or a longer  contemplative gaze. This paper connects a series of threads that collectively  illuminate the aesthetics of this emergent form: its history as a popular  culture phenomenon, its more substantive artistic roots in avant-garde cinema  and video art, its relationship to new technologies, the analysis of the  viewer&#8217;s conditions of reception, and the work of current artists who practice  within this form.</p>
<p><a href="http://journal.fibreculture.org/issue11/issue11_harrell.html" class="sidenav2">D. Fox Harrell - Cultural Roots  for Computing: The Case of African Diasporic Orature and Computational Narrative  in the GRIOT System</a></p>
<p>Cultural practices and values are implicitly built into all computational  systems. However, it is not common to develop systems with explicit critical  engagement with, and foundations in, cultural practices and values aside from  those traditionally privileged in discourse surrounding computing practices. I  assert that engaging commonly excluded cultural values and practices can  potentially spur computational innovation, and can invigorate expressive  computational production. In particular, diverse ways of representing and  manipulating semantic content and distinctive relationships between humans and  our (digital) artifacts can form the basis for new technical and expressive  computing practices. This idea is developed using the example of the GRIOT  system. GRIOT is a platform for implementing interactive and generative  computational narratives. Its underlying theoretical bases are in algebraic  semantics from computer science, cognitive linguistics, and semiotics. Initial  systems built in GRIOT enable generation of poetry in response to user input.  GRIOT is deeply informed by African diasporic traditions of orature and  socio-cultural engagement.</p>
<p><a href="http://journal.fibreculture.org/issue11/issue11_mccaw.html" class="sidenav2">Caroline McCaw - Art and (Second)  Life: Over the hills and far away?</a></p>
<p>This paper will consider possible connections between the emerging art  practice, environment and economy of DC Spensley (aka Dancoyote Antonelli)  working in Second Life, with particular colonial art histories documented over  the last 150 years in order to consider emerging features of new spaces for  art.While the main centre for development and discussion surrounding Second Life  appears to be San Francisco, USA, this paper considers how examining an online  art practice may provide a tool to better understand the role of artists in new  places. Can emerging art practices in online environments such as Second Life  point out gaps in the ways that we think and talk about art? Or are traditional  theoretical and methodological values surrounding art reproduced?</p>
<p><a href="http://journal.fibreculture.org/issue11/issue11_rettberg.html" class="sidenav2">Scott Rettberg - Dada Redux:  Elements of Dadaist Practice in Contemporary Electronic Literature</a></p>
<p>The Dada movement was a multimedia avant-garde art practice that began in  Zurich during World War I and flourished in Berlin, Paris, and New York from  1916 until 1920. Beginning as a disgusted response to the war and the blithely  nationalistic bourgeois attitudes the Dada felt were at the root of the  conflict, the Dada developed and refined the notion of “anti-art” as an  expression of dissatisfaction with the dominant contemporary ideology. Although  the period in which Dada was an active organized cultural movement was quite  short, its legacy is widespread and profound. Through readings of works of  electronic literature, the essay argues that while techniques have been adapted  to the media-specific affordances of the networked computer, many of the  practices popularized by the Dada during the early twentieth century form the  basis of methods utilized by new media artists and writers today. By comparing  the art and activities of early Dadaist artists to the work of contemporary  digital writers, the essay advocates a critical approach to new media writing  that both accounts for the specific properties of literature produced for  networked computer environments and also examines these artifacts within the  contextualizing historical framework of the avant-garde.</p>
<p><a href="http://journal.fibreculture.org/issue11/issue11_penny.html" class="sidenav2">Simon Penny - Experience and  abstraction: the arts and the logic of machines</a></p>
<p>This paper is concerned with the nature of traditions of Arts practice with  respect to computational practices and related value systems. At root, it  concerns the relationship between the specificities of embodied materiality and  aspirations to universality inherent in symbolic abstraction. This tension in  embodied in the contemporary academy, as embodied arts practices interface with  traditions of logical, numerical and textual abstraction in the humanities and  the sciences.</p>
<p>The computer may be viewed as the reification of a  rationalist world view in that the hardware/software binarism, and all that it  entails, is little but an implementation of the Cartesian dual. Inasmuch as  these technologies reify that world view, these values permeate their very  fabric. Social and cultural practices, modes of production and consumption,  inasmuch as they are situated and embodied, proclaim validities of specificity,  situation and embodiment contrary to this order. Due to the economic and  rhetorical force of the computer, the academic and popular discourses related to  it, are persuasive.</p>
<p>Where computational technologies are engaged by social and cultural  practices, there exists an implicit but fundamental theoretical crisis. An  artist, engaging such technologies in the realization of a work, invites the  very real possibility that the technology, like the Trojan Horse, introduces  values inimical to the basic qualities for which the artist strives. The very  process of engaging the technology quite possibly undermines the qualities the  work strives for. This situation demands the development of a ‘critical  technical practice’ (Agre).</p>
<p><a href="http://journal.fibreculture.org/issue11/issue11_degger.html" class="sidenav2">Brian Degger - Technology  transfer present and futures in the electronic arts</a></p>
<p>We are entering an era where creating the fantastical is possible in the  arts. In the areas of mixed reality and biological arts, responsive works are  created based on advances in basic science and technology. This is enabling  scientists and artists to pose new questions. As the time between discovery and  application is so short, artists need imaginative ways of accessing new  technology in order to critique and use it.</p>
<p>These are the new paints that the majority of artists cannot afford or  access, technology to enable cloning of DNA, to print channels on a chip, to  access proprietary 3G networks. Currently, partnerships or residencies are used  to facilitate artist’s access to these technologies. What would they do if  technology was available that enabled them to make any art work they so desire?  Are the limitations in current technology an advantage rather than a  disadvantage in some of their works? Does interaction with technologists make  their work more robust? Are there disadvantages? How do they get access to the  technology they require? Open source or proprietary? Or have they encountered  the situation where their vision is greater than technology allows. When their  work breaks because of this fact, is their art broken? Blast Theory  (Brighton,UK), FoAM(Brussels, Belgium and Amsterdam, Netherlands), SymbioticA  (Perth, Australia) are organisations pushing technological boundaries in the  service of art. This paper addresses some questions of technology transfer in  relation to recent artworks, particularly I like Frank in Adelaide (Blast  Theory), transient reality generators (trg) (FoAM) and Multi electrode array  artist (MeART) (SymbioticA).</p>
<p><a href="http://journal.fibreculture.org/issue11/issue11_fullerton_morie_pearce.html" class="sidenav2">Tracy Fullerton,  Jacquelyn Ford Morie, Celia Pearce - A Game of One’s Own: Towards a New Gendered  Poetics of Digital Space</a></p>
<p>The techno-fetishism of computer game culture has lead to a predominately  male sensibility towards the construction of space in digital entertainment.  Real-time strategy games conceive of space as a domain to be conquered;  first-person shooters create labyrinthine battlefields in which space becomes a  context for combat. Massively multiplayer games offer the opportunity for  non-linear exploration, but emphasize linear achievement within a combat-based  narrative. In this paper, we argue for a new gendered, regendered and perhaps  degendered poetics of game space, rethinking ways in which space is  conceptualized and represented as a domain for play. We argue for a more  egalitarian virtual playground that acknowledges and embraces a wider range of  spatial and cognitive models, referencing literature, philosophy, fine art and  non-digital games for inspiration. Reflecting on a variety of sources, beginning  with Virginia Woolf’s A Room of One’s Own and Bachelard’s Poetics of Space,  feminist writings of Charlotte Gilman Perkins, Simone de Beauvoir, Hélène  Cixous, Judith Butler, Janet Murray, and including contemporary game writers  such as Lizbeth Klastrup, Mary Flanagan, Maia Engeli, and T.L. Taylor, we will  argue for a new gendered poetics of game space, proposing an inclusionary  approach that integrates feminine conceptions of space into the gaming  landscape.</p>
<p><a href="http://journal.fibreculture.org/issue11/issue11_suominen.html" class="sidenav2">Jaakko Suominen - The Past as  the Future? Nostalgia and Retrogaming in Digital Culture</a></p>
<p>Digital culture of today is becoming increasingly a field of retrospection.  James Newman draws attention to this issue in his recently published textbook on  digital gaming (2004). In a chapter on future gaming he mentions three modern  trends in gaming: mobile games, on-line games and retrogaming. Newman refers to  retrogaming at two levels: firstly, retrogaming means present-day gaming with  the genuine, 1970s, 1980s and the early 1990s game devices and applications.  Secondly, it means the use of emulators in playing the games. On the other hand,  Petri Saarikoski (2004), who has studied the history of computer hobbyist  cultures, defines retrogaming somewhat broader as a general term for subcultures  that appreciate old computer games. This phenomenon includes the collecting of  old games and game devices as well as their active playing. Both scholars see  retrogaming as a form of gaming culture that is partly marginal but which is  becoming more common. Typically current retrogaming refers particularly to the  use of game devices that were used before the PCs (common since the early  1990s). In this paper I will seek answers the following questions: Does the  change in computer user groups explain why retrogaming has become more popular?  Has retrogaming had an influence on the contents of contemporary games and the  appreciation of gaming? What sorts of different hobbies are associated with  retrogaming? How has the increased interest in retrogaming been used, then, to  benefit financially? Finally, I conclude and discuss how familiarity and  nostalgic interests in “older” technologies are incorporated to technological  change and innovation.</p>
<p><a href="http://journal.fibreculture.org/issue11/issue11_knoespel_zhu.html" class="sidenav2">Kenneth J. Knoespel and  Jichen Zhu - Continuous Materiality Through a Hierarchy of Computational  Codes</a></p>
<p>The legacy of Cartesian dualism inherent in linguistic theory deeply  influences current views on the relation between natural language, computer  code, and the physical world. However, the oversimplified distinction between  mind and body falls short of capturing the complex interaction between the  material and the immaterial. In this paper, we posit a hierarchy of codes to  delineate a wide spectrum of continuous materiality. Our research suggests that  diagrams in architecture provide a valuable analog for approaching computer code  in emergent digital systems. After commenting on ways that Cartesian dualism  continues to haunt discussions of code, we turn our attention to diagrams and  design morphology. Finally we notice the implications a material understanding  of code bears for further research on the relation between human cognition and  digital code. Our discussion concludes by noticing several areas that we have  projected for ongoing research.</p>
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		<title>Burak Arikan Interview</title>
		<link>http://transition.turbulence.org/blog/2008/02/20/burak-arikan-interview/</link>
		<comments>http://transition.turbulence.org/blog/2008/02/20/burak-arikan-interview/#comments</comments>
		<pubDate>Wed, 20 Feb 2008 23:07:45 +0000</pubDate>
		<dc:creator>jo</dc:creator>
		
		<category><![CDATA[interview]]></category>

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

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

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

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

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

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

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

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

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

		<guid isPermaLink="false">http://transition.turbulence.org/blog/2008/02/20/burak-arikan-interview/</guid>
		<description><![CDATA[Last summer, Cati Vaucelle at Architectradure tipped me off about Meta-Markets, a project which created a means to buy and sell units of social media. I penned an enthusiastic review of the project in the fall and continue to be engaged by this ongoing thought-experiment. Meta-Markets was authored by Burak Arikan, a graduate of the [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://transition.turbulence.org/blog/images/2008/02/burak-beard.jpg" alt="burak-beard.jpg" />Last summer, Cati Vaucelle at Architectradure <a href="http://architectradure.blogspot.com/2007/08/meta-market.html">tipped me off</a> about <a href="http://meta-markets.com/">Meta-Markets</a>, a project which created a means to buy and sell units of social media. I penned an <a href="http://serialconsign.com/node/119">enthusiastic review</a> of the project in the fall and continue to be engaged by this ongoing thought-experiment. Meta-Markets was authored by <a href="http://www.burak-arikan.com/">Burak Arikan</a>, a graduate of the <a href="http://www.media.mit.edu/">MIT Media  Lab</a> who is currently based in Brooklyn. This Friday, Burak will be taking part in a panel discussion entitled <em>Real World Implications of Virtual  Economies</em> at the Turbulence <a href="http://www.turbulence.org/mixed_realities/index.html">Mixed Realities</a> Exhibition and Symposium in Boston (and <a href="http://tinyurl.com/2uk2wl">streaming live</a> in Second Life).</p>
<p>Burak&#8217;s work touches on a number of the topics discussed here on Serial Consign, and he and I have spent the last few weeks firing emails back and forth that delve into economies of exchange, data portability, information visualization and how these themes are explored through his work.</p>
<p><strong>Ever since your 2006 <a href="http://burak-arikan.com/2006/stockmarket/index.html">A Stock Market in Life</a> project you’ve exhibited a fascination with incorporating the (data)aesthetics and interface of commodity exchange in a large portion of your work. You were one of the architects of <a href="http://openstudio.media.mit.edu/">OPENSTUDIO</a> and also launched  Meta-Markets last year. Both of these projects deal with trading and speculating on creative goods in quite distinct contexts. I stumbled across the word <a href="http://openstudio.media.mit.edu/blog/category/artonomics/">artonomics</a> on the OPENSTUDIO site - could you discuss this term in relation to your ongoing project of creating platforms for economic simulation?</strong></p>
<p>We made up the term &#8220;artonomics&#8221; to define the axes of arts, economics, and the participatory social web. In the <a href="http://plw.media.mit.edu/">PLW</a> (Physical Language Workshop at the MIT Media Lab) we focused on building  networked infrastructures for creative people, so that they can get economically more powerful and eventually affect politics. In OPENSTUDIO an artwork is a digital drawing. By the time a drawing is completed, it is in the market for sale. From your studio to the market there is no distance. When you buy a piece, you own a share in that person&#8217;s body of work. OPENSTUDIO members experience semi-ownership of creative capital. Well this type of living is the promised future right, what if you experience it now, future not only becomes more visible, but also actionable and debatable.</p>
<p>I am particularly interested in collectivity in creative work, which brings in techno-social protocols and economic models for self-organization of large groups of people. In such economic models money represents information. You buy things not because you need it but you show interest in it. In the end, I don&#8217;t necessarily consider this type of work as economic simulation or computer simulation, because participants spend real time and energy (aka micro-labor) within these systems. They draw, they click here and there, they decide on things, write comments, tag, mix, edit, vote, recommend etc. These are real relationships woven through experimental and modifiable protocols that organize network of social relationships and economic transactions.</p>
<p>I think today what we see on the social web is that the definition of creative work is changing. Is it an image, a movie, a sculpture, an installation, a process, a response? In this networked world, it is more clear to me that the substance of one&#8217;s creative work is not only a material, a recipe, or a code library, but it is also materialized information flowing in multiple layers of networks which are modulated by market forces, power relationships, past events, and future predictions.</p>
<p><img src="http://serialconsign.com/images/2008/02/meta-markets-gta.png" alt="Burak Arikan / Meta-Markets" height="157" width="326" />[meta-markets performance &amp; <a href="http://meta-markets.com/entities/268">entity info</a> for a bookmark of <a href="http://grandtextauto.org/">grand text auto</a>]</p>
<p><strong><a href="http://meta-markets.com/">Meta-Markets</a> is essentially an exchange for social networking entities. In this simulation, social media like <a href="http://del.icio.us/">del.icio.us</a> bookmarks or <a href="http://www.feedburner.com/">Feedburner</a> syndication subscriber counts take on a life of their own and a community of speculators collectively determine the value of this data. I think one of the most interesting things about this project is that it creates a sort-of double presence for these services where users can determine the worth of individual articles of social media that stands outside of the <a href="http://www.techcrunch.com/">generic web 2.0 chatter</a> about valuation and venture capital. How do you see Meta-Markets in relation to the actual web economy?</strong></p>
<p>The current web economy is not open enough. With Meta-Markets we aim to raise the bar of openness for existing social web services. I don&#8217;t mean the locked in data in Facebook or similar web services. I support efforts like <a href="http://www.dataportability.org/">DataPortability</a>, these are very important steps to release our data from centralized databases. For us the problem is that the value of our labor is not open in the current web economy. In other words, what we get for our online work is not clear for us while it is clear for the service providers. This problem has been emerging because of the  blurred boundaries between work and play, because information is no less real than physical matter, because information is commodity, because of the changing roles of consumers and producers, the <a href="http://en.wikipedia.org/wiki/Prosumer">prosumer phenomenon</a> as discussed elsewhere. The solution is to have more transparent services, so that both the users and the service providers equally know the value of the work put in the services. Of course this is a complex task, that&#8217;s why we approach it collectively by creating a stock market for socially networked creative  work.</p>
<p><img src="http://serialconsign.com/images/2008/02/arikan-terms-conditions.jpg" alt="Burak Arikan / Terms &amp; Conditions" height="235" width="314" />[burak arikan / <a href="http://burak-arikan.com/2007/terms-conditions/index.html">terms &amp; conditions</a> / 2007]</p>
<p><strong>You posted an <a href="http://blog.burak-arikan.com/i-sell-my-facebook-profile-on-meta-markets/">excellent  commentary</a> on the economics of Facebook which broadly outlined the  disconnect between the bottom-up “social&#8221; investment by users and the top-down scramble by management to implement an efficient contextual advertising engine. You quite concisely identified the paradox as follows:</strong></p>
<blockquote><p><strong>I work for Facebook everyday but I am not getting paid. In their recent Social Ads announcement Facebook says “It is an ad-supported service. It is a free service.” Pause. Did we sign a contract? How do you measure my labor and serve accordingly? I don’t know how you measure the value of my informational content, the value of my informational content uploaded by my friends to your server, the value of my relationships, the value of my activities… </strong></p></blockquote>
<p><strong>Google’s <a href="http://code.google.com/apis/opensocial/">OpenSocial</a> begins to address the ownership that users are entitled to over their  information and social connectivity. How do you see OpenSocial influencing the direction of Meta-Markets?</strong></p>
<p>OpenSocial is hyper-modern politics, so is any other network protocol. Today defining standards and lobbying for the industry to adopt a standard are common political practices of the networked world we all live in. If standardization can happen by the participation of many voices, it becomes more democratic. Although I support current efforts to unlock the centralized databases, I don&#8217;t believe it is enough. The benefits of open communication standards are always publicly discussed from the point of view of the user or the developer, but who <em>really</em> benefits are the service providers. When you move your data anywhere, yes the user has the data anywhere, yes the developer builds write - once - works - with - any - other services, but the service provider is also happy because they have free context and free trust networks, which are generated by users&#8217; labor in other places and carried to this service. We may call this distributed free labor. Data portability without ethics is the multiplication of the exploitation of micro-labor. When we use a service, the value generated by our action should be clear and open for all the involving parties. This is not easy, it involves political and economical struggles, but with the Meta-Markets community I believe we can make progress in this endeavor.</p>
<p><img src="http://serialconsign.com/images/2008/02/arikan-mypocket.png" alt="Burak Arikan / MYPOCKET" height="208" width="314" /><strong>This conversation about transparancy and data portability is very interesting given your recent <a href="http://transition.turbulence.org/Works/mypocket/">MYPOCKET</a> project for  <a href="http://turbulence.org/">Turbulence</a> (pictured above). In this work, you’ve developed an algorithm to predict future purchases based off the analysis of an archive of receipts. Credit card companies employ similar algorithms to flag sudden shifts in spending habits so that potential credit card fraud can be prevented. I guess it is safe to assume you’re not doing R&amp;D for Citibank so what exactly are your goals with MYPOCKET?</strong></p>
<p>Spending habits are not only for prevention of frauds, but also for modulation of living. With MYPOCKET I see what my spending behavior is, this is  probably what a financial analyst sees. I share it with general public to raise awareness and to make closed-door-analysis of our spending behavior debatable. MYPOCKET is also an exploration of the bidirectional adaptation between human and software. Between my behavior and the prediction process there is a feedback loop. Both negative and positive feedback. Positive feedback happens through confirmation of a prediction, which increases weight of that category / item in the database. Negative feedback happens through certain transactions, which have  rules. For example a $40 ATM cash withdrawal means that I will not need cash for 4 days, approximately every $10 cash = 1 day, or a $70 metrocard spending (monthly unlimited ride for the NYC subway) means I will not buy a metrocard for another 30 days. These rules, some obvious some specific to me, are added as negative feedbacks in the loop. Over time the software will make smarter predictions about my spending behavior. Sometimes I verify the predictions, sometimes I don’t mind, sometimes I am not conscious, sometimes the predictions  determine my future choices, creating a system in which both myself and the software adapt to one another.</p>
<p><img src="http://serialconsign.com/images/2008/02/arikan-tense.png" alt="Burak Arikan / tense" height="155" width="310" />[burak arikan / tense / 2007]</p>
<p><strong>All of my questions have approached you as some kind of artist-economist - that is not entirely fair as it is clear you are interested  in addressing other issues with your work. You obviously have an interest in the aesthetics of information, networks and connectivity. This is evident in the  projects discussed thus far, but many of your other works (i.e. <a href="http://burak-arikan.com/2007/metacontrol/index.html">Meta-Control</a>, <a href="http://burak-arikan.com/2007/tense/index.html">Tense</a>, <a href="http://burak-arikan.com/2007/tense/index.html">Arb</a>, etc.) Could you discuss your approach to visualization?</strong></p>
<p>My interest in geometry ties my seemingly separate practices. Geometry provides instruments not only for organizing space but also for understanding concepts in political philosophy. I started creating dynamic visual compositions in 2002. Since then I work directly with the code, write processes that modulate the geometry and the kinetics, explore the micro relationships, observe the  macro behavior, tune, play, contract, scale, stare, change, iterate. My early dynamic compositions are repurposed as peformative artifacts in Meta-Control. Arb and Tense are the same processes, an exploration of growth in networks. From few to many, from simple to complex, from instant contractions to subtle  settlements, while the network is being built, nodes push and pull each other, connections paint the color of the forces.</p>
<p>I create systems, they are not visual, visualizations are the visual manifestations of an instance of a system. My OPENSTUDIO visualizations show relationships built in the OPENSTUDIO economy, Micro Fashion Network  visualization shows relationships of colors based on how I generate the data. Rather than creating visualizations based on other systems&#8217; data, I prefer to create the system on my own or through collaborations. Like Meta-Markets and OPENSTUDIO, these systems can be living processes which involve many people&#8217;s time, energy, and intellect. Manifestations can also be in physical or in other forms. MYPOCKET is a living digital/physical process, which is manifested in three core forms for information: a list, a graph, and an object.</p>
<p>More recently I understand that the systems I create are vectors, vectors as  <a href="http://subsol.c3.hu/subsol_2/contributors0/warktext.html">McKenzie Wark</a>, or <a href="http://www.upress.umn.edu/Books/G/galloway_exploit.html">Alex Galloway and Eugene Thacker</a> use the term. A vector is a medium in which information moves. I hope and work for more people to create such liberated systems. [posted by Greg Smith on <a href="http://serialconsign.com/node/184">Serial Consign</a>]</p>
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		<title>Climate Clock Global Initiative</title>
		<link>http://transition.turbulence.org/blog/2008/02/15/climate-clock-global-initiative/</link>
		<comments>http://transition.turbulence.org/blog/2008/02/15/climate-clock-global-initiative/#comments</comments>
		<pubDate>Fri, 15 Feb 2008 22:26:05 +0000</pubDate>
		<dc:creator>jo</dc:creator>
		
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		<guid isPermaLink="false">http://transition.turbulence.org/blog/2008/02/15/climate-clock-global-initiative/</guid>
		<description><![CDATA[The Climate Clock Global Initiative is seeking ideas from artist-led teams to create a major artwork entitled Climate Clock, which will measure changes in greenhouse gas levels, and be the first in a series of global projects calling attention to climate change. Climate Clock will be an instrument of long-term measurement and will collect data [...]]]></description>
			<content:encoded><![CDATA[<p><img src='http://transition.turbulence.org/blog/images/2008/02/climateclock.jpg' alt='climateclock.jpg' />The <strong><a href="http://cadre.sjsu.edu/fuse/strategem.html">Climate Clock Global Initiative</a></strong> is seeking ideas from artist-led teams to create a major artwork entitled Climate Clock, which will measure changes in greenhouse gas levels, and be the first in a series of global projects calling attention to climate change. <strong>Climate Clock</strong> will be an instrument of long-term measurement and will collect data for 100 years. The artwork will be located in downtown San Jose, California, Silicon Valley&#8217;s city center, and will be a collaboration between an artist-led team composed of artists, international and Silicon Valley engineers and other creative professionals who are working with climate measurement and data visualization. It is anticipated that the budget for the construction of Climate Clock will be between $5 and $15 million, depending upon the scope of the final proposal.</p>
<p>The <strong>Climate Clock Initiative</strong> is a collaboration between <em>FUSE: cadre/ montalvo artist research residency initiative</em> and the <a href="http://www.sanjoseculture.org/?pid=4500"><em>City of San Jose Public Art</em></a> program in cooperation with <em>ZERO1</em>.</p>
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