July 05, 2007
Interferences
Interferences ... is an interactive installation created by Matteo Sisti Sette and Maribel Pozo which consists of a back projection screen showing an artificial life system which is sensitive to electromagnetic waves emitted by users mobile phones.
In its ‘natural’ state, image and sound are in constant evolution, moving and growing as if alive. Their growth and evolution is altered in the presence of electromagnetic waves.
This work tries to draw attention to a phenomenon whose physical and material relevance we tend to ignore. Little is known about the effect these radiations produce on human body. Maybe they are not dangerous. Many elements of our environment are not, yet they concern us because of their aspect or noise or odour. If we couls [sic] see, or hear the amount of energy which is carried by electromagnetic waves and which passes through our body, would we behave the same way as we do?
The installation is created with Pure Data and Processing. [posted by Garrett Lynch on Network Research]
Posted by jo at 07:19 PM | Comments (0)
June 22, 2007
Will Web 2.0 Kill Cyberspace?

"[...] These days the boundaries between reality and cyberspace are becoming increasingly blurred and the activities on the Web are becoming more two way and integrated with reality ... With going into cyberspace no longer being a discrete step (folks are more and more always there now) and with the primary activity often being to interact with other folks transparently, and you have a folding of cyberspace so severe that it just disappears into the ether." From Will Web 2.0 Kill Cyberspace? by Dion Hinchcliffe.
Posted by jo at 09:45 AM | Comments (0)
June 18, 2007
Bloomsday on Twitter

Bloomsday on Twitter: A performance of Wandering Rocks on Twitter, and a commentary on both. Created by Ian Bogost and Ian McCarthy :: I do not like Twitter, the micro-blogging service that allows users to send short (SMS-sized) text-based updates that are displayed publicly and shared with friends social-network style.
For me, Twitter represents the worst trends in the new internet culture. It purports to allow people to "communicate" in new ways, a promise that mostly creates new obligation and infatuation to stay "up to date" and "connected." In the world of Twitter, you (and me, and everyone) pay constant, tiny homage to a new gimmickry.
This is a gimmickry that doesn't even rise to the level of the gadget, with its industrialist promise of technological progress. It is a kind of softer soft-pornography determined to make identity-assertion the new masturbation. Russel Davies' Twitter parody Dawdlr comments on this trend, asking users to send updates via postcard.
In the world of Web 2.0, a public sheds the chains of a tightly-controlled mass media market in which individuals are converted into the "consumers" needed to purchase mass produced goods and services. In its stead, that public gets a loosly-controlled micro media market, in which individuals are converted into the "users" needed to create databases for sale to Google or Yahoo! or News Corp for $35 a head. But now the market outsources manufacture to those very "users." The workers may have had nothing to lose but their chains, but the users are lining up to link their own together. It's the new fashion; chains are the new black.
Invective like this may amuse, but it doesn't necessarily change opinion or create discussion. My friend and sometimes-collaborator Ian McCarthy and I had been talking in San Francisco recently, looking for an intervention that would both comment on Twitter as a social force and also attempt to use the service in a culturally interesting way. What if the focus on socialization and identity is actually the least interesting way to use Twitter?
So, here's what we came up with.
Today, like every June 16, is Bloomsday, a holiday that celebrates James Joyce and his novel Ulysses, which takes place on this date in 1904. Ulysses already offers a parallel commentary; Joyce conceived of the book's principal character, Leopold Bloom, as an everyman counterpoint to Odysseus, whose adventure Bloom's parallels. Each of the book's 18 chapters take place in roughly an hour's time.
The 10th of these, Wandering Rocks, follows 19 Dubliners walking through the city, doing their daily business, some intersecting with others. It's a famous and often-studied section of the book, one that also speaks to an experience of urban modernity that has become second-nature to us now.
Enthusiasts often retrace the characters' steps on Bloomsday, and innumerable animated maps and the like have been created by fans and scholars. The latter technique still doesn't really represent the interleaved simultaneity of Wandering Rocks, the complexity yet ordinariness of space and interaction that Joyce's writing accomplishes. And the former technique turns the ordinariness of the episode into a kind of theme park, missing the importance of the Wandering Rocks as a vignette of the scenario that grounds the rest of the novel (I've written about this theme more in relation to videogames in a chapter of my book Unit Operations).

We took Wandering Rocks and adapted it into a large series of 140-character or less utterances in the first person. We organized and timed these and built a database for them. We registered key characters in the novel as users on Twitter. For example:
STEPHENDEDALUS: I see Dilly's high shoulders and shabby dress, shut the book quick, don't let see.
Then we wrote some software to automate the performance of Wandering Rocks on Twitter, so basically we just turn it on and it runs. The result, we hope, will offer both an interesting and unique perspective on the novel and on Twitter. I'll let our critics be the judge of that.
Bloomsday tradition normally demands that festivities take place on Dublin time, which is unfortunately 6 hours ahead of the US East Coast. Wandering Rocks starts at 2:55pm, which is barely the crack of dawn (especially on a Saturday) out on the West Coast. So we decided to synchronize our performance to EDT. If you wish, you can watch the public stream on Twitter starting at 2:55pm EDT. You can also watch the individual characters, or even add them as "friends" to get the updates.
Update: the performance is now completed; while there were a few hiccups that made a very small minority of the characters unable to participate, the vast majority worked as planned, and you can now click through to read their contributions. I'll put together some documentation of the live version to share soon.
BUCKMULLIGAN
STEPHENDEDALUS
[go to post for live links]
LEOPOLDBLOOM
BLOOMSCAT
BLAZESBOYLAN
JOHNCONMEESJ
ONELEGGEDSAILOR
WIFEOFSHEEHYMP
BRUNNYLYNAM
DENISJMAGINNI
MRSMGUINNESS
BLONDEINTHRNTNS
HELYS
MISSDUNNE
TOMROCHFORD
SATCHELLEDBOYZ
NOSEYFLYNN
MCOY
LENEHAN
JJOMOLLOY
UNLABORINGMEN
CORNYKELLEHER
CONSTABLE57C
THESHOPMAN
EARLOFDUDLEY
OLDWOMANONTRAM
PATRICKDIGNAM ALMIDANO
THELACQUEY
DILLYDEDALUS
SIMONDEDALUS
HAINESINDUBLIN
JOHNPARNELL
ELIJAHISCOMING
KATEYDEDALUS
BOODYDEDALUS
MAGGYDEDALUS
MISTERKERNAN
NEDLAMBERT
CLERGYMANJACK
FRBOBCOWLEY
DENISBREEN
BENDOLLARD
CASHELFARRELL
BLINDSTRIPLING
DUDLEYWHITE
RICHIEGOULDING
THEPODDLERIVER
2SANDEDWOMEN
THEPOLICEMAN
MARTNCUNNINGHAM
JOHNWNOLAN
HORNBLOWER
MANINMACINTOSH
Late last night, partly to test and partly to put a stake in the ground, we did perform the first ten minutes of the novel properly synchronized to Dublin time.
Happy Bloomsday!
[blogged by Ian Bogost on bogost.com/blog] [Related]
Bloomsday On Twitter
Perhaps one day we will remember Twitter as the peak of exhibitionism on the Internet, a phenomenon that started with blogs and social networks. It is hard to imagine anything more compulsive: Twitter is a community of thousands of people who publish brief messages answering the simple question "what are you doing right now?". It is a sort of self-imposed big brother, a Babel of self-referential statements ("I'm checking my email", "I'm buying a computer on eBay"), a massive collective stream of consciousness. On June 16, in Dublin, there are celebrations for the Bloomsday, a day of cultural activities centered on James Joyce's Ulysses. Among the most important events of that day is the reenactment of day of Leopold Bloom, the odissey of the common man that unravels on the streets of Dublin in a single day. What do the most important novel of the twentieth century and the most extreme platform of web 2.0 have in common? Nothing, or so it was before the last June 16, when Ian Bogost and Ian McCarthy, game designers and non-linear narration researchers, chose Twitter as the stage of a strange online performance. The tenth chapter of Joyce's Ulysses, that narrates simultaneously the lives of nineteen citizen of Dublin was adapted to microblogging. The original text was broken down into fragments and inserted into a database for a computer program to read and publish as messages on Twitter at the right times, signed with the names of the characters/users. The result is a bizarre short-circuit between time and space units, between high and low culture. Characters from a novel are animated by a machine and their voices mix with those, paradoxically more artificial, of real human beings. The performance, coherently with the pace of that chapter, lasted only an hour, and it probably wasn't noticed by the users of Twitter, lost as a drop in an ocean of communicating solitudes. - Paolo Pedercini, Neural.
Posted by jo at 06:49 PM | Comments (0)
June 14, 2007
Conor McGarrigle's

Joyce Walks
Joyce Walks a new project by Conor McGarrigle: Because somewhere, sometimes it's always Bloomsday. Every June 16th in Dublin Joyce enthusiasts celebrate Bloomsday with re-enactments of events from Ulysses. Unfortunately not everyone can be in Dublin for that day but why should that stop you celebrating Bloomsday where you want when you want. So as Bloomsday approaches we announce Joyce Walks a web 2.0 service which will let you map routes from Ulysses to any city in the world so that Bloomsday can be celebrated in any place at any time.
Joyce Walks is a psychogeographical tool which generates walking maps based on routes from James Joyce's Ulysses in any city in the world using Google Maps. The system prints maps to be used as the basis of walks exploring the city of your choice and generates mashups using your pictures and videos documenting these walks to share with other users.
Inspired by the Situationist idea of the Derive Joyce Walks seeks to provide the walker a means of exploring the urban environment which is unique, truly random but removed from a reliance on chance. Although based on a fixed route each map generated is unique as it is based on an individual selection by the user of the center point of their chosen city thus every map provides the walker a means of exploring the urban environment which although based on routes which are predetermined according to a strict adherence to a text is individual to them. Of course removing these routes from Dublin removes specific spatial relevance but they still retain an aura of association which creates a link between the locations and Joycean Dublin.
Joyce Walks saves every map generated to a database. These walks, in addition to being specific to their creator, form part of a continuum where each specific walk performed by any user of the system is added to an searchable archive of unique performative walks from around the world. This archive over time will become a tool to explore and view many unique walks in many cities around the world creating a veritable web 2.0 psychogeographical rough guide.
Requirements: Firefox or Safari browser , in this beta version Internet Explorer is not supported, support for IE will be added shortly. Due to copyright issues between Google and the British Ordnance Survey cities in the UK and Northern Ireland are not searchable, we are working to find a solution for this.
Posted by jo at 06:03 PM | Comments (0)
June 05, 2007
Passage Oublié

Let's Talk About Rendition Flights
Passage Oublié is an interactive artwork allowing the public to send messages to a touchscreen kiosk located in Toronto Pearson's International Airport. Messages received are animated along flight trajectories on a map featuring airports involved in rendition flights. Passage Oublié invites citizens of the world in transit at Pearson's International Airport to send messages (sms and web) relating to these questions: Are rendition flights an acceptable means of dealing with new terrorism threats? How does their use affect a country’s credibility as a defender of liberty? Does the end justify the means when it comes to pre-emptive war on terror? Are we compromising on the liberal democracies’ cherished principal of innocent-until-proven-guilty?
How to send a message: 416 300-7669 (sms starting July 1st; the airport wireless hotspots provide free access to this URL). All messages will be curated by the artists: Maroussia Lévesque, Jason Lewis, Yannick Assogba and Raed Mousa at Obx laboratory for Experimental Media.
With the support of Year 01, Concordia University, Hexagram.
Posted by jo at 03:56 PM | Comments (0)
May 23, 2007
Electronic Lens

Annotating for Civic Engagement
The Electronic Lens explores and creates new paradigms of civic ubiquitous networking with mobile technologies. We think of Electronic Lens as something of a viewfinder. Using a motion that is already familiar (think point and shoot camera phones), the citizen can use the eLens to gather information about physical objects and places.
The eLens matches electronic information with the physical environment in an innovative way. For example, eLens users can post lasting messages in physical locations, tag buildings and places, or create social networks based on interest and social affinities. eLens interactions combine the physical environment with formal and institutional information and the annotations from users’ personal experiences.
Ultimately the eLens enhances the value of the city for its citizens by making their environments more accessible, more culturally vibrant, more socially just. The eLens fosters communication among people and between institutions; as a result citizens are now better able to navigate the social, institutional and physical urban space.
Posted by jo at 08:38 AM | Comments (0)
May 19, 2007
m-cult news 05/07

Urban TV, Participatory Politics +
M2HZ tests underway: M2HZ, the Helsinki-based urban television project is performing tests in May 14-20, 2007. The test broadcast aims to demonstrate a new type of open television in Finland, where local and public access tv is close to nonexistent. The M2HZ model is based on distributed production for a multi-channel transmission platform.
M2HZ is a collaboration between dozens of media, arts and civil organisations, who wish to affect the media landscape and find new audiences. Over 300 people have contributed their voices, insights and work to the development which kicked off in late 2005.
The test week's days are themed around debates on television and media criticism, local and global issues, live and media art, and the public domain. Throughout the week we follow the Sound & Fury of young bands, the events in the Kallio Kukkii neighbourhood festival, exercises by the Hunger theatre, and short films by media artists and students.
The programme is mostly in Finnish but also includes the first international exchanges: the new film Faceless by Manu Luksch and a retrospective of work by the Swedish Rafilm collective.
The test uses the digital tv and streaming platform of DINA tv, a cable channel of media schools. First tests for digital antenna (DVB-T) and mobile (DVB-H) distribution are performed with the VTT Technical Research Centre and the FinPilot2 project. Other key partners are the Youth Centre of Helsinki, Stadia polytechnic, and Otaniemi Underground Broadcasting System OUBS, the live-in television station of engineering students. M2HZ is coordinated by m-cult and supported by the Uusimaa Regional Council.
Participatory politics: m-cult and the Democracy Unit of the Ministry of Justice realize a workshop on participatory politics and foresight on June 8, 2007. The workshop gathers researchers, decision-makers and NGO representatives to discuss experiences of participatory forums and web tools to support deliberative democracy. Visiting experts are Lars Klüver (Danish Board of Technology) and Richard Rogers (University of Amsterdam / govcom.org).
The aim of the workshop is to find new methods, processes and tools for democracy. A special challenge is to bring citizen's views to affect the early phases of government and technology programmes.
m-cult at Pocketfilms: The Forum des Images has invited m-cult to present work on mobile and urban media at the Pocketfilms festival, Paris June 8-10, 2007. At the Pompidou centre, m-cult presentation includes Heidi Tikka's project Situations, the Mobicast project by Adam Hyde and the mobile production experiments realized within M2HZ.
Posted by jo at 01:11 PM | Comments (0)
May 12, 2007
Squirrel and Acorn

Cell phone Air Pollution Monitor
" ... Squirrel and the companion software, Acorn, also represent a bold exercise in social responsibility and cross-border engagement. "We want to make air quality data visible, accessible and legible to raise consciousness of environmental monitoring," says Spanhake. For this, she has collaborated with Calit2 researcher Kael Greco, author of a mobile webcam application that uploads images taken by the mobile phone automatically and continuously. These images are tagged and manipulated with the sampled pollution data -- the grittier the image, the more polluted the air is -- then displayed in real time on a web page. "This, along with other visual and audible ways, will help to demystify what 20ppm is in a meaningful way," says Spanhake, adding: "Low-cost technology will also make it available and scalable to the technological, environmental and cultural needs of individuals, communities and cities."
The device is low-cost, mobile, and scalable. It is also intended to be a building block for the creation of a mobile wireless sensor network dependent upon those who breathe the air -- people. "Squirrel is meant to monitor an individual's personal exposure to the air, thus providing a means for agency in the production of air pollution data," says Spanhake. "It will enable supplemental data to the environmental protection agencies that cannot afford to scale their technology to population growth and urban sprawl." ..." From Tracking Pollution and Social Movement: Love Fest for Calit2 Technologies at 'Make Fest 2007'.
Posted by jo at 01:35 PM | Comments (0)
May 11, 2007
Heavy Opera: An Audio Tour to Awaken Londoners to

The Impact of Financial Systems on Climate Change
John Jordan and James Marriott’s operatic audio tour set in London’s Square Mile is intended to awaken city workers to the impact of financial systems on climate change. But not only does And While London Burns misgauge how much the suits already know, its hysterical tone also harmonises too easily with the coming new eco-order.
A fountain of water from the river Walbrook shoots up above my head, drums are pounding, a sound system’s bass rumbles. I hear cheers but I can also hear the clatter of police shields and batons around the corner. Seven years after London’s Carnival Against Capital, when protesters outside the LIFFE exchange broke a water mains sending a thirty-foot jet of water into the air, I am walking just a half a mile north of the same spot. Now I can hear the Thames rushing up the valley the Walbrook follows, bursting its banks, laying waste to the tall glass-fronted buildings as some of the most expensive real estate in London collapses around me. I’m swept up in a sonically induced fantasy driven by the tracks on my MP3player. I am taking part in And While London Burns, an operatic guided walk written by John Jordan and James Marriott, set to music by Isa Suarez and produced by the cross-disciplinary art and education group Platform.
John Jordan has played a role in both these participatory dramas, firstly as a member of Reclaim the Streets – one of the anti-capitalist groups that coordinated the Carnival Against Capital in June 1999. This time around as an artist commissioned by Platform – an interdisciplinary arts, campaigning and research group committed to longer term, less partisan approaches to transforming the activities of the financial institutions and corporations with head offices in the Square Mile. The walk is an attempt to dramatise the research Platform has conducted into climate change. James Marriott, its co-founder, explains:" from Heavy Opera by Anthony Iles, It's Not Easy Being Green, MUTE VOL 2 #5.
Posted by jo at 01:36 PM | Comments (0)
April 21, 2007
Turbulence Commission:

Handheld Histories as Hyper-Monuments
Turbulence Commission: Handheld Histories as Hyper-Monuments by Carmin Karasic, Rolf van Gelder and Rob Coshow, with special thanks to the HP mscapers team, Brett Stalbaum, and Jo Rhodes :: Part of the Boston Cyberarts Festival, pick up a smartphone at the Judi Rotenberg Gallery, 130 Newbury Street, Boston :: April 21-28, 2007, Tues-Sat 10am-6pm. Gallery talk today: 2:00 pm.
Designed for HP iPAQ 6900 series smartphones, Handheld Histories as Hyper-Monuments uses GPS and mobile technologies to address historic bias in Boston's public monuments. The artwork gathers non-official stories to socially construct hyper-monuments that exist as digital doubles, augmenting specific historic monuments. For example, imagine you are near the Old South Church in Boston, MA, USA. The smartphone sounds church bells to get your attention. It then displays an easily identifiable image of the Old South Church circa 2007, followed by images of the church that take you back in time. Finally you see the location as it was in its natural, wild state. You can send text, image and audio content to the website from the monument location via any internet enabled device. Or use any internet browser to view and add histories to the hyper-monuments.
HHHM requires HP mediascapes locative media software to create content rich hotspots on GPS aware maps. Once the HHHM mediascape is installed on a handheld device, a GPS fix is required to automatically display the hyper-monument. WiFi internet connectivity is best for viewing and contributing to the hyper-monument via the handheld's browser.
“Handheld Histories as Hyper-Monuments” is a 2007 commission of New Radio and Performing Arts, Inc., (aka Ether-Ore) for its Turbulence web site. It was made possible with funding from the LEF Foundation.
BIOGRAPHIES
One November morning in 1994, CARMIN KARASIC was listening to digital artists on NPR when she realized she was a digital artist trapped in a Fidelity Technical Project Manager's body. This simple realization changed her life. A multimedia artist focused on Internet Art, she is also an Assistant Director of Boston Cyberarts, and on the faculty of Lesley University. Her work can be seen online in several e-zines, websites, and galleries, such as CAGE. She has exhibited in the Boston area at the DeCordova Museum, MIT List Center, the Attleboro Museum, Computer Museum, New England School of Art and Design, The Art Institute of Boston, and The Brodigan Gallery; in NY at the Studio Museum, Harlem; Brooks Gallery at Cooper Union, and the New York Hall of Science; and Austria, Canada, Japan, and Germany. Carmin has been awarded a Mudge Fellowship from the Groton School and a duPont Fellowship from the Art Institute of Boston.
ROLF VAN GELDER is an artist and web developer. Self-taught, he has been creating visual art since the early 80s. He has been collaborating with Carmin Karasic since the 1990s. They created "d{s}eduction dialogue" for the 2001 Boston Cyberarts Festival and "Virtual Quilt" (2002) for the DeCordova Museum and Sculpture Park, Lincoln, MA, USA (with Clara Wainwright). In 1995 Rolf founded one of the first on-line art galleries, CAGE - Cyber Art Gallery Eindhoven (http://www.cage.nl). His work has been exhibited in over 50 exhibitions in the U.S.A., Canada, Austria, Portugal, Italy, Sweden, Germany, UK, Spain and the Netherlands.
ROB COSHOW is an artist/photographer who recently graduated Magna Cum Laude from the Art Institute of Boston. Trained in classic wet-lab photography as well as digital and new media, Rob has honed his experimental approach to create works that bridge multiple disciplines. In 2006, he exhibited his “Crab Cake” robots at Axiom Gallery, and collaborated with Jeff Warmouth, Roland Smart and other Boston artists to create “Art Show Down” at Art Interactive. He has received various honors for his photography and illustrious reviews for his new media work.
Posted by jo at 10:10 AM | Comments (0)
LOCATING OURSELVES

A KQED Digital Storytelling Summit
LOCATING OURSELVES: A KQED Digital Storytelling Summit :: May 26, 2007; 10-4 pm (Bonus: Friday evening, May 25, 6-8 pm party and showcase celebrating the Coming to California contest) :: KQED, 2601 Mariposa Street, SF :: All are welcome ::Lunch provided, so please RSVP: lrule[at]kqed.org
Come participate in an exploration of the current Digital Storytelling Landsacpe, with special attention given to place-based storytelling, locative media, and mobile technologies. So much is happening, and it's been a long while since we've come together to discuss where we might be going.
Many of us are practitioners, so please let us know what themes you'd like to see explored. Email Leslie Rule at lrule[at]kqed.org. We also invite you to join us Friday evening as we celebrate our high school digital storytellers who participated in the 5th Annual Coming to California Digital Storytelling Contest.
Posted by jo at 08:21 AM | Comments (0)
April 20, 2007
Prototypes of Moving Pictures

A Spontaneous + Collaborative Approach to Video Creation
The full paper written for Interact 2007 with http://web.media.mit.edu/~ishii/ is accepted! It shows how Textable Movie designed for facilitating video production has informed Moving Pictures. It presents a mechanism to seamlessly interface the various parts in video production and present our observations. The conference topic is socially-responsible interaction. So see you in Rio de Janeiro in September!
Abstract: The paper presents a novel approach to collecting, editing and performing visual and sound clips in real time. The cumbersome process of capturing and editing becomes fluid in the improvisation of a story, and accessible as a way to create a final movie. It is shown how a graphical interface created for video production informs the design of a tangible environment that provides a spontaneous and collaborative approach to video creation, selection and sequencing. Iterative design process, participatory design sessions and workshop observations with 10-12 year old users from Sweden and Ireland are discussed. The limitations of interfacing video capture, editing and publication in a self-contained platform are addressed. Download the 14 pages paper. [blogged by Cati Vaucelle on Architectradure]
Posted by jo at 05:19 PM | Comments (0)
April 18, 2007
AreYouHere?

Venice - Urban Mobile Game
AreYouHere? :: 2007 - June 6th/15th - Venice - urban mobile game :: AreYouHere? is one of the 12 urban interventions of Migration Addicts, 52nd International Art Exhibition, La Biennale di Venezia, Collateral events :: Site: the whole city - starting point at Chiostro Ex Chiesa Santi Cosma e Damiano, Giudecca, 620.
AreYouHere? is an urban mobile game that aims to explore Venice through its inhabitants/migrants. More and more Venetians are leaving the lagoon to settle in other towns. In the next 30-40 years, it is certain that Venice's population will be dramatically reduced. Bar and hotel owners now come from abroad while the town is losing its original inhabitants and becoming more and more globalized. Thousands of tourists arrive to Venice everyday. The Observer provocatively wrote that if the only destiny of the town is low cost tourism then it would be better to have Venice managed by Disneyland Corporation. A kind of paradox is happening. Venice could be everywhere, that "exotic" does not exist anymore. Labor migrants from Asia are welcoming you and serving you Italian food. You are in Venice. But are you really in Venice? What do you see? Who do you meet?
AreYouHere? is an urban exploration through the faces of the people anyone can meet during his/her stay. Faces of migrants that have become the actual inhabitants, while the player is the stranger. A touristic and personal exploration of people and their faces. Those photos will be joined together into a personal postcard. He/she will receive the postcard at home. A postcard that is actually sent by him/herself. The player will receive the postcard to his/her home: a postcard that is actually sent by him/herself.. But the places you are supposed to visit, however, are not the ones you would expect to go, the top visited.
Surely you'd never take a photo of people who lives and works in these places. But that's what you have to do: shoot photos at immigrant people who live and work in Venice, carefully following the path that has been created for you, because you are the stranger, the tourist, and they are a part of Venice instead. You should take those photos with your mobile phone and send them by MMS to the number you found on the invitation. But remember, the first photo you send must be a photo of yourself: because you are a part of the game. [via]
Posted by jo at 04:34 PM | Comments (0)
April 10, 2007
Ubiquitous Media: Asian Transformations

CALL FOR PROPOSALS
Ubiquitous Media: Asian Transformations (Tokyo July 13-16,2007) :: DEADLINE: April 26 :: Plenary speakers will include: Rem Koolhaas (OMA Rotterdam); Mark B.N. Hansen (University of Chicago); Katherine Hayles (University of California at Los Angeles); Shigehiko Hasumi (Former President of The University of Tokyo); Ken Sakamura (The University of Tokyo); Barbara Maria Stafford (University of Chicago); Friedrich Kittler (Humboldt University); Akira Asada (Kyoto University); and Bernard Stiegler (Centre Georges-Pompidou, Paris).
Today media are increasingly ubiquitous: more and more people live in a world of Internet pop-ups and streaming television, mobile phone texting and video clips, MP3 players and pod-casting. The media mobility means greater connectivity via smart wireless environments in the office, the car and airport. It also offers greater possibilities for recording, storage and archiving of media content. This provides not just the potential for greater choice and flexibility in re-working content (tv programmes, movies, music, images, textual data), but also great surveillance (CCTV cameras, computer spyware, credit data checking and biometrics). The media, then, can no longer be considered to be a monolithic structure producing uniform media effects. Terminology such as 'multi-media,' and 'new media,' fail to adequately capture the proliferation of media forms. Indeed, as media become ubiquitous they become increasingly embedded in material objects and environments, bodies and clothing, zones of transmission and reception. Media pervade out bodies, cultures and societies.
These ubiquitous media constitute our consumer and brand environment. Their interfaces and codes pervade our bodies and our biology. They pervade our urban spaces. They are ubiquitous in art, religion and our use of language. Yet from another angle art and language are, and have immemorially been, media. Media are about the physical, algorithm and generative code; but they are also immaterial and metaphysical. Communication is about channels and hardware/software; but communication is also about communion and community. Media deal in images: that is in the material; but their idiom is also symbols and the transcendental.
To theorize about today's world, we evidently need to theorize media. Yet to theorize media also means we need to focus on how technological media are used in everyday practices. Not least, we need to address the question of the relationship of media practices to politics. This opens up questions about the formation of informed publics, new social movements and media events, not just the alleged need to combat media terrorism, nationalism and crime. Suggesting further questions about the power and influence of transnational media, intellectual property rights and openness of access. Raising issues of generativity, creativity and critical intervention.
Asia - East Asia, South Asia, and increasingly crucial, the Middle East - are becoming sites for these processes. Global geopolitics has been restructured by the 'rise' of China and India and the turbulence of the Middle East. With concomitant transformations of the role of the West and Japan, this conference becomes also a question of 'ubiquitous Asia.' These transformations are producing new trans-Asian culture industries, social movements and activism. At stake are a set of transformations of Asian culture(s) itself - of language, and modes of cultural thought and being. We will seek to address these uestions of media transformations and their relation to social and cultural processes in a number of plenary sessions, paper sessions, round tables and events.
About Organizers
This conference is organized by Theory, Culture & Society and Interfaculty Initiative in Information Studies / Graduate School of Arts and Sciences, The University of Tokyo.
Posted by jo at 11:39 AM | Comments (0)
April 04, 2007
Neo-nomad ID:

Cati Vaucelle
Yasmine Abbas challenged [Cati Vaucelle] on mobile-related questions for her NID series. The interview.
Yasmine initiated an interview serie the NID. The NID stands for Neo-nomad ID. The concept wants to push the envelop of a classical interview by providing readers clues to reflect on mobilities, and the paradoxes engendered. These NIDs are "tranches de vies", meaning "slices of lives", rather than a questionnaire listing projects. They dwell into the intimate and the everyday life of beings to understand better our relationship to mobilities and technologies. Necessarily, because the method of investigation relates more to ethnography than journalism, I felt that visuals were essential to the NID. Also, NID in French means "nest". [via] Come to Upgrade! Boston on April 12 to here Cati and Yasmine.
Posted by jo at 03:51 PM | Comments (0)
Participatory Urbanism

Phone as Environmental Instrument
Last week in Oslo, i attended a very inspiring talk that Tom Igoe gave at the Oslo School of Architecture. He presented open source ideas and explained their impact on the way we think about space.
Among the projects he showed was Participatory Urbanism, a work by Eric Paulos, Ian Smith and RJ Honicky that turns the mobile phone into a “networked mobile personal measurement instrument."
On the one hand, there's a sophisticated device, the mobile phone, which provides us very little insight into the actual conditions of the terrain we traverse with it.
On the other hand is the fact that we must defer to a handful of civic government installed environmental monitoring stations that use extrapolation to derive a single air quality measurement for an entire metropolitan region. Such data doesn't reflect the dynamic variability arising from daily automobile traffic patterns, human activity, and smaller industries.
[Left: Carbon Monoxide readings made with taxicabs across Accra, Ghana] The goal of Participatory Urbanism is to provide mobile devices with new “super-senses” by enabling sensing technologies such as noise pollution, air quality, UV levels, water quality, etc. to be easily attached and used by anyone, especially non-experts.
Integrating simple air quality sensors into networked mobile phones promotes everyday citizens to uncover, visualize, and collectively share real-time air quality measurements from their own everyday urban lifestyles. This rich people-driven sensor data leverages community power imbalances, and can increase agency and decision maker understanding of a community's claims, thereby potentially increasing public trust.
Other projects Tom Igoe presented: Public Air Quality Indicator, Area's Immediate Reading and i'll add Neighbourhood Satellites. [blogged by Regine on we-make-money-not-art]
Posted by jo at 03:38 PM | Comments (0)
Day Of The Figurines at Lighthouse, Brighton

UK Premiere
Blast Theory presents the world premiere of Day Of The Figurines, a mass participation artwork using mobile phones that is part board game and part secret society. Set in a fictional English town that is littered, dark and underpinned with steady decay, the game unfolds over 24 days, each day representing an hour in the life of the town. Up to 1000 players place their plastic figurines onto the board. They are moved by hand in a meticulous performance throughout the duration of the exhibition.
Players participate by sending text messages. They must help other players as they receive updates from the town, missions and dilemmas. They can also chat to players who are near them in the town using text messages as events unfold in the town: a gig by Scandinavian death metallists, an invasion by an Arabic army, a summer fete. Day Of The Figurines is the world’s first MUD (Multi User Domain) for mobile phones.
Opening times
4th to 27th April 12 – 4pm
Venue: Lighthouse, 28 Kensington Street, Brighton, BN1 4AJ
Day Of The Figurines was developed by Blast Theory in collaboration with the Mixed Reality Lab at The University of Nottingham, Sony Net Services and The Fraunhofer Institute as part of the European research project IPerG (Integrated Project on Pervasive Gaming).
Additional tour Dates
Day Of The Figurines, Fierce! Festival, Birmingham, 18th May to 10th June
Can You See Me Now?, Donau Festival, Krems, Austria, 19th to 21st April
Can You See Me Now?, Dublin, 9th to 12th May
Can You See Me Now? won the Golden Nica for Interactive Art at Prix Ars Electronica and was nominated for a BAFTA Award.
Posted by jo at 11:05 AM | Comments (0)
March 29, 2007
1000 DAYS OF THEORY

Pure Mediality in Serres and Agamben
"What is a Medium or, what do the means mean? Isn't it strange that our desire for newer and ever more dazzling media machines is equaled only by our wish to escape them? From mathematical perspective to the camera obscura, from photography to cinema -- television, the internet, virtual reality environments and all the more far-out sorts of artificial intelligence -- innovations in media have always been driven by the desire to overcome mediation. Whether it is the frame, the wire, location, bodies or simply physical presence that it eliminates, each new device promises to deliver the same content as its predecessor, only more immediately, which is to say without the clumsy medium in which the signal had been trapped. Jay Bolter and Robert Grusin have shown how this desire to escape media by means of media has developed according to a logic that they call "remediation." Television gives us everything film offered, but without the apparatus of the projector and the centralized theater. The laptop accomplishes what the portable computer was supposed to do, just as the PDA puts us in touch with everything the laptop promised but failed to deliver. And now wireless technology promises to accomplish all of this without the restrictions of any centralized location at all.[1]" From Noises and Exceptions: Pure Mediality in Serres and Agamben by Stephen Crocker; CTHEORY: 1000 Days 053 :: 28/03/2007 :: Editors: Arthur and Marilouise Kroker.
Posted by jo at 02:57 PM | Comments (0)
March 22, 2007
Introducing The Artmob (beta): Benjamin Thomas

Subscribe Now!
The Artmob is pleased to announce its pilot project from artist Benjamin Thomas. Benjamin's work on OBFAT introduces "Original Advice and Inspirational Phrases" to the public under a Creative Commons Attribution Share Alike licence. Phrases are sometimes matched with typeset and graphics by Benjamin.
For 30 days, Benjamin Thomas will be broadcasting phrases, graphics, and calls for participation via SMS/MMS direct to subscriber's mobile phones through The Artmob. To find out more and subscribe please visit TheArtmob.net.
The Artmob is a new project currently in its pilot stage. We are devoted to curating and commissioning art for mobile devices. Artmob will also provide resources for artists to create mobile content in effort to expand the dialogue on mobile media into the artist realm. For more info and contact information please visit TheArtmob.net.
Posted by jo at 10:07 AM | Comments (0)
March 19, 2007
Anne Galloway

Mobile Publics and Issues-Based Art and Design
"Starting with the 'problem' of the public, I look to select historical and philosophical understandings of publics and politics. Building on the work of early American pragmatists like Walter Lippman and John Dewey, I focus on a public that is fragmented and contingent but still very much capable of judgment and action. In order to delve deeper into the kinds of situations or events in which these kinds of publics can come-together I find inspiration in the carnivals and feast crowds so eloquently described by Mikhail Bahktin and Elias Canetti, as well as in Bruno Latour’s "parliament of things" or dingpolitik. I follow that discussion with an overview of recent research into the social and cultural aspects of mobile, context-aware and pervasive computing, and I question the senses of 'public' and 'private' at play. More specifically, following Mimi Sheller, I ask what a non-network model of mobility might look like. The kind of fluid and messy picture that emerges ends up pivoting on acts of coupling and decoupling, or gelling and dissolving, multiple publics and privates around shared concerns or difficult issues.
The chapter culminates in a discussion of what I call issues-based art and design, or those mobile and context-aware projects in which a 'public' is convened around a set of shared concerns or complex issue that cannot be adequately handled by more traditional means. More specifically, I look at mobile technologies being deployed in the interests of political and economic awareness and action, as well as environmental awareness and sustainability. Assessing the limitations and possibilities of these kinds of technological, artistic and design interventions, I conclude by asking where the most productive potentials for mobile publics can be found, and what it will take to actually mobilise them." From Mobile Publics and Issues-Based Art and Design (pdf) by Anne Galloway; form Sampling the Spectrum, edited by Barbara Crow, Michael Longford and Kim Sawchuck, forthcoming from University of Toronto Press.
Posted by jo at 05:26 PM | Comments (0)
March 16, 2007
The Museum of Lost Interactions (MoLI)

Left: The Zenith Radio Hat, 1952 Right: The Social Communicator, 1932
In 1952 the Zenith Radio Hat was the world's most portable radio of its time. It is a combined hat and walking cane. It allowed the user to tune in and listen to radio stations from around the world whilst on the move.
The Social Communicator (1932) was a simple and sophisticated piece of apparatus that made it possible to communicate with other users wirelessly. Using Morse Code technology, messages could be sent and received with ease. The Social Communicator was ideal for the busy hustle and bustle of city working.
From The Museum of Lost Interactions (MoLI).
Posted by jo at 03:16 PM | Comments (0)
Collective Thinking

by Kristóf Nyíri
[...] Raimondo Strassoldo employed less uncertain terms. As he put it: "There is a time for speaking and communicating; but there should also be a time for thinking, for meditation, for contemplation, for concentration, for reflection, for introspection, for internal talk within oneself and, perhaps, with the inhabitants of the self." Strassoldo observes that with the spread of the mobile phone people "only seem to be able to exist as nodes and terminals of communication networks". As he sees it, the young are ever less capable of becoming "autonomous, self-directed individuals", and he recalls David Riesman "denounc[ing] more than half a century ago the trend toward other-directedness". (6) Strassoldo's reference to Riesman is not entirely apt. The latter did in fact make the connection, in his 1950 book The Lonely Crowd, between the printed book and inner-directedness; (7) however, Riesman's notion of other-directedness is thoroughly bound up with the experience of centralized mass media. Networked communication of course provides one with very different experiences. Do we have reason to believe that the network individual's cognitive achievements (8) are in any way inferior to that of the inner-directed one? It was in the wake of Strassoldo's talk (9) that I decided, during the planning stages of the present conference, to dedicate my paper to the topic of collective thinking. (10) ... From Collective Thinking by Kristóf Nyíri [PDF] Also see Thinking with a word processor and The Networked Mind [PDF] by the same author.
Posted by jo at 02:58 PM | Comments (0)
March 13, 2007
Digital marks

Augmented Realities
A little bit on digital marks, I selected a variety of them.
The semacode, a two dimensional code that encodes a URL. The picture (left) is the semacode of architectradure. Thank you Michael Surtees for the link! This tag embed the URL address of my blog, that can be read by your cell phone and send you to its page. I guess it avoids typing in the URL and you can rapidly go through a series of web sites using the respective tags.
It is especially useful for combining physical space to digital content. The Semacode's Software Development Kit has is developed for ubiquitous computing by creating visual tags for objects and contexts, and read them using a mobile camera phone. The physical Wikipedia called Semapedia, created by Alexis Rondeau and Stan Wiechers, allows you to add place tags on places and things to link them to the relevant Wikipedia articles.
[images: trash can with a wikipedia tag] Semacode technical paper.
Urban Tapestries allows public mapping and sharing by combining mobile and internet technologies with geographic information systems. This system was linked to Natalie Jeremijenko's famous feral robots -open source robots for investigating contaminated urban sites- and called Robotic Feral Public Authoring: "Adding the sensor readings to online mapping tools, such as Urban Tapestries, suddenly brings the relationships between environment and home vividly to life. It enables people to feel they can learn about their environment and have the evidence to do something about it"
Yellow Arrow allows a community to tag places using arrows. You can post a message using the arrow and anyone could retrieve it using their cell phone. Another method to link digital content to a physical place. The community of yellow arrow is quite big. Their blog.

Elens allows anyone to create talking landmarks. Developed by the MIT Media Lab it allows anyone to tag a place by adding a sticker on a physical location, sticker that can later be scanned by a cell phone, in this case the Motorola A1000.
M-views developed at the MIT media lab in the interactive cinema group -media fabrics- with Glorianna Davenport, explores the "ideas, methods, and culture of mobile cinema, which is experienced in temporal and spatial narrative segments that can be delivered on context-aware mobile devices."
In 2002, I researched with Glorianna Davenport on technologies to allow digital information to communicate with the physical space. I worked on Passing Glances a system that enables users to create ambient urban interludes through the use of SMS text messages. Associated graphics and storytelling were projected in the urban space.
CHI'04 paper
Enarrative5 2003 paper
With these tags, the physical space is tagged to the digital space. One can think the other way around and tag the virtual space with physical content. That is what Josh Lifton told me he was working on the other day. Josh created a plug sensor/actuator network, called the dual reality lab, that links the MIT Media Laboratory space to a virtual lab space in the Second Life online virtual world.

[left: Location of the MIT Media Laboratory in Second Life] More info technical about the plug. [blogged by Cati Vaucell on Architectradure]

["Dual reality" is the concept of maintaining two worlds, one virtual and one real, that reflect, influence, and merge into each other by means of deeply embedded sensor/actuator networks. Both the real and virtual components of a dual reality are complete unto themselves, but are enriched by their mutual interaction. The dual reality Media Lab is an example of such a dual reality, as enabled the Plug sensor/actuator network that links our actual lab space to a virtual lab space in the Second Life online virtual world.]
Posted by jo at 01:30 PM | Comments (0)
March 08, 2007
MobSpray

A Mobile Radicals Project
If computer applications are to become pervasive then they must become part of the everyday fabric of our lives and will provide users with the ability to interact with objects and places within both the real and virtual worlds. One trait of human behaviour in the interaction with objects appears to be an inherent passion for leaving our mark on these objects. In our current society, this is most readily evident through graffiti spray-painted in public places. To some, this is urban art reflecting the communities in which it resides, whilst to many it is an act of vandalism.
SprayCan graffiti divides communities and generations in terms of how it should be dealt with in terms of either complete acceptance or punitive action. In MobSpray we have developed a system that tries to bridge the divide as it both provides writers with a means of tagging their environment, using mobile phones and RFID tags, whilst minimising the physical effects to the landscape for the communities where it resides.
Writers’ tags are deposited, and collected, from a database operating on a central server using a GPRS connection initiated by a Java application on a Nokia 5140 with an in-built RFID reader. These tags are currently displayed on the writers phone but the system is being evolved so that they can be projected on walls in urban landscapes.
Posted by jo at 12:38 PM | Comments (0)
February 26, 2007
Ophonine Pophorn

Phone as Musical Instrument
Paving the way for more news about Bogota...
Erik Sandelin and Magnus Torstensson from Unsworn have presented at the Bogotrax festival in Bogotá their new Ophonine Pophorn software. The Ophonine is the first in an upcoming series of applications that transform your mobile phone into various musical instruments. With the Ophonine you can record and play sound loops with a press of a button.
First you have to download the Ophonine Pophorn software which will be available for free in May 2007. After that it works like this: press and hold the button to record a sound loop, using the microphone of the handset. When you let go of the button the loop is played back repeatedly - through the phone speaker or via an audio cable - until another sound has been recorded. Demo.
The Ophonine Pophorn is based on Unsworn’s installation, the Four Ophones.
After Bogotrax (which ends today) Unsworn will continue its Colombian Pophorn Tour with events in Medellin, as part of the Pixelazo festival.
Top image by Bogotrax' photos. More mobile phone as a musical instrument: musical tones played depending on how far away the hand is from the camera; the HandyDandy, Dialtones, Sinfonietta ringtone concert. [blogged by Regine on we-make-money-not-art]
Posted by jo at 06:13 PM | Comments (0)
February 19, 2007
In-Site Montréal

Hotspot Interventions
In-site Montréal: Curator’s statement by Michelle Kasprzak :: In-Site Montréal is a collection of site-specific art presented on the portal pages of five wireless internet (Wi-Fi) hotspots in Montréal. Artists Nicolas Fleming, Maria Legault, and Virginie Laganière have created artworks that may be viewed when users of the free service provided by Île Sans Fil log in to their accounts at the selected hotspots.
The five hotspots are rooted in specific spaces, each one with its own unique properties. The In-Site Montréal project grew out of a desire to augment the experience of place for Wi-Fi users, offering an additional layer of information within the hotspot environments. The artworks that are presented on the portal pages are inventive responses to the characteristics of the spaces that the hotspots inhabit.
“The window appears to look out onto a dataspace that continues beyond the borders of the window itself. [...] But the illusion quickly wears off. The window starts to feel more two-dimensional, more like a piece of paper than a portal. The view-space appears to flatten out, to the point where the window and the data contained within the window merge.”i
Here Steven Johnson is describing the effects of using a scrolling window on a computer screen for the first time, and I am referring to it (ever so slightly out of context) to illustrate a point about the works that are being presented within In-Site Montréal. The users of the Île Sans Fil wireless network are, arguably, all hardened internet users, for whom the complexities of scrolling windows and portals and most other graphical user interface-related things are trivial.
However, since they have reached the secondary stage that Johnson refers to, where the “window and the data contained within the window merge”, there are certain expectations for an experience that can keep pace with their ability to leap from hyperlink to hyperlink.
Portals, by and large, are clumsy. The portal that occasionally pops up on my screen, which is associated with my Hotmail account, assumes I am interested in all manner of celebrity gossip and sports scores, and regional news for an area that is 45 miles to the west of where I currently live. But the works presented as part of In-Site Montréal are not attempting to form part of a portal experience that would guess the preferences of each user. The works are dealing directly with the particularities of the site where the hotspot is, which is a small enough area to be clearly defined as a common element in each user’s experience. For the elite users, something at last may jump out at them from this flattened dataspace where things feel as twodimensional and familiar as a piece of paper. Instead of the usual hurried clicking to get past a familiar “roadblock” and get to the destination they intended to go to, they may now feel that the artists of In-Site Montréal have added an observation on their local café, library, or artist-run centre that matters, that they can respond to, that strikes them out of their reverie.
“A provisional conclusion might be that in advanced art practices of the past thirty years the operative definition of the site has been transformed from a physical location —grounded, fixed, actual— to a discursive vector—ungrounded, fluid, virtual.”ii
Parts of this definition of site – fluid, virtual – are key concepts that that In-Site Montréal works with. The layer of information that floats on top, as a meta- layer to the usual experience of café users in the Île Sans Fil network is meant to be something a bit fluid, virtual and unexpected. The only definition that it does not fit is that of “ungrounded”, precisely because it is the grounding in the site that sets this project apart. Maria Legault’s interventions with her Free Sugar project may be considered particularly grounded in the sites in question. She worked with two locations, Studio XX and Café Utopik, and developed an extension of her Free Sugar project around both locations. At Studio XX, a feminist art centre that primarily consists of an office space and computer lab, she created a performance event entitled the Free Sugar Salon, that was open for anyone to attend and have the holes in their lives filled with pink pudding. She filled cracks in the architecture of Studio XX with pink icing, and then turned her attention to the attentive public that arrived at the studio, counseling them and filling their mouths with pink pudding to console them. At Café Utopik, a café/bar that regularly hosts bands and spoken word events, she conducted a surreptitious intervention, filling crevices and holes in the architecture and surrounding environment of the Café with pink icing, and documenting it in photographs. Both of these projects are presented on the portal pages of Studio XX and Café Utopik as video documentation of these actions.
Artist Virginie Laganière focused on two very different areas: the Jean-Talon Market and the area around the popular meeting place, Café Utopik. Her site-specific video pieces were shot with regular video cameras, as well as custom camera rigs attached to her body. She then manipulated the footage further in the editing suite, adding her own compositions as soundtracks and prolonging moments that happened oncamera, providing us a moment to reflect on their significance. She specifically chose to document moments where people were not as present in these spaces, and where the patterns of movement in the “off-peak” hours would become more apparent.
Through her augmentations in the editing suite, she also aims to create a piece of work that allows us to see beyond our usual clouded and harried view of the urban environment, and enjoy a view of the built environment that is tranquil, constructed, and part of an aesthetic experience. In particular, her video piece presented on the portal page of the Jean-Talon Market, usually a place so buzzing with activity as to be nearly impossible to navigate, was shot in the very early hours of the morning, when market stall owners are setting up. This meditative and slow period of the Market’s activity is hidden from most of the Market’s patrons, and Virginie’s artful editing brings out the poetry in the stasis of these moments.
Nicolas Fleming's performance art videos also present us with an alternate view of our public spaces. His work is presented at Café Kafeïn and Laïka, because of both the subject matter that he chose and the locations that he performed in. At Laïka, an extremely popular and hip bar/restaurant/club, he presents se traîner, a piece wherein he drags himself out of his apartment (which is within the same building complex that Laïka is in) and down the stairs to an escape portal – an automatic garage door. Throughout the performance he can be heard grunting with the strain of moving himself in such an unconventional way, and by the end of this performance, he is clearly exhausted. Users viewing this video must marvel about this strange and strenuous test to his body, that took place in relative secret behind the scenes of the Laïka’s festive décor. In the other piece, traîner un dj, Fleming travels to Île Sainte-Hélène to encase a dj in a canvas sac, and drag him along the pavement, with the sounds of Piknic Electronique (Montréal’s outdoor summer dance club) pounding in the background. This work is presented at Kafeïn due to the dj culture that is resonant there; the dragging of a dj must be somewhat humourous to the clientele.
Telematics is a term used to designate computer-mediated communications networking involving telephone, cable, and satellite links between geographically dispersed individuals and institutions that are interfaced to data-processing systems. It involves the technology of interaction among human beings and between the human mind and artificial systems of intelligence and perception. The individual user of networks is always potentially involved in a global net, and the world is always potentially in a state of interaction with the individual.iii
The virtual spaces that In-site Montréal inhabit are amorphous areas around several accepted gathering places such as cafés, galleries, markets, and bars. They are perhaps places where as an internet user, you may intend to use the opportunity of connectivity to the network to look outward, to read news of distant places or connect with friends far away through e-mails and online social networking sites. The art practice of telematics in particular addresses the creative possibilities when two parties are connected over distance to communicate. In some way, the pieces presented on the portal pages of Île Sans Fil’s network as part of the In-Site Montréal project present something that is almost anti-telematic, in that the works look inward rather than outward. In the case of this project, a connection to someone across the globe is not sought, it is shunned in favour of a further examination and rumination on the details of the local environment. A local resident, who is perhaps used to the culture at Café Utopik, may be best able to chuckle at the video of pink icing being added to the sign above the door. This intense inwardlooking that these pieces commit to is the essential point of the project. Instead of seeking to look outward and connect with others who are in a radically different geographic space, In-Site Montréal hopes to reconnect locals with their own space, through the language of culture, compelling users of the network to turn their gaze inward enough to consider the cultural resonances that are possible.
- Michelle Kasprzak, 2006/2007
i Steven Johnson "Interface Culture: How New Technology Transforms the
Way We Create and Communicate" 1997 Harper Collins, New York. Pg 86
ii Miwon Kwon, One Place After Another: Notes on Site Specificity, October 80 (Spring
97): 95.
iii Roy Ascott: “Is there love in the telematic embrace?”
http://www.receiver.vodafone.com/07/articles/03_page01.html
Posted by jo at 04:05 PM | Comments (0)
February 06, 2007
Takashi Matsumoto on

Ubiquitous Content + Pileus: The Internet Umbrella
"[...] "Ubiquitous Content" is an idea of a new design objective of our lives in the post-PC era. In 20th century, a notion of media contents has been meant contents like movies, music, animations, video games etc. Figuratively speaking, such contents were entities supplied in containers designed as "boxes". But now, a spread of networks and a realization of ubiquitous computing technologies are going to change those styles of media. The container is not like a "box" any more: It will change its forms freely to give us advanced computer augmentations in a specific context and it will be sometimes invisible embedded into our environments. It is more appropriately called Ubiquitous Media and it will be a new style of media. When we design such Ubiquitous Media, we need to think about the container as our environments in which many things are cooperating rather than a single hardware, a single software or a single standard. Users will not need to be conscious of those medias, therefore such containers emerge for users as "their lives" themselves. "Ubiquitous Contents" are contents for such media. Those must be "experiences" in "their lives".
As Ubiquitous Content project focuses on our lives and experiences, all things in our everyday lives are targets of the design. The 10 Laboratories of KMD are working on this wide subject from different perspectives....
Pileus is the most exciting project for me right now. This work is designed in a team with Sho Hashimoto, who has a unique engineering skill in the lab. We started this project in a kick-off camp of a spring semester in 2006. the initial concept and the first scenario movie were completed in just 3 days of the camp.
We have many rain in Japan. So the umbrella is one of the closest article of everyday use, but it is also a bulky article in such a climate. Traditionally we have been feeling many kinds of air and mood in a rainy day, and we wanted to expand that feeling to be more fun and vivid with the re-design of an umbrella. From that perspective, we came up with the idea of umbrella to take photo-logs and to browse internet contents in a rain. Me and Sho already took notice of that we can provide many kinds of services in a real world with Web2.0, and also had a technological vista to mash-up those with a mobile hardware. Additionally, it was another target that this can be the first example of a hardware mash-up to indicate a new economic solution for mobile gadgets joining into an economy of Web 2.0. We do not want a small "Cellphones" (Smartphones, whatever) squashing up many functions inside, but we re-designed an object of everyday use from scratch to be mashed-up with web services.
At the end of last year, we founded a spined-off LLC for the project, and we are thinking how it will go a business exit.
As the ideology of the design of Pileus, we would like to show that design is not about its shape any more; an apt assortment of modules and interactions are more important factors for the design. So, our prototype is showing off the circuits to see how modules are combined rather than covering it. Some people suggest us to give a beautiful surfaces for it as a "design", but that is not what we want to do now, we are meticulous about the interaction of information visualizations on the screen though. Fortunately, this rugged look is loved by many audiences at demo sites.
As an exclusive info, we have builded a new version of Pileus with GPS. A new function with GPS is geo-tagging of photos taken by Pileus. It will help to users to check and share records of their walks in the rain. Another function is a map display of an area. This will be used for a big-screen navigation in an umbrella, and it will be able to show local pictures and local ads are loaded on the umbrella. Of course, this function is also realized by a mash-up technique. Now we are using Yahoo! Maps API, but we may switch it to Google Maps API because Japanese map on Yahoo! maps has bad scale ratio. We are going to go an experiment in a city in a rain, however, unfortunately we have had few rainy days this year yet... [ from Regine's interview on we-make-money-not-art]
Posted by jo at 01:07 PM | Comments (0)
February 05, 2007
4th International Workshop in Mobile Music Technology 2007
![]()
Call for Proposals
MOBILE MUSIC TECHNOLOGY :: FOURTH INTERNATIONAL WORKSHOP :: AMSTERDAM, THE NETHERLANDS, 6-8 MAY 2007 :: Submission deadline: 12th March 2007.
Combining music and mobile technology promises exciting future developments in a rapidly emerging field. Devices such as mobile phones, Walkmans and iPods have already brought music to the ever-changing social and geographic locations of their users and reshaped their experience of the urban landscape. With new properties such as ad hoc networking, Internet connection, and context-awareness, mobile music technology offers countless new artistic, commercial and socio-cultural opportunities for music creation, listening and sharing. How can we push forward the already successful combination of music and mobile technology? What new forms of interaction with music lie ahead, as locative media and music use merge into new forms of everyday experiences?
This series of annual workshops began to explore and establish the emerging field of mobile music technology in 2004. This fourth edition of the Mobile Music Workshop in 2007 offers a unique opportunity to participate in the development of mobile music and hands-on experience of cutting-edge technology.
This year’s workshop is hosted by STEIM and Waag Society in Amsterdam, The Netherlands, and partners with the Futuresonic Festival in Manchester, England, taking place later the same week. The programme of the workshop will consist of keynote presentations from invited speakers, peer-reviewed paper presentations, poster sessions, in-depth discussions about the crucial issues of mobile music technology, demos of state-of-the-art projects, break-out sessions and live events. Registered participants will take part in hands-on sessions conducted by leaders in the field. In addition to traditional presentation sessions, the programme includes events open to a general audience, facilitating the presentation of artworks and technological breakthroughs to a wider public.
The Mobile Music Workshop sets the stage for a collaboration that brings together leading institutions in both experimental electronic music and mobile media. STEIM (the studio for electro-instrumental music) is a centre for electronic music production well known in the performing arts. STEIM promotes the idea that Touch is crucial in communicating with electronic and digital arts technologies, a vision that over the years has given birth to physical, sensor-based musical instruments. Waag Society is a research and development institute in the fields of networked art, education and creative industries. Waag develops platforms for artists to reach society through networked collaboration, media streaming, and locative media.
CALL FOR PARTICIPANTS AND WORKS
We invite practitioners, artists, designers, hackers and researchers from all areas, including music, technology development, new media, sound-art, music distribution, cultural/media studies, locative media and industry to submit work and register to attend. Don't miss this chance to help shape the mobile music landscape of the future! Participants are encouraged to submit their work in mobile music technology to the categories below. The partnership with the Futuresonic Festival allows those coming to Europe to make a single trip to attend both events.
* Papers
We invite submissions of workshop papers presenting new projects, approaches or reflections exploring the topic of mobile music. Potential submissions could include but are not limited to mobile music systems or enabling technologies, interface design, legal issues, user studies, ethnographic fieldwork, social implications, art pieces and other areas relevant to mobile music.
Accepted paper authors will be given a time slot during the workshop for presentation and discussion of their work. Format: up to 8 pages in ACM SIG publications format (shorter papers welcome). For templates, see http://www.acm.org/sigs/pubs/proceed/template.html
* Posters
We also invite the contribution of posters that document work-in-progress projects or ideas in similar areas of mobile music technology as the papers.
Posters will be on display during the duration of the conference. We will arrange a poster presentation session where attendees will be able to discuss the works with the authors. Format: 2 pages in ACM SIG publications format
* Demonstrations
We also invite submissions of work to the demo category. Besides encouraging paper and poster presenters to bring a demonstration as a complement their presentation, we encourage submissions of stand-alone demos of mobile music systems or enabling technology. Their implementation should be ready enough to be demoed, and will possibly be shown to the general public during open sessions depending on their robustness. Format: 2 pages in ACM SIG publications format.
SUBMISSIONS
Please email your submission as a PDF file in the appropriate format to submissions[at]mobilemusicworkshop.org In the subject line, state MMW SUBMISSION followed by PAPER, POSTER or DEMO and the name of the main author. Submissions will be peer-reviewed by a committee of international specialists in the fields of mobile music, interactive music, and locative media.
DEADLINES
Submission deadline: 12th March 2007
Notification of acceptance: 2nd April 2007
Registration deadline: 16th April 2007
Final submission deadline: 16th April 2007
REGISTRATION & FEE
This year’s workshop will have both closed sessions for registered participants and sessions open to the general public. The number of participants for the closed sessions of the workshop is limited to 50 places. Accepted submitters are given priority, other participants are accepted on a first-come first-served basis. Registered participants will have automatic access to all sessions of the workshops. The closed sessions of the workshop will be charged both a regular and a reduced student fee, similar to the last edition’s fees.
Registration deadline: 16th April 2007
The open sessions will be advertised in more detail closer to the event. The fee for the open sessions will be event-based. Scheduling and registration fees will be coordinated with Futuresonic to allow participants to easily attend both events.
ORGANISERS
* International Steering Committee
Atau Tanaka (Sony CSL Paris, France)
Frauke Behrendt (University of Sussex, UK)
Lalya Gaye (Viktoria Institute, Sweden)
* Local Organising Committee
Kristina Andersen (STEIM, The Netherlands)
Robert van Heumen (STEIM, The Netherlands)
Ronald Lenz (Waag Society, The Netherlands)
MORE INFORMATION
For more information about the previous and up-coming workshops, the ACM SIG publications format as well as travel and accommodation information, please consult: http://www.mobilemusicworkshop.org/
Posted by jo at 11:13 AM | Comments (0)
January 26, 2007
Mega Plotter

Collective Painting
Mega Plotter is an interactive installation by Mads Wahlberg. The installation consists of a 5×7 metre large canvas. An X-Y-moveable system with industrial paint spray guns with the colours red, green, blue and yellow were mounted in front of the canvas. The X-Y-movable system was computer and mobile phone-controlled. By dialing a particular phone number, visitors at the Danish musical festival, Skanderborg Festival, were able to control the plotter with the keyboard of their mobile phones.
By pressing the star, zero or pound keys, users could choose between the different colours of paint. By pressing the 2, 4, 6, and 8 keys they were able to control the movement of the plotter horizontally and vertically, and by pressing the 1, 3, 7, and 9 keys they were able to control the movement diagonally, creating imaginative drawings. The installation has been set up two times at the Skanderborg Festival, in 2005. [via Digital Experience] [blogged by emily on textually.org]
Posted by jo at 08:08 AM | Comments (0)
Second Life Population Gets Virtual Cell Phone

Is your avatar being served?
YouNeverCall, the popular online cell phone store, has ventured into a new dimension of cell phones - the virtual one. The resident-owned Second Life population can now get a virtual - and functional - cell phone, for free. [digg via MPhone.net and YouNeverCall press release]
"At YouNeverCall, we have decided to venture beyond our traditional customer base," states Sam Michelson, CEO of YouNeverCall, "and Second Life offers us more than a 1.5 million potential new customers". The virtual cell phones we are offering on Second Life are more than just a fun accessory. The cell phones let Second Life residents send and receive text messages, as well as hold the virtual phone to their ear.
They ring like real cell phones and, best of all, require no special download. YouNeverCall's Second Life cell phones also offer valuable information like the exchange rate of the Linden dollar.
While many things in Second Life are available for a fee, the phones at the YouNeverCall kiosk are completely free. [blogged by emily on textually.org]
Posted by jo at 08:03 AM | Comments (0)
January 24, 2007
Aram Bartholl

Tagging Interactive Paintings
Aram Bartholl, previously featured with his public installation SPEED and the "do it yourself set" First Person Shooter, created threeinteractive paintings "Static", "Dynamic" and "Centric". Each image shows an individual black and white pattern, handpainted with Edding on PVC foam board, which can be decoded by using a standard camera phone.
Each image shows an individual black and white pattern which has been painted manually with an edding 850. These patterns have been created by a special software on a computer. It is possible for any visitor to decode each "Semacode" by using a standard camera phone. Similar to the generic Barcodes the technology of Semacode makes it posssible to encode a specific amount of data within the pixel pattern. This string of data can be decoded from an image taken by the camera phone afterwards. The technology of Semacode is used in serveral industries for improved logistics. For the users it serves as a tool to get simple access to websites on a mobile phone. Equiped with the software the user navigates to websites by just taking a photo of a semacode which has the specific web address encoded.
[...]
A citation of Joseph Weizenbaum is encoded in the first image named "Static".
"Knowledge does NOT become unnecessary by the Internet!"
more works by Aram Bartholi [blogged on placeboKatz]
Posted by jo at 08:14 PM | Comments (0)
January 23, 2007
New Urban Topologies:

The Desire for Public Place in the Age of Virtual Geography
ABSTRACT: Throughout the history of urban center in the west, the public "square" and "street" have been the predominant locations of participation in the life of the polis. Historically, this has been where political debates and conversations have taken place, domestic turmoil and celebrations have emerged, as well as the expression of unity that comes about when differing individuals begin to develop a common identity often reinforced by the aesthetic qualities and meaning associated with certain places, architecture, or urban forms. Recently, with the rapid rise in influence of telecommunications and other associated technologies, our perceptions of the role of a specific place or urban form in constituting this type of identity have radically changed. This paper will set out to explore the traditional role that these urban spaces have played in the cultivation of a sense of belonging to a group identified with a certain geographical location, how these advances have caused a certain 'placelessness' in modern societies, and how the purpose of these traditionally important spaces might be reconceptualized to produce a new strategy and understanding of urban space. An agenda that attempts to address possibilities and opportunities within the transformation of urban spaces in the context of globalization. Properly defined, such an agenda could speculate on possible new conceptions of urban infrastructural strategies that enhance both the material and virtual experience of urbanity within the rapid transformations seemingly occurring at an increasingly rapid rate. From New Urban topologies: The Desire for Public Place in the Age of Virtual Geography by Michael Jenson, Drain.
Posted by jo at 04:12 PM | Comments (0)
m-DAT presents:

The Hack-Able Curator
m-DAT presents: The Hack-Able Curator project :: 19 Jan - 18th March 2007 :: Plymouth Arts Centre, as part of the SLOW exhibition.
The 'Hack-Able Curator' is a playful interpretation of the curating system that includes a robotic arm making curatorial decisions. By using an algorithm it chooses images from the popular photo-sharing website Flickr. It is 'hack-able' because everyone can add images to the main resource by uploading them to Flickr or by voting for any images displayed on the website by sending a SMS message to the system. In both ways, the general public can influence the decision the robot curator makes. The intention is to facilitate discussion about new challenges and new possibilities for curators. The project asks whether the availability and popularity of social technologies suggests that the curator is redundant or indeed whether everyone is now a curator of their own images?
The Project has been produced by Anita Barwacz, Lindsey Bedford, Andy Bennett, Anaisa Franco, Martha Patricia Nino, Richard Wilkes (m-DAT 2006-7).
m-DAT (Digital Art and Technology) is a hybrid masters programme that integrates theory and practice of digital cultural production, and offers MA, MSc and MRes awards (University of Plymouth).
Posted by jo at 09:40 AM | Comments (0)
January 22, 2007
CELL PHONE

Art and the Mobile Phone
CELL PHONE: Art and the Mobile Phone :: January 21 - April 22, 2007 :: The Contemporary Museum, Baltimore, Maryland.
Cell Phone: Art and the Mobile Phone explores some of the groundbreaking works that are being created by artists today using cell phone technologies. These works engage such features and technologies as camera phones, video phones, global positioning systems, Bluetooth technology, ring tone sounds, and messaging. Artistic interest in mobile phone technology lies not only in producing artworks for individual handheld devices, but in the potential of mobile phone technologies to create works that can be performative and participatory. Often created without the traditional systems of art world distribution or exhibition in mind, these works look beyond the walls of a gallery and move art into the dynamic realm of mobility, interaction, and global connectivity.
Cell Phone features an international group of over 30 artists and artist collectives representing the range of artworks being created with and for a mobile phone device. Some of the works in Cell Phone take the form of a sculptural object, like Beatrice Valentine Amrhein's Videos Lustre (2006) which features dozens of cell phones hanging from the ceiling like a chandelier, each running a short film on the cell phone's screen. Other works, like TXTual Healing (2002-2007) by Paul Notzold, or cell:block (2007) by the artist collective URBANtells, invite the audience to contribute content to a work through text messages or photos sent from their cell phones.
Another category of works in the exhibition include those that involve downloading a program, a video, or an image to your mobile device. Angie Waller's clip.fm, for example, expands the communicative possibilities of cell phones through a series of narrative animations that can be downloaded and sent to friends instead of a text message. Other works like Mark Shepard's Tactical Sound Garden (2004-2006) or Blast Theory's Uncle Roy All Around You (2003) introduce software to a mobile device that allows audience members to participate with others in an interactive performance. Making a call from a cell phone will connect visitors with yet another group of works in the exhibition.
Talking on a cell phone while walking through Informationlab's room-sized installation Cell Phone Disco (2006), for example, will make visible the aura of an active cell phone's signal by creating a trace of blinking lights on the gallery walls. In other works, a phone number will be given to access pieces such as Steve Bradley's Call & Response: HydroSistrum which will invite visitors to dial a number to listen to data related to the ecology of the Chesapeake Bay, including information about water quality, currents, and temperature. Cell Phone: Art and the Mobile Phone is accompanied by an audio guided tour accessible via cell phone.
Artists include:
Beatrice Valentine Amrhein (Paris)
Blast Theory (London)
Steve Bradley (Baltimore)
Family Filter
Jonah Brucker-Cohen (New York), Tim Redfren (Dublin), Duncan Murphy (Dublin)
Informationlab
Ursula Lavrencic and Auke Touwslager (Amsterdam)
Paul Notzold (Brooklyn, NY)
Mark Shepard (New York)
URBANtells
Steve Bradley, James Rouvelle, and Joe Rensel (Baltimore)
Angie Waller (New York)
Cell Phone is organized by the Contemporary Museum and curated by Contemporary Museum director, Irene Hofmann.
Posted by jo at 09:21 AM | Comments (0)
January 17, 2007
UmNyango Project

Women Fight for Rights with Cell Phones
In South Africa's KwaZulu-Natal province, a project is helping rural women use mobile phones to report on violations of their human rights as well as to assert other constitutional rights. OhMyNews reports.
"... The UmNyango Project will use SMS technology for rural women and men to access information and report on incidences of violence against women and children, as well as violations of women's right to land. Through simple text messaging, women will be able to report any violation of their constitutional rights. The project will also enable women to produce their own radio programs. The programs will be made available to local community radio stations, and distributed over the internet as "podcasts."
"This is the first time in KwaZulu Natal that we know of, where SMS technology has been used to directly empower women in this way. What makes the project unique is that women will be able to assert their constitutional rights using accessible and sustainable technology," said Anil Naidoo." From Women Fight for Rights with Cell Phones by Shibuya Epiphany [posted by Emily Turrettini on Smart Mobs]
Posted by jo at 08:50 AM | Comments (0)
January 12, 2007
.dpi no 7

hard mobility
.dpi no 7 :: hard mobility by Sophie Le-Phat Ho :: What is mobile art exactly? These days, it seems to have to do with your cell phone or PDA. With the emergence of mobile and locative art, the connection between art and industry counts yet another important instance. Indeed, mobile art echoes… well, hype. Which leads to the question: what are we really doing with these technologies? Of course, mobility sounds attractive and cute because of its reference to things like, say, freedom? Sounds a bit too familiar doesn’t it… Fortunately, producing mobile art forces you (hopefully) to deal with the ethical and political implications during the creative and production process. Where does the technology come from? Who made it? How was it made? Who is able to purchase it? Why? What is its built purpose? What else can it do? How is it that one is able to enjoy mobility? Which companies and institutions made it possible? Because the mobility of bodies also implies the mobility of surveillance, of consumerism. On the other hand, it can also mean the mobility of information and of skills. One of the ways that we will be able to remain critical of mobility is to make it open source. Sharing information, exchange, dialogue, means that information and power will not be centrally located, away from the users.
This seventh issue of .dpi is about the technologies of mobility. It’s called “hard mobility” because of the hardware, but also because it is always the right moment to think hardly about the notion of movement, of globalisation, of exploration, and their social implications. This current issue does not include any cell phone art; it rather shows how one can defend him or herself from cell phones! On the other hand, if we really want to push mobile art to one of its limits, then why not implant a biochip in our own mobile bodies? The above comes out of a visit to the last HOPE #6 hacker conference in NYC at the end of July 2006. The unfolding of that major convention also offered the opportunity to talk about women & hackers with artist/engineer Ladyada and others. “Hard mobility” may also refer to harsh conditions (both physical and cultural), like with the exploration of Nunavut by the Makrolab team who devised a completely mobile and open source research laboratory that claims to leave no environmental trace, only a social one through dialogue and interaction with the local community.
In this issue as well, Studio XX sheds theoretical light on its major tenth anniversary archiving project, Matricules, as well as on the latest artist-in-residence, Isabelle Choinière, and her new project “Corps indice.” As well, in tandem with Studio XX’s tenth anniversary conference, Event X (October 5-6, 2006), participant Diane Willow shares further information on her panel entitled “Volumes: Sound and Space”.
Posted by jo at 06:42 PM | Comments (0)
True Secrets

Audio Theatre on your Mobile Phone
A heads up from Diablogue informs me of a great sticker narrative project in Melbourne: True Secrets. Possibly inspired by the highly popular sticker art of Yellow Arrow, the stickers are placed in the street with a call-to-action to call a phone number. But, like the novel that is distributed via stickers around the world, Implementation, this piece provides a story.
“There are secrets in this city. True Secrets’ detectives have uncovered a treasure chest of urban tales, rumors and lost news stories. Zoom into the story and be swept back in time with these high-quality, site-specific, immersive audio dramas.”
Love to see this stuff happening more and more. For those in Sydney, and elsewhere, there are lots more Yellow Arrows locally too. But for now, check out True Secrets. [blogged by Christy Dena on Cross-Media Entertainment]
Posted by jo at 05:55 PM | Comments (0)
January 11, 2007
InSense: Interest-based life logging

Mapping First Life Experiences with Virtual World Counterparts
Blum, M. Pentland, A. Troster, G. (2006), InSense: Interest-Based Life Logging, IEEE Multimedia, 13 (4), pp. 40- 48.
The paper describes a wearable data collection device called InSense based on Vannevar Bush’s Memex principles. allows users to continually collect their interactions as store them as a multimedia diary. It basically take into account the sensor readings from a camera, microphone, and accelerometers. The point is to “classify the users activities and “automatically collect multimedia clips when the user is in an “interesting” situation“.
What is interesting is the types of categories they picked-up to develop their context-aware framework: they chose location, speech, posture, and activities—to represent many diverse aspects of a user’s context. They also have subcategories (for instance for location: office, home, outdoors, indoors, restaurant, car, street, shop).
The experience sampling approach works like that:
Subjects wear the system for several hours without interacting with it. Audio and acceleration signals are recorded continuously. The camera takes pictures once a minute and WiFi access points are logged to establish location. After the recording session, the user employs an offline annotation tool, which presents an image at a time, the corresponding sound clip, and a list of labels from which to chooseshowing sensor placement.
What is also curious is their description of their algorithm that calculates the current level of interest of an event based on the context classification.
Why do I blog this? I am less interested in the purpose of the system itself (sharing material) but rather by the data extracted from context readings and how this could be used to tell a story (or to build up a narrative). Of course, given my interest in games, I see this device as intriguing and potentially relevant to map the first life experience with virtual worlds counterparts; it could go beyond current pedometer that control dogs. [blogged by Nicolas on pasta and vinegar]
Posted by jo at 02:34 PM | Comments (0)
January 09, 2007
Dune & Devil

Tracking Vienna + Tokyo through Dune+ Devil
Dune & Devil (2003-present) explores a space- and time-based phenomenon through communicational technoculture. The aggregation of «•» applies different structures like global positioning systems, audiovisual media, mobile technology, tele-communication tools and specialized software, to experience the stereotopographical synchronization of two individuals in different urban situations. We are trying to translate this spatial experiment under the condition of a unique geosocial application to translate this individual, cultural and technological impact in our DIY-habitat. The project produces a sociographic disposition of a mixed reality which can be observed through the interface of dune-n-devil.com.

We are using two handheld computers with additionally installed open source java virtual machines (btw, thanx to mr. freebeans/japan for preparing mysaifu!) on a windows mobile operating-system. A specially, for this project, self-developed java application, is used to interconnect the two mobile computers via UMTS/GPRS for communication and navigation. The incoming GPS-data is streamed to a mysql database which collects all data produced (both outputs: Dune/Vienna and Devil/Tokyo). At last, the database provides the flash application for the visualization of the project «•» on the website.
Public space is constantly ehanced with new infrastructures of communication such as GPS, wireless internet, telecommunication protocols, location based services, mediatectures and many more. This modification of reality happens through the new possibilities of information-technologie, interface-culture and interaction. The basic goal of the communication based sychronization-system «•» is tracking digital processes in two different cultural situations (vienna & tokyo) through two different observers (Dune & Devil), and to merge this into one sensation. We are trying to translate this spatial experiment under the condition of a social application in a creative process of constructing new ways in media and art. Dune & Devil will incribe themselves into these connected, synchronized, totally different realities. This change of perspective through individual selection, dependent on the attention and the cross-link of these two realities, explain how space andt time are related to the observer and the system of observing.
Posted by jo at 10:31 AM | Comments (0)
December 19, 2006
Receiver #17

What is play and what's in a game?
Receiver #17 is a truly playful issue. While the urge to play is a human universal, gaming cultures differ widely across different societies – that goes for the games people enjoy as well as how they enjoy them. You can play with interactive media alone or to socialise, to compete or to relax, at home or in the street. What is play and what's in a game? Here are nine answers.
Matt Jones: The space to play :: Play – that is nothing less than how and why we learn, explore, interact with each other, understand each other and develop together. This is what Matt Jones thinks, who authors this receiver's opener. The designer was creative director for the award-winning BBC News Online and, after some time as a consultant at Sapient and KPMG, returned to the BBC to design BBCi's web search and an ambitious social software service. For the past three years he has been at Nokia, firstly in design research and now as Director of User-Experience Design for Nokia Design Multimedia. In "The space to play" he explores themes from his research into the universal human urge to play – and how it relates to the way we design our technology, our environments and our future.
D.B. Weiss: Lucky Wander Boy – the microsurgeon winner :: Los Angeles based D.B. Weiss is currently in the headlines for working on the script for a movie adaption of the "Halo" video game series that is scheduled for release in 2008. But that's not why we asked him to join receiver's gaming and playing issue. He indulged his playing passion already in his smart debut novel Lucky Wander Boy, a story about a man who finds a purpose through and is ruined by his obsession with video games. Of which we want to reprint an excerpt here. Read it – or listen to the podcast.
Jim Rossignol: Gaming international :: Jim Rossignol is a British technology author specialising in video games. His work appears in Wired, PC Gamer UK and the web development portal Gamasutra.com. His essay on Korean gaming culture was recently republished as part of the DigitalCultureBooks anthology The Best of Technology Writing 2006. Rossignol is currently researching a book on gaming culture and keeps a research blog at www.big-robot.com. In "Gaming international", he tells us about the experiences he gained during a visit to Seoul and compares European and Asian approaches to gaming.
Stuart Dredge: Mobile gaming – the troubled teenage years :: Stuart Dredge is a technology writer whose key areas of knowledge are mobile entertainment and consumer technology – fields in which he has also worked as an analyst. He covers mobile gaming as a freelance writer for several industry publications, edits the mobile games section of consumer website Pocket Gamer and covers consumer technology for Tech Digest. In his receiver contribution, Dredge takes a look at the future of mobile gaming, focusing on how mobile games could move beyond the familiar hits like Tetris and Pac-Man to new concepts blending innovation and connectivity.
Auriea Harvey and Michaël Samyn: Games in spite of themselves :: Tale of Tales is a Belgian design studio founded by Auriea Harvey and Michaël Samyn. Samyn started creating digital art and web design under the name of Zuper! in the mid-90s, and New York-based Auriea Harvey, prior to moving to Belgium, was known as Entropy8. They worked together as Entropy8zuper! and now join forces to create emotionally rich interactive entertainment – for example "The Endless Forest", a multiplayer game in which everybody plays a deer. There are no rules in this forest, and playing in it doesn't require much of your time. Come and meet the other deer and take in the scenery!
David J Edery: Playing by creating :: David Edery recently became the Worldwide Games Portfolio Planner for Xbox Live Arcade, and is a research affiliate of the MIT Comparative Media Studies Program (CMS). Prior to joining Microsoft, David was the CMS Program's Associate Director for Special Projects, during which time he co-founded the Convergence Culture Consortium and managed an exertainment project called Cyclescore. Edery also pens Game Tycoon, a business-centric video game industry blog. In "Playing by creating", he tells us why we should be excited about user-generated content.
Gonzalo Frasca: This just in. Playing the news :: Gonzalo Frasca is a video game theorist and developer, currently researching serious gaming at IT University of Copenhagen. He publishes the game research site Ludology.org and is editor at Game Studies. He is also a former head of video game development at Cartoon Network LA and webmaster/journalist at CNN International. Frasca co-founded Powerful Robot Games, a studio known for its work on election video games as well as its newsgaming.com project – an area Frasca will introduce us to in receiver. Let him convince you that games are the new news.
Noah Wardrip-Fruin: Three play effects – Eliza, Tale-Spin, and SimCity :: Noah Wardrip-Fruin is a digital media creator and scholar whose current work focuses on digital fiction and play, fields he explores as an Assistant Professor of Communication at the University of California, San Diego, as well as in his posts at the group blog Grand Text Auto. He edits and writes books on digital media, games, and storytelling – his newest just published by MIT Press (Second Person: Role-Playing and Story in Games and Playable Media). In his receiver contribution Wardrip-Fruin looks at three different models of what we experience through play.
Lev Manovich: Interaction as an aesthetic event :: Media theorist Lev Manovich is a Professor of Visual Arts at UCSD and a Director of The Lab for Cultural Analysis at the California Institute for Telecommunications and Information Technology. He's author of Soft Cinema: Navigating the Database (MIT Press 2005), and The Language of New Media (MIT Press 2001) which was hailed as "the most suggestive and broad-ranging media history since McLuhan". Currently he is completing his new book Info-aesthetics. In receiver, Manovich takes a look at the playful user interaction in recent cell phone models and other personal information technology.
Posted by jo at 05:39 PM | Comments (0)
December 17, 2006
Eric Kluitenberg

The Network of Waves: Public Agency in Hybrid Space
The Network of Waves: Public Agency in Hybrid Space by Eric Kluitenberg
The office space above which I live, in a corner house in the Indische Buurt, somewhere in Amsterdam East, used to house a local police station. At that time I was not yet living there. The place was briefly in the national news because of a fair-sized riot which took place there. A couple of Moroccan youths were brought to the station for some minor offence. Their friends thought that this was not right, so they followed the police back to the station to besiege the policemen there. It was not just a few friends who ran after the policemen, but a much larger group which suddenly turned up at the station, coming from nowhere at the precise moment when the youths were brought in. At that time this phenomenon, later known as a 'flash mob', [1] was still relatively new. The police on site were unpleasantly surprised, and had to issue a hasty call for reinforcements to negotiate with the besiegers. When it was all over a police spokesman said that it was a disgrace that the Moroccan youths had used their mobile phones to mobilize a mob. How else could these youths all have known at the same time that something was going on at which their physical presence was 'urgently desired'? And exactly where they needed to be? What the spokesman meant was that the youths had compiled mailing lists for text messages and then used texting to get together as many people as possible as quickly as possible. Texting with mailing lists was a popular application, because at that time text messages could still be sent and received free of charge.
A few years ago 'flash mobs' received a good deal of attention from the mass media. Semi-spontaneous public gatherings of groups of people, hardly if at all known to one another, nondescript, with no determining characteristics such as banners, uniform or logo, briefly performed some collective synchronous action, and then dissolved back into 'the general public'. Directions and information about the gathering were sent out by text messages, or e-mails, telling participants where, when and what. These short messages could easily be sent on to friends and acquaintances with the aim of starting a chain reaction resulting in the appearance of an unpredictably large mob at a predetermined time and place.
Reclaim the Mall!!
The 'flash-mob' phenomenon is thought by some people to have originated in a few relatively unmanageable actions in large shopping centres in American towns, disorganizing them temporarily and playfully. These actions generally had no political significance. This all changed at the end of the 1990s. The 'Reclaim the Streets' movement, [2] highly active at the time, which used to organize illegally orchestrated 'street raves' in the public spaces of large towns, made intensive use of text and e-mail address lists to organize quasi-spontaneous street parties. They did however give these street parties a layered political agenda. The parties were generally given concrete political and social themes and were linked to particular actions, such as support for a strike by London Underground staff. The movement's desire to also use these actions to free public space from its economically determined function (for instance transport, shopping or advertising) was succinctly expressed in the slogan 'The streets for people!'. The parties followed a fixed procedure. The evening before, a sound truck with a generator, a DJ kit and a large number of loudspeakers would park in a wide street. Shortly before the start a double collision would be staged at the beginning and end of the street. The crucial factor here was the provision of information for the participants, who were, in principle, unknown to the organizers. Participants therefore received a short message containing simple directions to the place, the date, the time and a few instructions, such as 'wait for the orange smoke -- that's when the rave will begin'. The double collision meant that at the agreed time the street was closed to all traffic. The cars used were fitted with smoke bombs which were set off by the mini-crash, producing enormous plumes of orange smoke, visible for miles around. This was the sign for which the 'Reclaim the Street' mob was waiting. Suddenly the street was flooded with people, sometimes more than a thousand at a time, while music began to boom from the previously parked truck or bus.
These examples demonstrate that we are living in a space in which the public is reconfigured by a multitude of media and communication networks interwoven into the social and political functions of space to form a 'hybrid space'. Traditional space is being overlaid by electronic networks such as those for mobile telephones and other wireless media. This superimposition creates a highly unstable system, uneven and constantly changing. The social phenomena which occur in this new type of space can not be properly understood without a very precise analysis of the structure of that space.
The way the Moroccan youths in Amsterdam East used text message address lists to mobilize themselves rapidly and effectively against what they saw as unjustified police violence provides an interesting example of a social group which finds itself in a socially segregated and stigmatized position appropriating a newly available technology. Mobilization was possible because at that time real-time mobile communication (texting) was available essentially free of charge. Shortly after that incident, texting became a paid service, though the reasons for this were economic rather than political, and its use for this purpose quickly lost popularity. It was simply too expensive to send so many messages at the same time. The specific relationship between time, space and technology, and to a lesser extent simple economics, determined the way in which this social phenomenon manifested itself. More than e-mails, which almost always have to be downloaded from a terminal or laptop (e-mailing on a mobile telephone is extremely laborious and inefficient), the brief phase during which text messaging served as a free public medium provided an important indicator to a changing relationship in the use and organization of public space. The mobility and immediacy of the medium gave birth to new social morphologies, like the 'flash mob', which still seem mostly to indicate a kind of mobile 'just-in-time-community' in physical public space.
The Place of Flows...
The question here is what this new kind of social morphology might mean. What lies behind the gimmick? What social, economic and technological transformations give rise to new phenomena of this kind?
So far the most important sociological theory about this is set out in Manuel Castells' Rise of the Network Society, the first part of his trilogy on the information age. [3] In it he describes the rise of flexible social network connections which resulted from economic and social transformations in late industrial societies and were strengthened by the introduction and wide application of new technology, primarily communication and information technology. Castells postulates that the network has become the dominant form in a new type of society that he calls the network society. He treats the influence of the network form as a social organization in physical and social space and establishes a new kind of dichotomy. According to Castells there are two opposing types of spatial logic, the logic of material places and locations (the 'space of place') and the logic of intangible flows of information, communication, services and capital (the 'space of flows'). [4]
The particularly striking thing about Castells' theory is the strict separation between the two kinds of spatial logic. Whereas the space of places and locations is clearly localized and associated with local history, tradition and memory, Castells sees the space of flows as essentially ahistorical, location-free and continuous. This last mainly because it moves across every time zone and so in some sense is not only location-free but also timeless. [5] Castells believes there is a fundamental asymmetry between the two kinds of space: while the vast majority of the world's inhabitants live, dwell and work in the space of places and locations, the dominant economic political, social and ultimately also cultural functions are increasingly shifting to the place of flows, where they make possible location-free ahistorical network connections, international trends, power complexes and capital movements. Only a very small part of the world population is represented in the bodies which take decisions about the organization and use of new location-free spatial connections. But increasingly the decisions made within such self-contained systems determine the living conditions in those places and locations where the vast majority of the world population attempt to survive and where their knowledge, experience and memory is localized. Castells feels that it is not surprising that political, social and cultural bridges need to be deliberately built between the two spatial dynamics, to avoid society's collapse into insoluble schizophrenia.
The attractive thing about Castells' theory is that it makes it possible to grasp and clarify a multiplicity of asymmetric social developments in a single image -- an image that has certainly not left popular culture unmoved. At the same time Castells' suggested contrast between physical locations and places and the intangible space of flows is misleading and ultimately even counterproductive for his political agenda: the deliberate building of bridges between physical space and informational space. Instead of a strict separation between physical space and informational space, all technological and social trends clearly indicate that these two 'spheres' are becoming more and more closely interwoven. A generic model of the sort suggested by Castells is totally unsuited to the analysis of this closeness and to gaining an understanding of how possibilities for public and private action come about within it, the central question posed in the present issue of Open. What threats to the autonomy and inviolability of the subject, the group, the community or cultural self-determination could possibly manifest themselves here and how can something be done about those threats?
Hybrid Space as a Polymorphous Concept
Against the placelessness and continuity of Castells' ahistorical 'space of flows' stands the discontinuity and multiplicity of hybrid space. The hybridity of this spatial concept refers not only to the stratified nature of physical space and the electronic communication networks it contains, but every bit as much to the discontinuity of the 'connectivity' or degree of connection between the multiplicity of communication networks. After all, even the universal presence of a telephone connection can not be taken for granted. More important still is the connection between local social and electronic networks: who communicates with whom, and in what context, is determined differently from one region to another, sometimes even from one day to the next. Because the space of electronic communication is rooted in local networks, it is also linked with local history. And questions about who controls electronic space or becomes familiar with electronic space are by no means easy to answer. Ravi Sundaram for example, co-founder of the Sarai new media initiative in Delhi, is constantly drawing attention to the coming into being of what he calls 'electronic pirate-modernity', [6] which comes about when local groups or individuals, illegitimately and without permission, gain access to television, telephone or the Internet -- 'Never ask permission, just appear!'.
Hybrid space is never exclusively local, as in the case of the idyllic hippy commune at the beginning of the 1970s. Small local networks, hacked or not, never remain limited to the local bazaar or the vegetable market in the next village. Local networks interweave with the international networks into which they force their way. Thus, says Saskia Sassen, the local is reconstituted as a micro-environment with a worldwide reach. Free-software geniuses in Sao Paulo's favelas find no difficulty in downloading the results of the latest interchange between the Amsterdam Waag (the Society for Old and New Media) and the Alternative Law Forum in Bangalore, but nobody pulls his or her local roots out of the ground.
Diktat of Visibility
The thing that strikes one about current discussion and the associated criticism of the rise of electronic media in public space is the preoccupation with the visual forms in which these media manifest themselves, such as screens, projections and electronic tagging. [7] It is a sort of extended visual criticism, closely connected with a tradition which assumes that the visual arrangement of observable reality is a necessary precondition for any ability to exercise power over that reality. However, the thing that stands in the way of this preoccupation with the visual is a critical analysis of the more invisible processes which are rearranging public space and imposing a different utilization logic. Relatively invisible forms of social compulsion, which bring these processes into play, may well have a much greater significance for the way in which public space can and may be used in future.
The concept of the perfect visual arrangement, expressing a social reality in which power structures are completely unambiguous and transparent, still always refers to Alberti's 'legitimate construction' and Piero della Francesca's ideal city, both of which reflect a visual articulation of daily life suggesting that everything, social and public, is completely controllable and constructible. Although the unifying point of view of a linear perspective has long been rejected, the street screens still stipulate for us a single perspective: a correct viewing distance and direction, while social relationships are radically altered.
The street screen is also the embodiment of spectacle in its most repressive form. Today spectacle is no longer alone in controlling the inner life, the interior of the alienation of the average TV junkie. The street, the classic stage of modern theatre, is overloaded with marching electronic screens and projections, so erasing the public functions of open space. Public functions become blurred by the flow of light and images drenching us in a fetish of alienating desires as we follow our necessary route through the city, from A to B.
Limitations of the Screen
Another point of criticism of the new urban visuality is its inherent limitation. Virtually every screen is rectangular and flat and has limited resolution (the number of pixels which determine the quality of the image). Media artists recognized these limitations years ago and have, with varying degrees of success, developed a multitude of strategies to attempt to overcome those limitations by, for example, a spatial type of installation, interactive media in which the screen itself also becomes an object capable of being moved and manipulated, projection on walls, fabrics, curved screens, screens that are not rectangular, [8] mirrored projections, moving projections, projections on glass materials and so on. Some artists, as for example the members of the Knowbotic Research collective, even leave out screens entirely, replacing them by new haptic interfaces and stereoscopic helmets from the Virtual Reality research laboratory or, as during the 1996 Dutch Electronic Art Festival, an installation on the roof of the Netherlands Architecture Institute, where network manipulations translated into sound and stroboscopic light. [9] Yet another example of the movement to bypass the screen is the Xchange network, in which artists collectively explore the sonic dimension of the Internet. [10]
The new generation of media-architects can learn from media art that the screen is ultimately a dead end. It is interesting to see how these attempts at iconographic liberation keep on recurring. Avant-garde painters carried out endless experiments in their attempts to break away from the frame of the painting and the surface of the canvas, their ultimate aim being to announce the death of the 'retinal' object. This same death announcement is repeated by today's media artists, but this time in relation to the screen. Media architecture again venerates the screen as a window on a space first seen as boundless, but later recognized as being largely subject to limitations and conventions.
Ultimately the screen dissolves into the architecture, becoming less a screen than a membrane between physical and medial reality. Here the 'image' functions less and less as an autonomous object, but increasingly coincides with the architecture itself, its skin, its inner life and its internal processes, finally disappearing from the consciousness of the user of that architecture. The image ecomes subliminal, 'vernacular', commonplace, merged with the environment, self-evident -- in the end the spectacle neutralizes itself. Media theorist Lev Manovich was still positive about this new medially enhanced architecture in his essay entitled The Poetics of Augmented Space, that had Learning from Prada as subtitle and was based on the success of Koolhaas's creation. [11] By now we know that the concept has failed completely, screens have disappeared from the scene or have been cut back to a minimum. The lesson of Prada is that the strategy of visibility can quickly turn into its opposite.
The Problem of Invisibility
In the present phase, the most important change in computer technology and its applications is that they are steadily beginning to withdraw themselves from sight. The European Union has for some years now been subsidizing a wide-ranging programme of multidisciplinary research and discussion with the remarkable title The Disappearing Computer. This title alludes less to the disappearance of computer technology than to its ongoing miniaturization and the way that it is beginning to turn up everywhere. The programme is investigating the migration of electronic network technology into every kind of object, to built environments and even to living beings. The thesis is that miniaturization and steadily reducing production costs are making it simpler to provide all kinds of objects with simple electronic functions (chips containing information, tags that can send or receive signals, identification chips and specialized functions in everyday objects). This is more efficient than building ever more complex pieces of multifunctional apparatus and mean the abandonment of the old idea of the computer as a universal machine capable of performing every conceivable function. [12] In fact, this is how technology becomes invisible. A decisive step, with dramatic consequences for the way people think about and deal with spatial processes.
This assimilation of computer technology in the environment introduces a new issue: the problem of invisibility. When technology becomes invisible, it disappears from people's awareness. The environment is no longer perceived as a technological construct, making it difficult to discuss the effects of technology.
Lev Manovich speaks of 'augmented space', a space enriched with technology, which only becomes activated when a specific function is required. [13] Wireless transmitters and receivers play a crucial role in such enriched spaces. Objects are directly linked with portable media. Chips are incorporated into identity cards and clothing. Even one's shopping is automatically registered by sensors. Screens and information systems are switched on remotely, by a simple wave of the hand. Miniaturization, remote control and particularly the mass production of radio frequency identification (RFID) tags is bringing the age-old technological fantasy of a quasi-intelligent, responsive environment within reach of digital engineers.
Of course these applications are not exclusively neutral. Combinations of technologies of the sort described above make it amazingly simple to introduce new and infinitely differentiated regimes for the control of public and private space. The application to public transport of RFID smart cards, which automatically determine the distance travelled, the fare and the credit balance, still sounds relatively harmless. Fitting household pets with an identity chip the size of a grain of rice, inserted under the skin, has become widespread practice. Indeed most health insurance schemes for household pets prescribe the insertion of such chips as an entry condition. Recently, however, first reports have turned up of security firms in the United States which provide their employees with subcutaneous chips allowing them to move through secure buildings without the use of keys or smart cards. Such systems also allow companies to compile a specific profile for each individual employee specifying those parts of the building or object to which the employer has (or is denied) access, and at what times
It is not difficult to extrapolate these practices to society as a whole. Who has the initiative in such matters? If the initiative lies exclusively with the constructors, the producers of these augmented spaces, and their clients, then the space we are living in is liable to total authoritarian control, even if there is no immediately observable way in which that space displays the historic characteristics of authoritarianism. The more widely the initiative is distributed between producers and consumers and the more decision-making is transferred the 'nodes' (the extremities of the network, occupied by the users) instead of at the 'hubs' (junctions in the network), the more chance there is of a space in which the sovereign subject is able to shape his or her own autonomy. The articulation of subjectivity in the network of waves is also an opportunity for the last remnants of autonomy to manifest themselves.
The Strategic Issue: 'Agency' in Hybrid Spaces
The concept of 'agency' is difficult to interpret, but literally combines action, mediation and power. It is not surprising therefore, to find it applied as a strategic instrument for dealing with questions about the ongoing hybridization of public and private space. Unlike Michel de Certeau's tactical acts of spatial resistance to the dominant utilitarian logic of urban space in particular, the action of this instrument in new ('augmented') hybrid spaces has mainly strategic significance. A tactical act of spatial resistance, which is after all no more than temporary, is hardly comforting to anyone faced by such an infinitely diversified and adaptive system of spatial control. New hybrid spaces must be deliberately 'designed' to create free spaces within which the subject can withdraw himself, temporarily, from spatial determination. Given the power politics and the enormous strategic and economic interests involved, and the associated demands for security and control, it is clear that these free spaces will not come about by themselves or as a matter of course. I would therefore like to suggest a number of strategies to give some chance of success to the creation of such spaces
Public visibility: 'maps and counter-maps', tactical cartography
The problem of the invisibility of the countless networks penetrating public and private space is ultimately insoluble. What can be done, however, is to remake them in a local and visible form, in such a way that they remain in the public eye and in the public consciousness. This strategy can be expressed in 'tactical cartography', using the tools of the network of waves (gps, Wi-Fi, 3G, etcetera) to lay bare its authoritarian structure. An aesthetic interpretation of these structures increases the sensitivity of the observer to the 'invisible' presence of these networks.
Disconnectivity
Emphasis is always placed on the right and desire to be connected. However, in future it may be more important to have the right and power to be shut out, to have the option, for a longer or shorter time, to be disconnected from the network of waves.
Sabotage
Deliberately undermining the system, damaging the infrastructure, disruption and sabotage are always available as ways of giving resistance concrete form. Such measures will, however, always provoke countermeasures, so that ultimately the authoritarian structure of a dystopian hybrid space is more likely to be strengthened and perpetuated than to be thrown open to any form of autonomy.
Legal provisions, prohibitions
In the post-ideological stage of Western society it seems that the laws and rights used to legalize matters provide the only credible source of social justification. But because a system of legal rules runs counter to the sovereignty of the subject it can never be the embodiment of a desire for autonomy. It can, however, play a part in creating more favourable conditions.
Reduction in economic scale
New hybrid systems of spatial planning and control depend on a radical increase in economic scale in the production of its instruments of control. Thus the political choice to deliberately reduce economic scale would be an outstanding instrument to thwart this 'scaling-up' strategy. [14]
Accountability and public transparency
In the words of surveillance specialist David Lyon, 'Forget privacy, focus on accountability'. It would be naive to assume that the tendencies described above can easily be reversed, even with political will and support from public opinion. A strategy of insisting on the accountability of constructors and clients of these new systems of spatial and social control could lead to usable results in the shorter term.
Deliberate violation of an imposed spatial program
Civil disobedience is another effective strategy, especially if it can be orchestrated on a massive scale. Unlike sabotage, the aim here is not to disorganize or damage systems of control, but simply to make them ineffective by massively ignoring them. After all, the public interest is the interest of everyone, and no other interest weighs more heavily. [15]
The formation of new social and political actors -- public action 'Agency', the power to act, means taking action in some concrete form. The complexity of the new hybrid spatial and technological regimes makes it appear that the idea of action is in fact an absurdity. However, new social and political players manifest themselves in public space by the special way they act, by clustering, by displaying recognizable visuality, by marking their 'presence' vis-a-vis (the) other(s).
The manifestation of concrete action by new social and political actors in public space is 'gesture'. The action, in this case, is the way the space is used, though there is still a difference between the use of a space and more or less public actions in that space. The use of space becomes agency when that use takes on a strategic form.
Notes:
1. For a description, see http://en.wikipedia.org/wiki/flashmob.
2. Reclaim the streets website http://rts.gn.apc.org/.
3. Manuel Castells, The Rise of the Network Society (Oxford: Blackwell Publishers, 1996).
4. Ibid.
5. Consider for example the concept of the 24-hour economy.
6. 'Electronic pirate modernity': see also www.sarai.net.
7. See also www.urbanscreens.org or the Logo Parc symposium held in Amsterdam on 16 November 2005, a cooperative project undertaken by the Jan van Eyck Academy, the Premsela Foundation and the Art and Public Space Lectureship (Rietveld Academy and the University of
Amsterdam).
8. These 'shaped screens' do incidentally form a curious counterpart to Frank Stella's Shaped Canvasses.
9. Anonymous Muttering: http://www.khm.de/people/krcf/AM/.
10. Website of the Xchange network, http://xchange.re-lab.net. 11. Lev Manovich, The Poetics of Augmented Space: Learning from Prada (2002), see www.manovich.net
12. The so-called Turing Machine, named after the mathematician Allan Turing -- the machine that is capable of simulating any other machine.
13. Manovich, The Poetics of Augmented Space, op. cit. (note 11).
14. The mass production of RFID (radio frequency identification) tags compelled producers to minimize the security provisions incorporated to allow the tags to be applied cost effectively to virtually any conceivable consumer product. A policy of giving priority to the safety and reliability of the chips and the information stored on them would make them much too expensive, restricting their development to specialized 'niche' markets.
15. Examples of a new kind of civil disobedience include deactivating RFID tags with the aid of an adapted mobile phone, hindering the operation of smart cards, regularly swapping client cards, deliberately supplying false information when registering online and using 'anonymizers' on the Internet, 'encrypted' (coded) mobile phones and local gsm blockers.
This essay was written for the new issue of Open (#11), cahier about art and the public domain - "Hybrid Space". The essay introduces the overall theme of the issue, and suggests some strategic considerations on the use of hybrid space.
More information on the issue can be found at the website of NAi Publishers:
http://www.naipublishers.nl/art/open11_e.html
and at the website of Open:
http://www.opencahier.nl
The journal was presented at De Balie, Centre for Culture and Politics in Amsterdam, on November 18, with the annual SKOR lecture, delivered this year by Saskia Sassen: "Public Interventions - The Shifting Meaning of the Urban Condition". The lecture is available on-line at: http://www.debalie.nl/terugkijken See also: http://www.debalie.nl/artikel.jsp?podiumid=media&articleid=85601 [via nettime]
Posted by jo at 06:19 PM | Comments (0)
December 12, 2006
MobZombies

Human-as-Joystick
MobZombies explores a new dimension of handheld gaming by adding motion awareness to classic arcade style gameplay. Using a handheld device, and a custom motion sensor, players enter a virtual world infested with pixel-art zombies (a homage to vintage 8-bit console games). The goal of the game is to stay alive, running away from or planting bombs to destroy the ever-encroaching zombies.
The twist is that a player's physical position controls the position of their zombie-world avatar, forcing the player to actually move around the real world to succeed in the game.
The virtual zombie-world is a simple environment -- the game's complexity comes from players having to negotiate real-world objects in order to avoid the zombies and stay alive. The scoring system is simple: the longer you can stay alive, the higher your score. Of course, the longer you stick around, the more zombies you'll encounter.
"Basically, the game uses a digital compass and an accelerometer fastened to your hip (transmitting data through bluetooth) to get a relative position. That position controls a little zombie character in a virtual game world, and your main objective is to basically run away from zombies - by really running (or walking...). You can also drop bombs, but the trick is that you have to get away from the drop zone quickly before the bomb explodes on you. Other than zombies, the virtual world is really lacking any other obstacles - again, the idea is that the barriers are all brought in from the physical world. For example, in the game world, you might see a clear path away from the zombies, but in the physical world, that path might contain a busy street, or a wall. So that's where a lot of the difficultly comes in - learning how to navigate both these worlds and be hyper aware of your position in each.
The game has some history - I started designing it as a research project at USC, and it was entirely GPS based. However, we really found that it was a totally different experience than what we wanted, because of GPS resolution issues, as well as the ~1 second refresh rate. So my friend aaron and I built out an entirely different version based on relative movement. Now that we've got this version up and running, we're thinking about ways to get GPS involved again, while still retaining the analog control feel. One of the ideas we've been toying with is having community-assisted item pickups. In the current game, we randomly spawn heath and bomb pickups nearby your character. We were thinking it would be cool if people on the web could drop item pickups for you by clicking on a map. We could place those items in the virtual world based on a gps position, but once it was in the world, the player could still use the same control mechanism to get to the item. So yeah, basically thinking of creative ways to use GPS and maintain the nice analog feel of the human-as-joystick thing." -- Will Carter [via]
Posted by jo at 03:07 PM | Comments (0)
December 07, 2006
ALAVs 2.0

Autonomous Lighter Than Air Vehicles
I've been collaborating with Art Center graduate student Jed Berk on his Autonomous Lighter Than Air Vehicle's project, helping him create the version 2.0, a more connected, bloggy instance of the project.
The ALAVs 2.0 are participatory — you can call them using your mobile phone and engage in a conversation that affects their behavior and your own. They're also using a new design that brings them a step closer to being suitable for DIY, kit-based construction, which is pretty cool.
We'll be installing it at the Art Center Nabi "Connected" event, which runs from December 7 until December 30 in Seoul, South Korea. Here's the blurb:
We are living in the condition of the constant ‘logged-in’ through mobile phone, internet, recently emerged wireless technologies. The exhibition aims to reflect on the current state of connectivity and relationship among people, environment, clusters of information, and objects in the networked condition of everyday life. Works in the exhibition question the very concept of mobility, connectivity, locality, kinship, and physicality whether it is poetic contemplation or piercing critique. 'Connected', as the first exhibition project in align with Mobile Asia initiative, will also include the winners of the international competition held in 2006.
For the time being, the event website is in Korean, so..there's that. It's being translated into English presently! [blogged by Julian Bleecker on USC Interactive Media Division]
Posted by jo at 08:40 AM | Comments (0)
November 20, 2006
Glowlab

Issue 11
Welcome to Glowlab Issue 11! The projects in this issue examine the presence of surveillance within public space, and the ways in which ubiquitous technologies, such as electronic tags, global positioning systems, SMS messaging, and other locative media are informing the ways in which we interact within urban environments. These artists utilize these technologies to create mobile orchestras, jam turnstiles, observe the observers, and put the means and the media of production into the hands of ordinary citizens. This issue also includes independent curator Anuradha Vikram's review of Psychogeography by Merlin Coverly.
Transparent City: The ethics and aesthetics of mass-surveillance technologies by Derek Lomas :: Mobile phone carriers track our location and keep a record of everywhere that we have been. TRANSPARENT CITY is a prototype surveillance interface demonstrating how widespread mobile phone technology could be transformed into an apparatus for massive governmental control.
The Warbike and Wardriving: Geeks Don't Know it's Psychogeography by David McCallum :: The Warbike is a mobile, interactive artwork that sonifies WiFi networks during a bike ride. This article describes the process of creating the system, and touches on the links between psychogeography and wardriving.
Inner city locative media: The Media Portrait of the Liberties project by Valentina Nisi :: The Media Portrait of the Liberties is a modular collection of anecdotal stories drawn from a disadvantaged Dublin inner city neighbourhood called the Liberties. The narratives are displayed as short video clips on a location-aware handheld computer.
TXTual Healing by Paul Notzold :: TXTual Healing is an interactive project that enables members of the public to interact with large speech bubbles that are projected onto flat surfaces, such as the facades of public buildings, using SMS messaging.
arphield recordings by Paula Roush :: Arphield Recordings is a project documenting impromptu arphid sound performances produced by people scanning their oysters cards in their daily routines of accessing London tube stations.
Fête Mobile and Inflatable Art by Marc Tuters, Fête Mobile :: Movable Feast/ Fête Mobile is a 6-meter blimp equipped with surveillance and communications capabilities that enables participants to remotely view their surroundings and exchange media files through a wireless file server. In his article, we discuss the development of the project.
Book Review: Psychogeography by Merlin Coverley by Anuradha Vikram :: Psychogeography is a primer on the practice and its precedents, inspired by the neo-psychogeographic revival in London over the past two decades, and focusing specifically on the theoretical lineage of contemporary British writers.
Glowlab is an artist-run production and publishing lab engaging urban public space as the medium for contemporary art and technology projects. We track emerging approaches to psychogeography, the exploration of the physical and psychological landscape of cities. Our annual Conflux festival, exhibitions, events and our bi-monthly web-based magazine support a network of artists, researchers and technologists around the world.
Posted by jo at 01:40 PM | Comments (0)
November 17, 2006
Priceless

Underground Station Social Network Art
"We have created priceless, a multi-layered artwork in which the voices of individuals and institutions merge in surprising and unexpected ways. Objects of great value have been chosen by each institution to inspire an imaginative journey. People's unique stories and memories are showcased through audiovisual portraits, mobile exhibitions, installations and large-scale projections."
At London’s Huntington Station, a series of portraits and maps along the floor and walls reveal the Underground’s staff networks. The project is called Priceless. A sample of the images by motiroti is shown above.
London Underground staff have worked at the station for 138 years at the hub of a unique community of traders, museum workers, loiterers and licensed buskers who create the background atmosphere of this rich and complex environment.
motiroti has worked with LU staff to explore their personal connections and social networks. The participants were recorded in sound, video and writing by motiroti artists, who translated this information into an extraordinary series of graphic portraits and maps.
Along the length of the tunnel, 17 wall graphics and 26 individual floor constellations reveal the staff’s “hidden maps” of connections, and their personal worlds. Staff at South Kensington are connected with 66 national cities, 41 international cities, and with their friends speaking a total of 33 languages. Via Information Aesthetics [blogged by Judy Breck on Smart Mobs]
Posted by jo at 05:09 PM | Comments (0)
BlueStates:

Exploring Relational Space
Cities are not merely collections of buildings; they are the living, breathing, teeming product of the human bodies who inhabit them. A city razed to the ground may recover, but a city emptied of people is dead. Yet emphasis is always given to the locative nature of a city - the neighborhood you live in, the street, the floor, the unit - an assertion of a Cartesian primacy which ignores the more profound natural relationships of the city: the coming together and parting of human beings living social lives. Cities are their people; souls are the bricks from which a city is constructed.
BlueStates: Exploring Relational Space--by Mark Pesce and John Tonkin--is an attempt to reverse the figure and ground of the city, ignoring its visible nature as a locative, Cartesian space, creating, instead, a view of the city purely as a social space. In this work, the trope of absolute location is abandoned in favor of the idea of relational proximity. BlueStates does not show you where you have been, but rather, it shows you who you have been with - a more perfect metric for the inner life of the city.

The inspiration for BlueStates is drawn from the recognition that most of us, most of the time, carry that most common of 21st century appliances, the mobile phone. Most of these mobile phones are equipped with a wireless technology known as Bluetooth. A Bluetooth mobile phone user creates a radius of electronic awareness - what we call a "bluesphere" - extending as much as ten meters from their body. When two Bluetooth devices pass in proximity to one another, each senses the other. Data is exchanged - and promptly ignored. BlueStates: Exploring Relational Space uses its own, custom software sensors - which run on mobile phones, PDAs and computers - to listen intently to the bluesphere. These sensors contribute to a database record of proximal encounters, and this data is then used to build views into the social life of the city's residents.
BlueStates is by its nature a highly participatory work. Anyone will be able to visit the website and create their own views into relational space. Residents of cities around the world will be encouraged to add their own sensors to the global network of sensors, expanding the database to incorporate the inner social life of their own cities. Beyond this, the work's creators have committed to releasing all software developed for the project as as free and open source software (under the GNU General Public License), believing this will encourage others to create their own projects in relational space. Finally, artists will be provided with tools to that will allow them to permute the data gathered by BlueStates: Exploring Relational Space in new and unique ways.
The two artists behind BlueStates have spent their careers exploring the intersection between art and technology. Mark Pesce is best known as the inventor of VRML, the standard for 3D on the World Wide Web, and has pioneered new interactive techniques for a quarter of a century. John Tonkin has consistently produced a stream of artworks that twist technology (and, occasionally, his body) into new and unexpected forms. Currently based at the University of Sydney, he has been involved in a broad range of projects including a collaboration at the Banff Centre for New Media Arts and a fellowship funded by the Australia Council. [from ISEA 06, via pasta and vinegar]
Posted by jo at 04:32 PM | Comments (0)
November 15, 2006
M/C - Media and Culture
![]()
Call for Contributors
M/C - Media and Culture is calling for contributors to the 'mobile' issue of M/C Journal. M/C Journal is looking for new contributors. M/C is a crossover journal between the popular and the academic, and a blind- and peer-reviewed journal. In 2007, M/C Journal celebrates its tenth year in publication. To find out how and in what format to contribute your work, visit >>.
Call for Papers: 'mobile' :: Edited by Larissa Hjorth & Olivia Khoo: Convergence has become part of burgeoning mobile media. The mobile phone has come of age. As an integral component of visual media cultures, camera phone practices are arguably both extending and creating emerging ways of seeing and representing. In media footage of late, camera phones have been heralded as providing everyday users with the possibility of self- expression and voice in the once unidirectional model of mass media. In addition, the "exchange" and gift-giving economy underpinning mobile phone practices (Taylor and Harper 2003) is further enunciated by the camera phone's ability to "share" moments between intimates (and strangers) through various contextual frameworks and archives from MMS, blogs, virtual community sites to actual face-to-face digital storytelling.
This is particularly the case in the Asia-Pacific region, where mobile practices in locations such as Tokyo and Seoul have brought about new forms of media use; for example, mobile phones are increasing being deployed to connect to, among other things, Web 2.0's burgeoning landscape of social software. In much of the rhetoric of current media criticism, users are being interpellated as prosumers (producers plus consumers), but what is the reality behind this so-called agency? Do users really feel empowered by the structures of immediacy connected to user-generated content (UGC)? Are they 'liberated' by the multi-media functions of the mobile phone or is the increasing convergence of mobile media causing more complications than pleasures?
This issue of M/C Journal seeks papers exploring the role of convergent mobile technologies in the Asia-Pacific region. The issue aims to explore the socio-cultural particularities of various adaptations of mobile media, from case studies on mobile communication in the Asia Pacific, to cross- cultural analyses of the transborder flows of mobile media production, representation and consumption. Topics may include:
- Convergent mobile technologies
- The use of mobile technologies in the construction, regulation and upkeep
of social software and virtual communities
- Pervasive mobile gaming
- Mobile communication case studies in the region
- The role of co-presence and maintenance of intimacy and community through
mobile communication
- The "future" of mobile media
- Creativity and mobile media; the aesthetics of mobile media
- Critiques of prosumer rhetoric in mass media
- Emerging forms of techno-nationalism and governmental policies around
'mobility' and digital convergent cultures
- The changing role of temporality and spatiality in contemporary case
studies of mobile telephony
Submit your essays of 3000 words in length to the editors at mobile[at]journal.media-culture.org.au.
Article deadline: 17 January 2007
Issue release date: 14 March 2007
M/C Journal was founded (as "M/C - A Journal of Media and Culture") in 1998 as a place of public intellectualism analysing and critiquing the meeting of media and culture. Contributors are directed to past issues of M/C Journal for examples of style and content, and to the submissions page for comprehensive article submission guidelines. M/C Journal articles are blind peer-reviewed.
Further M/C Journal issues scheduled for 2007:
'adapt': article deadline 9 March 2007, release date 2 May 2007
'complex': article deadline 4 May 2007, release date 27 June 2007
'home': article deadline 29 June 2007, release date 22 August 2007
'error': article deadline 24 August 2007, release date 17 October 2007
'vote': article deadline 19 October 2007, release date 12 December 2007
M/C Journal is online. All past issues of M/C Journal on various topics are available here.
Posted by jo at 10:43 AM | Comments (0)
November 14, 2006
Regine Debatty's

Interview with Lalya Gaye
I've been writing about Lalya Gaye's work over and over again ever since i started to blog. She's one of those few people who seem to swim effortlessly in both the artistic and the purely scientific waters.
She's an engineer and PhD graduate working in multidisciplinary projects that search to explore new territories of personal expression and creativity enabled by ubiquitous computing. Her research focuses on mobile media for urban space and on computational repurposing of everyday objects. In 2002, she started working on various research projects at Future Applications Lab, Viktoria Institute in Göteborg, Sweden. But she still manages to find some time to develop smaller new media projects with friends and to get involved in the mobile music and New Interfaces for Musical Expression (NIME) communities... More >>
Posted by jo at 09:19 AM | Comments (0)
November 13, 2006
Saskia Sassen

Essay and Lecture
Open 11 :: Hybrid Space: The influence of digital technologies on the use of the public domain :: Thanks to new wireless technologies (WIFI, GPS, RFID) and mobile media, public space is subject to drastic changes. It is being traversed by electronic infrastructures and networks, and alternative cultural and social domains are evolving, though often invisible from a conventional viewpoint. The traditional physical and social conditions of the public domain are being supplanted by zones, places and subcultures that transcend the local and interlink with translocal and global processes. The question is whether there are also new opportunities for the individual and for groups to act, participate and intervene publicly in this hybrid, seemingly flexible space. How do people appropriate the new public spaces? Where does the 'public' take place in this day and age? Who shapes and moulds it by devising spatial, cultural and political strategies?
With contributions by Drew Hemment, Howard Rheingold, Saskia Sassen, Frans Vogelaar/Elizabeth Sikiardi, Noortje Marres, Koen Brams/Dirk Pultau, Marion Hamm, Kristina Andersen, Ari Altena, Daniel van der Velden, Klaas Kuitenbrouwer, Esther Polak, De Geuzen and Max Bruinsma. Guest editor: Eric Kluitenberg, Jorinde Seijdel and Liesbeth Melis (eds.)
Public Interventions: The Shifting Meaning of the Urban Condition by Saskia Sassen :: De Balie, Amsterdam :: Saturday, November 18, 2006 :: Start: 20.30 hrs (CET) :: Live-stream webcast.
This year’s SKOR lecture (Fourndation for Art and Public Space) is delivered by Saskia Sassen, who will talk about the ‘making’ of public space by means of architectural and artistic interventions. The evening includes the presentation of Open 11, which takes hybrid space as its theme and includes an essay contributed by Sassen.
Human experience is threatened by the massive architecture of world cities and the density of infrastructures – digital and otherwise – that exist to serve international capital and the global economy. Sassen argues that there is a need for the production of subversive narratives as a counterbalance to this, to make the local and what has been silenced manifest and to generate new forms of ‘modest public spaces’.
Saskia Sassen is Ralph Lewis Professor of Sociology at the University of Chicago and Professor at the London School of Economics. She has gained worldwide acclaim for studies such as The Global City and Cities in a World Economy. Her most recent publication is Territory, Authority, Rights: From Medieval to Global Assemblages (Princeton University Press, 2006).
Panelists: Arnold Reijndorp, urban sociologist; Willem van Weelden, artist and theorist; Moderator: Bahram Sadeghi
Language: English
Organised by: SKOR / Open / De Balie
SKOR is the Netherlands Foundation for Art and Public Space.
Open, a cahier about art and the public domain, is published twice a year by NAi Publishers in association with skor.
ADDRESS: De Balie, Kleine Gartmanplantsoen 10, Amsterdam.
RESERVATIONS: De Balie t 020-5535100, or via >>
Admission: 12,50 (students: 7,50)
Posted by jo at 02:24 PM | Comments (0)
November 03, 2006
Turbulence Commission:

"Cell Tagging" by Brooke A. Knight
Turbulence Commission: Cell Tagging by Brooke A. Knight :: The mobile phone occupies a space that is both connecting and distancing. Seemingly ubiquitous, it has become an increasingly powerful tool, functioning as a phone, PDA, browser, and camera. With "Cell Tagging" it becomes a remote control that allows users to dial, draw, and speak. After dialing the number posted on the website, users are asked to enter a zip/city code that is significant to them. An aerial map of that place loads onto the screen. After choosing a color and brush size from the palette, users can use their cell phone keypads to draw directly onto the map. They are asked to speak into the phone and say why that place and drawing is meaningful to them. Users can save their drawings to the "Cell Tagging" database where others may view them. Cell phone users "graffiti" the sound-space around them, making every place their own. "Cell Tagging" literalizes this act of marking.
"Cell Tagging" is a 2006 commission of New Radio and Performing Arts, Inc., (aka Ether-Ore) for its Turbulence web site. It was made possible with funding from the LEF Foundation.
BIOGRAPHY
Brooke A. Knight is an artist and educator who has been working with digital media for over a dozen years. He has exhibited in over 40 international and regional venues, including Art Interactive, Photographic Resource Center, Mediaterra 2001, and Experimenta 02. His current areas of interest include webcams, the landscape, and text in all forms. Knight’s writings have been published in Art Journal and Sandbox. He is an Assistant Professor in the Department of Visual and Media Arts at Emerson College, where he teaches classes in interactive media.
Posted by jo at 10:20 AM | Comments (0)
November 01, 2006
Colour by Numbers

Control the Light with your Phone
Colour by numbers is a 72 meters high light installation at Telefonplan in Stockholm. "A tower stands at Telefonplan. Austere, slim and dark; rising towards the sky like an exclamation mark. A tower is an archetypical creator of place: it breaks in and becomes an event in a continuous landscape. This characteristic is emphasized by the illuminated windows of this particular tower - but the patterns and colours also vary constantly. The tower speaks in a sign language composed of light. But what is the tower at Telefonplan saying, and who gives the architectonic form meaning?". On the website under live video you can see a live video image of the tower and also read instructions for how to control the light installation over the phone.
Until November 5 the video image is also projected on the façade of the Culture House in Stockholm, as part of the exhibition "Stockholm bygger ".
Colour by numbers is a collaboration between the artist Erik Krikortz, the architect Milo Lavén and the interaction designer Loove Broms. [posted on Interactive Architecture]
Posted by jo at 08:08 AM | Comments (0)
October 19, 2006
Ethan Zuckerman

Tracking Hasan Elahi
Hasan Elahi is a conceptual artist whose life is an ongoing work about surveillance. He starts by telling us a chilling story - his detention by the INS at Detroit Airport after returning from a trip from overseas. An immigration officer scanned his passport and blanched, then led Alahi through a maze under the airport to an INS detention facility. As a US citizen, this was pretty odd - he tried to talk with the guards to figure out what was going on. But it all became clearer when the man from the FBI in the dark suit came to talk with him.
The FBI asked him about his whereabouts on September 12, 2001 - he was able to answer the questions by taking out his Blackberry and showing off his meetings. Over the course of questioning, it became clear that the reason he was being questioned was that he had a storage locker in Tampa, where he’d been teaching. Scared by 9/11, the owners of the storage area reported that “an Arab man had fled on 9/12, leaving explosives in his locker.” There were, of course, no explosives, and he hadn’t fled - just the detritus of ordinary life.
Elahi’s life for the next few months involved dozens of interviews with the FBI, finally culminating in nine back to back polygraphs, which finally “cleared” him. He explains that the power dynamic of an FBI interview leads to a very human response - the desire for survival. Elahi says that he could have questioned the legality of the experience, hiring a lawyer… but he realized that there was the possibility that any act of resistance could have gotten him sent to Guantanamo.
For the next few months, every trip Elahi took, he’d call his FBI agent and give the routing, so he didn’t get detained along the way. He realized, after a point - why just tell the FBI - why not tell everyone?
So he hacked his cellphone into a tracking bracelet which he wears on his ankle, reporting his movements on a map - log onto his site and you can see that he’s in Camden. But he’s gone further, trying to document his life in a series of photos: the airports he passes through, the meals he eats, the bathrooms he uses. The result is a photographic record of his daily life which would be very hard to falsify. We all know photos can be digitally altered… but altering as many photos as Elahi puts online would require a whole team trying to build this alternative path through the world.
Elahi also puts other apsects of his life online, including his banking records. This gives a record of his purchases, which complements the photographs. He doesn’t put the phone records online, because it would compromise the privacy of the people he talks with, and some friends have asked him to stop visiting, but he views the self-surveillance both as an art form and as his perpetual alibi for the next time the FBI questions him.
At the same time, he’s stretching the limits of surveillance systems, taking advantage of non-places. He flew to Singapore for four days and never left the airport, never clearing customs. For four days, he was noplace - he’d fallen off the map, which is precisely what the FBI and others worry about. But he documented every noodle and every toilet along the way.
One of the audience questions asks whether the FBI actually threatened Elahi with Guantanamo, or whether his “artistic temperment” might have exaggerated the seriousness of the situation. Elahi explains that it was never made concrete, but that he certainly felt the threat of indefinite detention, and that he believes the only thing that saved him was a common culture - the ability to quote the lyrics of country songs, or talk about college football, the sort of things a terrorist would find very hard to fake.
Another questioner wonders if Marianne Weems will make a show about Elahi - she mentions that an earlier piece, “Jet Lag”, tells the true story of a woman who flies from Amsterdam to NYC 167 times, again and again, until she dies of jetlag. (Still trying to find a reference to this story…) Given that Elahi’s life involves all the issues Weems is most interested in, she admits that a piece based on his experiences would be irresistable. [posted by Ethan Zuckerman on World Changing]
Posted by jo at 09:51 AM | Comments (0)
Net_Dérive

The City as Instrument
Net_Dérive, by Atau Tanaka and Petra Gemeinboeck with the collaboration of Ali Momeni, is a location sensitive mobile media art piece that calls for an exchange between participants in the gallery and participants in the streets. Deployed on advanced mobile phones, the work seeks to create a kind of musical instrument, thinking of the city-as-instrument.
Participants are given a kind of scarf with a mobile phone in each end and off they go to explore the neighborhood. One of the phones takes pictures every 20 secs and collects sounds, the other talks to the GPS (also in the scarf) and to the server inside the gallery space. On a radar they can see themselves pictured as dots but also the images they're taking. The sounds and pictures collected in the streets are sampled and mapped to a 3D city map in the gallery. As users are walking they can hear some voice instructions through a pair of headphones. Those comments suggest paths to follow or turns to make, they are generated and heard in a musical fashion. The voice instructions are inspired by the old Situationist games and theory of the Dérive - now brought into the digital and mobile spheres. As the user chooses to heed or ignore these instructions, a trace of his/her path is carved out in the city.

The engine then generates an audiovisual amalgam based on this information, and feeds it back as a live stream to each mobile client. The simultaneity, history, and memory of the various users’ paths and images become an abstract narrative that is summed together and projected in the gallery space. A feedback mechanism is created as users’ actions generate the collective narrative that in turn directs them.
Presented in Paris during the IntensiveScience exhibition of Sony CSL Paris, 6, 7-october 2006
Photos by Walter Kim. Images and information courtesy of Atau Tanaka.
Related: Sonic City, a wearable piece that enables people to compose music in real time by walking through the city; headphones that turn urban noise into music. Atau Tanaka's talk at Futuresonic; Pixel bondage on rice paper. [blogged by Regine on we-make-money-not-art]
Posted by jo at 08:38 AM | Comments (0)
October 17, 2006
undersound + unspoken_series

Interactions Under the City
undersound is an interface that allows you to listen to, distribute and affect the flow of music on your mobile phone while you're travelling in the underground.
The project imagines that you will be able to add music to the system at upload points in the ticket halls, and download tracks on the platforms. Because of the architectural configuration of the stations undersound users would have to congregate at certain locations for the purpose of interacting with the system.
Each track in the system is tagged with its place of origin (the station where it was uploaded) and this information is visible as the track is being played. This may trigger musings around your personal relationship to that place.
While in the carriages of the tube, you can browse undersound music of other people in range (that idea was inspired by tunA). You can see when a track has been in the system, the number of times it has been played, the number of people who have played it, etc. You can browse through other's tracks anonymously, but if you decide to download a song from someone else an alert will be triggered on their phone letting them know that you are grabbing one of their tracks.
A project by Arianna Bassoli, Johanna Brewer and Karen Martin.
Via coin-operated.

Another nice art project for the metro:
In unspoken_series, performers done a custom-made construction vest embedded with red and green LEDs to permit the display of up to 24 characters.
The artist programmes messages on the front and back of the vest, revealing facts, thoughts or ideas that the wearer would otherwise not pronounce in public. For example, the vests worn in the metro could display at once humorous and confrontational messages such as: “Took my seat...I am not happy!” or in an art gallery it could be "This is crap! ...are you happy?”
People who happen to be in the metro become the audience. The vests become the starting point of conversations about issues around the specific city the wearer is traveling to or from, about the main target audience he or she is exposed to, and general concerns in public space.
A work by Hoyun Son whose website also features a very funny parody of Speech Recognition Technology (video).
Currently on view at Sartorial Flux, a show curated by Valerie LaMontagne, at the A + D Gallery in Chicago until October 21st.
Deeper under the ground: For sale: Britain’s underground city; Tokyo's underground farm; Frame-by-frame underground ads; Cast Off stages knit-ins on the London Underground, occupying a carriage and knitting around the Circle line; Locker art show; parasite and Chiho Aoshima in the London underground. [blogged by Regine on we-make-money-not-art]
Posted by jo at 11:56 AM | Comments (0)
October 14, 2006
Riot Gear for Rollartista

An Action Dedicated to African/Muslim Immigrants
Riot Gear for Rollartista: a blog and mobile gaming performance project by Anne-Marie Schleiner and Talice Lee. This blog is for posting information about a performance action we are doing in Castellon Spain on Saturday October 21, 2006 as part of an exhibition at EACC Espai d'Art Contemporani de Castell from October-January 2007. It will involve three short Machinima (stories told with video game footage) videos that will be beamed from an ultra-light projector stapped to one of our head helmets. (The videos are now linked from the blog to YouTube.) We sampled the two Playstation games Narc and MechWarrior. It sort of evolved into a violent (break) dance musical and each video is dedicated to an African or Muslim immigrant who was seriously abused by police in Spain or France. We, two American women in padded anime/riot gear/something else inspired moda, will be holding Playstation controllers and rollerskating at the same time, (and sometimes dancing), while we coast around projecting onto surfaces of the city.
After the performance/action we will also post documentation videos and photos on the blog.
Posted by jo at 01:01 PM | Comments (0)
September 27, 2006
Blast Theory at FIRST PLAY BERLIN

Premiere of Day of the Figurines
Blast Theory at FIRST PLAY BERLIN - opens tomorrow: 28.9.06
Day of the Figurines: Be the first to experience Day Of The Figurines - a virtual city where events are dictated by text message. A gig by Scandinavian death metallists. An invasion by a Middle Eastern army. A church fete. Send and receive. React and Interact.
Trampoline are delighted to host the world premiere of renowned British media art group Blast Theory’s new mobile phone game for up to 1000 players. Day Of The Figurines will be on show for 24 days in the Berlin venue Hebbel am Ufer theatre, HAU2, launching on September 28th at 6pm.
Day Of The Figurines is a mass participation artwork using mobile phones that is part board game and part secret society. Set in a fictional English town that is littered, dark and underpinned with steady decay - the game unfolds over 24 days, each day representing an hour in the life of the town. Players choose a figurine to represent them and participate using their mobile phones. Interacting via text messages players receive updates from the town, missions and dilemmas. They can chat to other players who are near them using text messages as events unfold day by day.
Day Of The Figurines is the world’s first MUD (Multi User Domain) for mobile phones and was developed as part of the European research project IPerG (Integrated Project on Pervasive Gaming) and in collaboration with Mixed Reality Lab, University of Nottingham. Following FIRST PLAY BERLIN, Day Of The Figurines will visit the National Museum of Singapore in December 2006 and tour the UK in 2007. For more information about multi-award winning, Bafta-nominated Blast Theory go to www.blasttheory.co.uk
First Play Berlin: Day Of The Figurines kick starts a month of digital art in and around Hebbel am Ufer. FIRST PLAY BERLIN features innovative work questioning the concept of performance and interactive art. Dominated by an artistic process absorbed in understanding location and pervasiveness, the work demonstrates the complexity of our globally connected reality. FIRST PLAY BERLIN is funded by the German Federal Cultural Foundation, British Council, Hebbel am Ufer and Radiator Festival for New Technology Art. For more information about FIRST PLAY BERLIN and Trampoline – the international platform for new media art - go to www.trampoline-berlin.de
Posted by jo at 06:49 PM | Comments (0)
September 26, 2006
Urban Tapestries

Scavenging Media for Guerilla Public Authoring
During the summer we have been working on a 'scavenging' approach for public authoring that would not depend on having access to custom systems or services (such as Urban Tapestries). Our idea is that it should require no central resources but enable people to stitch together knowledge, experiences and information using free online resources – a kind of Guerilla Public Authoring.
Our concept of scavenging is to break down the core components of public authoring and devise a methodology for linking them together and sharing them. The method will be one that requires little or no expert knowledge to set up and which can be adapted to the local conditions depending on what resources are available to the community.
In the next few months we will be testing and refining strategies and tactics for guerilla public authoring with some of the communities we are working with. Our aim is to create and publish a 'handbook' or guide on scavenging for guerilla public authoring.
Update: David Wilcox has blogged a further exchange on scavenging over at
Designing for Civil Society. [posted by Giles Lane on Urban Tapestries | Social Tapestries]
Posted by jo at 05:27 PM | Comments (0)
September 18, 2006
Insectopia:

Context-Aware Gaming
insectopia is a new kind of cell phone game where the real world spills into the game world. Players roam the cityscape searching for and catching a multitude of different insects. Each insects in the game world is generated by using the available bluetooth devices available in the player’s vicinity. By catching insects and trading them with other players, players build their own collection bigger and better. The current status of the game is displayed on various highscore lists both in the phones and online.
See also geoquiz, a location-based mobile game in which players create and answer questions related to their current geographic position (kept track of through the GSM network). [blogged by Nicolas on pasta and vinegar]
Posted by jo at 03:42 PM | Comments (0)
September 16, 2006
wi Journal

on emerging mobile technologies
wi, the journal of the Mobile Digital Commons Network (MDCN), publishes the latest in Canadian mobilities research, encompassing disciplines such as design, engineering, computer science, communications and media studies.
Currently focusing on the research work of MDCN projects, wi aims to expand its purview in the coming months to include other national and international scholarship, artistic productions and design research on mobility, wireless technologies, and digital media. In this issue:
:: Letter from our Editors-in-Chief (Barbara Crow, York University & Kim Sawchuk, Concordia University) :: Mapping the Mobile Digital Commons Network (Michael Longford, Concordia University) :: p2P: Cityspeak's Reconfiguration of Public Media Space (Marrousia Lévesque, Lucie Bélanger & Jason Lewis, Concordia University) :: The Liminal Magic Circle: Boundaries, Frames, and Participation in Pervasive Mobile Games (Alison Harvey, Concordia University) :: The Persistence of Surveillance: The Panoptic Potential of Locative Media (Andrea Zeffiro, Concordia University) :: Learning From Commercial Mobile Games (Janice Leung, York University) :: Iterative and Digital: The Use of Blogs and Wikis in Social Science Research (Neil Barratt, Concordia University) :: Editor's Choice (Top Links on Mobility Related Websites) :: Comments/Suggestions: Contact us at editors[at]wi-not.ca
Posted by jo at 03:27 PM | Comments (0)
September 15, 2006
Mark Wallace

LonelyGeeks, LifeLogs and Four Eyed Monsters
A few of us from the Brooklyn metaverse crowd went to see Four-Eyed Monsters last night, a very interesting feature film about a young New York couple who end up documenting their every move via videotape and handwritten notes, only because they’ve decided not to actually speak to each other. While the film is not a documentary, it was made by the couple who it’s about, and their real lives and dramatized lives do begin to converge toward the end of the film. While it’s a movie about relationships (you know, the kind where two people “slowly start to meld into one beast that has 2 mouths, 4 eyes and 8 limbs and takes up 2 seats on the subway!!!”), it’s in greater measure a movie about the act of recording itself, and what it means at a moment in history when you can store, play back and share as much of your life as you like, with as many people as are willing to pay attention. In this case, Susan and Arin have created a virtual version of their real life together, and it’s interesting to ask what the differences between the two may be, if any — especially in light of similar trends in things like lifelogging, and in the fictionalization of a life like lonelygirl15’s. And if you stay with this long-winded post all the way to the end, you get to think about how this kind of logging of our lives might help enhance them in some future 3pointD world.
“How long can their relationship survive as an art project???” asks the Four Eyed Monsters Web site. But that doesn’t describe everything that’s going on here. There’s an art project unfolding, but there’s a relationship too. Are they the same thing? Does the art project follow the course of the relationship, or is the relationship subservient to the art project? The truth is probably somewhere in between: you can’t separate the relationship from the art project; at some level, the relationship is the act of documenting itself. A more interesting question might be, “How long could their relationship survive if it stopped being an art project?”
The documented life got some attention recently with the stellar rise of lonelygirl15, who appeared to be recording her days via a video diary on YouTube. Except that lonelygirl15, who’d garnered millions of fans in the four months she’d been videoblogging herself, turns out to be the construct of a couple of young California filmmakers. “Bree” was a totally fictional character, but it’s interesting to ask how the fictional Bree differs from the fictionalized Susan and Arin. Four Eyed Monsters is composed for the most part not of documentary footage but of re-enactments. (And in any case, what does it mean to re-enact what was in part acted out in the first place?) Are the characters of “Susan” and “Arin” that appear on the screen somehow qualitatively different from the character of “Bree” that appears in the YouTube videos? Are they all virtual people, or do Susan and Arin have some deeper gravitas for being based on their actual counterparts? And isn’t Bree, the lonely teenager, based on an actual archetype? Does that make her any “more fictional” than the characters in the film? Or is that like being “more pregnant”?
One of my favorite ideas is the impossibility of autobiography: you can’t ever really give an accurate account of yourself and your history; there are just too many intangibles of memory, bias and emotion that get in the way. Four Eyed Monsters is only one version of the lives of Arin and Susan. Cut together differently, the film could have given a very different impression, or examined some other aspect of what it’s like to come together in the way they have. You can’t present all views at once, and any one view leaves out some amount of information. (There’s a 3pointD uncertainty principle here that I’ll post about at some point in the future.)
Lately, though, some people have been looking for ways to capture their lives in as much detail as possible, using the tools of the information age. While the Internet and digital media make recording the scenes of one’s days far easier than it has been before, they also make possible, at least in theory, a detailed quantification of one’s life that could potentially be very useful in a future metaversal age.
One failed version of this is the now-discontinued LifeLog program of the Department of Defense. “The LifeLog capability would provide an electronic diary to help the individual more accurately recall and use his or her past experiences to be more effective in current or future tasks,” according to DARPA’s description. “The goal of the LifeLog is to turn the notebook computers or personal digital assistants used today into much more powerful tools for the warfighter.”
That program is no more, but into the breach has stepped ur-blogger Justin Hall, who’s been looking at “Passively Multiplayer Online Games” in recent months. (We first blogged about this back in June.) Basically, a PMOG, in Justin’s early conception, logs all your Internet activity and assigns scores based on various factors such as which and what kind of sites you visit, for how long, and what you do there, etc. It’s not very far advanced beyond an idea, but a kind of proof-of-concept version of Justin’s game is online, where you can see how surfing various sites might raise or lower various attributes that are used to describe your avatar in the game.
It’s interesting to contemplate what it might be like to compare the fictionalized self created by such a game to the real person who plays it. But this kind of lifelogging can be taken a giant step further and allowed to bleed out into the real world, where it could become really useful (or really scary, depending on who’s doing the logging).
It already happens on the Web all the time: the recommendations you get from Amazon or NetFlix and the targeted ads in your Gmail sidebar all work off subsets of the lifelogging idea. Amazon, NetFlix and Google log your activity on their sites, and use that information to point you toward things that are in line with the preferences you’ve shown in the past.
Now extend that idea to all areas of your life. Imagine if, after you’d used FreshDirect for a while, it started automatically ordering and delivering your food for you, based on the orders you’d placed in the past. Now knock down the walls between FreshDirect’s information and the information gathered by NetFlix, and it might even tweak your delivery based on what kind of movies you’d ordered that week. (Popcorn and chocolate for the chick flicks, Red Bull for the slasher movies?) Now imagine you’re sharing all this information — travel itineraries, iTunes playlists, anything else you care to name — with a whole bunch of other people, much as Susan and Arin shared the moments of their lives.
I’ll let Jerry contemplate the ramifications of videologging (no “b” here) one’s life for all to see. Logging the data of your every move, though, could get interesting. Vernor Vinge mentioned the potential opportunities that are opened by this in his keynote speech at the end of the recent Austin Game Conference. Vinge envisioned “lifestyle cults” that gather and share their information in order to garner favorable terms in whatever context. If 1,600 other people in your neighborhood all order Red Bull on the weekends, for instance, you ought to be able to leverage that into a discount. Things like that seem to be the gist of Vinge’s thinking here.
If it sounds outlandish to be sharing so much information with so many other people, consider the fact that Web 2.0 has pushed us much further in that direction than almost anyone thought we would head. On Flickr, YouTube, Blogger and so many other sites, we offer up personal information about our habits, thoughts, purchases and selves every day — many times a day, in fact. One of the ideas behind lifelogging is simply that you as an individual would be able to aggregate all that information in a single place. Without revealing anything more than you’re already putting out there, you’d immediately have a powerful resource for doing things like making decisions, making friends, making new discoveries, you name it.
Me, I’ve shared enough in this post already. (1,400 words!) See you — or some version of you, at least — at the movies. [blogged by Mark Wallace on 3pointD]
Posted by jo at 04:55 PM | Comments (0)
You Are Not Here

Baghdad in Brooklyn
I followed the You Are Not Here walk which was presented yesterday at Conflux. This urban tourism mash-up invites participants to become meta-tourists on an excursion through the city of Baghdad while walking through the streets of New York. We were given maps printed on both sides: on the recto, a map of Baghdad, on the verso, a map of New York. By looking through it in the light, we were able to navigate through the Baghdad/New York streets. We had to look for the You Are Not Here signs placed on lamposts, walls or other locations in the streets, they indicated us that we had arrived at an important monument or square of the capital of Irak. The YANH street-signs provided the telephone number for the Tourist Hotline.
Site-specific access codes entered on our mobile phones through the Tourist Hotline provided us with audio information about the current site that we had discovered. For example, when we arrived in central Baghdad's Firdos Square, we received information about the toppling of the statue of Saddam Hussein and how this might have been a stage event as most of the spectators of it were American soldiers and journalists.
Through the website, you can get your own mashed-tourist map of Baghdad, NYC with a full tour guide to all of the must-see locations.
You Are Not Here tries to expose the contrasts and the similarities between two mashed cities. We are consuming global information on a daily basis: a tourist visit demands a higher level of commitment and identification with a place than a habitual commute. YANH provides participants with a fragmented tourist experience, which provokes a critical view of urban space and its subjection to media and politics.
The experience was quite nice and walking becomes the medium through which we discussed, commented and exchanged our views about the Iraqi events.
A work by Mushon Zer-Aviv, Dan Phiffer, Kati London, Thomas Duc, Ran Tao and Charles Joseph.
You Are Not Here will also be part of the Come Out and Play festival that will take place in New York on September 22-24. [blogged by Regine on we-make-money-not-art]
Posted by jo at 04:30 PM | Comments (0)
September 14, 2006
Scoot

a location-based game
Melbournians have another chance to save their town from those pesky aliens when the location-based game, Scoot, returns this weekend 16 - 18th September.
Following its 2005 premiere at ACMI and Federation Square, Scoot 2006 will be played over 3 days across Victoria's 5 major cultural organisations and takes participants on a unique interactive treasure hunt through the virtual and real worlds of Australian Centre For Moving Image, National Gallery of Victoria, State Library of Victoria, the Arts Centre and Melbourne Museum.
A location-based game that employs sms, multimedia and the online environment to explore concepts of space, Scoot 2006 is played out via sms instructions sent to participants' mobile phones. It begins with players receiving a mystery SOS message leading them to the world of Scoot. In order to avoid invasion, players must then seek out magical characters, play online games and interact with the strange objects that have arrived in Victoria's major arts institutions.
Created by artist Deb Polson and presented by Australian Centre For Moving Image in collaboration with National Gallery of Victoria, State Library of Victoria, the Arts Centre and Melbourne Museum, Scoot explores using mobile phones as tools of play and creates a gaming experience across multiple locations in Australia's largest location-based game. It has been supported by the Victorian Government through Arts Victoria and the Community Support Fund.
Families and groups of 2-6 can play. For more information and to register visit Scoot or ACMI Games Lab [posted by jacinta on selectparks]
Posted by jo at 07:28 PM | Comments (0)
September 13, 2006
empyre discussion: Luis Silva + Joanna Callaghan

Mobile Media
Hello everyone,
I am very happy to be able to be part of this month's discussion. Having studied Social Sciences and personally interested in how they can share some insights over our relation to technology, Mobile Media is such an interesting subject to be discussing. Mobile media changed the way we interact with technology, with physical (i won't be using the term real) space and with each other. The term here is ubiquity, no longer nomadism. These devices have been shaping a new kind of public space that is no longer the utopian cyberspace of the ninetees, but a new one that still relates to a certain extent to Habermas's definition and has , by means of its own mobility, a strong relation to the physical space in which we lead our daily routines. It is public, but is is also private, it is dependent of the physical environment but only to deny its specificity and minimize the importance of local references and context.
A good example of this new kind of public space, not dependent on the geography but on connections, that can also serve as a good starting point to this debate is the project "As if we were alone" by the artistic duo Empfangshalle. This project adresses the mobile phone user and how he or she creates mobile "private spheres" while communicating over the phone. They have concluded that "whoever uses his cell phone in public dissociates himself from his surroundings via real or virtual spaces".
The core of the project lies in this process of dissociating oneself from the physical space through mobile media. One departs from the geographically defined public space of the streets, the squares, or public transportation to join a (semi) public space defined by the amount and variety of connections.
So my point here is, are these two public spaces ontologically different, despite overlaping? Is this mobile media space truely a public space, or a new version of the concept of private sphere, but once again with no physical references?
Best,
Luis [posted on empyre]
From: "Joanna Callaghan"
Subject: RE: [-empyre-] mobile media
To: empyre@lists.cofa.unsw.edu.au
Hi Luis and everyone else,
Thanks for inviting me Paula to be part of this months list.
I think Luis' comments are a really good starting point. They also happen to be directly related to some work I did recently called Mobile Dream Telling, was part of the Sydney Design Festival. (http://mobiledreamtelling.blogspot.com/)
What might be useful to discuss is whether the concept of 'space' is relevant to the notion of mobility. Perhaps what we are dealing with is different ways of being within time. Are mobile phones changing how we are to ourselves and to others? Do they influence our sense of self? Is the mobility that is at the heart of the mobile phone creating mobile, mulitple ‘egos’ or ‘selves’? Who or what is the remote ‘other’?
Theorist Sadie Plant believes that mobile phones have created a new form of functioning of peoples minds which she refers to as bi-psyche. This double psyche is required to attend simultaneously to the real world that physically surrounds the speaker and the virtual world that is opened up through the phone he or she is holding. She raises questions around the effects of what can be seen as a schizophrenic existence or bi-psyche, that is a divorce between what one says verbally and what one does with one’s body.
Following on, Jose Luis Pinillos has coined the phrase The Present Extensive as a way of living in time that emerges as linked to the modern city or urban psychopathology. ‘…with its incessant mobility and rapidity of its changes, the city situates its inhabitants in a permanent here and now, where references to yesterday and tomorrow vanish. Precisely because of this provisional character that prevails and because urban existence accentuates the ephemeral nature of all events, the technified city produces in those who live there a form of living in time that has been called the ‘present extensive’ (Pinillos 1977:239)
So what does this mean in terms of the self? If mobile phones allow us to manage multiple identities simultaneously what does that mean for our relationships? Can we collate these identities to create an enduring or permanent sense of self that I think, is necessary to live and make sense of ones life? If mobile phones connect us to particular, remote others, do they close us off consequently from the spontaneous, unexpected contact with strangers that can be so important in opening our experiences and minds to our fellow human beings?
These are purposefully philosophical questions since my own interest in mobile media is not about the technology but about the sociological and psychological effects, affects, consequences, influences and creative product that can be derived from these fascinating little machines.
Joanna
Posted by jo at 12:42 PM | Comments (0)
September 08, 2006
Tag Shufflesition:

A Mobile Game of Mimicry and Mime
Tag Shufflesition: a mobile game of movement, mimicry and mime, that uses iPod Shuffles to see how fast can you find out who’s “it”! :: Designed by Charlie Hoyt and Andrew Bucksbarg, Indiana University Bloomington (2006) :: Central Park, New York :: Saturday, September 23, 2006 at 3:00PM.
Christo may have turned Central Park into a work of art, but Andrew Bucksbarg and Charlie Hoyt are part of a group of game designers who will be transforming New York into an enormous game level. Mobile and locative technologies have given rise to an international flowering of what are called urban games, street games or Big Games. These games explore new technologies and make the real world and urban spaces their playground. Tag Shufflesition will be featured in New York’s Come Out & Play Festival
From massive multi-player walk-in events, scavenger hunts to public play performances; the festival will give players and the public the chance to take part in a variety of different games. The festival will feature the innovative use of public space and games that make people interact in new ways, such as Tag Shufflesition.
Tag Shufflesition is a mobile system for movement and dance using the random playback feature of mobile mp3 players, such as Apple’s iPod Shuffle. The “Shufflers” (participants) receive random instructions from their iPods as to how to move and interact with the other Shufflers. One iPod is loaded with a slightly different set of instructions. The task of the Shufflers to find out which Shuffler among them is “it”- the one with the different instruction, and begin to mimic all of the “it” Shuffler’s movements. The game is complete when all of the Shufflers are correctly mimicking the “it” Shuffler.
Tag Shufflesition is engaging for both spectators and participants as an interactive game of patterns movement and mimicry. Shufflers will enjoy following the directions, which often exist as small games within the larger game of Tag Shufflesition. Spectators, without the distractions the Shufflers face, will also enjoy trying to guess who’s “it,” but please don’t give “it” away!
Charlie Hoyt is an Audio Instigator. When he’s not staring at a mixing board or making “music”, Charlie enjoys video games, rock ‘n roll, and name-dropping. Charlie is pursuing a Masters in Immersive Mediated Environments at Indiana University in Bloomington, Indiana, studying audio and music for participatory media. Charlie’s previous artistic fracases include “ToneBeast”, which received honorable mention at the 2004 Indiana IDEAS Fest and “MESS”, which received nothing, but is nevertheless fun. Email: audioinstigator(at)yahoo(dot)com
Andrew Bucksbarg is a techno-media artist, experimental interaction designer, audio-visual performer and a professor in the Department of Telecommunications at Indiana University. Bucksbarg’s work and interests reverberate in the space of creative new media practices, technology and theory. As an experimental interaction artist, Bucksbarg concerns himself with technologies and social systems that support tactics of ambiguous, autonomous social creativity and exchange. Bucksbarg’s work appears physically and digitally around the globe, including the Rhizome.org Artbase; Share DJ, NY; The 2006 Bent Festival, NY; National Museum of Australia, Canberra, Australia; Sonorities Festival, Belfast, UK; The Dark light Film Festival, Dublin, Ireland; Trampoline Media Festival, Nottingham, UK and dLux Media Arts Festival, Sydney, Australia. Email: Andrew(at)adhocarts(dot)org Press: 812-219-5310
Posted by jo at 04:37 PM | Comments (0)
September 04, 2006
From Here to There

Under an Umbrella
From Here to There Under an Umbrella by Chris Barr: The "Under an Umbrella" project stems from an experience that I had as a freshman in college, in which a younger version of myself offered a young lady a spot under an umbrella during a rainstorm. From that rainy two-block walk and the conversation that it allowed, an exuberant yet naive relationship developed.
For three days during Conflux I will offer to escort local residents and festival participants to their desired location under an umbrella, as a sort of umbrella taxi. Our walk and conversation will be recorded via an "umbrellacam" and will be uploaded to the project website. With this experiment I am interested in how a shift in spatial experience, i.e. a space designed for one being used for two, can shift other relationships such as communication. And how something such as our vulnerability to our environment can offer us unique (and sometime intimate) human experiences.
Participants can sign up for a walk at UnderAnUmbrella.com or call (716) 512-9254. The project will run Friday September 15 through Sunday September 17 from 8am - 4pm with documetation available on the project website.
Posted by jo at 11:18 AM | Comments (0)
August 28, 2006
Sometimes

(De Vez em Quando)
Sometimes (De Vez em Quando) by Giselle Beiguelman, 2006 :: ZKM interconnect @ between attention and immersion Sep. 01 – Oct. 15 ::
Sometimes explores the mutations of the urban vision mediated by multimedia mobile phones. It is a generative video which decomposes and reconstructs itself through the audience's actions. Images captured by the artist, with cell-phone cameras, in the traffic, among moving cars, are offered to the public's manipulation. Using just the resources of mouse and keyboard, the interactors recompose on big screens, in real time, the order of frames and re-edit the original film, introducing color and light filters over the images. The original film restarts, on the new image layers built by the audience, anytime the mouse and/or keyboard are abandoned. The result is a fabric of images which consume themselves, following the logic of intense traffic and jam situations. In that context, the registers' build-up happens through saturations, constructing visual memories with different degrees of opacity, guided by hiatuses and gaps. In the intermittent play between acceleration and stagnation, a palimpsest of inputs prevails, oscillating between sometimes and once in a while.
Posted by jo at 10:39 AM | Comments (0)
August 22, 2006
[iDC] Interactive City: irrelevant mobile entertainment? Part 2

Mark Shepard's Response
It's encouraging to find such an outpouring of interest and critique on the subject of locative media and its relation to pyschogeography, mapping and urban play. While we had originally planned on addressing many of these issues in September as part of the Architecture and Situated Technologies thread, I think the current discussion provides an opening to address how an evaluation of certain locative media practices (and their failures) might provide a "sandbox" for thinking through the opportunities and dilemmas of a near-future world of networked "things". From locative media to atoms, bits and ubiquity.
As someone whose interest in the Situationists predates my work in new media, I have long felt uncomfortable with media art practices that claim or aspire to transpose concepts of pyschogeography and tactics of the dérive or detournment to contemporary urban environments. It is critical to remember that the dérive emerged in a specific historical context, one that I would argue no longer holds. In part a response to 20th century urban planning strategies promoted by modern architects associated with CIAM (Congrès International d'Architecture Moderne), the dérive sought to reclaim a space for the creative capacities of an imaginative subject in face of an onslaught of the functional rationalization of modern capitalism. CIAM's strategies aimed to reorganize the city - perceived as an ailing beast in need of a cure - through a strict functional segregation of dwelling, work and recreation (leisure) zones connected by rationalized transportation corridors.
Citing a 1952 study by Parisian sociologist Chombart de Lauwe that mapped the movements made in the space of one year by a student living in the 16th Arrondissement, Debord expresses outrage that her itinerary "forms a small triangle with no significant deviations, the three apexes of which are the School of Political Sciences, her residence and that of her piano teacher." [1] To a certain extent, the dérive was conceived to explicitly counteract this rationalization of patterns of movement through the city and the corresponding limitations imposed on the diversity, messiness, and richness of urban life. Understood as a form of ludic play, the expressed aim was to free people from "their relations, their work and leisure activities, and all their other usual motives for movement and action, and let themselves be drawn by the attractions of the terrain and the encounters they find there." With regard to kanarinka's comment about the gentleman invited to drift with them who "summed it up nicely" by saying "Sorry, I can't go with you. I have to work here until 8PM and then I have to go to my other job," I would argue that it is precisely this mentality that the dérive sought to address.
In evaluating locative media projects claiming or aspiring to a Situationist agenda, I often find myself questioning to what extent their deployment of mobile technologies ends up actually reifying this rationalization of patterns of use or movement. Put another way, to what extent do conventions for the use of consumer mobile technologies actually contribute to CIAM's agenda in their codification of modes of interaction with and within the contemporary city? Perhaps the most pertinent question for locative media might be: how might these technologies be (mis)used in an attempt to counteract (rather than reinforce) an ongoing rationalization and commodification of urban life? It would seem less a question of "locating" oneself, perhaps more one of getting lost...
Brian Holmes' critique of locative media [2] focused on a perceived noncritical ("naive") adoption of GPS technologies and Cartesian mapping systems in the context of Situationist aesthetics. Specifically, Holmes attacks the non-reflexive use of technologies developed by the military and their domestication in the context of scenarios of play, where aesthetics becomes politics as decor. This critique was originally delivered at a workshop held at the RIXC center in Latvia in 2003. Since then the field has expanded significantly, and while early locative media projects may have relied heavily on these technologies, it would be difficult to identify locative media exclusively with either GPS or Cartesian mapping today. At the same time, some contemporary projects built on GPS are far more reflective of the dark side of locative media. [3] This is not to say Holmes' critique no longer holds. Quite the contrary, as it would seem it has been in many cases internalized by the field. While this year's ISEA / ZeroOne San Jose symposium and exhibition presented a few GPS-based locative media projects, they were by no means the majority. Drew Hemment et. al.'s LOCA project is one example of a "pervasive surveillance project" aimed at raising public awareness of how certain consumer technologies (bluetooth in this case) enable tracking in ever more subtle ways. [4] Alison Sant's paper "Redefining the Basemap" [5] addressed the fact that many locative media projects still "remain bounded by datasets that reinforce a Cartesian and static notion of urban space" and made a call for alternative methods of mapping the city, particularly ones addressing the temporal dimension of urban experience.
The critique of GPS and Cartesian mapping systems is by no means new. Laura Kurgan's exhibit "You Are Here: Museu" (1995) [6], addressed the uncertainties that arise when relying on satellite tracking systems to know "where we are." Architect Stefano Boeri's essay "Eclectic Atlases" (1997) [7] addresses the failure of satellite imagery to adequately represent the contemporary metropolis and calls for alternate methods for mapping the city as experienced "on the ground." The exhibition and catalogue for "The Power of the City: The City of Power" (Whitney Museum of American Art, 1992) [8] explores alternative mapping practices of conceptual and performance art from the 60s and 70s in terms their relation to Baudelaire's Flaneur, Jameson's notion of cognitive mapping, and (then) contemporary readings of Situationist aesthetics. Kevin Lynch, in his oft cited treatise "The Image of the City" [10], acknowledged that the emotional dimension(s) of his cognitive maps were beyond the reach of his research methods. More recently Marina Zurkow, Scott Patterson and Julian Bleecker's "PDPal" (2003) [9] asks what might an "emotional" GPS look like?
Perhaps the most interesting take on the relevance of locative media today is that of Marc Tuters and Kazys Varnelis as expressed in their essay "Beyond Locative Media," published by Leonardo in conjunction with the Pacific Rim Summit [11]. Acknowledging that locative media has been attacked for its ambivalence with regard to commercial interests and its reliance on Cartesian mapping systems, they find these critiques nostalgic, "invoking a notion of art as autonomous from the circuits of mass communication technologies", which they argue no longer holds. Moreover, they make the case for locative media as a "conceptual framework by which to examine the certain technological assemblages and their potential social impacts. Unlike net art, produced by a priestly technological class for an elite arts audience, locative media strives, at least rhetorically, to reach a mass audience by attempting to engage consumer technologies, and redirect their power." At the dawn of an age where ubiquitous networked objects outnumber humans as generators and receivers of information, this effort is more important than ever.
+++
[1] Guy Debord. "Theory of the Derive" - http://library.nothingness.org/articles/SI/en/display/314
[2] Brian Holmes. "Drifting Through the Grid: Psychogeography and Imperial Infrastructure" - http://www.springerin.at/dyn/heft_text.php?textid=1523&lang=en
[3] See the Institute for Applied Autonomy's "i-SEE - Now More than Ever" - http://www.appliedautonomy.com/isee.html or Annina Ruest's "Track the Trackers" - http://www.t-t-trackers.net/
[4] LOCA - http://www.loca-lab.org/
[5] Allison Sant. "Redefining the Basemap" - http://www.intelligentagent.com/archive/ia6_2_interactivecity_sant_baseline.pdf
[6] Laura Kurgan. "You Are Here: Museu" - http://www.l00k.org/youarehere/you-are-here-museu
[7] Stefano Boeri. "Eclectic Atlases" in The Cybercities Reader (NY: Routledge, 2003)
[8] Cristel Hollevoet, Karen Jones, Timothy Nye. "The Power of the City: The City of Power (NY: The Whitney Museum of American Art, 1992)
[9] Marina Zurkow, Scott Patterson and Julian Bleecker. "PDPal" - http://www.pdpal.com/
[10] Kevin Lynch. "The Image of the City" (MIT, 1960)
[11] Marc Tuters and Kazys Varnelis. "Beyond Locative Media" - http://netpublics.annenberg.edu/locative_media/beyond_locative_media
+
mark shepard
+
http://www.andinc.org
iDC -- mailing list of the Institute for Distributed Creativity (distributedcreativity.org) iDC[at]bbs.thing.net http://mailman.thing.net/cgi-bin/mailman/listinfo/idc
List Archive:
http://mailman.thing.net/pipermail/idc/
Posted by jo at 10:03 AM | Comments (0)
August 21, 2006
PLAY.Orchestra

Sit and Play
If you go down to the South Bank in London this summer, outside the Royal Festival Hall is a wonderful installation titled PLAY.Orchestra. 56 plastic cubes and 3 Hotspots are laid out on a full size orchestra stage, each cube containing a light and speaker. Sit down on the cube or stand in the hotspot to turn on that instrument and bring 58 friends to hear the full piece. People with Bluetooth phones will be able to receive a ringtone of the piece created, as well as upload their own sound samples in September.
The production blog gives an interesting insight into the installing process & the complexity of the project. PLAY.orchestra is the result of a collaboration between Central Saint Martins College of Art & Design MA Creative Practice for Narrative Environments, South Bank Centre Education and the Philharmonia Orchestra.
Daniel Harris at Central Saint Martins was involved in the project from the beginning, details from his site:
"I was then responsible for the various human, computer and physical interfaces used in the build. 2 miles of cable are used to connect the 60 seats with the control system, which runs on a midi based Max MSP system.
The Objective was to get non-traditional audiences to experience an orchestra from new angles, and to involve themselves in activity of the philharmonia orchestra. For this purpose, a bluetooth system was set up, where members of the public can submit their own samples for composers to put together into a piece that will be played in the last few weeks of the installation."
IamtheMightyJungulator were also involved in the software side.
Photos stolen from Dan Harris Flickr Set.
(thanks for the tip Leslie, via BBC News) [posted by chris on Pixelsumo]
Posted by jo at 05:12 PM | Comments (0)
Reflecting Back on Screens:

Inclusion & Exclusion
I'm back in Ottawa after a week in Banff with some really great people doing really great stuff, but before I switch my attention to fall teaching I'd like to think out loud about a few things that keep coming to mind.
It seems to me that our conversations on new media art ultimately revealed that it isn't the newness of media that's so interesting, but rather the artness of it. (Yes, I know that's not a word, but bear with me.) While "user-generated content" - or, as I prefer, public authoring and participatory media - repeatedly came up in conversation, it was quickly distinguished from artistic practice. While no one seemed willing to come right out and say it, I think the implied distinction was primarily quality-based, and both aesthetic and cultural quality are notoriously subjective.
My keynote address (which I'll post as soon as possible) chose to turn "screen" from noun to verb in an attempt to draw out the ways in which new media art and design practices involve acts of inclusion and exclusion. I tried to unpack a few of the primary metaphors that feed our notions of mobility, and I invited people to reimagine their senses of community and citizenship based on what it means to be in or out. The point of all this, of course, is to get producers of all sorts to acknowledge their own screening processes. In my mind, the most pressing political and ethical challenge facing us today is how we account for, and become accountable to, differences in perspective and practice. In other words, who gets to decide what constitutes quality content? The government? The broadcaster? The company? The artist? The designer? The academic? The public? And which public is that exactly? When it comes to collaboration, whose interests take precedence in which contexts? (As one artist said to me after my presentation, "I've realised I value art more than people.")
In my panel presentation (which I'll also post shortly) I discussed what I consider to be Proboscis' exemplary collaborative work, and how it was this sense of collaboration that helped shift a broadly technology-focussed project to a culturally-focussed one, or more specifically, how the two became entirely inseparable. Fiddian Warman also showed us a couple of Soda Creative's projects that specifically engage some of these questions, albeit in indirect ways. Both Nahnou-Together and b.tween2cultures explore what it might mean to create distinct cultural identities - together. Or how about this? The Residents and MOMA's new River of Crime Community Art Project seeks out a space for professionals and amateurs to work together. As "an exploration of the rise in popularity of instant-video-creation due to the proliferation of inexpensive video cameras, as well as both still cameras and phones that shoot video," ROCVID invites anyone and everyone to make a video - any way they like - to go with an audio clip provided by the legendary music group. Mass art and art for the masses indeed.
I'm sure I'll continue to think about these things as I prepare for my lecture on mongrel practices of art, design and anthropology at UIUC art + design next month, and as always, comments are welcome.
And for anyone interested, here are all my Interactive Screen 0.6 posts:
IA Screen : Introducing the Canadian new media context
The Convergence Conundrum: A Cross- Canadian Perspective on the Business of Content
Technology, Privilege and Innovation: The Legal Perspective
Creative Commons: Art, Activism and the Database
The View from Outside In: Margins of Art and Activism
The View from Inside Out: Margins of Technology and Business
Playing the Interface
Serious Games: Understanding the grey area between learning and playing
Filming Outside the Cinema
Blast Theory - Day of the Figurines workshop
The Impossibility Box: An Emotional Computation
(photo: Peter Horvath) [blogged by Anne Galloway on Purse Lips Square Jaw]
Posted by jo at 11:31 AM | Comments (0)
August 18, 2006
MPG: Mobile Performance Group

Art to Go
Founded by Matt Roberts, the MPG: Mobile Performance Group is a collective of new media artists interested in finding new ways to present art outside of traditional venues. MPG disseminates their work by using automobiles, video projection, cell phones, FM transmission, wireless hotspots, and any other technologies that allow artist to engage the public.
Parking Spaces investigates one of the most ubiquitous spaces in the United States, the parking lot. MPG moves through the city looking for empty parking lots to collect sounds and images. Using the collected material MPG creates an improvised performance in the space. Images from ZeroOne ISEA2006. Multi media feature from Mercury News. Flickr.

Shopping Carts: Using recycled cardboard, solar power, batteries and multimedia equipment, MPG converts shopping carts into modular performance units. During the day the carts are used to collect energy, sounds and images. Each cart is equipped with solar panels and batteries for energy collection. They are also equipped with audio/video recording equipment for sound and image collection. During the night carts carry panels, made of recycled cardboard, that allow several carts to connect and provide table space for the performers. The three basic carts are audio, video, and power. The audio module carries speakers, amps and mixing board. The video module carries video projectors, cameras, and lcd screens. The power module carries batteries, inverters and power strips to provide power for the performers.

Inflatables: A series of inflatables that can be used as performance space and projection screens. MPG is working with designer Gerry Christensen and a group of his students to create a series of apparatus for mobile performance. These apparatus include a bike trailer with a hybrid power source and wearables for performance space. The bicycle trailer is equipped with solar panels for energy collection and storage, and has the ability to tap into public power outlets. The trailers can cary multimedia equipment, local wireless network, and provide portable power. The wearable are portable devices that performers can wear to carry equipment and also convert into seating/table space for performance.
More information here. [thanks Craig]
Posted by jo at 10:29 AM | Comments (0)
Loca - Location Oriented Critical Arts

Grass-roots, Pervasive Surveillance
Loca is an artist-led interdisciplinary project on mobile media and surveillance. It forms part of an AHRB funded research programme exploring the shifting boundaries between art practice, the event and data systems. Loca is grass-roots, pervasive surveillance. A person walking through the city centre hears a beep on their phone and glances at the screen. Instead of an SMS alert they see a message reading: We are currently experiencing difficulties monitoring your position: please wave you network device in the air.
Loca is an exercise in everyday surveillance, tracking digital objects in physical space. What happens when it is easy for everyone to track everyone, when surveillance can be affected by consumer level technology within peer-to-peer networks without being routed through a central point?

The project foregrounds secondary characteristics of mobile communications, such as the ability to locate consumer mobile devices in real-time and near-real-time, and the kinds of peer-to-peer pervasive surveillance that is possible as a result. Loca explores the shifting nature of surveillance as it ceases to be the preserve of governmental or commercial bureaucracies.
Pervasive surveillance has the potential to be both sinister and positive, at the same time. The intent of Loca is to equip people to deal with the ambiguity and to make informed decisions about the networks that they populate.
FOR IMMEDIATE RELEASE
SAN JOSE POLICE DEPARTMENT CONFISCATE EQUIPMENT USED IN SURVEILLANCE ART PROJECT DURING ZEROONE FESTIVAL.
On Sunday 13th August the newspapers were full of a story of 3 Palestinian-Americans facing terrorist charges for being caught in possession of 1000 cellphones, which the authorities suspected were to be used for surveillance or as bomb detonators. The following day San Jose Police Department seize and impound a cellphone wired up to a battery and hidden in a San Jose hotel lobby. Little did they know, but they had stumbled across a genuine case of DIY surveillance. This cellphone was running custom-made software by art group 'Loca' as a part of the ZeroOne festival and was a part of a surveillance network covering the downtown area.
A PLAYFUL ART PROJECT ON SURVEILLANCE THAT RAISES SERIOUS QUESTIONS
In 'Loca: Set To Discoverable' at the ZeroOne festival the Loca art group were able to track and communicate with the residents of San Jose via their cellphone without their permission or knowledge, so long as they have a Bluetooth device set to discoverable. Over 7 days more than two thousand people had been detected more than half a million (500,000) times, enabling the team to build up a detailed picture of their movements. People were sent messages from a stranger called Sly with intimate knowledge of their movements, written in such a way as to leave them unsure if they had not unwittingly joined a social network called Loca. The messages drew inferences based on the 'urban semantics' of the places they had been: “You were in a flower shop and spent 30 minutes in the park; are you in love?” Over the course of the week the messages became gradually more sinister, the would-be friend mutating into stalker, 'coffee later?' changing to 'r u ignoring me?'. The aim of Loca: Set To Discoverable was to enable people to question the networks they populate, and to consider how the trail of digital identities people leave behind them can be used for good or ill.
DEPLOYING 'NODES' IN PUBLIC SPACE
Each Loca 'node' consisted of a cellphone running custom made software, plus an additional battery so that the nodes could run independently for up to 5 days. Some were installed in concrete casings on lampposts, street signs and walls. Others were put in black plastic boxes in hotels, cafes, venues, cinemas and restaurants. They were hidden in flower pots, underneath a chaise longue, in the foot of the podium used by the cinema ticket collector, buried in the earth by a popular bar terrace. The project aims to raise ethical questions, not to be an irritant or prank, and permissions were obtained where appropriate.
SJPD: 'BOOKED IN EVIDENCE'
One node had been placed behind some plants in the lobby of the Sainte Claire hotel in downtown San Jose. Permission had been obtained from the hotel management to place it there, but it was found on the last day of the project by staff who had not been informed. The police were called, and on arrival found a plain black box containing a cellphone, positioned in a way inconsistent with someone leaving their personal cellphone to charge. The device was taken away as a suspicious object and 'booked in evidence'.
When the artists arrived at the hotel to collect the device later that day, Monday 14th August, the hotel duty manager informed them of what had happened. They were given the Crime Reference number and directions to the police station, and headed out to talk to San Jose Police Department. The duty sargeant told them that items booked in evidence are returned after a case has gone to court and that they would have to wait until they had been proven guilty or innocent to retrieve it.
[...]'As far we we were concerned, the police confiscating one of the nodes was as much a part of the project as us climbing ladders strapping nodes to street lights, or people engaging with the messages or receiving a print out of their movements at the exhibition stand. We set out to be fully transparent with the police, to see what their response to the project would be, and to document this at every stage.' - Loca
The only thing the artists forgot to mention was that the cellphone was continuing to scan while it was being held at the police station, providing Loca with surveillance data on people's movements at the station, whether they be officers, criminals or the innocent.
NOTES TO EDITORS
Loca is a group project by John Evans (UK/Finland), Drew Hemment (UK), Theo Humphries (UK), Mike Raento (Finland).
http://loca-lab.org
Posted by jo at 10:19 AM | Comments (0)
Nettime

Net Art 2.0
"The world runs on Internet time." - Andy Grove, former CEO of Intel.
The early net artists were, in many ways, ahead of their time (or as Cocteau might have said, "would appear to be ahead of their time, for it is really the time that is behind the work."). But now that has all changed. Net Art 2.0 like Web 2.0 is embedded in the practices and rituals of everyday life. You can't be a net artist today without taking into account where the impetus for turning the net into an artistic instrument came from. That means that early net art history anticipated the socially interconnected "second lives" of the new generation of net artists for whom the digital is but an extension of their body's functionality as it navigates the network culture. I discuss this more thoroughly in the "Spontaneous Theories" section of META/DATA.
As Baudrillard reminds us, "[t]he image no longer even has time to become an image."
Perhaps we could say net art never had enough time to become net art but that Net Art 2.0 is more in sync with its time. This may be the reason why so much of the art work being created by next generation net artists is less avant (ahead of its time) and more pop (in its time). [posted by Prof VJ on Pofessor VJ]
Posted by jo at 08:00 AM | Comments (0)
August 16, 2006
Cellphonia

A Cellphone Opera
After the great success of this version of our "cellphone opera" at the ZeroOne festival we have decided to leave it going for now, so please join in. If you already have, you can do it again and again. Admission free (especially on nights and weekends). Call 408-228-5848.
"Some projects take audience participation one step further, allowing people to add voice, text or images to an artwork in progress. By dialing up another project, Cellphonia, ... a caller (presumably but not necessarily from the area) can join the chorus of a current-affairs opera. The libretto for that day, based on news feeds from The San Jose Mercury News, is voiced one line at a time; all the caller has to do is echo it back into the phone. The performance is recorded and automatically mixed with other voices. Later a caller can download an MP3 file of the song for playback on his own phone at http://cellphonia.org
“So often people with cellphones to their ears are in their own world, cut off from reality,” said Steve Bull, a New York artist-programmer who developed the opera with composers Scot Gresham-Lancaster and Tim Perkis. “This will pull people back into the community, as they sing the community story and hear their voice in the community chorus.” At ZeroOne, Paintings Are So Last Century, JORI FINKEL, SAN JOSE, CA, NY Times, August 6, 2006
We will be putting occasional mixes up at the "Cellphonia San Jose podcast" at:
http://cellphone.el.net/podcast. If you are interested in sponsoring your own variation on this concept of a cellphone opera don't hesitate to contact us. info[at]o-art.org
Posted by jo at 09:23 AM | Comments (0)
August 10, 2006
Regrets

Collective Remorse
Ars Electronica, Hauptplatz :: September 1-5 2006 :: 10:00 am - 8:00 pm :: Regrets--by Graham Budgett and Jane Mulfinger (US)-- are often the conceptual vehicle of self-improving tendencies, but they are rarely communally active in any meaningful way. The Regrets team seeks to intervene and enable such interaction. In particular, remorse is posited here as a positive entity, incorporating recall, reflection, and learning.
Five custom mobile computer units roaming public space in and around a chosen city, community, or event, collect anonymously submitted regrets from the public, gathering and comparing them to comprise a sociological database of contemporary regret. Instant feedback to the individual user based on other contributors' similar concerns is algorithmically generated to 'share the burden'. Random selections of the regrets are made public via locally negotiated sites and existing signage, network, and broadcast facilities. The archive represents a glimpse of a given community at a particular time through the rubric of regret; its results available for future studies.
Posted by jo at 04:30 PM | Comments (0)
August 08, 2006
Fete Mobile

The Movable Feast Project
The Fete Mobile is a mobile public art installation involving a robotic blimp carrying a file server and surveillance equipment with which participants can interact through wireless devices. The project addresses pressing social/technological issues through metaphor and public performance. The project seeks to ignite debate around the value of a digital public realm in an era of increasing corporate and governmental control by projecting current aspects of media activism into a future scenario where the Internet is down, surveillance cameras are everywhere and advertising invades the public mind.
Deployed as flying interactive sculpture for the media art festivals ISEA 2006, the Movable Feast project centers around a 6 meter surveillance blimp, the flight and optics of which participants can control through their wireless devices. An onboard wireless local-file server allows the public to exchange media files, remotely view their surroundings from above via a video camera, and display text message on an LED panel mounted on blimp.
Posted by jo at 03:50 PM | Comments (0)
Receiver #16

Social Networking the Mobile Way
Receiver #16 wants to spark off some ideas about social networking the mobile way: clubbing, seeing your favourite band, sharing memories of a night out or playfully exploring the city, getting to know and experiencing, even creating, music – can mobile add to all these? And how does it affect how we get our friends together for joint action? Does it trigger emergent behaviour? Or is it the ideal means to pull it all together? What do *you* think?
Lee Humphreys: Out with my mobile - exploring social coordination in urban environments :: Tim Cole: The mobile phone as the next electric guitar (or any other instrument you want) :: Rudy De Waele: Connecting cultures through music :: Charlie Schick: One night - a global story of one night in the mobile life :: Antony Bruno: Where the long tail ends :: Karenza Moore: Come together - the use and meanings of mobiles amongst UK clubbers :: Frank Lantz: Big Games and the porous border between the real and the mediated :: Mark Curtis: Mobilising our meat based selves - social planning while on the hoof.
Posted by jo at 02:21 PM | Comments (0)
August 07, 2006
From Dusk Till Dawn

Visualizing Communication in Urban Space
From Dusk Till Dawn will begin at sundown on August 19, 2006 and run until early morning at the Kiosk "Akuna Matata" (subway station Eberswalder Strasse), Berlin. From Dusk Till Dawn is a visual, interactive installation of mobile communication technologies in urban space.
Mobile communication networks have become a prominent part of our daily lives stretching all around the globe, linking people from all continents and accompanying us in every move we make by laying their complex framework over our cities like virtual worlds. But how do people react to ubiquitous communication? How is it used and how is interaction accomplished? What consequences arise concerning the environment we live in? Today, every mobile user alters through mobile communication or data exchange actively but invisibly his surrounding space and his spatial relations.
From Dusk Till Dawn makes mobile communication visible and creates awareness for the openness, transparency and possible exploitation of users employing these technologies.
Posted by jo at 04:37 PM | Comments (0)
August 04, 2006
SKIN-PÔ

Artistically Sensitive Ecosystems
The SKIN-PÔ project--by Mark Fournel--seeks to bring the creative process into the public forum and allow citizens to reclaim their community spaces through technological works of art that spur spontaneous creation. The artist offers an interactive environment within an urban space, such as a public square. Passers-by are able to interact with the work's audio and visual components via wireless interfaces that control video projections on surrounding buildings and create and distribute sound in the venue. SKIN-PÔ challenges urban structures, disputes their composition and reconstructs them where they stand. We are impelled to scrutinize and confront the urban reality imposed upon us, the conventions that rule it, and the acceptance of these conventions by the key stakeholders of our urban spaces, the passers-by.
With SKIN-PÔ, Fournel reaches out to passers-by and strives to change how they look at their surroundings. He destabilizes them and in doing so forces them to call into question what they have previously accepted as fact. The project seeks to create distance — both critical and playful — between us and our role as urban players. In this vacuum between reality and fiction, the artist creates a type of "escape," which he sees as essential if we are to truly explore our rapport with the urban space around us.
This void fascinates him, as it represents a respite that allows us to relax, take a deep breath, and reconnect with our imagination.
The project incorporates the implementation and use of a highly accurate, quick response, spatial positioning system and a number of video and audio control software applications and modules. SKIN-PÔ promotes an open source philosophy, with all of the modules, tools and software developed for the project made available to the community.
SKIN-PÔ is the second phase of the Transduction project, a body of research and production work begun in 2000 that explores and confronts the various methods we use to take ownership of our architectural space and the integration of these methods into the construction of "artistically sensitive ecosystems." SKIN-PÔ evolved directly from the Tontauben installation, the first phase of the Transduction project. [J.P. © 2006 FDL]
Posted by jo at 12:56 PM | Comments (0)
July 26, 2006
Anne Galloway

Technosocial Screens
I'll be giving a keynote address at next month's BNMI Interactive Screen - Margins: Media: Migrations workshop & summit.
Technosocial Screens: Mobilities, Communities, Citizenships: screen, v. to show, or hide from view; to sift or separate; to shelter or protect
New interactive technologies promise to reconfigure relations between producers and consumers, public and private, physical and digital, local and global - and in these shifting scenarios the screen takes on a multitude of roles. Not only are screens changing size and resolution, some are becoming softer and more flexible, and others are disappearing entirely. Some screens offer a bird's-eye view of the world that we can hold in our hands, and others tell us where we are - or could be - at any given moment. Whatever the type of screen, we can be sure of one thing: people, places, objects and ideas are being screened at the same time.
Together we will explore some of the critical ways in which new media technologies shape, and are shaped by, our changing experiences and understandings of community and citizenship. What kind of shelter and hope can we expect from a world of everywhere and anywhere media? From what, and whom, are we protecting ourselves? How are these technological practices sorting our everyday social, cultural and creative relationships? What, and whom, gets hidden - or cannot hide? How can new media technologies explore different ways of belonging and being together? How can they encourage diverse and lively participation and representation around shared matters of concern?" [...] [blogged by Anne on Purse Lips Square Jaw]
Posted by jo at 05:42 PM | Comments (0)
July 21, 2006
IOWA Review

Reconfiguring Place and Space in New Media Writing
"[...] While installations and VR environments have increasingly liberated the user's body from the seated-in-front-of-screen-at-keyboard position and brought the body inside the ontological space of the work itself, mobile computing and communication technologies are increasingly powerful and pervasive. Writers, artists, performers and "puppet-masters" are employing network writing strategies to deploy a variety of projects that extend from the network into the real world. Projects such as Teri Rueb's Itinerant [2005] make use of mobile and locational technologies including GPS and RFID to create narrative experiences affected by the user's movement through the physical world. In the case of Itinerant, as users walked through Boston Commons and surrounding neighborhoods they experienced an interactive sound work that re-framed Mary Shelley's Frankenstein.
Projects such as Yellow Arrow [2004-Present] pair coded stickers with text messaging, enabling users to write and read brief personal narratives about locations tagged in the physical world. Implementation [2004] is a fragmentary novel published on stickers that was deployed and photographed by participant readers around the world. Surrender Control [2001] utilized SMS as a performance medium, sending its users a series of directions as text messages, ordering them to perform a variety of absurdist actions during the course of their everyday lives.
Similarly, the phenonmenon of flash mobs makes use of text messaging to assemble groups of people for alternately absurdist and political activities. Extensible web technologies such as Google Maps paired with GPS coordinates also offer narrative possibilities, as evidenced by projects such as the "Memory Maps" group on Flickr, whose users have created personal narratives of places through coordinate-tagged photographs accessed through interactive maps [...] From Editor's Introduction: Reconfiguring Place and Space in New Media Writing by Scott Rettberg, The IOWA Review Web, v8 n2 July 2006.
Posted by jo at 04:17 PM | Comments (0)
July 19, 2006
Ruth Ron

Visible City + Upgrade! Telaviv-Jerusalem
Visible City -- by Dan Collins, Dianne Hansford, and Ruth Ron -- uses Augmented Reality (AR), Mobile Computing (GPS), and 3D Simulated X-Ray Models developed in animation and CAD applications to visualize and navigate the urban core of San Jose (ISEA2006). Augmented reality (AR) in tandem with GPS-based mobile computing applications allows intuitive information browsing of location referenced information. In AR, the user's perception of the real world is enhanced by computer generated entities such as 3D objects, location markers, superimposed text, and spatialized audio. The interaction with these entities is available in real-time to provide convincing and natural feedback to the user. The coupling of Augmented Reality with location based information (GPS) and high-end 3D modeling enables the integration of virtual entities with real world objects in a seamless manner.
![]()
Ruth Ron is an architect and digital artist, whose work focuses on the extension and deformation of real space by using virtual assets. Her work explores the borders between architecture and technology, form and media. She has exhibited in New York, Seattle, Paris and Jerusalem. In her lecture, Ruth will show samples of her spatial installations, online interactive work and some current research of interface between the computer and the physical environment.
Upgrade! Tel-Aviv-Jerusalem: Monday, 24.7.06, 19:30 @Minshar, David Chachmi st. 18, Tel Aviv.
Posted by jo at 04:05 PM | Comments (0)
July 18, 2006
Turbulence Commission:

SWM05: Distributed Bodies of Musical-Visual Form
SWM05: Distributed Bodies of Musical-Visual Form [SWM05] -- by Troy Innocent and Ollie Olsen with the Shaolin Wooden Men and Harry Lee -- features the distributed bodies of musical-visual form that are inhabited by the Shaolin Wooden Men (SWM), a virtual band, a 'gang of numbers' -- me(a)tacodeflesh. SWM require your assistance to manifest as media creatures. They invite you to send them images of your local environment in which they can appear. Sending images unlocks access to the SWM05 mobile site which consists of downloadable micromusic ringtones and small screen machinima performances. The SWM are everywhere. In a meshwork of wireless entities, they are media creatures seeking a fragmented existence to be consumed in the nanoseconds of play-time in the emerging wireless net. SWM05 will transfigure the SWM by embodying them in a new materiality.
SWM05: Distributed Bodies of Musical-Visual Form is a 2005 commission of New Radio and Performing Arts, Inc., (aka Ether-Ore) for its Turbulence web site. It was made possible with funding from the Andy Warhol Foundation for the Visual Arts.
BIOGRAPIES
The SHAOLIN WOODEN MEN are a 'gang of numbers' whose bodies are 'made of sound'. In their various manifestations they have released three full-length recordings - "S.W.M. " (1992), "The Hungry Forest" (1994) and "Supermindway" (2001) - and a collection of singles and remixed released on the Psy-Harmonics label. The S.W.M. work across image, sound and interactivity and have performed at DEAF96 and exhibited at ISEA96. Typically, they require the assistance of creative humans to manifest as media creatures to be distributed across the net.
TROY INNOCENT has been exploring the 'language of computers' and the new aesthetics of digital space since 1989. In recognition of this work, Innocent has been described as "the first philologist of virtual reality". His artificial worlds – Iconica (SIGGRAPH 98, USA), Semiomorph (ISEA02, Japan), and lifeSigns (Ars Electronica 2004, Austria) and Ludea (SIGGRAPH2006, USA) – explore the dynamic between the iconic ideal and the personal specific, the real and the simulated, and the way in which our identity is shaped by language and communication. He is currently Senior Lecturer, Department of Multimedia and Digital Arts, Monash University, Melbourne.
OLLIE OLSEN is an Australian composer, synthesist and sound designer who has been producing and performing rock, electronic and experimental music for the past thirty years. Projects include "Max Q," "NO," "Third Eye," "Orchestra of Skin and Bone," "Shaolin Wooden Men," and "I am the Server." Some recent collaborations and projects include performing with Negativland (from USA-2001); guest soloist with the Australian Art Orchestra (2002); and recording with Japanese bands, BOREDOMS and AOA (2001-2002.
HARRY LEE is a web developer working with Macromedia Flash, SQL, PHP and related technologies. Recent projects include database development for lifeSigns, exhibited at the Australian Centre for the Moving Image (ACMI) in 2004, in addition to numerous corporate and education projects. He lectures in multimedia and digital arts in the Faculty of Art & Design at Monash University.
Posted by jo at 01:06 PM | Comments (0)
Battleship:GoogleEarth

(a 1st Life/2nd Life mashup)
I've started working on a bit of summer laboratory experiment to see how Google Earth could become a platform for realtime mobile gaming. (Follow the link on the Flickr photo page to the URL you can load in your Google Earth client to see the game board in its current state.) With Google Earth open enough to place objects dynamically using the tag, a bit of SketchUp modeling and borrowing an enormous battleship model that construction dude uploaded to the SketchUp/Google 3D Warehouse, I started plugging away at a simple game mechanic based on the old Milton Bradley Battleship game.
Battleship, for those of you who never played, has a simple mechanic — two players set up their navy ships on a peg board, hidden from the other guy. You take turns plugging a peg into your side of the board, with each peg hole designated by a letter/number coordinate grid. When you plug a peg in, you say where you put it — E4! If your opponent has a ship in that coordinate (or part of one, actually), they say, sorrowfully, "Hit!" and you register that peg hole with a color to indicate a hit. If not, you just put in a neutral peg to remind you that you already tried that spot. The game continues into one player has sunk all the other guys ships.
The mechanic I'm experimenting with is simpler. One person places their ships using Google Earth and the other person goes out in the normal world with a mobile phone, a GPS connected to the mobile phone. The phone has a small Python script on it that reads the GPS and sends the data to the game engine, which then updates the Google Earth KML model showing the current state of the game grid. When the player who's trying to sink the ships wants to try for a hit, they call into the game engine and say "drop". The game reads back the coordinates at which the "peg" was dropped and shortly thereafter, the other player will see the peg appear at the coordinate it was dropped. If the peg hits one of the ships, it's a Hit, otherwise it's a miss.
Next Steps
As I continue developing the engine, I'll probably have the game engine let you know when you call in to do the "drop" whether it was a hit or not, or the opposing player can text or call to indicate the same.
I want to put in a "ping" command for the call-in battleship control center to help whoever's wandering around in the world navigate a bit. (Although the game is only really practical if you limit the boundaries over which it can be played.)
I need a lighter weight battleship — the current SketchUp model is too large, in data size terms and takes too long to initially load (although, it only needs to be loaded once.)
Goals
* Experiment with "1st Life" action reflected in "2nd Life" worlds (verso of the folly Ender suffered in Orson Scott Card's simply fascinating Ender's Game
* Learn KML
* Learn SketchUp
* Learn Python for S60
* Make a mobile/pervasive game in which one has to move around in order to play
Equipment
* Google Earth client
* Apache+Tomcat+MySQL (Java and JSP on the server-side computer)
* Nokia N70 and a little Python app to connect to the Bluetooth GPS and upload the data to the server
* Voice Application (for the battleship control center to drop/ping)
* SketchUp
Time Committed: * About 2 days learning stuff, and 1/2 a day programming the computer to make it do things.
Why do I blog this? To keep track of and share the near future laboratory experiments I'm doing this summer.
Technorati Tags: mobile, pervasive electronic games, pervasive media, play, urban play
[blogged by Julian Bleecker on research techkwondo]
Posted by jo at 08:22 AM | Comments (0)
July 15, 2006
Mirjam Struppek

The Social Potential of Urban Screens
"...The emergence of the internet culture has brought new ways of participation and exchange to challenge hierarchical authorship. The 'new forms of creation mediated by networks more and more remote, fast and wireless' (Beiguelman, 2006) derived from this culture, influence new productions of public space. Artists are exploring the potential of the growing interconnections between online and offline worlds, and between social experiences in virtual and physical space. Wallace (2003) sees the internet connected to screens 'as a delivery mechanism to inhabit and or change actual urban spaces'. We can find various community experiments in the growing field of social computing: friend-of-a-friend communities; participatory experiments in content creation in the mailing list culture; and more recently, the wiki websites (where users can add and edit content) and blogging systems that serve an increased need for self-expression. By connecting large outdoor screens with digital experiments in online worlds, the culture of collaborative content production and networking can be brought to a wider audience for inspiration and engagement..." From The Social Potential of Urban Screens by Mirjam Struppek, Visual Communication, Volume 5, No. 2, Sage Publications June 2006, p 173-188.
Posted by jo at 02:25 PM | Comments (0)
July 14, 2006
Europe Lost and Found

Join The Lost Highway Expedition
A massive movement of individuals will pass through Ljubljana, Zagreb, Novi Sad, Belgrade, Skopje, Priština, Tirana, Podgorica and Sarajevo. The expedition will generate projects, art works, networks, architecture and politics based on knowledge found along the highway. Projects developed from the expedition will lead to events in Europe and the US. LHE is a project by the School of Missing Studies and Centrala Foundation including: Azra Akšamija, Katherine Carl, Ana Dzokić, Ivan Kucina, Marc Neelen, Kyong Park, Marjetica Potrč and Srdjan Jovanović Weiss, together with partners in the cities of The Lost Highway Expedition.
The Lost Highway Expedition is a tour to explore the unknown future of Europe. It was initiated by the School of Missing Studies [SMS] as the first event of Europe Lost and Found (ELF), a multi annual and three-phased project. ELF is an interdisciplinary and multi-nationally based research project to articulate and imagine the current evolution of new and transforming borders and territories of Europe.

The subject is the continent of immigration, and its depopulation and aging, and the need for redefinition of states, sovereignties and citizenships. Challenged is the established belief and practice of nation-state, including non-representative and technocratic construction of European Union yet to vision more open and alternative definitions for populous in movements. The rejection of constitutional referendum and the riots in France signal the contradiction between homogeneous and multiple identities, the fluidity of capital and containment of labor, the liberation of individuals and their restrictions under sovereignty. Clearly, Europe cannot subsist by itself, and is already being redefined by "the others" in its quest for a self-identity. In such contexts, ELF suggests the future of Europe is best seen in the Western Balkan.
Posted by jo at 06:53 PM | Comments (0)
July 13, 2006
GLOWLAB 09: july :: august 2006

Networks, Mobility, Interventions
The projects in Glowlab 09 examine urban architecture by investigating the social spaces enabled by public networks, mobile communication devices and direct intervention. In viewing the work, one might re-imagine the city as space which is defined through the nature of the interactions that take place within it.

Public Broadcast Cart by Ricardo Miranda Zuñiga: Transforms a shopping cart into a mobile radio station, transmitting via miniFM and the Internet. The Public Broadcast Cart is designed to enable any pedestrian to become an active producer of a radio broadcast by reversing the usual role of the public from audience to producer.

Hundekopf by Brian House and Sue Huang (Knifeandfork): A location-based narrative project utilizing SMS text-messaging to explore the experience of riding the Berlin Ringbahn.

Relay: Toronto by Germaine Koh: An architectural intervention that turns a building into a sort of urban lighthouse, relaying text messages received on a mobile phone by flashing the building lights in Morse code.

Lee Walton's Western Shift by Allard van Hoorn: An open-environment collaboration between researchers, architects, designers, artist, curators and all kind of cultural producers. Its aim is to stimulate fresh ways of looking at urban living and discover alternative solutions.

SpeedWave by Otino Corsano: A photographic based performance piece inspired by the established location of a regularly monitored Toronto speed trap. A camera on a tripod replaces the laser gun to document waves of local traffic.

Talking Cities [magazine review] by Krista Jenkins: A review of the recently published Talking Cities magazine, the print accompaniment to the exhibition of the same name, taking place at Zeche Zollverein in Essen, Germany.
Glowlab is an artist-run production and publishing lab engaging urban public space as the medium for contemporary art and technology projects. We track emerging approaches to psychogeography, the exploration of the physical and psychological landscape of cities. Our annual Conflux festival, exhibitions, events and our bi-monthly web-based magazine support a network of artists, researchers and technologists around the world.
Posted by jo at 02:11 PM | Comments (0)
July 10, 2006
[iDC] Mobile Phones and The Networked Posse

Cultural and Regional Conditions
"To what extent are our concerns regarding the Networked Public Sphere tied to a specific historical phase (or regional condition) of the Internet? How are these concerns problematized by way mobile communications and wireless networks have evolved since the mid-late 90s?
I'm writing this from Tokyo where I'm with a group of architecture students studying the city as part of a study abroad program. One difference noticeable here is the way people access and use the Internet. Free wifi access is hard to find, and virtually no one is seen working on a laptop in cafes. Internet cafes here are cavernous spaces normally one or two floors below ground, consisting of stalls containing a desktop computer occupied by someone playing World of Warcraft, sofas for couples playing PSP at dedicated media stations, and racks of comics for casual reading. They also appear to be popular places for napping.
As Mimi Ito notes in "Personal, Portable, Pedestrian: Mobile Phones in Japanese Life" (MIT, 2005), a majority of Japanese access the Internet via their mobile phones, rather than a laptop or desktop computer. The Japanese word for mobile phone – keitai, roughly translated as "something you carry with you" – provides a clue to its role within Japanese culture. In contrast to “the cellular phone” of the US (defined by technical infrastructure), and “the mobile” of the UK (defined by the untethering from fixed location), the Japanese term “keitai” references a somewhat different set of parameters.
Here, the keitai is truly ubiquitous. Tokyo’s Shibuya crossing, for example, claims the highest density of mobile phone use in the world. An overwhelming majority of the Japanese population own phones equipped with digital still and video cameras, SMS (Short Message Service) messaging, wireless email and Internet browsers. Mobile phones have replaced computers as the de facto e-mail terminal of choice for many Japanese who are not in technology, finance, engineering or other computer-intensive occupations. This is particularly true for the young, who most clearly prefer handsets to laptops. These devices are used less often for voice communications than for asynchronic exchanges of text and images between close circles of friends or associates. These exchanges – often conducted throughout diverse urban spaces such as a subway car, a street corner, a shopping mall, or a grocery store aisle – interject new forms of privacy within otherwise "public" domains. Kenichi Fujimoto refers to the devices themselves as "territory machines" capable of transforming any space -- a subway train into "(one's) own room and personal paradise." While late 20th century (and predominately western) notions of the Internet promised to unlock us from the limitations of offline relationships and geographic constraints, keitai space flows in and out of ordinary, everyday activities, constantly shifting between virtual and physical realms. Here, "the" Networked Public Sphere is elided by a multiplicity of "networked posses" - small groups of close acquaintances rather than a distributed "mass" of virtual actors." Mark Shepard [posted on Institute for Distributed Creativity]
Posted by jo at 10:23 PM | Comments (0)
July 06, 2006
Always ON

New Augmented Space and its Memory
The concepts of place, proximity and distance are going to be substantially rewritten by the locative media evolutions. The origins of this process are not only related to the abstract digitalization or to the latest hi-tech gadgets, but they are more significantly rooted in social changes induced by the overflowing of the net space. The social access and the subsequent construction of net space started in middle nineties, so the perceived 'space', as a public, collective and shared dimension was slowly literary doubled in the digital dimension. The next step is the actual ongoing process of joining back these two halves (real and virtual space) in an augmented reality that is a real experience. If the man on the moon broke the 'external' boundaries perception of that time, the net integrated in the urban space has definitively broken the actual inner spatial boundaries outdating the established physical perception as the only possible coordinates to sense the space.
The net is based on one hand on a subject (its IP) directly addressable from every (good or evil) point of view. On the other hand the same subject is able to add his own data and memory to his own space, building a digital environment piece by piece. These tough changes are investigated and enhanced in the impressive work made by the Sonarama 2006 curatorial team (José Luis de Vicente, óscar Abril Ascaso and Drew Hemment and Advanced Music). After Micronations (2004) and Randonnée (2005) the last part of this contemporary territory conceptual mapping has been accomplished through a selection that emphasize different "permutations of the mobile syntax" as de Vincente defines it. In the ground floor of the CCCB, the exhibited works were placed in dark corridors and rooms, that like a maze, was an ideal location.
The most awaited project was undoubtedly Blast Theory's premiere of 'The day of the figurines', a social multiplayer game played via sms, reflected in a fictitious world of real figurines. With more than three hundred players in three days (actually it can hosts up to one thousand players) it shaped a small world that was reflected in a physical update. In fact authors moved figurines and forms by hand every twenty minutes, updating the representation of the online latest developments. Here again the usual 'virtualization' of reality structures was inverted. The process was the opposite of webcams: instead of taking a glimpse of a real space, the mapping of the online process was a slow update of a plastic scenario, much more attractive and meaningful to our instincts than a real-time colorful graphic on a screen. In the locative media horizon, many are the shades of the distance.
Zexe.net was a project by The Golden Nica winner Antoni Abad with the same concept of giving mobile phone with cameras to special group of people and selecting their pictures/vision, focused on latin taxi drivers, gipsies and prostitutes. How far is their own landscape, represented through our shining technology? And changing perspective how far is our own home, if we can easily see it from a satellite view? Jeremy Wood's Meridians, a psychogeography text composed as a gps-draw on a very famous London area, remind us the shock of zooming on a photograph (not anymore an abstract color representation) of our own daily territory. This is impacting our neighborhood vision, temporary establishing a center where we live (or we are at the moment) and considering the world as a surrounding. It's a sort of ego-geography, able to stunningly visualize as real what we've already seen as a zoomed out draw.
Amongst the other showed (or performed) projects included Michelle Teran's classic Life's a User's Manual, Counts Media social platform Yellow Arrow, the last Transmediale software art award winner Socialfiction's .walk (article on Neural 23), another psychogeographical approach in Alejandro Duque's TTSM (Typewriter Tracklog sewing Machine), a new iPod version of the imaginative G-Player, the relationship between space and sensations in Christian Nold's Bio Mapping, the performance by accident, treasure hunt Geocaching practices and the RFID hacking of Preemptive media's Zapped! like the coackroach with an RFID on his back confusing a supermarket reader because of its unpredictable movements. The urban space is a collective memory mirror. And the memories of the last thirty years have been mediatised more than any previous period. The process of easily juxtaposing personal memories, histories and territories would enable another new level of consciousness of reality, stratified on our mediated identity. View the Sonar 2006 photo gallery. [posted on Neural]
Posted by jo at 12:27 PM | Comments (0)
June 23, 2006
Smoke Signals

Writing Space and Memory Clouds
June 24, 2006 at 9:28 p.m. (GMT): Smoke Signals--by Minimaforms--is based on one of the oldest forms of communication in recorded history dating back over 5,000 years. The project works as a hybrid system that explores the dynamic and spatial capacities of smoke and light in relation to contemporary mobile SMS technologies of messaging today. Smoke Signals examines a dynamic real-time interaction that writes space. Smoke and light setup the condition for developing a typographic ambient / responsive environment.
Participants are invited to communicate with the project by sending SMS messages to one of two smoke signals located at the event. Remote participants can send messages through our Real-Time Virtual Interface located at memorycloud.com
Minimaforms was founded in 2002 by brothers Stephen and Theodore Spyropoulos as an experimental design practice that explores design that provokes and facilitates new means of communication. Also see www.fasterthansound.com.
Posted by jo at 03:17 PM | Comments (0)
June 22, 2006
Networked Place Book

Call for Comments
"As a culmination to the Networked Publics program, we are publishing a collaboratively written group book with the MIT Press. As part of this process, we are soliciting reader comments for inclusion in the book. Below is a draft of the essay on Networked Place (note that there is a word document attached too... it is likely easier to read). We intend to take the comments that we received and append them to the essay in a virtual symposium that will follow each chapter. In doing so, we hope to create a more dialogic forum within the book. Please leave your email addresses so that we can get in touch with you about your contribution.
Introduction: Contemporary life is dominated by the pervasiveness of the network. With the spread of the mobile phone worldwide (arguably history’s most successful gadget) and the growth of always-on broadband in the developed world, technological networks are becoming easier to access and more ubiquitous. The “always-on,” “always-accessible,” network—or at least the promise of that condition—has produced a broad set of changes to our concept of place, linking space to network to create networked place.
"The following essay addresses both the networking of space and the spatiality of the network. We identify a series of conditions symptomatic of the culture of network “space”: the everyday superimposition of simultaneous real and virtual spaces, the development of a mobile sense of place or “telecocoon,” the emergence of real virtual worlds, the rise of the network as a socio-spatial model, and the use of mapping technology as a means of understanding the world. At the same time, we recognize that these changes are not simply produced by technology. On the contrary, the development and practices of technology (and the conceptual shifts that these new technological practices produce) are thoroughly imbricated in culture, society, and politics.
Taken together, these changes are already radical, but they may not be radical enough. These could well be the first steps in restructuring our concept of spatiality. The changes we listed above—and describe below—may be mere evidence of the early days of sociocultural shifts of which we can only be partially aware, just as the first theorists of modernism and postmodernism could only partially understand the emerging condition of their day." Continue reading Networked Place by Kazys Varnelis and Anne Friedberg, Networked Publics.
Posted by jo at 05:41 PM | Comments (0)
June 21, 2006
Sonic Interface by Akitsugu Maebayashi

Past Remixed with Present
"Our experience of reality is strongly dependent on the synchronicity of our senses. We must, for instance, hear or touch what we see while we see it, in order to be able to determine reality and in order to decide what to do or how to react. The decoupling in time of sight and sound - like when we first see the lightning and then hear the thunder - can create a disturbing irritation when it affects our immediate surroundings: imagine that you would only hear the cars passing you on the street after they have already past, or that you hear conversations which were held minutes ago in a different location from where you are.
Sonic Interface experiments with human perception by amplifying and manipulating the synchronicity of auditory environment. Equipped with a portable hearing device made of a computer and headphones, the user is invited to walk around the city's public spaces such as squares, shopping malls, and underground stations. The random urban sounds that he hears are first transmitted to the headphones without modification, but then the computer programme begins to create an artificial sonic environment from the sounds that it picks up.
Three different types of software feed the headphones with digitally manipulated sounds. In one instance, the ambient sounds are delayed to different degrees, decoupling the visual and the auditory perception of the surrounding space. Then the sounds are cut up and recomposed into a mosaic with a new chronological order. Finally, the sounds are made to repeat themselves and overlap with each other. In each case, the sonic ambience and the space in which the sounds were formed in the past are being remixed in the present." From Machine Times
Akitsugu Maebayashi (1965) is a Japanese born artist who locates a new sense of reality and consciousness in the act of communication by expanding ones perceptions. His works constantly trigger the communication between the user and the other. His interest in music and musical instruments also provided him with a method for representing time and space. Maebayashi’s work has been exhibited and performed worldwide off-line (Tokyo Design Center, ICC) as well as on-line (Live on-line concert series with Chino Shuichi and others). [via WMMNA]
Posted by jo at 06:39 PM | Comments (0)
June 14, 2006
Landlines Workshop

Urban Digital Peel
Artist/Researchers at the University of Huddersfield Centre for Excellence in Digital Design Jen Hamilton and Jen Southern are offering a series of workshops at the Media Centre in Huddersfield next week (June 19 – 23, 2006). The workshop introduces a new technology they call "Landlines".
Landlines uses GPS-enabled mobile phones to notate urban environments. The programmed phone sends images and spatial co-ordinates live to a website. Personal memories of a place, controversial regeneration, and historical are uploaded, and archived as line maps and 'tracked' photographs on a website.
For Hamilton and Southern, these maps can be used to discover what specific places mean to people, and how these places are used. The workshop investigates the correspondence between planning, urban regeneration and design, with the Landlines technology. Workshop is open to all.
Workshop Agenda:
- Introduce the Landlines application;
- Have participants use Landlines to make a map of the area, according to their own specifications and ideas;
- Return to the Media Centre and discuss the maps made by participants, and see individual map notation on-line
- Discuss Landlines potentials; outline and ‘brainstorm’ modifications
‘Landlines’ technology was developed in an artist/industry partnership between Hamilton and Southern and Onteca Ltd, Liverpool, and funded thru a NESTA ‘ITEM’ grant in 2004.
Sign-up Details: There are half-day workshops:
Monday 19 10 am – 1 pm 2 pm – 5 pm
Tuesday 20 10 am – 1 pm 2pm – 5 pm
Wednesday 21 10 am – 1 pm 2pm – 5 pm
Friday 23 10 am – 1 pm 2pm – 5 pm
and ONE full day workshop:
Thursday June 22 10 am – 12 pm 1 pm- 5 pm
All participants please REGISTER!
To do that send an email to: jen[at]24elements.net Include your name, contact phone number, chosen date, and whether you are attending a morning or afternoon session. Minimum group size is 5 people; contact phone number: Jen @ 01484 424862;
All participants will be contacted via email regarding their sign-up. There is no cost to participate in this workshop. For all day workshop (Thursday only) lunch will be provided. Workshop location: The Media Lounge, main floor (enquire at front desk to be directed to room) @The Media Centre 7 Northumberland Street Huddersfield, HD1 1RL Media Centre tel: 0870 990 5000
Posted by jo at 12:49 PM | Comments (0)
Matthew Slaats

My Name is Madison
Taking Madison, WI as its subject, My Name is Madison is an Augmented Reality Game that allows users to explore and interact with the urban landscape from a multitude of perspectives. This project approachs the city as a layered environment. Players understand the development of place through the eyes of history, culture and fantasy.
Using GPS enabled hand held computers, participants take on the roles of both recipient and creator, performance in context. While walking about the streets, they are provided with information that enhances their understanding of the environment and then gives them the tools to create their own interpretations of place. Documentation of these events will be posted to mynameismadison.
The project opens as a part of the Games, Learning and Society Conference taking place in Madison, WI, June 15-16.
Posted by jo at 12:28 PM | Comments (0)
Christina Kubisch

Electrical Walks: Samples of Raw Sounds
In 2003, Berlin-based sound artist Christina Kubisch began an ongoing project called Electrical Walks. This project employs specially built headphones that receive electromagnetic signals from the environment and convert them into sound. Kubisch maps a given territory, noting “hot spots” (ATM machines, security systems, electronic cash registers, subway systems, etc.) where the signals are particularly strong or interesting. She then loans the headphones to the public, allowing participants to undertake an auditory dérive through the invisible network of electromagnetic information.
To date, Kubisch has undertaken her own personal walks in Germany, England, France, Ireland, Japan, Latvia, Sweden, Switzerland, Slovakia, Spain, Taiwan, and the United States, and has held public walks in Berlin, Cologne, Karlsruhe, Bremen, Oxford, and London. To accompany the interview with Kubisch in Cabinet no. 21, she has provided us with thirty sound samples gathered by her while walking through various cities. Go to Cabinet Magazine to listen. [via BLDGBLOG]
Posted by jo at 09:38 AM | Comments (0)
June 12, 2006
Neighbourhood Satellites

Environment-Sensing Adventures in the City
As we move through the city, mobile devices allow us to enjoy remote networking and immersion in personal entertainment. These preoccupations, however, lessen our sensitivity to what is happening directly around us, and often we learn about our own environmental conditions through mediated sources. What if mobile technology could reconnect us to our surroundings by observing environmental data directly, data that had been obscured from us before?
Neighbourhood Satellites--by Myriel Milicevic--consists of handheld sensing devices, powered by light, which enable people to monitor their local environment in a playful way, combining physical exploration and real-world data with digital gameplay. Each satellite monitors air quality, cellular signals, and light levels. The data it collects is presented in three different modes. ‘Status’ mode simply displays the current conditions. In ‘game’ mode the satellite leads a parallel existence inside a small video screen, navigating amongst the offending pollutants to be analysed. Its orientation mirrors the position of the satellite in your hand as you capture specimens and avoid self-contamination.
Greater pollution produces more challenging gameplay. You may have to go elsewhere to find cleaner air, less radiation, or more light to recharge. In ‘map’ mode the system receives data from all the other ‘satellites’ being carried by people in the area, and displays on a map their location and contamination level. Carriers might choose the cleanest path to walk or, in a spirit of risky play, purposely seek the most contamination; either way, the city’s pollution topography is dramatically plotted.
Through this playful grass-roots monitoring, the presence of contaminants in a community can be known and charted by anyone. This awareness encourages a more conscious individual behaviour, which spreads cumulatively to neighbouring communities. QuickTime Movie (by Andrea Pierri)
Posted by jo at 04:30 PM | Comments (0)
June 09, 2006
Playmobiel

Txt PLAYMOB ON to 3553 for Daily Art
The PLAYMOBIEL exhibition showcases artists whose work explores mobile phone technology in playful way. The casting is pretty impressive.
Scanner composed music using tapped phone conversations; Blast Theory is famous for their mixed reality games; Arno Coenen designed a floor mosaic based on the interface of a Nokia telephone; Gerald Van Der Kaap handed out a mobile phone plus free minutes to a girl from Amsterdam to film and photograph herself; Leonard van Munster made a few hardware projects using the cell phone as a remote control device (image on the right); Esther Polak uses GPS to visualise the tracks of people resulting in a drawing; together with twodotone, PIPS:lab developed a software for mobile phones that can scan drawings and transform them into beats; Aryn Kaganof shot a feature film on mobile phone cameras; Kate Pemberton designs logo's and designs as wallpapers for the cell phone as well as cross stitching patterns; etc.
Apart from the show at the Arti space, a parallel exhibition will be accessible all over the world by mobile phone. By sending a text message PLAYMOB ON to 3553, you will be sent a short audiovisual work of art to your mobile phone every day of the exhibition. You can also use the ShotCode of PLAYMOBIEL: this 2D barcode contains an encoded link to a website. By taking a picture using your camera phone, you get direct access to the website (see instructions).
Playmobiel, at Arti, in Amsterdam, from June 10 till July 8. [blogged by Régine on we-make-money-not-art]
Posted by jo at 08:20 AM | Comments (0)
June 08, 2006
Aula 2006

Movement / Mobility 2.0
Aula 2006 is an event (Wednesday, June 14) about the direction society, culture and technology are heading in. The theme Movement points to mobile 2.0 (mobility meets web 2.0), the overlapping of the physical and the virtual, and the social movement-like nature of new technologies. On a personal level, movement is about not staying still but taking action to shape the big global issues we face in the future.
We'll hear about movement from Clay Shirky the New York University professor who coined the term social software, Alastair Curtis the new Head of Design at Nokia, Martin Varsavsky founder of the global Wi-Fi network FON, and venture capitalist Joichi Ito who has invested in several successful second-generation Web companies including, SixApart and Technorati.
Movement also means a section of a piece of music, and the gathering will include interventions in music and dance. This event will be less of a conference, more an intimate gathering of people to discuss, detail and experience critical topics.
The event will take place at Bio Rex theatre in Helsinki. Attendance is free and open to the public - no advance registration is required. It is also possible to attend the dinner following the event at restaurant Via. Table reservations must be made in advance. After dinner, the event will continue with movement on the dance floor at Ahjo club in Hotel Klaus K to beats by Jukka Perko and Samuli Kosminen.
For enquiries, please contact Andreea Chelaru at andreea[at]fjord.fi.
Posted by jo at 09:48 AM | Comments (0)
June 07, 2006
The Museum of Television & Radio

Beyond TV: New Media Art from Studio IMC
The Museum of Television & Radio Presents Beyond TV: New Media Art from Studio IMC An Interactive Gallery Exhibit in the Spielberg Gallery, 6/2 - 8/31, 2006. Visitors are offered the opportunity to experience technologies used in video games, the Internet, social software, and cell phones.
Comprised of five separate pieces--CINE 2.0, Swarm, freeSTYLE, Zig Zag Muzig Block, and LifeForce--this exhibit of interactive art offers visitors the opportunity to experience technologies used in video games, the Internet, social software, and cell phones—all of which will ultimately have an impact on television as we know it today.
CINE 2.0 (Collaborative Immersive Networked Environment, pronounced "sign") by Artists: James Tunick, Miro Kirov, and Houston Riley with Tony Rizzaro and Braden Weeks Earp: CINE 2.0 is a mixed-media environment inspired by Star Trek: The Next Generation’s Holodeck. Multiple users fly through an urban datascape in an immersive environment by using body gestures. Participants in the environment can also collaborate to compose music and, in addition, people out in the city itself can send photographs from their cell phones to be incorporated into the datascape environment.
CINE takes the computer screen out of the box and reconfigures it as a life-size environment. Control of visuals and sound takes place through full-body gestures rather than just mouse-clicks. As the traditional computer screen and mouse-keyboard interface transforms to fill the room, future entertainment platforms like CINE will enhance collaboration among multiple users, opening up whole new worlds of learning, art, creativity, and play. CINE is powered by a network of servers and computers that includes Studio IMC's BlackBox and IMCvote mobile technology.
Swarm by Daniel Shiffman: Swarm paints a digital portrait of the viewer. Stationary viewers will see their portrait, while moving ones will produce an image more like an abstract painting.
Swarm is an interactive video installation that implements the pattern of flocking birds (using Craig Reynold’s “Boids” model) as a constantly moving brush stroke. Taking inspiration from Jackson Pollack’s “drip and splash” technique of pouring a continuous stream of paint onto a canvas, Swarm smears colors captured from a live video input of the person looking at the screen, producing an organic painterly effect in real time. The person viewing the screen becomes part of the art.
freeSTYLE by Dana Karwas: freeSTYLE is a music video created entirely from cell phones. Video clips and text messages are sent in by cell phone, which are then sequenced at random and mixed with music to create a living, abstract music video. Participants can send a video or text message to 1[at]dk22.com.
Cell phones offer an extension of one's identity. Users can send messages to freeSTYLE and, in return, they will hear and see their messages free-styled back to them with an added beat. Guided by a hip-hop beat of choice, the user can hear and see their mobile presence in the form of a living music video.
Zig Zag Muzig Block (ZZMB) by Inhye Lee : Going beyond the tradition of the children's mix-and-match toy, ZZMB allows the viewer to create new characters from four existing singing characters by rotating or sliding each block. Playing with ZZMB's blocks also creates new musical compositions.
Each top, middle, and bottom block plays a different character's voice, harmony (chord), and rhythm (beat) of music, which are written as parts of complete scores. Users can make variations of the sound by applying different voices, chords, or rhythms from other blocks. When blocks are matched to compose one of the original, matching characters, users can hear the full original score. Slide the blocks to the side to make more musical variations.
LifeForce by James Tunick: LifeForce transforms the cell phone into a digital paint brush and musical instrument. The work comes alive only when the viewer participates, waving a cell phone to "paint" with light and sound. Multiple users can control the pulsing visuals as well as push sounds across the space.
Powered by Studio IMC's BlackBox media player and custom software, the installation invites viewers to collaborate utilizing a flatscreen, stereo sound, and cell phones. The work is a commentary on the need for more participatory art forms in contemporary museums, and strives to validate the mobile device as a tool for creative expression. LifeForce envisions a future in which such artistic tools are common to public spaces like city sidewalks and sides of buildings.
Studio IMC (Interactive Multimedia Culture)—a New York City-based new media agency comprised of an international team of artists and software engineers—envisions the future of group entertainment and collaboration and imagines what's waiting for us beyond the relatively passive, "hands-off" experience of watching TV. Studio IMC fuses old and new media concepts and technologies to create a brave new world of participatory—at times even immersive—media consumption. There are no "Do Not Touch" signs here—instead, you're encouraged to touch everything and actually become part of the artwork yourselves.
Posted by jo at 08:38 AM | Comments (0)
June 05, 2006
OneSmallStep: a MySpace LuvStory

Cut/Paste Identities
We are not ourselves. We cut and paste as we are cut and pasted. We are the remix of images and sounds that never existed outside of this mediated dream. And we are happy to exist this way.
OneSmallStep: a MySpace LuvStory is an unfolding automated jam - a conscious sampling and randomized regurgitation of MySpace.com media archeology wherein desire, fantasy and fetish form a composted feast for the withered and lonely senses in an eternally habitual loop of voyeuristic consumption, spectacular regurgitation, virtual intimacy and identity production/consumption.
With each launch, OneSmallStep runs continuously while randomly remixing content form a database that is periodically updated. OneSmallStep is a conceptually interactive work, and also, a non-clickable work.
OneSmallStep: a Myspace LuvStory is a project developed for Concept Trucking, an exhibiton venue maintained by LeisureArts that uses MySpace as its platform. It hosts work that critiques, mimics, or otherwise utilizes the structural logic of social networking sites and other Web 2.0 phenomena.
Posted by jo at 09:26 AM | Comments (0)
June 01, 2006
Turbulence Commission:

"mobotag" by Marta Lwin
mobotag reveals the hidden layers of a city through an active exchange of location based media and text messages via the cellphone. It's collaborative phone tagging of the city. Part virtual graffiti, part walking tour, "mobotag" creates a spontaneous and easy way for tagging a neighborhood via the cellphone. Send and view messages, images, videos and sounds. See art, read stories, and watch a hidden layer of the city reveal itself. Respond with your media and participate in the creative expression and mapping of your neighborhood. By sending a text message to "mobotag", with your city location, you begin an interactive tour of a neighborhood. Using a unique geocoding feature, "mobotag" tells you what other messages exist in your local area. In the near future "mobotag" will also feature art projects including "flyHere," a mobile phone audio installation featuring native bird calls; "bugBytes," collectible graphical bugs originating at major telecoms around NYC; and "lookHere," a written work in short form by a native NY writer.
"mobotag" is a 2006 commission of New Radio and Performing Arts, Inc. (aka Ether-Ore) for its Turbulence web site. It was made possible with funding from the Jerome Foundation.
BIOGRAPHY
Marta Lwin is an artist, technologist, and researcher who recently completed her masters at the Interactive Telecommunications Program at NYU. Her background is both in art and activism. In the early to late 90's she worked with Greenpeace, UNEP, and Women's Environmental Network and Reclaim the Streets (UK). After joining a loose network of artists at Backspace in London, Lwin became interested in the creative use of technology as it relates to biology. Currently, her work focuses on the intersection of art and technology and includes projects that critically challenge and subvert accepted perceptions of the relationship between nature and technology. Her work has been shown at galleries in Europe and New York. Publications covering her work including networked_performance, Engadget, Core77, Treehugger, Cool Hunting, MocoLoco, WorldChanging, Rhizome and We Make Money Not Art.
Posted by jo at 11:38 AM | Comments (0)
May 30, 2006
Virtueel Platform

MOBILE HABITS
MOBILE HABITS: How do you trace a cow in West-Africa? Antropologists and media artists take up the challenge--Date: 29 june 2006; Time: 9.30 - 17.30; Fee: 100 Euro, student discount fee 25 Euro; How to apply: send an email with your CV and short bio to: info[at]virtueelplatform.nl
Both the arts and sciences have carried out extensive research into the issues of mobility and space. Both fields use new media such as GPS and GIS to back up their research. As a result the more recent research into mobility and space has been given a big boost. Both art and science now need each other as never before. The ‘Mobile Habits’ workshop brings artists, designers and scientists together and challenges them to exchange concepts and new working methods in relation to space, place and mobility.
Locative media artists and designers are opening themselves up to theories about mobility and space from the worlds of anthropology and social and at the same time social scientists are discovering the different cartographic and visualisation techniques found in the world of art and media design.
Mobile Lifestyles: Esther Polak is an artist working in the field of ‘locative media’. She is currently researching the possibili! ties of setting up a project in Nigeria with the Fulani, West African nomadic cattle farmers. Her initial research came up with a variety of people and researchers, including vets, anthropologists and social geographers, with a shared interest in mobile lifestyles. These various fields have come up with a number of innovative practical and theoretical tools that could be used to set up a project proposal with a well thought out, interdisciplinary basis.
Talkshop: The setting will be a ‘talk-shop’ – a cross between a workshop and a talk show. The morning session will focus on concepts and methods using a series of project presentations/case studies. The afternoon will be more interactive, with participants critically analysing the case studies in terms of what kind of insight they aim to generate – artistic, historic or practical.
Participants: Taking part in the workshop will be an interdisciplinary mix of media artists, designers and social scientists (anthropologists, social geographers) working in the field of place, mobility, storytelling and visualisation. In order to get a balanced interdisciplinary mix we ask to send a CV and short bio when applying to participate. Deadline june 8th 2006.
Speakers/support team:
Esther Polak
Esther Polak is a visual artist working in the field of new media. She is best known for two ‘locative media’ projects, AmsterdamREALTIME and the MILKproject. Both projects use GPS to &lsq! uo;imagine’ the contemporary landscape. In both projects the par ticipants were given a GPS tool to carry as they went about their daily lives. Their movements were mapped and the participants were asked to reflect upon the routes they had made. The projects resulted in large public installations. Esther Polak in constantly in search of new ways of researching space and can as such be seen as part of a long European tradition of ‘imagining the landscape’.
www.milkproject.net
www.waag.org/realtime
Christian Nold
Christian Nold is an artist and cultural activist who has spent ! the past few years mapping human emotions in the urban landscape. His research project is called Biomapping. It looks at the various ways that we as individuals can obtain information about our own body. Security technology has brought about a situation in which we are losing ownership over our own body and health. This project aims to give people access to their own biodata, to interpret and share it.
www.softhook.com
http://biomapping.net
Hanne Kirstine Adriansen
Hanne Kirstine Adriansen is a senior research fellow at the Danis h Institute for International Studies. Her training is in human geography and she has fieldwork experience from West Africa and the Middle East. Her research interests include pastoralists and their use of mobility, dryland management, and community development. She takes special interest in understanding different people\'s perception of concepts such as space and place.
Ab Drent
Ab Drent is a Master of Science in Rural Development and Management of Natural Resources in the tropics. His disciplinary specialisation is anthropology and ecology. He has followed afoot over more than 500 km nomadic Fulani herders in the Extreme North of Cameroon during ten months. Drent has written an extensive case study about the transhumance cycle of a nomadic group and tested the suitability of traditional social theories to describe the relation between man and nature. He proposes two Actor Oriented approaches and Actor Network Theory as better suited to describe the complexity and unpredictability of nomadic mobility. In a related quantitative study Drent used GPS data to build a Correlated Random Walk model to investigate the relation between mobility and environmental factors. Currently he is preparing a project with Esther Polak to visualize nomadic mobility in alternative ways combining science and art.
www.virtueelplatform.nl/mobilehabits
Virtueel Platform
Keizersgracht 264
1016 EV
Amsterdam
Nederland
Email: info[at]virtueelplatform.nl
Posted by jo at 09:19 AM | Comments (0)
SonarMatica presents Always On

Into the Streets
ALWAYS ON--curated by Drew Hemment, José Luis de Vicente, Óscar Abril Ascaso and Advanced Music--is a display dedicated to mobile culture and location projects. It is an initiative based on exhibition and participation, taking SonarMática out onto the streets for the first time. Advance tickets for Sónar by Night as well as general passes for the three days and two nights of Sónar 2006 are already on sale.
This year, Sonarmatica presents itself more participative than ever: a game involving relationships using mobile telephones for nine hundred players at the same time organised by Blast Theory; a walk through Barcelona's electromagnetic old quarter of Ciutat Vella with Michelle Teran; and a geocaching session are some of the ideas at the exhibition.

:: Participation Projects :: Those wishing to register to take part in the participation projects should go to the information stand in the exhibition: Blast Theory (UK), Day of the Figurines; Michelle Teran (CA), Life: A User's Manual; Akitsugu Maebayashi (JP), Sonic Interface; Counts Media (US), Yellow Arrow; Geocaching
:: Exhibition Projects :: Antoni Abad (ES), Taxistas, gitanos y prostitutas transmiten desde móviles en www.zexe.net; Alejandro Duque (CO), TTSM, http://soup.znerol.ch, http://co.lab.cohete.net, www1.autistici.org/communa/platanal;

Jeremy Wood (UK), Meridians; Jens Brand (DE), gPod / G-Player; Preemptive Media (UK), Zapped!; Proboscis (UK), Urban Tapestries / Social Tapestries; Christian Nold (UK), Bio Mapping; Mark Shepard (US), Tactical Sound Garden Toolkit; Socialfiction (NL), .walk; Jeff Knowlton / Naomi Spellman (US), The Interpretive Engine for Various Places on Earth; ExtraMàtica, raster-noton, Essential Room.

Advance tickets for Sónar by Night as well as general passes for the three days and two nights of Sónar 2006 are already on sale. Advance Tickets On-line: www.ticktackticket.com. By phone: +34 93 445 06 60: from abroad, opening hours Mon-Fri from 10.00am to 10.00pm; 902 150 025: from Spain, opening hours Mon-Sun from 10.00am until 10.00pm, from abroad, opening hours Sat-Sun from 10.00am until 10.00pm.
At any www.ticktackticket.com Sales Centre in Spain. At FNAC in France, Switzerland and Belgium: (www.fnac.com). Distribution cost not included.
Note: Neither general passes nor accreditations give admission to the Thursday the 15th concert at the L'Auditori de Barcelona
All the information at:
www.sonar.es/sonarmatica
Posted by jo at 08:55 AM | Comments (0)
May 26, 2006
HTTP Gallery

Urban Eyes
HTTP Gallery is pleased to present Urban Eyes, an intermedia project by Marcus Kirsch and Jussi Angesleva. Private View: 1st June 2006 7-9pm; Exhibition: 1st June - 9th July 2006, Friday- Sunday: 12 noon-5 pm; Unit A2, Arena Business Centre, 71 Ashfield Rd, London N4 1NY; tel: + 44 (0)20 8802 2827; info[at]http.uk.net
Urban Eyes uses wireless technology, birdseeds and city pigeons to reconnect urban dwellers with their surroundings. The Urban Eyes feeding-platform stands in one of London's public spaces. By landing on the platform, pigeons tagged with RFID chips send aerial photographs of their locality to surrounding Bluetooth-enabled devices. In this work pigeons become maverick messengers in the information super-highway, fusing feral and digital networks. HTTP Gallery provides an interface to the project, mixing live and documentary footage and offering visitors an opportunity to experiment with Bluetooth.
Being one of the last remaining signs of nature in a metropolis such as London, the urban pigeon population represents a network of ever-changing patterns more complex than anything ever produced by a machine. However pigeons' movements are based on a one-mile radius around their nest. Any pigeon you see everyday shares the same turf as you. Urban Eyes crosses and expands human mobility patterns offering to reconnect you with your neighbourhood.
In the 1960s, situationists Debord and Jorn composed psycho-geographic diagrams of Paris, which described navigational systems based on their drift through the city. For this, they used Blondel la Rougery's Plan de Paris a vol d'oiseau, a bird-eyes map of Paris. Inspired by this methodology, Urban Eyes enlists our feathered neighbours to establish a connection between the bird-eyes view of the city as now distributed by Google Earth and our terrestrial experience. [Related]
About Marcus Kirsch and Jussi Angesleva
Marcus Kirsch holds an MA in Interaction Design from Royal College of Art. He was invited to the 2004 Seoul Biennale and as exhibiting artist and to last year's Rotterdam International Film Festival and DEAF Festival. He was awarded a silver Art Directors Club NY and a fusedspace.com award in collaboration with Jussi for 'Urban Eyes'.
Jussi Angesleva holds MA in Audio Visual Media Culture from the University of Lapland in Finland, and MA in Interaction Design from the Royal College of Art and has shown at the Tokyo Metropolitan Museum of Photography, Siggraph, ZKM and Science Museum London. He has received awards from Royal Society of Arts, NESTA, from D&AD (together with Ross Cooper), Prix Ars Electronica and the Art Directors Club of Europe. He is currently working at ART+COM in Berlin, Germany and is a co-founder of new media agency Prosopon.
For more information and images, please contact Stephanie Delcroix
This project is supported by Arts Council England (London), V2 lab (Rotterdam, Netherlands) and Furtherfield.org.
Posted by jo at 05:36 PM | Comments (0)
Poker Club, Scotland

Haque + Bleecker
The Poker Club at the Beehive Inn in Edinburgh featured Usman Haque (artist / architect) and Julian Bleecker (technologist / artist / think tank leader) to discuss the "internet of things" and "open source architecture". Hosted by New Media Scotland.
Both presenters took us through a short run down of their work and then there was a lively exchange between everyone present. Hopefully there will be a podcast from New Media Scotland in the near future.
Haque's presentation was broken into three categories: Invisible Stuff, Collaborative Stuff (produced by non experts - or vernacular creativity) and Social Space. He talked about Architecture as an operating system for the collaborative production of space. He stressed the importance of the necessity of the system (whether an augmented object or space) to have the capacity to build 'its' own perceptual categories. Several examples of previous and current work were shown.
Bleecker started with the question 'Is life hackable?' He characterised the upsurge of activity as a renewed or second order humanism. The term 'change agents' was used and it was pointed out that these are no longer well positioned parties such as New York Times reporters. Several projects were shown which showed how digital networks can shape physical activities in a sort of network practice - social practice continuum. It was stressed that we're not just talking about data transactions.
Some interesting points that came up in the discussion:
:: We are surrounded by invisible information, how do we make this visible or legible?
:: Technology extends the zone of our perception/agency.
::Is the web of objects the end of subjectivity or a new beginning for subjectivity?
:: The role of human beings as filters.
The issues emerging for me are what do we mean by 'understanding' in relation to all the information we have access to and how do we have agency within it? One thing that came up over and over was the spatial or prepositional nature of our relationship to the digital networked public. As Bleeker points out in Why Things Matter are we 'on' or 'in' the network?
[posted by John Marshall on Designed Objects]
Posted by jo at 12:22 PM | Comments (0)
May 24, 2006
DIGITAL TERRITORY: BUBBLES

The Domestication of the Ambient Intelligence Space
"[...] By defining digital borders, the vision of digital territory creates a continuum between the physical world and its digitised counterpart. The construction of digital boundaries consolidates the gateways already established between these two worlds. This paradox will be catalysed by the implementation of a growing number of bridges between the two environments. Location-based services, radio frequency identification tags, body implants, ambient intelligence sensors, etc. will permit the implementation of a trustworthy environment and therefore the domestication of the ambient intelligence space by the individual. The vision will facilitate the transition through a traditional society that coexists with an information society, to a single society whose citizens have accepted and adopted the fusion of physical and digital realities. In this future society, people will still be able to control and manage distance from others with new tools provided by ambient intelligence space technologies." From DIGITAL TERRITORY: BUBBLES by Laurent Beslay and Hannu Hakala.
Posted by jo at 11:03 AM | Comments (0)
May 23, 2006
Golden Nica in Net Vision

The Road Movie
And the Golden Nica in Net Vision, awarded by Prix Ars Electronica 2006, goes to...The Road Movie, by exonemo (JP), what might be called a mobile installation that originated in conjunction with a live project entitled MobLab in which young Japanese and German artists undertook encounters with art and communication during a journey by bus through Japan. While the group was traveling through a wide variety of landscapes, the webcam mounted on the bus produced five images of the surroundings every five minutes. The image files were uploaded to the Internet in the form of a piece of origami art. Anyone who wants to can print out this origami and create his own road movie with folded busses. Far-off locations are suddenly to be found right in ones own living room.
Posted by jo at 01:47 PM | Comments (0)
May 13, 2006
TXTual healing

Interactive Text Messaging Enabled Public Performance
Using public space to engage a performative, open dialogue. In Paul Notzold's current work "TXTual Healing uses a cell phone a computer and a projector to create a mobile public performance by posting a person's text messages into speech bubbles that are strategically placed on the facades of buildings."
more from the project site:
"Using 'always on' technology, cell phones with SMS messaging allow an audience to interact with large speech bubbles projected onto a flat surface, like the facade of a building. The bubbles are positioned near windows and doors to encourage an audience to create the conversations happening inside. The audience receives a flyer with the number and simple instructions. A participant sends a text message to the provided phone number and it is then displayed inside the speech bubble. Multiple bubbles may be used and the audience can direct their input to a specific bubble.
The piece explores the use of mobile technology to trigger dialogue, action and create content in a staged public performance. By using the facade of a building the intention is to engage an audience to think about the spaces we move through, live in and share. I'm trying to address public vs. private space and what kind of dialogue might transpire if we publicised our private thoughts. The piece was designed to encourage play, idea sharing, thought, discourse, and entertainment."
Paul mentions he is exploring the use of silhouettes in his performance dialogues as the project evolves.
Posted by michelle at 03:43 PM | Comments (0)
May 12, 2006
MoBeeline + The Compass Coat

Wearables
MoBeeline allows people to send data about a user’s emotions to another’s clothes via SMS. The MoBeeline wearable Bluetooth accessory can receive data from a mobile phone. For example, one mobile phone user can send operative directions to the other's clothes and share his/her feelings and emotions by sending signals to the other person's clothes. According to the emotion the user wants to communicate, He or she will be able to modify the colors or patterns of the garment, or send emoticons to LEDs on the garment.
Video. Developed by Chang Soo LEE and HyeJoo Lee at the ITP. [blogged by Regine on we-make-money-not-art]

The Compass Coat, by Stijn Ossevoort, uses compass technology to read direction. The display of the information is integrated into the design of the coat offering information for both the wearer and the people around him. North is indicated through glowing plant-like shapes like a tree which is covered with moss in the main wind direction.
The coat contains magnetic sensors and 24 sections that can light up individually, using Electro Luminescent wires. The section that points north lights up while its surrounding sections glow dimly. As soon as the wearer turns, the light gradually moves onto the new section that points north.
Related: CabBoots, the navigation shoes, A belt with with tactile sense to show you the way, Melodious Walkabout. [blogged by Regine on we-make-money-not-art]
Posted by jo at 11:22 AM | Comments (0)
May 10, 2006
Mobicapping: Mobile Image Capture in the New Century

Call for Work
The curators Scott F. Hall and E. Brady Robinson of Mobicapping invite submissions for possible inclusion in their upcoming international juried online art exhibition,"Mobicapping: Mobile Image Capture in the New Century."
Definition: mobicapping is the new creative and technological practice borne of the instant capture and immediate international distribution potential of images, movies, and sounds via cell phones and other portable electronic devices.
Mobicappers may submit their mobicapps by May 15, 2006 to contact at mobicapping.com as email attachments. Submit either A) five still images (600 pixels longest side, max 250 kb per image) or B) two .MOV silent or sound movies (320 pixels longest side, max 500 kb per movie) or C) two MP3 sound files (max size 500 kb per file). Include artist name, email, location, and an artist statement / bio (max 150 words). No fees. Submission deadline: 05-15-2006. Exhibition opens: 08-15-2006.
MOBICAPPING: A PREMISE
Today, we record temporal moments with our cell phones and other small mobile devices which exist now and which are incessantly soon to be invented. The cell phone and its like, however do not elicit familial bonding as it has been in the past with the snapshot. There has been a marked cultural shift; our moments are more empty, more banal. Yet, paradoxically, we find ourselves and our experiences so much more interwoven--so much more widely shared--today than in any age prior. Such moments can now be found throughout the Internet. Instead of having a shell life in a shoebox stowed away in the family closet, our images and moments quickly move between emails, websites and even podcasts. But, where is all the art in this instantly local, regional, national, and international sharing? And, what do we call it?
We feel that this new form of image sharing in the 21st century is best described with a new term: mobicapping. Mobicapping means: mobile image capture (still, moving, and/or with sound). Those who participate in mobicapping--virtually all of us--are no longer photographers but are more accurately to be called mobicappers. Together, we are sending out a call for experimentation and exploration of the potential of the art of the mobicapper. The exhibition that we propose here will feature artists who are investigating this completely new creative and technological practice. "Mobicapping: Mobile Image Capture in the New Century" will open in August, 2006.
--E. Brady Robinson & Scott F. Hall
Posted by jo at 11:42 AM | Comments (0)
April 27, 2006
Eyebeam Exhibition and Event

The Aphrodite Project: Platforms
The Aphrodite Project: Platforms is an integrated system of shoes and online services that combines the rich mythology of Aphrodite with the safety and advertising concerns of contemporary sex workers on the street. On view in Eyebeam's gallery May 2-13 will be a prototype of a silver-leather platform sandal with integrated LCD screen, speakers, internet connection and GPS tracking system. On May 13 visitors to the gallery will be able to track a model in real-time as she traverses the city wearing the platform prototype and join in a panel discussion between artists, technologists and sex work advocates. This event will conclude with a reading by Tracy Quan, performance by Ana Voog, Echo Transgression, and Melissa Gira, and live music by Natural Sphere. This event is open to the public free of charge with a suggested donation and will take place at Eyebeam, 540 W. 21st Street between 10th & 11th Aves.
Platforms--byNorene Leddy with Andrew Milmoe--is designed to question moral attitudes and value judgments, especially with this marginalized section of the population: Who gets new technology and when? What is the true value of sexual services? Using an archetypal model, is it possible to reclaim the profession for modern women? What are the ethics of surveillance and tracking? Is it possible to ensure that this information will empower and not endanger sex workers? Is it ever possible to guarantee that knowledge will stay within the hands of those who it is intended for?
The shoes address creativity and art making as well as practical issues of design and marketability. It is my hope that in addition to creating beautifully crafted objects; the project will contribute to the current international debate over the regulation, decriminalization, and legalization of prostitution.
Posted by jo at 01:34 PM | Comments (0)
April 25, 2006
Blind Ditch

WHO WANTS TO BE A HERO NOW?
Blind Ditch invite you to state your opinions and ask some questions in our performance installation WHO WANTS TO BE A HERO NOW? showing as part of the Exeter Text Festival, UK, April 24th-14th May 2006.
Send us a mobile phone short or digital camera mpeg to +44 (0)7890 801203 or contact[at]blindditch.org and it will be downloaded onto our website. Your work will be continually screening online from April 24th and shown in the Exeter Phoenix Gallery as part of the tEXt Festival. Tell us what action should we make to change the world for the better. Please pass this on to anyone across the world you would like to participate, translate and disseminate. Respond in your mother tongue or English Please note that the word hero is being used to speak about both men and women.
Please be aware that by participating in this project you are agreeing for Blind Ditch to use your image and words in our work. Your statements will be curated with live performance work and available online and in the gallery throughout the duration of this project.
Posted by jo at 08:43 AM | Comments (0)
April 24, 2006
Receiver Magazine, #15

Wish You Were Here
Receiver Magazine, #15: We always take the mobile with us because we want to be reachable. But who do we want to be reachable for? Take a closer look: primarily for those we love. Apart from using them for work-related purposes, mobile phones are a great source of strength for our inner circle - they connect us to those stored in the handset's contact list whom we want to reassure that we are with in spirit, and who know when we might need the emotional support of a quick text. This receiver issue is all about that yearning factor that comes with using the mobile phone, about the meta-message which is always present: 'wish you were here'.
Vodafone's receiver magazine is a neutral space where pioneer thinkers challenge you to discuss exciting, future-oriented aspects of communications technologies. Started over five years ago as a platform for exchange about how innovations in this sector affect societies worldwide, receiver is now established as one of the industry's key idea generators.
Articles:
Jane Vincent: I just can't live without my mobile!
Could it be that we are not only emotional about the ones we keep in touch with, but that we have come to assign an emotional quality to the handset itself? Jane Vincent, whose paper is the opener for our 'Wish you were here' issue, thinks so! She has worked in the mobile communications industry since 1982. A Research Fellow with the Digital World Research Centre at the University of Surrey, Vincent's main interest is in user behaviours associated with mobile communications. She has long pondered over the one and crucial question: 'How come we feel emotionally attached to our mobiles?' and presents some of her findings here in receiver.
Rich Ling: Nomos and the flexible coordination of the family
Rich Ling is a Senior Research Scientist at the research and development division of Telenor, Norway's largest research establishment within information and communication technology. Ling, who investigates the social impact of mobile telephony, is a most influential writer on mobile matters, serving on the editorial boards of a number of academic journals. He authored The mobile connection - the cell phone's impact on society, a book published by Morgan Kaufman in 2004. Read Ling's article for receiver to learn how mobile communication contributes to the maintenance of the family as an institution.
Ruth Rettie: How text messages create connectedness
Ruth Rettie is an ex-Unilever Brand Manager who is currently a senior lecturer at Kingston University in London. At the University's Business School she lectures on internet marketing, E- and M-commerce and has a strong research interest in communication theory. She is currently completing her PhD in sociology at the University of Surrey, which focuses on mobile phone communication. In her receiver contribution, Rettie explains how connectedness is a premier driver of mobile communication.
Tim Kindberg: We are cameras - image acts in personal interaction
Tim Kindberg, a senior researcher at HP Labs Bristol, UK, with a strong interest in nomadic and urban computing, has recently focused on the usage of camera phones. He and colleagues at HP Labs Palo Alto (Mirjana Spasojevic) and Microsoft Research Cambridge, UK (Abigail Sellen and Rowanne Fleck) carried out an in-depth study into camera phone use in the UK and US. Findings: people often have strong social or sharing intentions when capturing a picture, but typically use 'capture and show' rather than 'capture and send'. Read Kindberg's receiver contribution to find out more about the social uses of camera phones.
Jeff Axup: Blog the World
Jeff Axup is a PhD candidate at the University of Queensland in Brisbane, Australia. His research in Mobile Community Design focuses on the development and design of mobile devices used by groups and how device design might change group behaviour. Axup has chosen to look at one highly mobile group in detail and examines what technologies could be used to support backpackers. Read his receiver contribution to find out about the usage patterns and demands he came across with a group of people who to a large extent depend on forming social networks while on the move.
Joachim R Höflich: The duality of effects - the mobile phone and relationships
Joachim Höflich is Professor of Communication Studies at the University of Erfurt, Germany. He has been looking at forms of media-driven interpersonal communication for many years. His particular focus is mobile communication, and he has written and edited a number of books including Mobile Kommunikation (2005) and Mobile Communication in Everyday Life, which will be published shortly. In his contribution to receiver, Höflich weighs up the positive and negative effects of mobile phones as a medium for relationships and takes a look at the particular way in which relationships are affected by them.
Pierre Proske: Bleating in the bank queue
Pierre Proske is a Melbourne-based programmer and digital artist with a background in music, engineering, literature and performing arts. Proske's artistic work focuses on people's relationships with technology, his most recent example being True Blue Love. This mobile phone based mating experiment was launched at last year's Mobile Journeys exhibition in Sydney, a venture that explores the creative potential of Australian mobile culture. In Bleating in the bank queue, Proske introduces us to his match-making project which plays with an inversion of the silent communications that mobile phones promote.
Mark Federman: Memories of now
Mark Federman is completing a PhD at the University of Toronto, researching the future form of corporations in a ubiquitously connected and pervasively proximate world. Over the last five years, Federman has been Chief Strategist at the McLuhan Program in Culture and Technology at the University of Toronto and is co-author, with Derrick de Kerckhove, of McLuhan for Managers. His receiver contribution tells us, in his own and in McLuhan's words, how we have focused on sharing the "here and now" since we learned to use tools that enable ubiquitous communication.
Nicola Döring: Just you and me - and your mobile
Nicola Döring is Professor of Media Design and Media Psychology at Ilmenau University of Technology, Germany, where she researches psychological and social dimensions of new communication technologies. She has published widely on online and mobile communication, focusing on communities, language, learning, identity, gender, sexuality, romance and interpersonal relationships. In her receiver contribution, Döring takes a closer look at mobile phone interruptions during romantic dates and meetings with friends based on an observational study.
Posted by jo at 01:23 PM | Comments (0)
April 23, 2006
PORTA2030

YOU ARE PORTA-PORTER!
April 24 - May 1, 2006 BROADWAY MARKET, London: PORTA2030 is a performative urgency-relay network exercises set within Broadway Market public wifi net-zone. Towards building a portable, sustainable and responsive social network by year 2030, PORTA2030 engages community members as porta-porters for an urgency scenario enactment.
PORTA2030 deploys porta-pack, a mobile network unit that builds on a wifi harddrive (WL-HDD2.5) for multi-faceted transmission. Installed with a 1GB flashcard and programmed in open source codes, the porta-pack functions as a portable data sensing-storage-tranmission unit. A webcam streams images live while an LCD mini-terminal with 4 click action push buttons serve as basic communicative device. The urgency signals triggered by the sensors set in public space further prompt porta-porters' collective action.
Broadway Market (E8, London), known as Market Porters' path for porting produce into the city, is currently under rapid development affected by Hackney Council's regeneration plan. For last two years, physical Porters' Path is implemented with wireless extension provided by the OFF Broadway gallery. PORTA2030 locates Broadway Market as its public performance site with setup of extra access nodes. PORTA2030 updates the porter's path with mobile network porting of communal audio/visual data.
Weeklong performance starts on April 24 with porta-pack dispatch workshop at SPACE media center. During the week, 10 porta-porters engage in networked ommunication. April 29, Broadway market, Porta2030 relay bingo play. May 1, May Day - public screening session with open-air projection: Porta-porters' week and Broadway market related documentaries. For further information please contact now[at]take2030.net
Posted by jo at 01:09 PM | Comments (0)
April 21, 2006
Away From the New

Blow at Phone to Guide Your Boat
Following their Organum Playtest game, Niemeyer, Perkel and Shaw are presenting their new game Away from the New at the San Francisco International Film Festival, on April 27, 6:30pm, Kabuki Theater. Away from the New takes its players back in time from 1922AD to 622AD. Blowing into their cell phones, players propel their faluka (a small Egyptian sailboat) along the Nile. Their mission is to steer the sailboat clear from the shore, and to rescue swimming babies throughout their journey.
Dodging faluka-eating crocodiles and loading rescued babies onto bigger rescue boats creates unique challenges. The object of the game is to return all babies to safety at the end of the last level. All level designs are based on ancient records of Nile river levels.
On April 27, 6:30pm at the Kabuki Theatre in San Francisco, you will have the opportunity to observe and play "Away from the New" as the game attempts to visualize and vocalize the timeless interaction between humans, nature, and their quest for balance.
Posted by jo at 10:43 AM | Comments (0)
April 20, 2006
Adam Greenfield

Everyware Discussion on Well
The Well's Inkwell Conference, which is open to the public, features a discussion with Adam Greenfield, author of Everyware, an excellent new book about the implications of ubicomp:
Computing devices shrink ever smaller and become invisible, while at the same time we interact with them and they communicate with one another. Rather than carrying phones and PDAs, our desks, rooms, and clothing, our food and our sex toys converge, interconnect, and interact. Their connectedness is hidden from us, we don't control the information they record, and there's no "Undo" key.
"Great, another loopy novelist in the Inkwell, extrapolating from a random headline in a trade journal," you say.
It's not loopy fiction, according to Adam Greenfield. Instead, it's the form computing will take in the next few years, and it behooves us to think it through in advance, in order both to understand it and humanize it. That's the subject of "Everyware: The dawning age of ubiquitous computing."
Join Adam Greenfield from the beginning of the conversation or catch up on the latest posts. [posted by Howard on Smart Mobs]
Posted by jo at 12:54 PM | Comments (0)
Petko Dourmana

BT_GRAFFITI | Mausoleum_3
The interactive work--by Petko Dourmana--proposes to virtually rebuild the lost physical space of the Mausoleum of Georgi Dimitrov, that used to be the most remarkable public symbol during the Communistic period in Bulgaria, inside the visual and physical space of the entrance at 15 Nassau, New York.
Using Bluetooth technology, visitors are automatically invited to activate it and will receive a series of visual and audio fragments which recreate the space of the former Mausoleum. This newly common-used technology is highly open for communication and in this sense it can be likened to graffiti.
As graffiti in public space confronts passers-by with intentional messages, this work addresses notions of presentation space vs. private space and representations of time and space visually and virtually. [blogged by Emily on Textually]
BT_graffiti project is sponsored by CEC ArtsLink. Produced by InterSpace in association with the Harvestworks Benders and Coders concert series and the 2006 Bent Festival. Presented at 15 Nassau Street in New York City, a venue of the Lower Manhattan Cultural Council. Space donated by Silverstein properties.
Posted by jo at 08:00 AM | Comments (0)
Love City

Locative Menage a Trois
Nottingham-based technology artists, Active Ingredient (authors of 'Ere Be Dragons), are to launch an interactive game that will link the people of Leicester, Nottingham and Derby. Love City will allow people to text each other in a game that awards points for making connections with people from the other cities.
The game uses mobile cell location to track users' positions in the three cities. When a player moves between mobile phone 'cells', s/he (Player 1) receives an SMS that includes an update about Love City and the status of other players in their area or in one of the cities. Players can then connect with each other by sending a text to another person in another place. If Player 2 accepts Player 1's message of love, a connection is made and these form a "bonded pair". If a second connection is made from this group to a third player, then a triplet or Ménage à trois is created.
When a triplet is formed, Player 1 is awarded an avatar known as the "offspring" which acts as an agent for them in this particular cell. Subsequent connections with this agent are relayed to the original player who may be far from the cell but can still connect and initiate a process which leads to the creation of more offspring and points for them. Thus their empire grows.
The first test of the game, commissioned by Three Cities, will take place on April 3 – 9 2006.
The full-scale public project is likely to take place at the end of the year when a big-screen projection of the game will be broadcast in the main public spaces of each city.
Via Media Arts Education. [blogged by Regine on Textually]
Posted by jo at 07:47 AM | Comments (0)
April 16, 2006
Sharer! The community object sharing service

Design Project Promoting Shared Objects
Our project researches into interpersonal limitations and possibilities of sharing of objects. What types of objects people are willing to share. Which with social circles are people willing to share with. How peoples relationships change with objects when the history of the object changes, that is will people feel uncomfortable when they do not know how the object is used when they are not around it.
Read more about Sharer on Vinay Venkatraman's web site, or on we make money not art.
We started our investigation by studying existing recycling systems, The "Kabadiwalla" or junk man in India, the "Garage Sale" system in the U.S and the Storage space concept in some urban scenarios.
In the process we conducted user studies under simulated conditions, Ran a mockup service, resolved logistical issues, Prepared a business Plan and revenue model and worked on several touch points and the interactions involved in the same.
The systems seeks to develop an collaborative object sharing system, users can upload pictures, give description and browser other people object through a website. The system works in collaboration with the postal system and the postman is the point of contact to the lender. A series of secure electronic lockers are the transit point for the object and the borrower picks up the object and deposits it back there after the loan period is up.
Each module of the service works within a postal code to build better trust and simplify logistics. But the service by itself is scalable to any geographic size and object volume.
From Vinay Venkatraman's web site.
Posted by jesse at 09:41 PM | Comments (0)
March 26, 2006
Shacktopus

Technomadics: Camping Gear for Connectivity
Steve Roberts has created the Shacktopus, an easy-to-pack communications platform with multiple sensing devices. He writes: We are talking about extreme technomadics. I have spent over two decades wandering the US on computer-laden bicycles, embedding systems into amphibian micro-trimarans and geeked-out kayaks, and otherwise building a career around the tools of high-tech adventure. But all those systems, despite their utility in opening doors wherever I wandered and rendering my physical location irrelevant, had one fundamental flaw: they physically incorporated the essential electronics. It's not like there was a choice, of course... the BEHEMOTH bicycle weighed 580 pounds, about ten times more than I could imagine carrying around in a pack. It was cool to have satellite email while pedaling across Iowa in 1991, but if I was more than a few hundred feet from the bike, that $1.2 million package of custom gizmology was essentially useless.
Things have changed. Lithium-Ion batteries, power-miserly microprocessors with kick-ass performance, tiny Wi-Fi beam antennas with ten-mile range, ultraminiature all-mode DC-to-daylight transceivers, gigabytes on flash, Linux on a tiny PC board... suddenly, one can pack a LOT of communication systems, computing tools, and electrical power into a shockingly small enclosure. The engineering problems are daunting, with a variety of protocols, signal levels, and serious noise issues, but with care, enough gear for open-ended untethered information survival can fit in a shoulder pack.
And that's what Shacktopus is all about. Named in honor of its ham-radio roots coupled with its multi-pronged design, this is a complete Shack-to-Go with added Internet access, adaptable power system, remote control, environmental sniffing and data logging, tracking and telemetry, multiple audio options, on-board security system, robot-operator and logging capability, universal audio filter, synthesized speech response and event notification, and, well, the list goes on for quite a while. It's BEHEMOTH in a pack, only more so.
Posted by jesse at 11:36 AM | Comments (0)
March 13, 2006
PORTA2030

Porta-Pack
PORTA2030 is a performative urgency network exercise with PORTA-porters. PORTA2030 launches its porta-pack, a wifi compact unit that documents, archives and transmits during the Node London media season in March 2006. PORTA2030 locates East London's Broadway market, a racially mixed urban block currently under regeneration plan of Hackney council, as the site for its public performance...
PORTA2030 engages the community members as PORTA-porters in scripting its site-specific urgency scenario. Roaming in Broadway Market's public wifi zone, PORTA-porters equipped with porta-packs upkeeps the communal data and echoes each other upon receiving urgency signals. Audio and visual data transmitted live from porta-packs and displayed in public view is further remixed, calling for active public participation and intervention.
PORTA2030 holds 3 public meeting sessions to discuss self-initiative networks, sign up PORTA-porters, conduct scripting sessions and porta-pack workshops.
Join us on Broadway Market, E8, London
March 15- Gossip (#62) - 3pm to 6pm
March 22- Fabrications (#7) - 3pm to 6pm
March 30- off Broadway (#63-65) - 6pm to 9pm
To sign up as PORTA-porters
now[at]take2030.net
PORTA2030 Broadway market public performance
April 24 to May 1. 2006.
http://www.porta2030.net
Broadway market in transition:
34 Broadway market occupation
http://34broadwaymarket.omweb.org/modules/wakka/HomePage
Hari Kunzru's Guardian articles
http://www.guardian.co.uk/g2/story/0,,1660371,00.html
http://www.guardian.co.uk/g2/story/0,,1678046,00.html
Node London media seasion
http://www.nodel.org
Posted by jo at 12:42 PM | Comments (0)
March 12, 2006
CHINA GATES: Mobile Music Performance

Work for Tuned Gongs and Wrist Conductor
The Digital Art Weeks 2006, organized by members of the Computer Science Department of the ETH Zurich, is looking for up to twelve persons who are interested in contemporary music and art who would be interested in participating on a voluntary basis for the performance of a new Mobil-Music work under the direction of Sound Artist, Art Clay using GPS and mobile computer technologies.
Aesthetically, the work China Gates for tuned gongs and Wrist Conductor is rooted in works for open public space and belongs to a series of works, which celebrate the use of innovative mobile technologies to explore public space and audience. The work is technically based on possibilities of synchronizing a group of performers using the clock pulse emitted by satellites. The GPS Wrist Conductor signals each player when to hit the gong. An intense rippling effect results as the players gradually move around the park and the music of the gongs shift back and fourth from intense chords to exotic melodies.
The preparation for the event will take place in the form of a mini-workshop on mobile music and sound in open space.
Persons interested in participating are asked to apply by sending a message to the below stated email address. Please include a short biography (50 words) telling us about yourself and why you would you like to participate. Selected players will receive a festival pass for all Digital Art Weeks 06 events. Send to arthur.clay[at]inf.ethz.ch
Posted by jo at 11:30 AM | Comments (0)
March 08, 2006
Augmented Reality on i-mate SP5
![]()
An Extended Version of the Real World?
"Daniel Wagner working on some innovative augmented reality projects. He has been involved in a project you may already have heard of called The Invisible Train, and now he has created a nice demo on an i-mate SP5 Windows Mobile Phone.
In this demo (photo to the left), the character on the display moves around based on the location, angle, etc of the phone. With the phone facing the marker, you can move around and view the character from different angles. If you turn the phone away from the marker, the character moves off the screen. This is an amazing display of Augmented Reality!
"The basic idea of Augmented Reality (AR) is that is lets people share an extended version of the "real" world. Virtual objects can show up in real space that can be viewed an manipulated by more than one person (which is often a problem in Virtual Reality).
Until now AR is usually done with expensive hardware using HMDs and PCs or notebooks for mobile setups. We focus in our work on using low-cost, mobile hardware that people ideally already possess (PDAs, mobile phones), because we believe that this is one of the few chances how AR can leave research labs and go into public." [...]
Daniel Wagner is a computer science doctoral candidate and received his MSc from Vienna University of Technology. During his studies he worked as a contract programmer and joined Reality2, developing VR software. After finishing his Computer Science studies, Daniel was hired as a lead developer by BinaryBee working on high-quality single- and multi-user webgames. Next he was employed as a developer for Tisc Media, doing 3D engine development. Recently Daniel was hired as a consultant by Greentube for the development of "Ski Challenge ’05". Daniel currently has a job as a researcher at Graz University of Technology, doing his PhD thesis on truly mobile Augmented Reality. His current research interests are real-time graphics and massively multi-user augmented reality on mobile devices." [via Mobility Site]
Posted by jo at 02:17 PM | Comments (0)
March 02, 2006
Perplex City Academy Games

Live Action Urban Game Starts in London
Mind Candy, in conjunction with the Perplex City Academy, ran their first live action urban game on Saturday with over 200 participants roaming Central London in a bid to complete a series of challenges and seize victory. [via ARGN].
"Using their mobile phones, players had to feed their answers and photographic evidence of their antics back to Base Camp via SMS and MMS messages, while the organisers sent out leaderboard updates, trivia questions and surprise tasks throughout the day.
With that, the players set off for the game zone, aiming to solve mind bending questions that took them from Chinatown to Centre Point.
Inspired by the flash mob phenomenon, the game seized upon the opportunity to create a spectacle. On each half-hour, six teams at a time were sent to Leicester Square, where they formed spontaneous choirs and performed a song of their choice. One group managed to find passers-by celebrating their birthdays, and promptly delivered a stirring serenade..." [blogged by Emily on Textually]
Posted by jo at 08:15 AM | Comments (0)
March 01, 2006
The Era of Sentient Things
"Loneliness" of the Avatar
Samsung Electronics "is now cooperating with a local research team to develop cell phone software that can feel, think, evolve and reproduce", the Korea Times reports. "The team, led by Prof. Kim Jong-hwan at the Korea Advanced Institute of Science and Technology, is hooking up with Samsung to create the attention-grabbing software outfitted with "artificial chromosomes". "This software can feel, think and interact with phone owners. It will breathe power into cell phones, bringing the gadgets to life,'' Kim said. 'We have almost completed the first-stage task with Samsung to install the software in cell phones and plan to start the second job soon,'' the 48-year-old said. Oh's former top lieutenant Lee Kang-hee said a three-dimensional avatar will lurk inside the cell phone and adjust itself to characteristics of the cell phone carriers. 'It's just like a sophisticated creature living inside a cell phone. An owner will be allowed to set its first personality by defining the underlying DNA,'' said Lee, who will join Samsung Electronics tomorrow."
However, it is up to the avatar how its personality develops with the owner. Its personality can get better or worse depending on how people treat it,'' he said. Lee added folks will be able to deal with loneliness felt by the avatar, which will pop up on the phone when they feel alone, by touching a button. Should the owner refuse to respond to the signal, the avatars will change their personalities either to express such feelings more often or just to become depressed, according to Lee. This year, the team is poised to start enabling the cell phone-embedded artificial creature to mate with another to have offspring". Scientist Brings Life to Cell Phones. [posted by Jim Downing as Smart Mobs]
Posted by jo at 02:34 PM | Comments (0)
February 28, 2006
Dowsing Poplar

Collaborative Mapping of Poplar
Saturday 4 March 2006 2-4 pm free: You are invited to join Melissa Bliss in creating a collaborative map of Poplar using dowsing and GPS. Full instruction in dowsing will be given. Please dress warm as we will be outside. Meet at Chrisp Street Idea Store (aka the library), 1 Vesey Path (south end of Chrisp Street Market), East India Dock Road, London E14 6BT--DLR All Saints, Bus 15 115 D6 D8. Info/booking: melissa[at]livingcinema.com
Posted by jo at 10:12 AM | Comments (0)
February 27, 2006
Report from the Inventor of the Flash Mob

and Jane McGonigal's Response
" Not only was the flash mob a vacuous fad; it was, in its very form (pointless aggregation and then dispersal), intended as a metaphor for the hollow hipster culture that spawned it. I know this because I happen to have been the flash mob's inventor. My association with the fad has heretofore remained semi-anonymous, on a first-name- only basis to all but friends and acquaintances. For more than two years, I concealed my identity for scientific purposes, but now that my experiment is essentially complete, corporate America having fulfilled (albeit a year later than expected) its final phase, I finally feel compelled to offer a report: on the flash mob, its life and times, and its consummation this summer in the clutches of the Ford Motor Company." From My Crowd: Part 1 Or, Phase 5: A report from the inventor of the flash mob by Bill Wasik [via Interactive Media Division Weblog]
Jane McGonigal's Letter To the Editor: Bill Wasik’s account of the mob project is a fascinating perspective on eight of the thousands of flash mobs that were conducted worldwide in the summer and fall of 2003. However, as one of the San Francisco flash mob organizers, I have to take issue with his article as a definitive account of the phenomenon. Here in San Francisco, for instance, we consciously designed events that would be inclusive and inviting to passersby who hadn’t already received the secret “insider” instructions. When we whirled across a pedestrian crosswalk at a famous cable car stop, the mob grew larger over the course of the 10 minutes as tourists and locals joined in.
It was “transparent play”, not “dark play”—the rules were obvious to anyone who was watching, and there was ample opportunity to become a part of the experience. When we threw a massively multiplayer duck-duck-goose game in a public park, it was obvious to all nearby what we were up to—and that’s why many more people outside of the original network began to play with us. We picked a familiar childhood game so that as diverse a group as possible could jump in and take part. In short, we were explicitly working against what we perceived to be the exclusivity of the East Coast flash mobs. And that, I believe, is the true story of flash mobs—local organizers making their own decisions about which places are appropriate for play, and what kinds of play to design. Wasik invented the bones, the structure, of flash mobs—yes. But independent organizers in their own cities put their own flesh and blood on top of that skeleton. I have been enchanted and delighted by Capetown’s, Bogota’s, Montreal’s, and Warsaw’s interpretations of the flash mob, none of which looked like each other’s and each of which captured the imagination of local residents in their own site-specific, community-specific ways. That’s what makes the phenomenon interesting and meaningful in the long run: the diversity of spontaneous communities making their own public spectacles. Furthermore, I despaired to read Wasik be so dismissive of flash mobs, referring to them as a vacuous and forgettable trend. When I went to Singapore in the summer of 2004 to give a lecture about flash mobs—a lecture that was almost banned by the government because it was deemed a controversial subject matter—I met individuals who were profoundly moved and energized by the fact that three flash mobs had been successfully conducted in Singapore, despite the illegality of organizing more than four people in a public space without formal government permission. And when flash mobs were banned by the legislature in Mumbai, mobbers from all over the world joined together to offer the sole Mumbai organizer online advice and support (eventually, it was decided to move flash mobs to other cities in India.) Of course, I don’t mean to suggest that flash mobs are significant only in so far as they challenged local law. For me, the ultimate meaning lies in the lingering traces flash mob play has left in shared spaces. On more than one occasion, most recently a full two years after the fact, I have walked past the pedestrian crosswalk where we staged our first San Francisco flash mob and witnessed someone else whirling across it. I myself have continued to lead friends in whirling across it. Through our flash mob, we changed the source code of that site; a crosswalk at 4th and Market now frequently serves as a crosswhirl. Maybe I take play too seriously, but I am proud to have been a part of that change. Mr. Wasik, for many cities, flash mobs invigorated its cites and citizens for a great deal longer than the 10 minutes a traditional flash mob lasts. I’m sorry if ultimately that was not the point or the result of the flash mob experience in New York.
Sincerely,
Jane McGonigal
Posted by jo at 03:38 PM | Comments (0)
February 24, 2006
My Crowd: Part 1

Or, Phase 5: A Report from the Inventor of the Flash Mob
[Left. Fig. 2—Schematic, MOB #3 in Grand Hyatt Hotel.] [...] "The basic hypothesis behind the Mob Project was as follows: seeing how all culture in New York was demonstrably commingled with scenesterism, the appeal of concerts and plays and readings and gallery shows deriving less from the work itself than from the social opportunities the work might engender, it should theoretically be possible to create an art project consisting of pure scene—meaning the scene would be the entire point of the work, and indeed would itself constitute the work.
At its best, the Mob Project brought to this task a sort of formal unity, as can be illustrated in MOB #3, which took place fifteen days after #2 and was set in the Grand Hyatt, a hotel fronting on Forty-second Street adjacent to Grand Central Station. Picture a lobby a whole block long sporting well-maintained fixtures in the high Eighties style, gold-chrome railings and sepia-mirror walls and a fountain in marblish stone, with a mezzanine ringed overhead. The time was set for 7:07 P.M., the tail end of the evening rush hour; the train station next door was thick with commuters, as was (visible through the hotel's tinted-glass facade) the sidewalk outside, but the lobby was nearly empty: only a few besuited types, guests presumably, sunk here and there into armchairs.
Starting five minutes beforehand the mob members slipped in, in twos and threes and tens, milling around in the lobby and making stylish small talk..." From My Crowd: Part 1 Or, Phase 5: A report from the inventor of the flash mob by Bill Wasik, Harpers Magazine.
Posted by jo at 11:44 AM | Comments (0)
February 18, 2006
New Gothic + Rattus Norvegicus
![]()
Magical Lock-down Dark Pegasus
Martin Sexton presents New Gothic which combines music and performance and features Truth Machine's 'Heraldic Unicorn Lion Grace System', described variously as 'the high-concept band to end all high-concept bands' and as a cult religious group by others. The varying members of this arts collective reportedly all work to a set of instructions cut from the text of books that vary from hermetic works, theological mediations to pulp fiction, erotica and maps. Steve Severin conducts and provides the sonic soundscape.
Ride up with the Magical Lock-down Dark Pegasus: a Harley-Davidson XL53 custom motorcycle resplendent with blue-black Scottish crow wings and 'pimped' with a DVD monitor as tail-plate, that echoes TE Lawrence's quote that ‘A motorcycle with a touch of blood in it is better than all the riding animals on earth, because of its logical extension of our faculties, and the hint, the provocations, to excess’.
Meanwhile, HMC create new visual experiences, as they unleash chthonic forces with their technological multimedia film noir Rattus Norvegicus as part of New Gothic at Tate Britain.
This fantastic, free, HMC MediaLab event will be: Friday, March 3, 2006 at 18.00 - 22.00pm; Tate Britain, Millbank, London, England SW1P 4RG.
Rattus Norvegicus is a dark digital artwork shown for the first time at "Late at Tate Britain" as part of the "Gothic Nightmares" exhibition.
HMC MediaLab is a cutting edge play-group for digital-art professionals.
HMC MediaLab exists to build a functional culture of innovation.
The HMC MediaLab encourages experimentation between the arts, science and technology disciplines. HMC MediaLab believes that interesting people do interesting things. The HMC MediaLab was formed in 2005 as a creative outlet for digital arts professionals. If you are a digital artist, or if you do something "interesting" and would like to get involved, please contact us at mail@hmcmedialab.org . We showcase, develop and build cutting edge projects that blur the lines between art and science.
To find out more about some of our projects click here.
If you are developing digital art, we want to know about it. Please get in touch with us.
To be invited to future events, simply sign up for our free e-mail newsletter here.
Posted by jo at 11:47 AM | Comments (0)
February 09, 2006
Epidemic Menace

Crossmedia/Space Gaming
Epidemic Menace is a pervasive crossmedia game. Crossmedia games focus on a wide variety of gaming devices including traditional media channels, game consoles as well as mobile and pervasive computing technology to allow for a broad variety of game experiences. The overall goal of the game is to prevent the virus from escaping the campus, to clear the campus from the virus instances, create an antivirus to save Prof. Ivy Miller and to find out what happened on the campus. The winner is the team that that leads the high score list.
The game consists of two competing teams and each team holds a minimum of 5 players. Each team receives at the beginning of the game: 5 smart phones (one for each player); 1 Palmpilot; 1 AR system; 5 special online accounts (one for each player). Players can change devices or play modes anytime and can play on their own if they wish but have clear advantages through collaboration.
Game Space: The game is played in a physical and a virtual game space and teams have to play in both spaces in order to extinguish the virus. The virtual game space will be a model of the physical game space and game appearance and game mechanics will be adapted in the physical and the virtual game space. For example, the virus appears differently in both spaces.
In the physical world the virus may appear as: Spatialized sound, 2D Map, based display of viruses in proximity, Overlaid 3D graphics on AR devices, And in the virtual world the virus may appear as: Sound, Animated 2D and 3D graphics.
Storyline: The Dean of the Schloss Birlinghoven medical research laboratory Prof. Dr. Wolfgang Mathiessen has been working on a epidemic prevention program called EEPA (European Epidemic Prevention Association) for years and is very close to a mayor breakthrough that would have revolutionized the virus simulation programmes used by medical institutes around the world when the most part of his work is stolen and copied by a villain. The villain uses his work to infect a defined area of the Schloss Birlinghoven complex, his motives and his approach are unknown. The situation escalates when one of the medical researchers Prof. Ivy Miller is infected by the virus and falls into a coma. The EEPA is informed and a small group of experts is send to Schloss Birlinghoven to take care of the situation. [via pasta and vinegar] Report about the Crossmedia Game Epidemic Menace by Jan Ohlenburg1, Irma Lindt1, and Uta Pankoke-Babatz1 [PDF]
Posted by jo at 11:28 AM | Comments (0)
February 08, 2006
First Monday, Special Issue #4:

Urban Screens
Urban Screens: Discovering the Potential of Outdoor Screens for Urban Society, Pieter Boeder, Geert Lovink, Sabine Niederer, and Mirjam Struppek, eds. Table of Contents: Introduction: Discovering the potential of outdoor screens for urban society by Pieter Boeder and Mirjam Struppek; Urban screens: The beginning of a universal visual culture by Paul Martin Lester; The politics of public space in the media city by Scott McQuire; The poetics of urban media surfaces by Lev Manovich; Interpreting urban screens; by Anthony Auerbach; Story space: A theoretical grounding for the new urban annotation by Rekha Murthy; The urban incubator: (De)constructive (re)presentation of heterotopian spatiality and virtual image(ries) by Wael Salah Fahmi; Urban screens: Towards the convergence of architecture and audiovisual media by Tore Slaatta; Towards an integrated architectural media space by Ava Fatah gen. Schieck; Art and social displays in the branding of the city: Token screens or opportunities for difference? by Julia Nevárez; Hijacking the urban screen: Trends in outdoor advertising and predictions for the use of video art and urban screens by Raina Kumra; For an aesthetics of transmission by Giselle Beiguelman; Intelligent skin: Real virtual by Vera Bühlmann; Programming video art for urban screens in public space by Kate Taylor; Augmenting the City with Urban Screens by Florian Resatsch, Daniel Michelis, Corina Weber, and Thomas Schildhauer.
Introduction
Welcome, gentle reader, to this First Monday Urban Screens special issue, the first publication of its kind. With the advent of digital media, the global communication environment has changed dramatically. In the context of the rapidly evolving commercial information sphere of our cities, especially since the 1990s, a number of novel digital display technologies have been introduced into the urban landscape. This transformation has intersected with other major transformations of media technology and culture over the last two decades: the formation of distributed global networks and the emergence of mobile media platforms such as mobile phones. Their cumulative and synergistic impact has been profound. Convergence of screen technologies with digital communication technologies such as GSM, RFID, Internet and database technologies has lead to the emergence of a new, interactive and increasingly pervasive medium: Urban Screens.
Urban Screens can be defined as interactive, dynamic digital information displays in urban environments. Their genesis is the consequence of two parallel technological developments: evolution and subsequent growth in magnitude of the traditional display screen, and its subsequent convergence with other digital media technologies. Forms and appearances range from large daylight compatible LED billboards, plasma or SED screens, information displays in public transportation systems and electronic city information terminals to dynamic, intelligent surfaces that may be fully integrated into architectural façade structures. Their introduction in the urban environment poses new, unparalleled challenges and opportunities, which we will explore
and document in this issue.
Currently, the primary purpose of this new infrastructure appears to be the management and control of consumer behaviour through advertising. Commercial companies are starting to realise that digital billboards are a powerful medium to communicate their goals and missions, in line with the new paradigms of the digital economy. Interconnected Urban Screens have tremendous potential to serve as a platform for information exchange. Such large networks are already being developed Russia, China, USA and South America, where Urban Screens are rapidly becoming a key element in commercial and government informational infrastructure. The implications for the public sphere are profound. Information density per square metre is increasing, yet at the same time individuals have less control than ever over the actual format and content of that information.
Public space has always been a place for human interaction, a unique arena for the exchange of rituals and communication. Its architecture, being a storytelling medium itself, plays an important role in providing a stage for this interaction. The ways in which public space is inhabited can be read as a participatory process of its audience. Its (vanishing) role as a space for social and symbolic discourse has often been discussed in urban sociology. Modernisation, the growing independence of place and time and individualisation seem to devastate traditional city life and its social rhythm. The Urban Screens project explores the opportunities for opening this steadily growing infrastructure of digital screens, currently dominated by market forces, for cultural content, along with its potential for revitalising of the public sphere.
Urban Screens 2005 was the first international conference that was solely dedicated to the emerging Urban Screens phenomenon. Presentations covered a broad spectrum of topics and issues, ranging from critical theory to project experiences by researchers and practitioners in the field of art, architecture, urban studies and digital culture. It addressed the growing infrastructure of large digital moving displays, which increasingly influence and structure the visual sphere of our public spaces. Urban Screens 2005 investigated how the currently dominating commercial use of these screens can be broadened and culturally curated: can these screens become a tool to contribute to a lively urban society, involving its audience interactively?
A new medium that is digital, interactive and pervasive
What we are seeing is the emergence of a new medium that is digital, global and local, interactive and pervasive at the same time. What happens if the convergence of new technologies such as Internet, database and mobile technologies suddenly enable interactive access to the visual streaming of these digital surfaces? Can it revitalise the public sphere by creating an information-dense urban environment or is it a major threat? How does the growing infrastructure of digital displays influence the perception of the visual sphere of our public spaces? Metaphorically speaking, can or do Urban Screens already function as a mirror, reflecting the public sphere?
The Urban Screens project aims to address these questions in a transdisciplinary debate and present new approaches to answering the most pushing urgent questions, exchange experiences and create and maintain a thematical network around the subject for initiating future collaborations. The Urban Screens 2005 conference in Amsterdam addressed the existing commercial predetermination and explored the nuance between art, interventions and entertainment to stimulate a lively culture. Other key issues were mediated interaction, content, participation of the local community, possible restrictions due to technical limits, and the incorporation of screens in the architecture of our urban landscape.
Urban Screens 2006: Demonstrating the potential of public screens for interaction
Building upon the results of Urban Screens 2005, the 2006 Urban Screens 2006 conference (Berlin, October 5-6) will elaborate on the discussion and develop the broad spectrum of possible formats and usage of this emerging new media infrastructure. Urban Screens 2006 will be a platform for demonstrating the potential of public screens for interaction in a trinity of infrastructure, content and cooperation models. Interconnected topics will be the politics of public space, multimedia content as a service for an array of portable devices, urban neighbourhood reactivation, interaction design of urban screens, standardisation and integration in the urban landscape. Using existing screens infrastructure as well as future 'Urban Screens furniture' in the urban space of Berlin, we will demonstrate the impact of Urban Screens, their contextualisation and situatedness. This unique accumulation of projects will serve as a playground and research field for practical observations on the interplay of screen technology, content, location and format.
Urban Screens 2007: Expanding the potential of content for community
screens
Urban Screens 2007 is currently under preparation in collaboration with BBC Public Space Broadcasting. While Urban Screens 2006 will have 'brick & mortar' accents, Urban Screens 2007 will have a distinct focus on the potential of journalistic content: issues surrounding the production and display of media content for Urban Screens, as well as adaptive reuse of 'old' content for new media will be explored in detail. Key issues and topics will include Public Space Broadcasting (PSB), the politics of public space, mediated interaction and participation, as well as experiments with new participatory formats. PSB can energise the hearts of cities by bringing together communities to share events and broadcasts, creating public news and information points that double as local meeting places. Largely due to the innovative work of the BBC, PSB is starting to prove its potential to provide an outlet for community and educational activities, public service information, visual arts, digital innovation and local content production, revitalising the public sphere.
We hope that you will share our excitement.
Posted by jo at 09:09 AM | Comments (0)
February 07, 2006
Compressionism

moCo (mobile Compressionism)
[image: This just makes me smile: ‘action Jackson’ (Compressionist scanner / appendage) strapped onto my bling bling of a bike, ready to hit Johannesburg, South Africa.]
Compressionism is a digital performance and analog archive. In the current studies, I compress bodies, spaces and objects by traversing their surfaces with an image scanner, along varying 3-dimensional paths - literally, I glide, run, hover and swoop across windows, trees, or lilies while the scanner head is in motion. The resulting digital images, which are transfigured down to the size of a small piece of paper, are then re-stretched to their original size, sometimes cropped or colorized. The final prints ask us to ‘look again’ at the relations between subjects, objects, actions and perceptions. [blogged by nathaniel on nathanielstern.com]
Posted by jo at 11:19 AM | Comments (0)
February 06, 2006
Vectors 2.0

Thoughtful Transmissions
There are a handful of digital art and culture journals currently accessible online. A few of them occasionally pair critical texts with thematic volumes of interactive projects. Since its launch in the Winter of 2005, the web-based academic journal Vectors has explored the possibilities of combining audio-visual interactivity and analytical writings. The publication's USC-based editorial/creative team, consisting of new media theorists and practitioners Tara McPherson, Steve Anderson, Raegan Kelly, Eric Loyer, and Craig Dietrich, have recently released their second issue, titled 'Mobility.' The journal provides a multifaceted look at this concept, from David Lloyd's projection of 19th Century Irish migrant workers, in 'Mobile Figures,' to Todd Presner's 'Hypermedia Berlin,' a layered mapping of the city through historical and subjective filters. Other contributions, such as Lisa Lynch and Elena Razlogova's 'The Guantanomobile Project' and Julian Bleeker's 'WiFi.Bedouin,' tackle mobility within the politicized contexts of global information access. But unlike many of its academic journal relatives, Vectors turns new media in on itself, where the critical potential of the form isn't left to mere descriptions. - Ryan Griffis, Net Art News, Rhizome.
Posted by jo at 11:26 AM | Comments (0)
February 02, 2006
Transmediale 06: Maurice Benayoun

Emotion Vending Machine 2006
Also at Transmediale 06: Maurice Benayoun's Emotion Vending Machine--The mechanics of the world’s emotions evolve in the zone where economics and politics converge, in the world of product placement. Through its concept of artistic merchandizing, the Emotion Vending Machine deals with the production of emotions in an ironic way. The Machine takes Internet data as a global pool of emotions. Users can select up to three emotions from a list of nine emotional states, including hate, desire, or despair. The emotions are represented by 3D-maps of word clusters, extracted from the web and generated in realtime.
These maps show the emotions of the world as they are present on the web at that moment, mapped onto the actual position of major cities on the globe, a mix which can also be read like a music score. The musical interpretation deciphers the cities and their emotional polarity to produce a specific musical result by adapting rhythm, coloration and evolution to the selection of the emotional states made by the user. After listening to the personal result through the integrated speakers, users can plug in their USB stick or MP3 player to load their emotional sound remix.
Music: Jean-Baptiste Barrière; Software: Birgit Lichtenegger, Artem Baguinsky, Marloes de Valk (V2); Production: CITU, Paris.
Posted by jo at 03:32 PM | Comments (0)
February 01, 2006
CONFESS.OR

Religion for Rent on eBay
CONFESS.OR is one of the first pieces of Gerhard Schwoiger's ReReligion, a series of works that reflect on the place of religion in everyday life and investigate its Zeitgeist and adaptability.
Upon entering the room the visitor becomes part of an open confessional situation. Once s/he approaches one of the candles or places an ear on it, a single voice can be distinguished from the muddle of voices which forms a wall of noise at a moderate volume. The lattice of the confessional – the single element that is left in its original form – floats over the floor with a microphone in the back part of the room.
Kneeling upon the cushion, summons a female's voice, inviting one to confess. This enables those who avow to make an anonymous confession to the public. Upon leaving the cushion, the confession is automatically over. A confession that manages without the power apparatus of the church, without obligations. Once the confession has been made, it will be meshed with the sounds of previous confessions and omitted out of a few candles in the room. Judgment over the sins of others is placed in the hands of the individual.
Current confessions are available as podcasts (for example for your way to work). You can rent or buy the system on eBay. Acution runs for the next 10 days. Related: Pray as you go, mobile confessions, etc. [blogged by Regine on we-make-money-not-art]
Posted by jo at 11:34 AM | Comments (0)
MOBILEFEST

1st Brazilian Festival of Mobile Art
MOBILEFEST is the 1st Brazilian Festival of Mobile Art, based on the sociological implications that mobile phones and mobile technologies have been promoting in our culture. MOBILEFEST will happen in September, 2006 in São Paulo, Brazil, with an agenda composed by two days of cultural and technical activities. MOBILEFEST will include an international symposium, workshops and recognition awarding of the best works and mobile applications developed by Brazilians. Different from other national and international festivals, MOBILEFEST has been designed for the mobile era, that’s why it’s the first festival in the world that only takes submissions of texts, photographs and videos sent via SMS and MMS.
MOBILEFEST CONCEPT: MOBILEFEST was idealized in Brazil from the following reasons and objectives: (1) Popularize the mobile technology as a way to contribute to digital inclusion of those who find difficulties understanding and interacting with these new medium; (2) Promote cultural interchange between national and international researchers of this media; (3) Incentive the promotion of creativity exercise of the 90 million Brazilians that use the mobile technology to transmit much more than voice;
(4) Develop seminars and workshops to guide and stimulate the production of content in the mobile era in Brazil, bringing international experiences and examples; (5) Expand possible software and hardware functions of mobile technology, nourish and incentive scientific thought and production regarding new technologies; and (6) Offer the first awarding specialized in recognizing works that generate mobile technology.
INTERNATIONAL SYMPOSIUM: CALL FOR PAPERS
MOBILEFEST 2006 seeks paper and presentation proposals responding to the
Symposium themes:
How can Mobile Technology contribute to art, culture, democracy, ecology and third sector? Paper presenters will be grouped thematically to encourage discourse that presents divergent perspectives and views that serve as a catalyst for discussion.
Papers submitted are limited to 30 minutes.
Deadline for abstracts: February 28th, 2006.
please send your material to: festival[at]mobilefest.com.br
Posted by jo at 10:59 AM | Comments (0)
Sale Away + Digital Aquarium

Sounding Store Windows
Régine on WMMNA has written up some fabulous interactive shop windows she's read about over the past few months. These two are related to cell phones:
Sale Away: "In Staalplaat's Sale Away, passers-by could conduct an "orchestra" of household devices via their mobile phones on a display window. The mechanical orchestra consisted of flute, organ and brass playing vacuum cleaners, rattling kitchen mixers, buzzing ventilators, radio playing toy trains, wobbling jigsaws, dancing tumble dryers, humming refrigerators and other misused household utilities. [blogged here as well]

The Digital Aquarium: The Digital Aquarium, by Digit, featured 150 pre-programmed mobile phones in a glass tank on display at London's Design Museum in 2002. When viewers dialed the number on the side of the tank, the handsets vibrated, their screens lighted up and each one emited a distinctive ring tone, creating an effect which is meant to look like a school of fish swimming around. (image Sensory Impact). [blogged by Emily on textually]
Posted by jo at 09:09 AM | Comments (0)
January 31, 2006
SMS Sugar Man

First Feature Film Shot Entirely on Cellphone Cameras
"...They’ve been shooting for over a week now, mostly nights. Everyone’s dead tired, so this particular scene is taking a bit longer than usual to get in the bag. “Action!” says the director for at least the 20th time in as many minutes, prompting the two female leads to start doing their thing at the pool table. As the girls hit the balls, chat and flirt, their movements are recorded by the cameras embedded in two of Sony Ericsson’s slick new W900i cellphones. That’s right: once this film, SMS Sugar Man (by Aryn Kaganof), is completed, it will be the first feature film in the world to be shot entirely on cellphone cameras...
...SMS Sugar Man is emblematic of what anthropologists refer to as the "leapfrog effect". This is when people in developing nations adopt new technology and use it in ways that allow them to overtake users in developed nations. To extract maximum value from leapfrogging, however, you must be an early adopter.
The ways in which people consume entertainment media are undergoing rapid changes...South Africa...is hungry for new content...The future is right here, right now." From Phoning it in by Ryan Fortune, sundaytimes.co.za (via)
Posted by jo at 11:18 AM | Comments (0)
January 27, 2006
Finger Ring

Social Polling
Finger Ring is a system in which a cell phone decides whether to ring by accepting votes from the others in a conversation with the called party. When a call comes in, your phone first determines who you're discussing with by using a decentralized network of autonomous body-worn sensor nodes. It then vibrates all participants' wireless finger rings.
Although the alerted people do not know if it is their own phones that are about to interrupt, each of them has the possibility to veto the call anonymously by touching his/her finger ring. If no one vetoes, your phone rings.
Other Ring Phone concepts: The Finger Phone - The Finger Phone is a small bluetooth headset that you can wear like a ring. It remains connected to your cell phone through bluetooth; Technojewelry - Penta Phone, Ring Phone and GPS Toes - Technojewelry for IDEO incorporates emerging electronics into everyday attire. Penta Phone and Ring Phone are concepts for mobile phones; The ring phone concept - A mobile phone encapsulated into a ring you wear on the finger, won the 2004 Sony Ericsson Phone Concept Design Competition in China; The Ring Phone - The winning submission for the "2004 Siemens Design Challenge"was a phone consisting of two finger rings, one ring for listening and one for speaking. [blogged by Emily on Textually]
Posted by jo at 03:56 PM | Comments (0)
Stanford's first ever FLASHMOB!

Monday, January 30, 2006, 12:20pm
In case anyone missed this, you have now been officially invited to Stanford's first ever FLASHMOB. If you did not know, a FLASHMOB is an inexplicable gathering of a group of people in a place for a short period of time. Your task:
By 12:20pm on Monday January 30th and based on your star sign you should locate yourself in one of the following venues with your bicycle and a cell phone:
Aquarius, Leo, Scorpio, Cancer, Gemini or Taurus: Treehouse (and wear a hat) Aries, Pisces, Libra, Sagittarius, Virgo, or Capricorn: Red fountain in front of Green Library (and wear a pair of sunglasses)
At some point a FLASHMOB representative will make themselves known, appear and pass out further instructions. Read the instructions carefully and then hide the piece of paper about your person so that it cannot be seen.
The final instructions will provide the destination of the FLASHMOB site, and you should arrive at the destination at the time that it states. Aim to get there on time, if you are early, stall, if you are late, hurry! Although no one will need to rush.
After the FLASHMOB, carry on with your lives as per normal.
At all times, remember that a FLASHMOB is just fun.
There is no step 6.
At some point during the day, synchronize your watch by using http://nist.time.gov/timezone.cgi?Pacific/d/-8/java (Preferably before the FLASHMOB). Extra Credit: Tell all your friends who might like to join in.
Stay on the right.
Still confused, surf on over to http://www.geocities.com/londonflashmob/ for some more info and surfing links.
If you feel the need: stanfordflashmob[at]yahoo.com [via Howard on Smart Mobs]
Posted by jo at 01:33 PM | Comments (0)
January 25, 2006
RadioHandi

The Party Line for Planet Earth
Brian McConnell on the Etel blog writes "RadioHandi enables people to create voice communities around any subject, place of interest or peer group, and to telecast live audio from MP3 feeds or conference phones. You can create a message board and party line for your club, for people who share an interest, or for your friends. With it, you can create an open party line that people can dial into from all over the world (30+ countries and 1 VoIP network to start with, much more to come). It's also a great platform for ad hoc broadcasting. Just hook a microphone up to a Mac running Gizmo, and you can beam a live audio feed into a conference room that people can then dial into from all over the world (watch for a series of how-tos on ad hoc telecasting and other topics later this week)." [Posted by Phillip Torrone on MAKE:Blog]
Posted by jo at 06:01 PM | Comments (0)
January 24, 2006
Intimate Visual Co-Presence

Creating Drama Out of the Banalities of Everyday Life
"ABSTRACT: Photo sharing via handheld devices has unique limitations and affordances that differ from paper-based sharing and PC-based archive and moblog sites. Based on studies of camphone use in Japan, this paper suggests an emergent visual sharing modality that is uniquely suited to the handheld space. Intimate visual copresence involves the sharing of an ongoing stream of viewpointspecific photos with a handful of close friends or with an intimate other. The focus is on co-presence and viewpoint sharing rather than communication, publication, or archiving." Intimate Visual Co-Presence by Mizuko Ito.
Also of interest: Pervasive Image Capture and Sharing: New Social Practices and Implications for Technology; Turning from Image Sharing to Experience Sharing; Pervasive Imaging: a Capture and Access Perspective; and The Autobiographical Impulse and Mobile Imaging: Toward a Theory of Autobiometry. (more)
Posted by jo at 12:03 PM | Comments (0)
January 18, 2006
Mediaattori - Urban Mediator

A Hybrid Infrastructure for Neighborhoods
Urban Mediator investigates the area of designing at the boundaries of digital and physical urban space. Its aim is to present cities with a direction for the future that addresses the possibilities presented by the interweaving of new digital technologies and urban space, for empowering people in shaping their own city.
The approach followed is not technologically driven but rather takes people’s everyday practices as the grounding point for the investigation. The design process is built upon dialogues with people and the urban environment as a way of gaining understanding of urban everyday practices and designing in harmony with them. The resulting design concept, Urban Mediator, illustrates a local and people-centered perspective for our urban futures. It proposes a hybrid infrastructure for urban neighborhoods.
The combined digital and physical framework gives people the possibility to engage in improving the quality of their everyday urban environments and their experience of these environments. The concept, presented through scenarios, is developed as a working tool for catalyzing discussion between different stakeholders that would be involved in a future proposal for collaborative design for cities. [via nicolas on pasta and vinegar]
Posted by jo at 12:53 PM | Comments (0)
January 12, 2006
MobileActive
![]()
A Global Resource for Using Cell Phones in Social Activism
Mobile phones have emerged as a civic and campaign organizing tool across traditional socio-economic and cultural boundaries. Cell phone campaigns have swung elections through innovative get-out-the-vote activities, have been used to ensure impartial elections through monitoring, have resulted in massive collective action to free political prisoners or stop illegal logging, and are being used in public health strategies.
MobileActive convened in Toronto in 2005 to bring together, for the first time ever, activists from around the world to explore the use of mobile phones in civic action campaigns. This wiki and MobileActive site is an aggregation of the learnings from this convergence, stories from participants and their projects, and resources for activists interested in using mobiles in their campaigns. (For write-ups about MobileActive 05 go to our press page).
The goal of MobileActive is to grow the network of mobile activists, to share knowledge and skills, and to provide a peer network, training and resources to those interested in exploring mobile phones in their civic engagagement, mobilization, and civic action campaigns.
We aim to better understand the strengths and limits of the medium, explore available technologies for campaigners, and share lessons learned, campaign examples, and tech tools to increase activists’ ability to organize our constituencies.
If you used mobiles in your campaign, please share your story! If you need or have resources, let us know! And if you want to join this growing network of activists from around the globe send us a note: info[at]mobileactive.org.
Posted by jo at 10:27 AM | Comments (0)
January 09, 2006
Temporary Travel Office

Guanabacoa Trail
The Temporary Travel Office proposes Guanabacoa Trail, an addendum to the observation platform at Round Marsh within the Theodore Roosevelt Area of the Timucuan Ecological and Historic Preserve.
The Temporary Travel Office is proposing an addition to the current Observation Tower within the preserve that offers hikers a panoramic view of Round Marsh. The addition would consist of a 498mi/801km boardwalk that would span from the preserve in Jacksonville, FL to Guanabacoa, Cuba. Signage would explain the significance of the expansion to the site (see text below) and audio tours would be commissioned by anthropologists, artists, amateur historians and human rights advocates to accompany hikers on the long walk.
The Timucuan Ecological and Historic Preserve is located near the intersection of the US Intracoastal Waterway and the mouth of the St. Johns River in Jacksonville Florida. Other than existing on classic Florida wetlands, the preserve also occupies the site of first contact between indiginous peoples and European colonists in what is now North America. Monuments to the French expeditions of Rene Laudonnier (who established Fort Caroline) and Jean Ribault are primary attractions for park visitors.
Roosevelt Area of Jacksonville's Timucuan Ecological and Historic Preserve:
The last known Timucuan, Juan Alonso Cavale, was born in 1709 at Mission Nuestra Señora de la Lecha in what would become the State of Florida. After devastating attacks by British supported Yamasee Indians on the Spanish supply route known as the Camino Real, the Spanish eventually ceded Florida to the British, evacuating their St. Augustine stronghold. They took the estimated 89 surviving missionized Indians with them to Guanabacoa, Cuba where Juan Alonso Cavale would die in 1767.
Guanabacoa, Cuba: Guanabacoa, now a suburb of Havana, Cuba played an important role in the historical narrative of slavery in the "New World." Once the site of forced reservation camps for indigenous peoples, Guanabacoa would become a haven for escaped slaves from the United States. Here, a small stretch of the US 1 highway running through Jacksonville, Florida is reconstructed on the site of a former reservation. The actual stretch of road is now named for Johnnie Mae Chappell, an African-American woman who was gunned down as she walked along the road on March 23, 1964. Several miles away in downtown Jacksonville, protests against the inequities of racial segregation turned violent as whites fought the advances of civil rights. Images of the proposal (as exhibited at Seesaw Space in Jacksonville, FL in December) and a trail map available.
Visit the Temporary Travel Office online.
Posted by jo at 12:15 PM | Comments (0)
January 04, 2006
Objects That Blog

The Future of Content?
"The first few days of February I'll be at Lift, a content on the near future of technology, people and communication. Nicolas Nova and others have organized this conference, together with a workshop on Blogjects — a not particularly clever neologism I came up with for objects that blog. This topic ties into the idea of proximity-based interaction and usage scenarios for mobile contexts, the main theme of the NetMagnet research project I'm working on through the Netpublics seminar. An informed speculation I have is that the future of content creation and dissemination won't just come from people. It will also come from the social world of objects — things that have histories and experiences. A different kind of witness upon the world, and a witness to events that are of interest to the other blogging species — people.
Micro local content is one area in which this may be of practical concern. Just this afternoon I had a nice long meeting with Elizabeth Osder at Yahoo Media in Santa Monica. We discussed many things, including how to reward local communities for disseminating news about local sports events. I mean..really local sports events — the little league team scores, for instance. Now, this fits into a larger conversation about the news content ecology, but just taking this particular problem in hand in the context of the Blogject: why don't scoreboards blog? Sure, it's not a question deserving any measure of brilliance for the asking, but it suggests a (super simple) example of the Blogject.
Why are blogging objects interesting? The idea bubbled up as I was reading Bruce Sterling's "Shaping Things". The [w:Spime] — the "thing" in the world that knows itself and is able to tell things around it about itself. RFID is the Paleostine era for Spimes. Blogjects are Spimes that are fluent and legible, so that anyone can read them. Blogjects are meant for humans to read, in human code, not encrypted Arphid data. Blogjects are the prototype framework to experiment, DIY style, with what Spimes can become.
The current, upgraded brain of the Aibo blogs, for instance.
The motivation here is not just to create objects that blog, as we now understand blogging. But to use the framework of the complete blog social formation as one in which objects participate — first-class — in the entire multipath culture circulation network. That means syndication, layering meaning on content, trackback, etc.
There are several Blogject prototype projects on the front burner. One is a Sakura riff called flavonoid, turned around into a U.S. idiolect, focusing on the present day craze with Pedometers. Another is a way to turn device logs into material that's legible to humans. I've already gone on and on about FlightAware, but there are other idioms — for instance, Motion Based, a community-based mobile social software framework that slurps up device track logs and translates them into fitness goals and regimens." [blogged by Julian Bleecker on netPublics]
Posted by jo at 12:40 PM | Comments (0)
December 18, 2005
Silence of the Lands

Shared Individual and Collective Sound Cartographies
Silence of the Lands enables participants to collect ambient sounds, then to create and share individual and collective cartographies. These sounds represent subjective interpretations of the soundscape of the urban or natural settings that affect the everyday life of the community, and act as conversation pieces about natural quiet.
1. Data catching: ambient sounds are collected using a PDA. The sounds are linked to the person that collected them, and associated to GPS data; 2. Data description: the sounds are then stored in a database, visualized on a GIS map, and made available for audio-streaming in the web community as individual soundscapes. Participants can access, manage, and eventually modify their own individual soundscapes, associating to them several descriptors; 3. Data interpretation: participants can interact with the collective soundscape. By playing with physical objects in an interactive environment, participants are encouraged to interpret the collective soundscape and create an idealized, virtual one.
A project by Elisa Giaccardi in collaboration with Gianluca Sabena, Hal Eden, and Gruppo Sfera. Currently under development at the Center for LifeLong Learning & Design, University of Colorado, Boulder. Related: Streetscape. [blogged by Regine on we-make-money-not-art]
Posted by jo at 05:57 PM | Comments (0)
December 07, 2005
Gesture-Based Games Using Camera Phones

Physically Moving the Phone in Free Space
"We have developed a collection of mobile phone games that incorporate physical gesture interactions. Users interact with the game by physically moving the phone in free space. For example, in Pong, a user moves the phone left and right to control the paddle. The games do not rely on special motion sensors. Instead, they use the mobile phone’s camera as the motion detector. By using computer vision techniques like motion blur detection and optical flow it is possible to detect up to 6 degrees of freedom. We have developed three entertainment applications to explore this application domain. The first is a simple single player Pong game. The second is a Doodle application that demonstrates the various degrees of freedom. The third is a multiplayer version of the Pong game that leverages the Bluetooth capabilities available on many camera phones." From Gesture-Based Games Using Camera Phones, Mobile Technologies Group, Georgia Tech. [blogged by nicolas on pasta and vinegar]
Posted by jo at 01:09 PM | Comments (0)
December 06, 2005
On The Road: A Kerouac Circus

Transform a Book into a Performance
On The Road: A Kerouac Circus is a mixed-media event based on Jack Kerouac's classic American road-trip novel, using a set of procedures created by American composer John Cage to "transform a book into a performance."
Organized by Marc Thorman, the On The Road: A Kerouac Circus web site is part of a project to gather ambient sounds (sounds that happen to be in an environment) from locations mentioned in Kerouac's "On the Road" in order to create a sonic portrait of the big cities, small towns, backwoods, deserts and mountains that Kerouac visited and wrote about.
The project invites you to represent a location in the US, Mexico, or elsewhere by uploading a sound file for the mix of recordings that will be played during the performance.
You and/or your organization will be credited if you wish. (Hard copies -- CD's/flashcards -- can be sent by mail.) These sounds will be mixed with fragments of bop, folk, jazz and mambo recordings, vintage film clips, and live performances to create a "musicircus," the term Cage coined to describe an event in which many independent sounds and sights occur simultaneously and interact freely.
To participate, record ambient sounds (sounds that happen to be in the environment) at an urban or rural location listed on the locations page. These can be sounds of traffic, birdsong, wind, machines, footsteps, water, etc. This isn't a contest for "interesting" sounds -- ALL ambient sounds are welcome. You can choose to record at a specific site that is representative of the location, or choose a site by chance. Collect whatever sounds are there without knowing beforehand exactly what they will be.
Background
John Cage invented a new type of mixedmedia theatrical event, using chance combinations and multiplicity to reflect the way we experience the everyday world. In such a "musicircus" the elements--poetry, sound, dance, music--are created independently and then, like a three-ring circus, performed simultaneously. Cage's philosophy was that the chance combinations and multiplicities that arise from a musicircus are more interesting, and truer to our everyday life, than fixed relationships intentionally imposed by one individual.
In "_____ Circus On ____" Cage established a set of procedures to "transform" a book into a musicircus. The first "Circus On" was Cage's own "Roaratorio, An Irish Circus On Finnegans Wake." As Cage recited his poem taken from Joyce's novel, recorded ambient sounds from Ireland and around the world played through multiple speakers, Irish musicians played traditional instruments and sang, and dancers performed Merce Cunningham's choreography based on Irish dance. [Mode Records has recently re-issued the recording of "Roaratorio" with a comprehensive booklet containing an interview with Cage and a detailed explanation of each stage of the work.]
Applying Cage's procedures to "On The Road" creates a distinctly different musicircus, filled with sounds and images of cars, railroads, Americans towns and cities, be bop, old movies, mambo, cornfields, Sierra Madres, swamps, and prairie winds. The structure follows Kerouac and Cassady as they crisscross America from New York to San Francisco/L.A. and then drive through the South and into the roaring boulevards of Mexico City. The poem for the musicircus, composed entirely of word fragments from the book, reflects Kerouac's spontaneous prose rhythms and American speech patterns. Live performances, to be combined with the reading of the poem and the mix of sounds, come directly from the pages of the book--at various times during the performance (sometimes overlapping by chance) a DJ spins jazz tunes, dance couples swing and mambo, a bop trio blows, a folksinger sings "Halleluiah I'm a Bum" and clips from movie scenes are screened. Other live performances may include strolling guitarists singing Mexican songs, a nightclub singer, and an operatic tenor's a capella rendition of "Gott! Welch Dunkel hier!" from Fidelio.
Posted by jo at 02:44 PM | Comments (0)
December 02, 2005
Vodafone’s Receiver, Issue 14

Dynamically Connected: So What?
Mobile services are constantly breaching new boundaries, and will have an enormous impact on the logistics of life – both in terms of productivity and social networking. But the one most important basic feature will always be the ability to dynamically connect everybody with everybody else. So the question is: What do we want to bring together, exchange or take with us, and how can we do this when we're out in the field? This time around, Receiver levels a look at applicability issues – how can we work, learn, cooperate and know better using mobiles?--Articles:
Mark Pesce:
Understanding networks- using devices kids love for their education; Jonathan Donner: User-led innovations in mobile use in sub-saharan Africa; Marc Prensky: Mobile phone imaginationon
James Katz: The future of a futuristic device; Mark Lowenstein: The next generation of usability - re-thinking the mobile device; Nathan Eagle and Alex (Sandy) Pentland: Organizational rhythms - the search for the patterns of the aggregate; Lars Erik Holmquist: The mobile user experience - how boundaries between devices are starting to disappear ; Sara Price and Yvonne Rogers: Designing new learning experiences with pervasive technologies; Jeff Pierce: Serendipitous sharing through personal information environments
Posted by jo at 05:25 PM | Comments (0)
December 01, 2005
DIGITAL STREET CORNER

Virtual Street Corner Happening
DIGITAL STREET CORNER by Fred Forest; Art Basel Miami Beach 2005: Is it possible to surf around in cyberspace and hang out on the street corner at same time (global + local = glocal)? French artist Fred Forest will show us how at a world premiere event that will take place November 30-December 4 in the prestigious context of Art Basel Miami Beach 2005. Forest invites the Internet users of the world to meet him down in the street outside the Bass Museum of Art in Miami Beach for a memorable cyber-happening. There's no need to reserve a plane ticket because the setting will actually be a "corner" of virtual reality, specially created with the help of a new open source peer-to-peer software program developed by Joachin Keller Gonzalez of France Télécom R&D. On the dates indicated, Forest aims to make art history by creating a unique real-time digital work of art with the help of online participants near and far. This work will consummate the official (esthetic and economic) recognition of a new model of art whose content and format bear no comparison to those of the past, an art for the wired societies of the information age.
Forest is no neophyte in the field of new media. He is widely recognized as a pioneer of video art in Europe and co-founded two major avant-garde movements with a focus on interactive media hybrids, Sociological Art and the Esthetics of Communication. In reference to his hacker-like tactics, Vilem Flusser called him "the artist who pokes holes in the media." Forest is also a Net Art pioneer. He won the City of Locarno Grand Prize at the Locarno Festival of Electronic Art in 1995 for his work "From Casablanca to Locarno." People are still talking about his virtual reality-enhanced "Cyber-marriage," which took place live online in 1999 (his best man was none other than the "father of the Internet," Vinton Cerf).
The DIGITAL STREET CORNER Web site, will open on November 20, 2005 in order to give members of the public a chance to upload their free "ticket" to Miami Beach and carve out their very own niche in cyberspace. Don't miss your chance to strut your stuff in Miami Beach in the company of your new digital friends. A wealthy art collector from the world of high finance has already paid a fortune to be the first in line!
On November 30, 2005, a special cyber-happening is scheduled to take place at "THE DIGITAL STREET CORNER" between 9 PM and 11 PM (local time). Forest himself will be the DJ, at the commands of his four computers, his console, and his turntable. To participate in the happening, visit http://www.fredforest.com
Everything that happens at "THE DIGITAL STREET CORNER" will be projected live onto the exterior walls of the Bass Museum in Miami Beach throughout the four-day duration of the event. And the festivities of the cyber-happening will be webcasted live for millions to see on the "DIGITAL STREET CORNER" Web site. Don't miss your chance to meet and party with people from around the world on this virtual street corner, located for a short time only in "real" space at 2121 Park Avenue in Miami Beach. Project Sponsors:France Télécom, Bass Museum, Cartier Foundation for Contemporary Art, Cultural Service of the French Embassy in New York, French Consulate General in Miami, webnetmuseum.org
Posted by jo at 12:10 PM | Comments (0)
November 23, 2005
TechnoLust

Zones Light Up via Electronic Caresses
Interesting concept of wearable gaming device. TechnoLust blends technological lust with a program to reawaken carnal lust. The gaming device takes advantage of wireless Internet technology. Players wear it as an undergarment to travel out of the virtual world of the computer to find and play with opponents
TecnoLust is a game of body erotic zones that are lit up by electric caresses. Upon entering the game players select the mode they want to play within, this sends out a frequency which attracts other players set on the same game and frequency. When a participant encounters another a game of electronic caresses begins where pulses are sent back and forth electronically to arouse the senses. Designed in 2002 by Peter Allen and Carla Murray, KnoWear. [blogged by Regine on we-make-money-not]
Posted by jo at 06:51 PM | Comments (0)
RealReplay

GPS Racing on your Mobile Phone
Paul has updated his list of mobile phone games using GPS or cell towers signals. Here's one of the latest additions: With RealReplay, you can choose the track you want to race on, select your opponent and start playing with everyone, without being dependent on their time.
Whether you're in a car, on a bike, or a sailing boat, all you have to do is tell your mobile phone to start recording. The phone will capture your every movement using GPS. Set checkpoints to define the key parts of your track. Your future opponents will have to pass them and get information on their intermediate time.
Others will find your track and race against you – even without you being present! If you'd like to pit your strength against your friends, inform them about the area where your race starts. They can then accept your challenge whenever they want.
On the display of your mobile phone you will always see your current position and route, as well as the one your opponent took when he recorded his race, which is played back as a replay. Developed by Mopius. [blogged by Regine on we-make-money-not]
Posted by jo at 06:46 PM | Comments (0)
November 21, 2005
Data Portraits

Social Maps of Time & Space
a series of aesthetic data visualization sketches as insightful 'portraits' of how people use data about them, through a visual representation of information patterns created during mobile conversations. one of the sketches investigates the spatial distribution & relationships between the places & users. the graphic shows the representation of the cities for each user based on how many times they were called & the total amount of time spent on during the conversations. currently, these graphics are seen as 3D environments that can be implemented as interactive visualizations, enabling users the control of a camera to browse the scene from a desired point of view (i. e. as if traversing a visual narrative). see also ispots wireless network visualization. [mit.edu] [blogged on information aesthetics]
Posted by jo at 02:58 PM | Comments (0)
UN predicts 'internet of things'

Ubiquitous Network Connectivity
""Changes brought about by the internet will be dwarfed by those prompted by the networking of everyday objects, says a report by a UN body. The study looks at how the use of electronic tags and sensors could create an "internet of things". The report by the International Telecommunications Union was released at the UN net summit in Tunis.
Thousands of delegates are discussing ways of narrowing the technology gap between rich and poor. "It would seem that science fiction is slowly turning into science fact in an 'Internet of Things' based on ubiquitous network connectivity," said the report. "Today, in the 2000s, we are heading into a new era of ubiquity, where the 'users' of the internet will be counted in billions and where humans may become the minority as generators and receivers of traffic."" Continue reading UN predicts 'internet of things' by Elizabeth Biddlecombe, BBC News. [via julianbleecker on eyebeam reblog]
Posted by jo at 02:19 PM | Comments (0)
fibreculture #6

Mobility, New Social Intensities, and the Coordinates of Digital Networks
From stirrups to satellites, the invention of new forms of technical mobility has always created new intensities within the social. Each invention has also required a new idea of what it might be to be human, a