RHIZOME DIGEST: 01.05.04

<br />RHIZOME DIGEST: January 5, 2004<br /><br />Content:<br /><br />+announcement+ <br />1. Andrea Blum: Leonardo/ISAST involved in ISEA 2006 in San Jose, CA<br />2. Christina McPhee: January on -empyre-: Nova Media Storia: Histories<br />and Characters<br />3. Yagos Koliopanos: VCMNET launch presentation<br /><br />+opportunity+<br />4. Iris Mayr: Prix Ars Electronica starts with a new category<br />5. Hyun-Yeul Lee: Call for Exhibition Proposals - DIS 2004 Boston<br />6. J E Lewis Lewis: Tenure Track Position in Digital Media<br /><br />+feature+ <br />7. McKenzie Wark: Designer Playtime<br /><br />+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +<br /><br />**RHIZOME NEEDS TO RAISE $27K BY FEBRUARY 1, 2004**<br /><br />Do you value Rhizome Digest? If so, consider making a contribution and<br />helping Rhizome.org to be self-sustaining. A contribution of $15 will<br />qualify you for a 10-20% discount in items in the New Museum of<br />Contemporary Art's Store,<br /><a rel="nofollow" href="http://www.newmuseum.org/comersus/store/comersus_dynamicIndex.asp">http://www.newmuseum.org/comersus/store/comersus_dynamicIndex.asp</a> and a<br />donation of $50 will get you a funky Rhizome t-shirt designed by artist<br />Cary Peppermint. Send a check or money order to Rhizome.org, New Museum,<br />583 Broadway, New York, NY, 10012 or give securely and quickly online:<br /><a rel="nofollow" href="http://www.rhizome.org/support/?digest0105">http://www.rhizome.org/support/?digest0105</a><br /><br />**BE AN ACTIVE ROOT**<br /><br />+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +<br /><br />1.<br /><br />Date: 12.24.03 <br />From: Andrea Blum (isast@well.com)<br />Subject: Leonardo/ISAST involved in ISEA 2006 in San Jose, CA<br /><br />To: Leonardo Network From: Roger Malina, Chair, Leonardo/ISAST<br /><br />Re: Leonardo/ISAST collaboration with ISEA 2006 San Jose, California,<br />USA<br /><br />We are pleased to inform the Leonardo network of our involvement in the<br />ISEA 2006 conference. As explained in the attached press release, the<br />city of San Jose has been selected by ISEA to host the 2006 conference.<br />Steve Dietz will serve as the Symposium Director.<br /><br />Leonardo/ISAST, under the leadership of ISAST Advisory Board chair<br />Beverly Reiser, will collaborate with the 2006 ISEA Symposium in a<br />number of areas including:<br /><br />a) Facilitating of the Pacific Rim New Media Centers summit in<br />connection with the Leonardo Global Crossings (Cultural Roots of<br />Globalization) project.<br /><br />b) Publications dedicated to documenting the work of emerging artists<br />and of new media programs internationally. The publications will be<br />produced as part of the Leonardo Experimental Publishing Project under<br />the direction of Pamela Grant Ryan.<br /><br />Leonardo/ISAST welcomes involvement and suggestions from the members of<br />the Leonardo network.<br /><br />Leonardo/The International Society for the Arts, Sciences, and<br />Technology (ISAST) serves the international arts community by promoting<br />and documenting work at the intersection of the arts, sciences, and<br />technology, and by encouraging and stimulating collaboration between<br />artists, scientists, and technologists. For further information, go to<br />(<a rel="nofollow" href="http://www.leonardo.info/">http://www.leonardo.info/</a>).<br /><br />+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +<br /><br />2.<br /><br />Date: 1.02.04<br />From: Christina McPhee (christina112@earthlink.net)<br />Subject: January on -empyre- : Nova Media Storia: Histories and<br />Characters<br /><br />January on -empyre- :<br /><br />Nova Media Storia: Histories and Characters<br /><br />With Jill Scott, Nick Montfort and Noah Wardrip-Fruin<br /><br />Is new media a field? Does it have a history? What history? And, how<br />does it matter?<br /><br />The new year brings us the pleasure of hosting three lively minds from<br />the interdisciplinary worlds of new media science, art and humanities.<br />Noah Wardrip-Fruin (US) and Nick Montfort (US) will explore the genesis<br />and critical issues that have lead to the publication of The New Media<br />Reader (MIT Press 2003), a compendium of intertextually annotated<br />readings from the last century. To the double helix of art and<br />computation in new media, Nick and Noah hope to interweave empyrean<br />comments in the coming month. With Noah and Nick, we are honored to<br />share time and thoughts with a distinguished new media artist, Jill<br />Scott, whose new book, &quot;Coded Characters&quot; (Hatje Cantz Verlag, 2003),<br />explores the mediation and role of the audience, as well as the mythical<br />representation of the human body on both stage and screen, are<br />constantly questioned. Jill's nomadic hegira, from the Bay Area to<br />Australia and to Europe, bears witness to a consistent development of<br />new media art as a series of cyberphysical metaphors–analog figures,<br />digital beings, and mediated nomads.<br /><br />Please join Jill, Nick and Noah this coming month on -empyre-<br />soft-skinned space.<br /><br />Subscribe at:<br /><br />(<a rel="nofollow" href="http://www.subtle.net/empyre">http://www.subtle.net/empyre</a>)<br />…………………………………..<br /><br />Nick Montfort writes on interactive fiction, the literary uses of<br />artificial intelligence and machine learning, game studies, and<br />analogies between new media, narrative and poetry. At the University of<br />Pennsylvania, where he is a PhD candidate in computer science, Nick<br />researches computational aspects of behavioral game theory. Recent<br />publications include &quot;Twisty Little Passages: An Approach to<br />Interactive Fiction&quot; (MIT Press, 2003), regarding such &quot;text adventures&quot;<br />as Adventure and Zork from literary and computational perspectives.<br /><br /> (<a rel="nofollow" href="http://nickm.com">http://nickm.com</a>)<br />(<a rel="nofollow" href="http://newmediareader.com">http://newmediareader.com</a>)<br />———————————————–<br /><br />Jill Scott and her oeuvre have contributed to a new concept of the human<br />body with respect to its functionality as an interface and as a player<br />in the rapidly developing technological spaces and in physical reality.<br />Since 1975, her work has evolved from making surveillance-performance<br />events, to video art, and onto new computer art and interactive cinema.<br /><br />(<a rel="nofollow" href="http://www.jillscott.org">http://www.jillscott.org</a>)<br /><br />++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++<br /><br />Noah Wardrip-Fruin is a new media scholar and artist. He has recently<br />edited two books, both from MIT Press - The New Media Reader (with Nick<br />Montfort, 2003) and First Person: New Media as Story, Performance, and<br />Game (with Pat Harrigan, forthcoming). As an artist his work focuses on<br />new media text, including The Impermanence Agent (a storytelling web<br />agent that &quot;customizes&quot; based on reader browsing habits) and Screen (an<br />immersive VR text that interacts with the reader's body). His work has<br />been presented by the Whitney and Guggenheim museums, as well as<br />discussed in reference books such as Information Arts (MIT Press) and<br />Digital Art (Thames and Hudson).<br /><br />(<a rel="nofollow" href="http://hyperfiction.org/">http://hyperfiction.org/</a>)<br /><br />+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +<br /><br />3.<br /><br />Date: 1.02.04 <br />From: Yagos Koliopanos (yagos_koliopanos@hotmail.com)<br />Subject: VCMNET launch presentation<br /> <br />VIRTUAL CENTER MEDIA NET<br />10 - 13 January 2004<br /><br /><a rel="nofollow" href="http://www.virtualcentre-media.net">http://www.virtualcentre-media.net</a><br /><br />With the occasion of launching Virtual Centre Media Net on the Internet,<br />Fournos_Centre for Digital Culture (Athens, Greece) presents in its<br />premises from the 10th to the 13th of January an ongoing event on the<br />relationship between real and virtual space, including presentations,<br />talks and other happenings.<br /><br />Virtual Centre Media Net is a new platform for art and digital culture,<br />which is co-founded by 10 European art and technology centers and is<br />supported by the European programme Culture 2000. The aim of the centre<br />is to create a common space for the co-production and the promotion of<br />contemporary art forms, for the development of new artistic projects<br />based on the collaboration of artists and theoreticians, for the<br />information and education of artists and professionals from the new<br />media art field.<br /><br />www.virtualcentre-media.net includes the following activities:<br /><br />a permanent collection consisted mainly of works that the artists<br />produce especially for the centre, temporary exhibitions and alternative<br />artistic activities, collaborative art projects in progress, workshops<br />and seminars, an online magazine, research, a dynamic database for youth<br />resources, for postgraduate studies, exchange opportunities, job<br />vacancies, seminars and workshops , focusing on art and new<br />technologies, news and events of activities in the real and virtual<br />space, audiovisual and printed material.<br /><br />The first official presentation of the virtual centre took place in<br />Paris, in La gaite Lyrique centre on 26 September 2003.<br /><br />Virtualcentre-media.net is co-organised by the following centres:<br />Fournos, Centre for Digital Culture (Greece), CICV Pierre Schaeffer<br />(France), European Media Art Festival (Germany), Foundation for Art and<br />Creative Technology (UK), KIBLA (Slovenia), Student Computer Art Society<br />(Bulgaria), D.EP.AS (Greece) with the collaboration of International<br />Center for Contemporary Art (Rumania), V2 (Netherlands), AXIS<br />(Netherlands), &amp;#918;&amp;#927; (Italy).<br /><br />The design and software management is undertaken by Netmode Lab and the<br />National Technical University of Athens.<br /><br />The four-day programme will be as follows:<br /><br />Saturday 10.01.04, 22.00<br />VJ performance party by Lichtsport (Germany)<br /><br />Sunday 11.01.04, 21.00<br />&quot;Best of European Video&quot; Screening of European video artworks, chosen in<br />accordance with the activities of the virtual centre.<br /><br />Monday 12.01.04, 20.30<br />Presentation of Virtual Centre Media Net and its activities by its main<br />contributors from Greece and abroad (artists, curators and centre<br />directors). Talk by Michael Connor, Media Curator from the FACT centre<br />and artist Armin Medosch on the logic of copyleft and net projects<br /><br />Tuesday 13.01.04, 18.00<br />Gala on the relationship of &quot;Real and Virtual Space&quot; with guest<br />speakers: artists, academics and architects from Greece.<br /><br />Fournos_Centre for Digital Culture<br />Mavromichali 168<br />Athens, Greece<br />www.fournos-culture.gr<br /> <br />+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +<br /><br />For $65 annually, Rhizome members can put their sites on a Linux<br />server, with a whopping 350MB disk storage space, 1GB data transfer per<br />month, catch-all email forwarding, daily web traffic stats, 1 FTP<br />account, and the capability to host your own domain name (or use<br /><a rel="nofollow" href="http://rhizome.net/your_account_name">http://rhizome.net/your_account_name</a>). PLUS, those who sign up for<br />Rhizome hosting before January 15, 2004 will receive a *FREE* domain<br />name for one year. And there is more, the hosted can take comfort in<br />knowing they're being active roots in the rhizome schema, helping the<br />.ORG self-sustain. Details at:<br /><a rel="nofollow" href="https://www.broadspire.com/order/rhizome/freedomain.html">https://www.broadspire.com/order/rhizome/freedomain.html</a><br /><br />+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +<br /><br />4.<br /><br />Date: 12.29.03 <br />From: Iris Mayr (iris.mayr@liwest.at)<br />Subject: Prix Ars Electronica starts with a new category<br /><br />Prix Ars Electronica 2004 starts with a new category and an art and<br />technology grant<br /><br />It is the 18th editition of the foremost International Competition for<br />CyberArts. The Prix Ars Electronica will be awarded in the following<br />categories:<br /><br />Computer Animation / Visual Effects<br />Digital Musics<br />Interactive Art<br />Net Vision <br />Digital Communities<br /><br />To mark Ars Electronica's 25th anniversary in 2004, it is being expanded<br />to include a &quot;Digital Communities&quot; domain dedicated to social<br />developments of great current relevance and the art and technology grant<br />[the next idea] art and technology grant.<br /><br />Digital Communities<br />&quot;Digital Communities&quot; encompasses the wide-ranging social consequences<br />of the Internet as well as the latest developments in the domain of<br />mobile communications and wireless networks. &quot;Digital Communities&quot; will<br />spotlight bold and inspired innovations impacting human coexistence,<br />bridging the digital divide regarding gender as well as geography, or<br />creating outstanding social software and enhancing accessibility of<br />technological-social infrastructure. This new category will showcase the<br />political potential of digital and networked systems and is thus<br />designed as a forum for a broad spectrum of projects, programs,<br />initiatives and phenomena in which social innovation is taking place, as<br />itwere, in real time.<br /><br />[the next idea] art and technology grant<br /><br />Discovering ideas for tomorrow in young minds today is the aim of this<br />grant and focusing on the intersection of art and technology. The<br />category?s target group includes students at universities, art schools,<br />technical schools, and other educational institutions as well as<br />creatives from all over the world, aged 19-27, who have developed<br />as-yet-unproduced concepts in the fields of media art, media design or<br />media technology. The winner receives a grant in the amount of 7,500<br />Euro and will be invited to spend a term as Researcher and Artist in<br />Residence at the Ars Electronica Futurelab.<br /><br />Detailed information about the Prix Ars Electronica 2004 at<br /><a rel="nofollow" href="http://prixars.aec.at">http://prixars.aec.at</a><br /><br />Online registration starts January 12, 2004<br />Entry deadline March 12, 2004<br />Contact: info@prixars.aec.at<br /><br />–<br />German <br />–<br /><br />Der Prix Ars Electronica 2004 erh&#xE4;lt eine neuen Kategorie und ein Kunst-<br />und Technologiestipendium<br /><br />Der zum 18. Mal als Internationaler Wettbewerb f&#xFC;r Cyberarts<br />ausgeschrieben und wird in folgenden Kategorien verliehen:<br />Computeranimation / Visual Effects<br />Digital Musics<br />Interaktive Kunst<br />Net Vision<br />Digital Communities<br /><br />Zum 25-j&#xE4;hrigen Jubil&#xE4;um der Ars Electronica wird der Prix Ars<br />Electronica 2004 um die Kategorie &quot;Digital Communities&quot; erweitert.<br />Zus&#xE4;tzlich wird der Prix Ars Electronica heuer zum ersten Mal ein<br />Stipendium f&#xFC;r innovative Ideen und Konzepte von jungen, kreativen<br />K&#xF6;pfen von 19 - 27 Jahren vergeben - [the next idea] Kunst- und<br />Technologiestipendium.<br /><br />Digital Communities<br />Angesichts der F&#xFC;lle und des breiten Spektrums an Projekten im Feld der<br />?Digital Communities? sowie des unterschiedlichen Backgrounds der<br />ProtagonistInnen werden in dieser neuen Kategorie zwei Goldene Nicas f&#xFC;r<br />Projekte mit hoher gesellschaftspolitischer Relevanz verliehen. ?Digital<br />Communities? ber&#xFC;cksichtigt die weit reichenden gesellschaftlichen<br />Wirkungen des Internet ebenso wie die aktuellsten Entwicklungen im<br />Bereich der mobilen Kommunikation und drahtlosen Netzwerke. Bei ?Digital<br />Communities? geht es um mutige und inspirierte Innovation im<br />menschlichen Zusammenleben, um die &#xDC;berbr&#xFC;ckung des geografisch, aber<br />auch Gender-bedingten ?Digital Divide? sowie um herausragende soziale<br />Software und die Verbesserung der Zug&#xE4;nglichkeit technologisch-sozialer<br />Infrastrukturen. Die neue Kategorie w&#xFC;rdigt das politische Potenzial<br />digitaler und vernetzter Systeme und spricht damit ein breites Spektrum<br />von Projekten, Programmen, Initiativen und Ph&#xE4;nomenen an, in denen<br />soziale Innovation gewisserma&#xDF;en in Echtzeit stattfindet.<br /><br />[the next idea] Kunst- und Technologiestipendium<br />Die Zielsetzung dieses Stipendiums, das von voestalpine unterst&#xFC;tzt wird<br />und sich mit der Schnittstelle zwischen Kunst und Technologie<br />auseinandersetzt, ist es, Ideen f&#xFC;r morgen in den Gedanken der Jugend<br />von heute freizulegen. Die Zielgruppe dieser Kategorie umfasst Studenten<br />an Universit&#xE4;ten, Kunsthochschulen, Fachhochschulen und anderen<br />Bildungseinrichtungen wie auch K&#xFC;nstler auf der ganzen Welt im Alter<br />zwischen 19 und 27 Jahren, die ein noch nicht realisiertes Konzept in<br />den Bereichen Medienkunst, Mediendesign oder Medientechnologie<br />entwickelt haben. Der Gewinner erh&#xE4;lt ein Stipendium in der H&#xF6;he von EUR<br />7.500,? und wird eingeladen, ein Semester als wissenschaftlicher<br />Assistent und Artist-in-Residence am Ars Electronica Futurelab zu<br />absolvieren. Die Bewertung wird von einer Expertenrunde vorgenommen.<br /><br />Detailierte Informationen zum Prix Ars Electronica ab sofort auf<br /><a rel="nofollow" href="http://prixars.aec.at">http://prixars.aec.at</a><br />Online Einreichung ab 12. Januar 2004.<br />Einreichfrist 12. M&#xE4;rz 2004<br />Kontakt: iris mayr: info@prixars.aec.at<br /><br />–<br />Sponsoring and Support:<br />SAP, Telekom Austria and voestalpine are the sponsors of the 2004 Prix<br />Ars Electronica<br />The competition is made possible through the support of the City of<br />Linz, the Province of Upper Austria, ORF Upper Austria, Brucknerhaus<br />Linz, and OK Centrum f&#xFC;r Gegenwartskunst.<br />Prix Ars Electronica is supported by: &#xD6;KS &#xD6;sterreichisch Kultur-Service,<br />P&#xF6;stlingbegschl&#xF6;ss'l, SONY DADC, Spring and KLM<br /><br />+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +<br /><br />5.<br /><br />Date: 12.30.03<br />From: Hyun-Yeul Lee (spot@media.mit.edu)<br />Subject: Call for Exhibition Proposals - DIS 2004 Boston<br /><br />Call for Exhibition Proposals - DIS 2004 Boston<br /><br />Exhibition Overview<br /><br />DIS 2004 is keen to further encourage interchange between artists and<br />designers engaged with exploring the boundaries of interactive<br />technologies, through the addition for the first time of an exhibition<br />programme of design and art projects. Accepted submissions will also be<br />eligible for the DIS 2004 Design Awards. If you wish your work to be<br />considered for the design awards please see the Design Awards section of<br />the DIS 2004 website - www.sigchi.org/dis2004<br /><br />We particularly encourage:<br /><br />-exhibits relating to industrial/commercial design projects<br />-interactive performance and installation based work<br />-site-specific interactive work<br />-work that 'leaks out' into the surrounding<br />environment/community/context, or that encourages the surrounding<br />environment/community/context to 'leak into' the conference<br />-web and screen based work<br />-interactive installations/performances<br />-work that explores new forms of interaction, or exploits emerging<br />interaction technologies<br />-work that blurs boundaries between e.g. interaction design and product<br />design, interaction design and architecture, interaction design and<br />fashion, etc.<br /><br />Submission Process<br /><br />Entry is a two stage process:<br /><br />Pre-proposal round to establish general suitability and technical<br />requirements. Everyone who submits a pre-proposal will be provided with<br />review feedback which will offer guidance for the preparation of the<br />final proposal Proposal round for final selection of exhibits.<br /><br />Pre-proposals<br /><br />The pre-proposal stage allows proposers to gain valuable feedback from<br />the exhibits review committee about their idea before committing to a<br />full proposal. Pre-proposals consist of:<br /><br />- names and contact details of the proposers<br />- a brief (400 word max) outline of the work<br />- a technical summary of the requirements for exhibit<br />- a summary of the interaction experience for the audience and an<br />indication of how much space will be required for the exhibit<br />- a clear statement as to what technical support will be required from<br />the exhibits committee and what technical needs will be met by the<br />proposer<br />- websites may be used to support an application<br />Final proposals<br /><br />Final proposal packages should include the following information and<br />supporting materials. In general they will include the following:<br /><br />- names and contact details of the proposers<br />- a technical summary of the requirements for exhibit<br />- a summary of the interaction experience for the audience and an<br />indication of how much space will be required for the exhibit<br />- a clear statement as to what technical support will be required from<br />the exhibits committee and what technical needs will be met by the<br />proposer<br />- c. 750 word max proposal outlining the aims and objectives of the<br />project, and the form of the exhibit (screen shots, mock-ups etc may be<br />included as appendices)<br />- brief CVs of the proposers including details of previous exhibits (if<br />any)<br />- samples of the work: designs must be submitted via four (4) copies of<br />physical media (CDROM, DVD, PC Format Diskette or NTSC or PAL VHS<br />Videotape)<br />- we accept existing web sites as support material, but if they are not<br />operational at the time of review, the proposal will be rejected.<br /><br />Exhibition co-chairs: Catriona Macaulay (Centre for Interactive Media<br />Design, University of Dundee, UK) and Hyun-Yeul Lee (MIT Media Lab, US)<br />Important Dates<br /><br />Pre-proposal submission deadline: January 20th 2004<br /><br />Notification of pre-proposal feedback: February 10th 2004.<br /><br />Final proposal submission deadline: March 10th 2004<br /><br />Notification of results: May 1st 2004<br /><br />Exhibition/conference dates: 1st ^?4th August 2004<br /><br />Submissions (pre-proposals via email please, final proposals via mail)<br />should be sent to:<br /><br />Dr Catriona Macaulay<br />School of Design, Centre for Interactive Media Design<br />University of Dundee<br />Faculty of Duncan of Jordanstone College of Art and Design<br />Perth Road, Dundee DD1 4HT<br />UK<br />Email: catriona@computing.dundee.ac.uk<br /><br />+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +<br /><br />6.<br /><br />Date: 12.31.03 <br />From: J E Lewis Lewis (rhizome@thethoughtshop.com)<br />Subject: Tenure Track Position in Digital Media<br /><br />This is one of the very few undergraduate programs in North American<br />that fully integrates computer science, design and fine arts. And<br />Montreal is a fabulous place to live. Please don't hesitate to contact<br />me at jason.lewis@concordia.ca (www.thethoughtshop.com) if you have any<br />questions.<br /><br />+++++++++++++++++++++++++++++++++++++++++++++++++++<br /><br />TENURE TRACK APPOINTMENT IN DIGITAL MEDIA<br />The Faculty of Fine Arts, Concordia University, Montreal, Quebec is<br />seeking candidates for a full-time tenure track appointment in Digital<br />Media effective June 1st, 2004, pending budgetary approval.<br /><br />Digital Image/Sound and &amp;Fine Arts (DFAR) was initiated in 1997 as a<br />program designed to bridge two domains of study, that of Computer<br />Science and the Fine Arts. This three-year undergraduate program guides<br />students in developing critical paths at the intersections of art,<br />technology and design. It highlights the study of theoretical issues<br />related to technological innovation such as computational art,<br />interaction design and physical computing.<br /><br />Teaching emphasizes non-traditional applications of digital technologies<br />while also developing awareness of the social and political implications<br />of new technologies and a conceptual approach to design, related to the<br />social, cultural and ethical context in which it resides. The program<br />has three areas of specialization: digital imaging, soundscapes, and 3D<br />modeling/animation. The programs of study at the undergraduate level<br />include the BFA or BSc Major in DFAR with Computer applications, BFA<br />Specialization in DFAR and the cooperative work degree. A Design, Art<br />and Technology masters level program is in development.<br /><br />Preferred candidates must have extensive experience working and teaching<br />in one or more of the following growth areas of the program:<br /> <br />. Interaction Design<br />. Immersive Media<br />. Experimental Sound<br />. Computation Arts<br />. Physical Computing<br />. Mechatronics<br /><br />In addition, the candidate will carry out an independent research<br />program and contribute to the administration of the Department.<br /><br />The ideal candidate has:<br />. Ph.D., M.A., M.F.A. or equivalent;<br />. teaching experience in digital media, theory and studio practice at<br />the university level;<br />. administrative experience and committee work at the university<br />level;<br />. media design and/or artistic practice and research profile;<br />. fluency in French (this would be considered a strong asset).<br /><br />Please include: a letter of application; a statement of teaching<br />philosophy; curriculum vitae; three letters of recommendation;<br />documentation of recent work; samples of students' work; and other<br />relevant support material.<br /><br />Candidates are encouraged to visit our departmental web site for<br />additional information concerning our programs and priorities:<br /><a rel="nofollow" href="http://digital.concordia.ca">http://digital.concordia.ca</a><br /><br />Information: <br />1] Deadline for Applications: February 15th, 2004. (We are also<br />accepting ongoing applications as we anticipate future positions in<br />related computation and new media areas.)<br />2] This advertisement is simultaneously directed to Canadian citizens<br />and permanent residents of Canada and to non-Canadians. Under current<br />Canadian immigration guidelines, the dossiers of Canadian citizens and<br />permanent residents must be examined in the first instance, after which<br />the applications of others will be considered.<br />3] Concordia University is committed to Employment equity and encourages<br />applications from women, aboriginal peoples, visible minorities and<br />disabled persons.<br /><br />Please address applications to: pk langshaw, Chair<br />Departments of Design Art &amp; Digital Image/Sound and the Fine Arts<br />Concordia University, 1455 de Maisonneuve Blvd. West, VA-244<br />Montreal, Quebec H3G 1M8, Canada<br />vox: (514) 848-4626, fax: (514) 848-8627<br />email: design@vax2.concordia.ca<br /><br />+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +<br /><br />7.<br /><br />Date: 1.05.03 <br />From: McKenzie Wark (mw35@nyu.edu)<br />Subject: Designer Playtime<br /><br />A review of:<br />Katie Salen &amp; Eric Zimmerman, Rules of Play: Game Design Fundamentals,<br />MIT Press, 670 pages, $49.95<br /><br />This is not the first book on game design but it is the best. It is<br />comprehensive yet comprehensible. Salen and Zimmerman break game design<br />down in a logical manner and present to the reader step by step. It is<br />not a book about coding electronic games. It is about the design<br />principles of all games, whether they are played with bits, bats, chips<br />or checkers. It is about games as a cultural code.<br /><br />The book is organized into four sections. The first gives the basic<br />concepts. The three chapters that follow break game design down into<br />three 'primary schemas': Rules, Play and Culture. This analytic approach<br />to games has the virtue of clear organization and logical progression,<br />although as we shall see it does introduce a quite particular<br />perspective into the book's thinking about games.<br /><br />The Rules, Salen and Zimmerman propose, are a formal schema for thinking<br />about games, while Play provides an experiential schema and Culture a<br />contextual one. The logic of the book radiates out from the proposition<br />that the rule-based nature of games is what is distinctive to them as a<br />phenomenon.<br /><br />Games have an inner formal logic. Without it there may be 'play', but<br />there isn't a game. &quot;'Real Life' is full of ambiguities and partially<br />known information, but that is one of the reasons why games as designed<br />systems are artificial and distinct from daily existence. In ordinary<br />life it is rare to inhabit a context with such a high degree of<br />artificial clarity.&quot; (123) Which might explain the desire for games, if<br />not whether that is a good or bad desire.<br /><br />Games have constitutive rules, which are formal mathematical logics, but<br />also operational rules, which direct the player's behavior. There are<br />also implicit rulesof etiquette that govern game play in general.<br />Interestingly, games can't function without these implicit rules, and<br />yet they are not really internal to the game. They point toward the<br />limits of the organization of this book, which wants to treat rules as a<br />formal system, which then generates play as an effect, which in turn<br />takes place within a cultural context. The formal attributes of games,<br />in this analysis, are removed from culture. And yet the implicit rules<br />of the game point toward the close relation between the formal and<br />cultural aspects of games.<br /><br />The 'Rules' section of the book explores questions of complexity,<br />uncertainty, probability and redundancy. Salen and Zimmerman explore the<br />difference between games with perfect information such as chess, and of<br />imperfect information, such as poker. This latter line of analysis is<br />particularly useful for computer games, which can hide and reveal<br />information to the player in complex and interesting ways.<br /><br />Game theory also gets a brief chapter. Salen and Zimmerman find it of<br />limited use: &quot;It is not a general theory of games or of game design.&quot;<br />(245) The set of games to which it can be applied is too limited.<br />Competition and cooperation get an interesting chapter, in which the<br />authors show how all games require both qualities.<br /><br />The section on rules concludes by looking at rule-breaking. &quot;Game<br />designers need to recognize that rule-breaking is a common phenomenon in<br />gaming and incorporate it into their game design thinking.&quot; (285)<br />Breaking rules can lead to new rules &#xAD; but only if a game has a culture<br />of changing the rules in the interest of developing play, as Dave Hickey<br />famously argued in his book Air Guitar is the case with the history of<br />basketball. Rule breaking might also point to a certain limitation in<br />thinking of play within the context of the game. Is the rule breaker<br />still playing the game? Or has the rule breaker discovered that play can<br />exceed the game?<br /><br />&quot;Play is free movement within a more rigid structure.&quot; (304) For Salen<br />and Zimmerman, play is both created by, and in opposition to, some limit<br />or rule. &quot;When play occurs, it can overflow and overwhelm the more rigid<br />structure in which it is taking place, generating emergent unpredictable<br />results.&quot; (305) This is a robust definition, and well argued in this<br />book, but it depends in the end on a particular kind of metaphysics.<br /><br />If one takes the line of thought that runs from Heraclitus via Nietzsche<br />to Deleuze and Derrida, one might rather say that play is a free<br />movement that can engender more rigid structures. It is not the game<br />that is the precondition of play, in other words, but play that is the<br />condition of possibility of the game. Brian Massumi argues this most<br />cogently in his book Parables of the Virtual.<br /><br />Salen and Zimmerman pay particular attention to Culture &#xAD; it is their<br />third schema. But the conceptual organization of their book has cut the<br />formal attributes of games off from culture, rendering them neutral.<br />They are sensitive to the different values that games can embody. There<br />is a fascinating section on the origins of the game Monopoly in the<br />Landlord's Game. The latter was a critique of the evils of land<br />monopoly, but by the time it becomes Parker Brother's commercial hit<br />Monopoly, its values have, to say the least, changed.<br /><br />There is a limit to how far Salen and Zimmerman can take this embedding<br />of games in the cultural context. They can see particular kinds of<br />formal game structures as privileging certain kinds of play and hence<br />certain kinds of cultural value. What they can't quite open the door to<br />is a critique of the formal organization of play within the game in<br />general.<br /><br />There is a great section on games as cultural resistance &#xAD; something you<br />just don't find in many game books of any stripe. The authors offer an<br />account of Doom as a version of the punk DIY ethos. There's great<br />stories about 'frag queens' &#xAD; female skins designed for Quake, and Los<br />Disneys, a patch for Marathon Infinity that turns the happiest kingdom<br />of them all into a post-apocalyptic nightmare. But all these stories<br />take place within the formal construction of the game as the necessary<br />condition for play.<br /><br />While there's a nod toward the take-up of game culture within the art<br />world, what's missing here, and also in the art world craze for game<br />themed stuff, is that utopian tradition that tried to think play outside<br />the realm of the game, and tried to construct landscapes within which<br />play could find its own form. From the Situationists to Constant's New<br />Babylon, or Richard Neville's Play Power, there was once a much wider &#xAD;<br />and wilder &#xAD; ambition.<br /><br />Would it be possible to create tools that would allow people to<br />construct their own spaces for play, in which the rules would emerge out<br />of the act of play, in which there would be no need for the structuring<br />repetition of formal design? The 'playing' with games in the art world<br />might look like the next big thing, but perhaps it's really an admission<br />of failure. The aesthetic, which was once the domain of play as<br />something prior to and greater than the game, collapses back into formal<br />structures of repetition.<br /><br />It was not the intention of Salen and Zimmerman to write a critique of<br />games. The task they set themselves was a textbook on game design, and<br />here they have succeeded admirably. But they do the reader an additional<br />service by laying out in a systematic way the intellectual grounding of<br />game culture in a metaphysics that puts the formal structure first and<br />the movement of play second. As a consequence, the book thinks the<br />formal and structural aspects of games much better than the aleatory<br />movement of play. It is a book for a culture that has forgotten how to<br />play other than in the game.<br /><br />And yet, at the same time, it might point toward tools for re-imagining<br />play. German playwright Friedrich Schiller thought that play could be<br />the exploratory, collaborative practice by which a society alienated<br />from itself by its formal structures, its division of labor, could<br />re-imagine and reintegrate itself. That thought lies behind the whole<br />critical tradition. By putting games in the context of culture, Salen<br />and Zimmerman also put back on the agenda the bigger questions of how,<br />through play, the good life might yet be imagined, and if not built in<br />bricks and mortar, then built at least in bits and bytes. A radical<br />'open source' play culture may already be on the horizon.<br /><br />+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +<br /><br />Rhizome.org is a 501©(3) nonprofit organization and an affiliate of<br />the New Museum of Contemporary Art.<br /><br />Rhizome Digest is supported by grants from The Charles Engelhard<br />Foundation, The Rockefeller Foundation, The Andy Warhol Foundation for<br />the Visual Arts, and with public funds from the New York State Council<br />on the Arts, a state agency.<br /><br />+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +<br /><br />Rhizome Digest is filtered by Feisal Ahmad (feisal@rhizome.org). ISSN:<br />1525-9110. Volume 9, number 1. Article submissions to list@rhizome.org<br />are encouraged. Submissions should relate to the theme of new media art<br />and be less than 1500 words. 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