<br />RHIZOME DIGEST: October 13, 2006<br /><br />Content:<br /><br />+opportunity+<br />1. r.smith@preston.gov.uk: UK - North-West emerging digital artists -<br />call for submissions<br />2. Hein Bekker: Call: ICEBOX 02 Audio/Visual Art Festival, February/March<br />2007<br />3. nisar keshvani: Leonardo Electronic Almanac - Open Call for<br />Submissions 2007/8<br />4. misberg@eciad.ca: Assistant or Associate Professor Media Arts<br />5. Brian DeLevie: POSITION: Tenure Track â Digital Design<br /><br />+announcement+<br />6. domenico quaranta: [BOOK + SHOW] GAMESCENES / GAMESCAPES<br />7. Cecilia: Salon or Seminar @ E:vent Gallery, London AND online<br />8. marcin ramocki: Paul Slocum and Cory Arcangel perform @ vertexlist<br /><br />+Commissioned by Rhizome.org+<br />9. Thomas Beard: Interview by Eddo Stern, by Thomas Beard<br /><br />+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +<br /><br />Rhizome is now offering Organizational Subscriptions, group memberships<br />that can be purchased at the institutional level. These subscriptions<br />allow participants at institutions to access Rhizome's services without<br />having to purchase individual memberships. For a discounted rate, students<br />or faculty at universities or visitors to art centers can have access to<br />Rhizome?s archives of art and text as well as guides and educational tools<br />to make navigation of this content easy. Rhizome is also offering<br />subsidized Organizational Subscriptions to qualifying institutions in poor<br />or excluded communities. Please visit <a rel="nofollow" href="http://rhizome.org/info/org.php">http://rhizome.org/info/org.php</a> for<br />more information or contact Lauren Cornell at LaurenCornell@Rhizome.org<br /><br />+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +<br /><br />1.<br /><br />From: r.smith@preston.gov.uk <r.smith@preston.gov.uk><br />Date: Oct 10, 2006<br />Subject: UK - North-West emerging digital artists - call for submissions<br /><br />Digital Aesthetic 2 - exhibition opportunity to commission or realise new<br />work for emerging digital artists in the North-West.<br /><br />Digital Aesthetic 2 is an international exhibition, conference and website<br />taking place in March 2007 in Preston. As part of this event we would<br />like to invite artists based in the North-West of England to submit<br />proposals for new work to be shown at PAD Gallery.<br /><br />A total budget of £3000 is available to support the making of new work for<br />PAD. We envisage showing work by up to three artists however a single more<br />ambitious project would also be considered.<br /><br />Artists should submit the following:<br /><br />? A written proposal for a new artwork with digital content (approx<br />250 words)<br />? A working budget<br />? A current CV<br />? Up to 10 good quality visuals (or other appropriate documentation)<br />of recent work.<br />? Visuals and supporting documentation can only be returned if a<br />Stamped Addressed Envelope is included<br />Closing date: 31 October 2006.<br /><br />Successful artist(s) will be contacted early December.<br />Proposals should be sent to:<br /><br />Digital Aesthetic 2 ? PAD<br />Harris Museum & Art Gallery<br />Market Square<br />Preston<br />PR1 2PP<br /><br />Digital Aesthetic 2 is a multi-venue exhibition, conference and website<br />developed in between the Harris Museum and Art Gallery and the Electronic<br />and Digital Art Unit at the University of Central Lancashire (UCLan). The<br />exhibition opens on 16th March 2007 and venues include the Harris, UCLan,<br />Preston Minster, PAD and public realm.<br /><br />Further information about PAD can be found at: www.padshopandgallery.com<br /><br />Further information about Digital Aesthetic 2 can be found at:<br />www.harrismuseum.org.uk<br /><br />+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +<br /><br />2.<br /><br />From: Hein Bekker <hein@liquidfridge.co.za><br />Date: Oct 10, 2006<br />Subject: Call: ICEBOX 02 Audio/Visual Art Festival, February/March 2007<br /><br />ICEBOX is a collaborative festival of contemporary creativity in<br />audio/visual art. With the focus on the electronic, open and South<br />African, the festival combines music, film, video and interactive media<br />through a programme of screenings, multimedia performances, club nights,<br />workshops and an online exhibition.<br /><br />Liquid Fridge, partnered by MTKidu and rustpunk, presents ICEBOX 02 in<br />February/March 2007 in Cape Town, Durban and Johannesburg, South Africa.<br />The festival is calling for the participation of established and emerging<br />South African and international artists and professionals working in a<br />broad range of disciplines including electronic music, sound art, digital<br />film, animation, photography, video art, graphic design, interactive and<br />generative media, Net art, video game art and electronics.<br /><br />Web: www.liquidfridge.co.za/icebox<br /><br />Screenings<br /><br />ICEBOX is open for submissions of short-form narratives, documentaries,<br />music videos, experimental motion graphics and recorded visual<br />performances. Visit www.liquidfridge.co.za/?p=icebox_02_screen for further<br />information and the entry form.<br /><br />Online Exhibition<br /><br />Interactive media, generative art, Net art and other forms using Director,<br />Flash or Java software, as well as digital photography, illustration and<br />graphic design work, may be entered for the online exhibition and a live<br />presentation at ICEBOX. Visit www.liquidfridge.co.za/?p=icebox_02_web for<br />further information and the entry form.<br /><br />Club Nights<br /><br />The ICEBOX sound system promises a selection of DJ'd and live<br />retro-tech-future-funk rather difficult to define. Overlay a hearty<br />serving of videoboxing and performing pixels, and you have an eclectic<br />evening where the notions of "underground" and "overground" are<br />irrelevant. We are looking for DJ sets, band and electroacoustic<br />performances, VJ/video performances, and various styles in between. Visit<br />www.liquidfridge.co.za/?p=icebox_02_events to learn more.<br /><br />Workshops<br /><br />To facilitate exchange between the traditional creative practices and<br />electronic subcultures, ICEBOX invites presentations, performances,<br />demonstrations, discussion panels and hands-on experiments in all<br />disciplines. Visit www.liquidfridge.co.za/?p=icebox_02_events to learn<br />more.<br /><br />–<br />Liquid Fridge :o: Creative Swapmeet<br />+27 (0)82 508 2922 | hein@liquidfridge.co.za | <a rel="nofollow" href="http://liquidfridge.co.za">http://liquidfridge.co.za</a><br /><br />+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +<br /><br />3.<br /><br />From: nisar keshvani <nisar@keshvani.com><br />Date: Oct 7, 2006<br />Subject: Leonardo Electronic Almanac - Open Call for Submissions 2007/8<br /><br />** Sincere apologies for cross-posting **<br /><br />Please feel free to spread the word widely:<br /><br />The Leonardo Electronic Almanac (ISSN No: 1071-4391) is inviting an open<br />call for special issues / papers to be published in 2007/8. LEA is an<br />international peer-reviewed e-journal published by MIT Press since 1993.<br /><br />The LEA Editorial Board seeks proposals for:<br /><br />* Special Issues: To guest edit a special issue/s around any established<br />or emerging topic area. The special will give you an opportunity to work<br />with LEA, its peer-review network and experts in the field to publish<br />critical essays, artist statements, produce bibliographies and academic<br />curriculum.<br /><br />* Theoretical Discussions: *Original* essays documenting research,<br />critical commentary in areas of discussion such as nanotechnology,<br />cyberart, cyberfeminism, hypertext, robotics, bio-art, artifical life,<br />genetics. This list is by no means exhaustive, and proposals need not be<br />limited to these areas.<br /><br />* Artists Statements / Gallery Commissions: International artists are<br />encouraged to submit statements or proposals for *original* for exhibiting<br />new media artwork. Curators are welcome to propose thematic exhibitions.<br /><br />LEA encourages international artists / academics / researchers / students<br />/ practitioners / theorists to submit their proposals for consideration.<br />We particularly encourage authors outside North America and Europe to<br />submit essays / artists statements.<br /><br />Proposals should include:-<br />- a 150 - 300 word abstract / synopsis detailing subject matter<br />- a brief bio (and prior works for reference).<br />- names of collaborators (if suggesting a thematic issue / curated gallery)<br />- any related URLs<br />- contact details<br /><br />We also welcome all collaborative ideas, suggestions and proposals from<br />individuals as well as organizations.<br /><br />In the subject heading of the email message, please use ?Name of<br />Individual/Organisation/Project Title: LEA CFP ? Date Submitted?. Please<br />cut and paste all text into body of email (without attachments). Detailed<br />editorial guidelines at: <a rel="nofollow" href="http://leoalmanac.org/cfp/submit/">http://leoalmanac.org/cfp/submit/</a><br /><br />Please send proposals or queries to:<br />Nisar Keshvani<br />Editor-in-Chief<br />Leonardo Electronic Almanac<br /><a rel="nofollow" href="http://leoalmanac.org/">http://leoalmanac.org/</a><br />info@leoalmanac.org<br /><br />by 1 December 2006. (Pls note - Response to proposals may take up to 4 - 8<br />weeks.<br />Only shortlisted candidates will be contacted).<br />***********************************************************************<br /><br />Useful URLs<br />—————–<br /><br />LEA Current Issue: <a rel="nofollow" href="http://leoalmanac.org/">http://leoalmanac.org/</a><br />Gallery: <a rel="nofollow" href="http://leoalmanac.org/gallery/index.asp">http://leoalmanac.org/gallery/index.asp</a><br />Archives: <a rel="nofollow" href="http://leoalmanac.org/journal/index.asp">http://leoalmanac.org/journal/index.asp</a><br />Resources: <a rel="nofollow" href="http://leoalmanac.org/resources/index.asp">http://leoalmanac.org/resources/index.asp</a><br />Contributor Guide: <a rel="nofollow" href="http://leoalmanac.org/cfp/submit/index.asp">http://leoalmanac.org/cfp/submit/index.asp</a><br />About: <a rel="nofollow" href="http://leoalmanac.org/about/index.asp">http://leoalmanac.org/about/index.asp</a><br /><br />What is LEA?<br />————-<br />Established in 1993, Leonardo Electronic Almanac (ISSN No: 1071-4391) is<br />the electronic arm of the pioneer art journal, Leonardo - Journal of Art,<br />Science & Technology.<br /><br />Leonardo Electronic Almanac (LEA), jointly produced by Leonardo, the<br />International Society for the Arts, Sciences and Technology (ISAST), and<br />published by MIT Press, is an electronic journal dedicated to providing a<br />forum for those who are interested in the realm where art, science and<br />technology converge.<br /><br />For over a decade, LEA has thrived as an international peer reviewed<br />electronic journal and web archive covering the interaction of the arts,<br />sciences, and technology. On average 5 - 10% of manuscripts received are<br />eventually published. LEA emphasizes rapid publication of recent work and<br />critical discussion on topics of current excitement with a slant on<br />shorter, less academic texts. Many contributors are younger scholars,<br />artists, scientists, educators and developers of new technological<br />resources in the media arts.<br /><br />Contents include profiles of media arts facilities and projects, insights<br />of artists using new media and feature articles comprising theoretical and<br />technical perspectives. Curated galleries of current new media artwork are<br />also a regular feature, and occasionally, LEA publishes special issues on<br />topics such as locative media, new media poetics, and wild nature and the<br />digital life.<br /><br />***********************************************************************<br /><br />+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +<br /><br />Support Rhizome: buy a hosting plan from BroadSpire<br /><br /><a rel="nofollow" href="http://rhizome.org/hosting/">http://rhizome.org/hosting/</a><br /><br />Reliable, robust hosting plans from $65 per year.<br /><br />Purchasing hosting from BroadSpire contributes directly to Rhizome's<br />fiscal well-being, so think about about the new Bundle pack, or any other<br />plan, today!<br /><br />About BroadSpire<br /><br />BroadSpire is a mid-size commercial web hosting provider. After conducting<br />a thorough review of the web hosting industry, we selected BroadSpire as<br />our partner because they offer the right combination of affordable plans<br />(prices start at $14.95 per month), dependable customer support, and a<br />full range of services. We have been working with BroadSpire since June<br />2002, and have been very impressed with the quality of their service.<br /><br />+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +<br /><br />4.<br /><br />From: misberg@eciad.ca <misberg@eciad.ca><br />Date: Oct 13, 2006<br />Subject: Assistant or Associate Professor Media Arts<br /><br />Emily Carr Institute of Art + Design, a leading institution dedicated to<br />research and the education of artists, designers, and media practitioners,<br />invites applications for a full-time tenure track position at the rank of<br />Assistant or Associate Professor in Media Arts commencing August 2007 to<br />teach computer graphics and animation in the context of filmmaking and<br />digital media with expertise in the areas of 3-D animation, visual<br />effects, interactivity and programming. (Competition F006 -2006)<br />ECI has a culturally diverse student body of approximately 1400 students<br />from across Canada and the world and offers undergraduate and graduate<br />programs leading to Bachelor degrees in Fine Arts, Media Arts and Design,<br />and a Masters of Applied Arts.<br /><br />Preference will be given to candidates with a broad range of experience in<br />digital media arts, including interactive, motion, and time based<br />technologies as well as an understanding of interdisciplinary practices.<br />The successful candidate may teach students at all levels, from Foundation<br />to Graduate Studies, and will be expected to make a major contribution in<br />developing curriculum in an institution that is committed to the<br />interrelation of theory and practice. Faculty members are expected to<br />contribute in shaping the future of the Institute through participation in<br />planning, administration and committees and in being actively engaged in<br />the ECI community.<br /><br />Candidates should have a Masters degree in a related area, and a minimum<br />of two years relevant post-secondary teaching experience. Letters of<br />application should address the candidate?s expertise in the area of<br />professional practice as it relates to the position, including a<br />philosophy or approach to teaching within culturally diverse communities<br />(maximum 500 words), and a statement that demonstrates the applicant?s<br />organizational and leadership skills (maximum 500 words). This statement<br />may reflect the candidate?s experience in any sector and need not be<br />necessarily restricted to visual arts, design or media arts or to<br />teaching.<br /><br />The applicant should include a current curriculum vitae and supporting<br />material, including samples of a variety of recent work preferably on DVD<br />or CDROM (limit total viewing time to 20 min. maximum). Submissions should<br />include the names, addresses, telephone numbers, and email addresses of<br />three persons who can be contacted for a reference. Please provide a check<br />list of submitted material.<br /><br />Please send applications, quoting Competition no. F006-2006 by November<br />24, 2006, to:<br /><br />Human Resources Department<br />Emily Carr Institute<br />1399 Johnston St Vancouver BC V6H 3R9<br /><br />Phone (604) 844-3824 Fax (604) 844-3885 Email hr@eciad.ca<br /><br />+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +<br /><br />5.<br /><br />From: Brian DeLevie <brian@delevie.net><br />Date: Oct 12, 2006<br />Subject: POSITION: Tenure Track â Digital Design<br /><br />POSITION: Tenure Track ? Digital Design<br /><br />Description:<br />The Visual Arts Department, in the College of Arts and Media at the<br />University of Colorado at Denver and Health Sciences Center (UCDHSC),<br />seeks a full-time, tenure-track Assistant Professor of Electronic Design<br />with expertise in digital media, design fundamentals and a wide range of<br />Digital Media software applications, Applicants must posses interest and<br />knowledge of design theory, history and criticism, and demonstrate a<br />record of creative activity in Art/Design.<br /><br />As one of three institutions within the University of Colorado system,<br />UCDHSC is an urban campus located in the heart of the city's commercial,<br />cultural and recreational districts. The institution educates<br />approximately 27,000 students with more than 100 degree and certificate<br />programs at the bachelors, masters, and doctoral levels, and has proudly<br />positioned itself to be one of the top urban research universities in the<br />country with more than $300 million a year in research grants and<br />contracts.<br /><br />The College of Arts & Media (CAM), located on the UCDHSC Downtown Denver<br />campus, offers B.F.A./B.A. degrees in Studio Arts, Art History, Theatre,<br />Film & Television, and a B.S. degree in Music.<br /><br />Students majoring in Fine Arts select programs in art history, drawing,<br />painting, photography, sculpture, multimedia and 3-D animation. These<br />emphasis areas provide students with a comprehensive knowledge of, and<br />direct experience with the various media?as well as an understanding of<br />art theory, knowledge of the methods and materials of art making, and a<br />critical analysis of the art object in historical perspectives. Fine Arts<br />students have access to the Photography lab (with black & white, color,<br />non-silver and digital capabilities), Sculpture lab (with metal casting<br />and fabrication and woodworking facilities), and Drawing & Painting<br />studios. Digital facilities include non-linear editing suites, and an<br />audio production/post-production classroom, in addition to studio/office<br />spaces for the Visual Arts faculty.<br /><br />QUALIFICATIONS:<br />Required<br />1. MFA (degree completed)<br />2. Expertise in Digital Media<br />3. Expertise in Design Fundamentals<br />4. Demonstrated record of creative activity in Art/Design<br />5. Demonstrated interest in, and knowledge of, design theory, history<br />and criticism<br />6. Expertise in a wide range of digital media software applications.<br />7. Ability to teach and work with a diverse student body<br /><br />Preferred<br />1. 2-3 years teaching experience beyond graduate school.<br />2. 2-3 years professional experience in the field of Design.<br />3. Expertise in web based/Interactive software application<br /><br />POSITION: 5 courses A/Y Load, Fall 2007 start date<br /><br />COMPENSATION: Salary commensurate with skills and experience The<br />University of Colorado offers a full benefits package. Information on<br />University benefits programs, including eligibility, is located at<br />www.cusys.edu/pbs <<a rel="nofollow" href="http://www.cusys.edu/pbs">http://www.cusys.edu/pbs</a>> .<br /><br />APPLICATION MATERIALS:<br />1. Letter of application<br />2. Complete and Current curriculum vita<br />3. Statement of teaching philosophy that also addresses working with a<br />diverse student body<br />4. Statement of creative work and personal design philosophy<br />5. Three letters of reference (including phone numbers and email<br />addresses)<br />6. Electronic Portfolio of Design work, including web site addresses if<br />applicable<br /> (DVD, interactive CD or web site. PDF?s will not be accepted)<br />7. Twenty examples of student work in electronic format, if applicable.<br />8. Sample syllabi if applicable.<br />9. SASE (for return of materials)<br /><br />SEND APPLICATION MATERIALS TO:<br />University of Colorado at Denver and Health Sciences Center<br />Visual Arts Department<br />Attn: Joann Brennan, Electronic Design Search Committee<br />Campus Box 177<br />P.O. Box 173364<br />Denver, Colorado 80217-3364.<br /><br />Deadline for receipt of application is Monday, January 8th, 2007. The<br />interview process will include a pre-scheduled interview at the College<br />Arts Association Conference in New York at the New York Hilton, February<br />14th-18th. On-campus interviews, for finalists selected from CAA<br />interviews will be scheduled in early March.<br />For more information on the College of Arts & Media, or the University of<br />Colorado at Denver and Health Sciences Center in the downtown Denver<br />campus, visit our websites at www.cudenver.edu, www.uchsc.edu, or<br />www.cudenver.edu/cam.<br /><br />The University of Colorado is committed to diversity and equality in<br />education and employment.<br />The University of Colorado at Denver and Health Sciences Center requires<br />background investigations for employment.<br /><br />+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +<br /><br />6.<br /><br />From: domenico quaranta <qrndnc@yahoo.it><br />Date: Oct 7, 2006<br />Subject: [BOOK + SHOW] GAMESCENES / GAMESCAPES<br /><br />GAMESCENES / GAMESCAPES<br /><br />October 7, 2006<br />FOR IMMEDIATE RELEASE<br /><br />GAMESCENES: THE BOOK<br /><br />M. Bittanti, D. Quaranta (editors), GameScenes. Art in the Age of<br />Videogames, Milan, Johan & Levi 2006. Hardcover, 454 pages, 25 x 25 cm,<br />200+ hi-res illustrations, available from October 2006.<br /><br />GameScenes. Art in the Age of Videogames is the first volume entirely<br />dedicated to Game Art. Edited by Matteo Bittanti and Domenico Quaranta,<br />GameScenes provides a detailed overview of the emerging field of Game Art,<br />examining the complex interaction and intersection of art and videogames.<br /><br />Video and computer game technologies have opened up new possibilities for<br />artistic creation, distribution, and appreciation. In addition to projects<br />that might conventionally be described as Internet Art, Digital Art or New<br />Media Art, there is now a wide spectrum of work by practitioners that<br />crosses the boundaries between various disciplines and practices. The<br />common denominator is that all these practitioners use digital games as<br />their tools or source of inspiration to make art. They are called Game<br />Artists.<br /><br />GameScenes explores the rapidly expanding world of Game Art in the works<br />of over 30 international artists. Included are several milestones in this<br />field, as well as some lesser known works. In addition to the editors'<br />critical texts, the book contains contributions from a variety of<br />international scholars that illustrate, explain, and contextualize the<br />various artifacts.<br /><br />ARTISTS: AES+F, Cory Arcangel, Aram Bartholl, Dave Beck, Tobias Bernstrup,<br />Nick Bertke, John Paul Bichard, Marco Cadioli, Mauro Ceolin, Brody Condon,<br />Joseph DeLappe, Delire (Julian Oliver), Todd Deutsch, Micah Ganske, Beate<br />Geissler ? Oliver Sann, Brent Gustafson, Jon Haddock, Margarete Jahrmann ?<br />Max Moswitzer, JODI, Joan Leandre, Miltos Manetas, Alison Mealey, Mark<br />McCarthy, Shusha Niederberger, Nullpointer (Tom Betts), Nullsleep<br />(Jeremiah Johnson), Totto Renna, RSG (feat. Alexander Galloway),<br />Anne-Marie Schleiner, Eddo Stern, Palle Torsson, UBERMORGEN.COM.<br /><br />AUTHORS: Matteo Bittanti, Rebecca Cannon, Pierluigi Casolari, Maia Engeli,<br />Henry Lowood, Sally O'Reilly, Domenico Quaranta, Philippa Stalker,<br />Valentina Tanni.<br /><br />Text in English and Italian.<br /><br />The Publisher<br /><br />Johan & Levi (<a rel="nofollow" href="http://www.johanandlevi.com/">http://www.johanandlevi.com/</a>) publishes books in the fields<br />of science, arts, humanities, and culture. Its rapidly expanding catalog<br />includes monographs on key contemporary artists.<br /><br />The Editors<br /><br />Matteo Bittanti's research focuses on the cultural, social, and<br />theoretical aspects of emerging technologies, with an emphasis on the<br />interrelations of popular culture, visual culture, and the arts. He lives<br />in San Francisco. <a rel="nofollow" href="http://www.mattscape.com/">http://www.mattscape.com/</a><br /><br />Domenico Quaranta is an art critic, teacher and academic researcher. His<br />primary interests is the intersection of art and digital technologies. His<br />contributions on art and culture have appeared in several publications. He<br />lives in Brescia, Italy. <a rel="nofollow" href="http://www.domenicoquaranta.net/">http://www.domenicoquaranta.net/</a><br /><br />Downloadable texts:<br /><br />Matteo Bittanti: Game Art (Intro): www.gamescenes.org/images/GameArt_eng.pdf<br />Domenico Quaranta: Game Aesthetics (Outro):<br />www.gamescenes.org/images/Game_aesthetics_eng.pdf<br />Valentina Tanni: Geissler ? Sann: Shooter:<br />www.gamescenes.org/images/Tanni_shooter_eng.pdf<br /><br />More informations:<br /><br />Gamescenes.org: <a rel="nofollow" href="http://www.gamescenes.org/">http://www.gamescenes.org/</a><br />Videoludica.game culture: <a rel="nofollow" href="http://www.videoludica.com/news.php?category=9">http://www.videoludica.com/news.php?category=9</a><br />GAMESCAPES: THE SHOW<br /><br />GameScapes. Videogame Landscapes and Cities in the Works of Five<br />International Artists<br />curated by Rosanna Pavoni<br />Monza Civic Gallery<br />Monza, via Camperio 1<br />October 13 ? 29, 2006. Free Entrance<br />>From Tuesday to Sunday, 10.00 ? 13.00 and 15.00 ? 19.00.<br />Opening: Thursday October 12 from 6:30 PM<br />email: salecomunali@comune.monza.mi.it<br /><br />The release of GameScenes coincides with the launch of GameScapes.<br />Videogame Landscapes and Cities in the Works of Five International<br />Artists, a group show featuring works by some of the most celebrated<br />artists working with digital games: Cory Arcangel, Mauro Ceolin, Jon<br />Haddock, Eddo Stern, and Carlo Zanni.<br /><br />Monza, September 16, 2006 ? The Civic Gallery in Monza is pleased to<br />present GameScapes. Videogame Landscapes and Cities in the Works of Five<br />International Artists. Curated by Rosanna Pavoni with the collaboration of<br />Matteo Bittanti and Domenico Quaranta, GameScapes investigates the notion<br />of digital games, spaces, and urban environments in in our hyper-mediated<br />age. Comprised of paintings, installations, and projections, the<br />exhibition space will be transformed into a real-life gamespace.<br /><br />Included in the exhibition are a video installation by Cory Arcangel,<br />Super Mario Movie (2004), a series of paintings by Mauro Ceolin from the<br />SolidLandscapes (2004-2006) series, Carlo Zanni?s interactive installation<br />Average Shoeveler (2004), Eddo Stern?s recent urban machinima Landlord<br />Vigilante (2006) and the entire series of Jon Haddock?s seminal<br />Screenshots (1999). Most of these artworks have never been presented in<br />Italy before.<br /><br />Johan & Levi is publishing the GameScapes catalog which features new<br />commentary texts by Rosanna Pavoni, Matteo Bittanti, and Domenico<br />Quaranta.<br /><br />More information:<br /><br />Gamescenes.org: <a rel="nofollow" href="http://www.gamescenes.org/">http://www.gamescenes.org/</a><br />Videoludica.game culture: <a rel="nofollow" href="http://www.videoludica.com/news.php?category=9">http://www.videoludica.com/news.php?category=9</a><br /><br />Downloadable texts:<br /><br />Press Release (italian only) - <a rel="nofollow" href="http://www.clarart.com/mostre/civica/game.doc">http://www.clarart.com/mostre/civica/game.doc</a><br />Introduction by Rosanna Pavoni -<br /><a rel="nofollow" href="http://www.domenicoquaranta.net/GameScapes/Pavoni_eng.pdf">http://www.domenicoquaranta.net/GameScapes/Pavoni_eng.pdf</a><br />City of Bits by Domenico Quaranta (catalogue text) -<br /><a rel="nofollow" href="http://www.domenicoquaranta.net/GameScapes/Quaranta_cityofbits_eng.pdf">http://www.domenicoquaranta.net/GameScapes/Quaranta_cityofbits_eng.pdf</a><br />Art Gamers by Domenico Quaranta (panel) -<br /><a rel="nofollow" href="http://www.domenicoquaranta.net/GameScapes/Quaranta_ArtGamers_eng.pdf">http://www.domenicoquaranta.net/GameScapes/Quaranta_ArtGamers_eng.pdf</a><br />Videogames as a mean of transport by Matteo Bittanti (catalogue text) -<br /><a rel="nofollow" href="http://www.domenicoquaranta.net/GameScapes/Bittanti_eng.pdf">http://www.domenicoquaranta.net/GameScapes/Bittanti_eng.pdf</a><br />Press Office<br />Clarart<br />Claudia Ratti - tel 039 2721502<br />claudiaratti@clarart.com - press@clarart.com<br /><a rel="nofollow" href="http://www.clarart.com/gamescapes.htm">http://www.clarart.com/gamescapes.htm</a><br /><br />+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +<br /><br />7.<br /><br />From: Cecilia <ceciliawee@hotmail.com><br />Date: Oct 9, 2006<br />Subject: Salon or Seminar @ E:vent Gallery, London AND online<br /><br />The next installment of the Salon or Seminar series of cultural debates<br />will discuss media art.<br />www.ceciliawee.com/salonorseminar/<br /><br />The debate is a pre-event to the group exhibition GROUNDED, curated by<br />artist and games theorist Axel Stockburger.<br />www.eventnetwork.org.uk/programme/exhibitions/258<br /><br />The debate will focus on the following questions:<br />- Does media art change the understanding of the term art itself?<br />- How is the relationship between the 'creative industries' and art<br />reconfigured by media and digital art?<br />- How does the location of new media and digital art affect contemporary<br />aesthetics?<br />- Is the term ?media art? still relevant in 2006?<br /><br />///////////////////////////////////////////////////////<br /><br />Online Debate @ E:vent Network, from Monday 17th October 2006:<br />We would like to invite online participation in this Salon or Seminar<br />discussion. Please join guests Marc Garrett, Beryl Graham, Sarah Cooke in<br />an online discussion. Contributions will be read out during the live/radio<br />debate, taking place on the 24th of October at E:vent Gallery.<br />www.eventnetwork.org.uk/online/forums/262<br />//////////////////////////////////////////////////////<br /><br />Live Debate @ E:vent Gallery, 96 Teesdale Street, London E2 6PU (5 mins<br />walk from Bethnal Green tube)<br />Tuesday 24th October 2006: Drinks from 6pm, debate 7-8pm<br />www.eventnetwork.org.uk/programme/forums/269<br /><br />Panel:<br />JJ Charlesworth (art critic/writer),<br />Axel Stockburger (artist and games theorist),<br />Sue Thomas (author of Hello World: Travels in Virtuality)<br />Marina Vishmidt (writer, installation artist)<br />Chaired and organised by Cecilia Wee (Rational Rec, Resonance FM)<br /><br />Admission is free but all attending must reserve a space by emailing<br />newartonmondays@yahoo.co.uk by Monday 23rd October 2006 with ?Salon or<br />Seminar? as the subject header.<br /><br />This debate will be recorded for broadcast on Resonance FM, London?s art<br />radio station, on Thursday 9th November 2006, 19:00-20:00 (GMT) and is<br />part of the Salon or Seminar series of themed cultural debates going to<br />different art venues in London throughout 2006 and 2007.<br />www.ceciliawee.com/salonorseminar<br /><br />///////////////////////////////////////////////////////<br /><br />+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +<br />Rhizome.org 2005-2006 Net Art Commissions<br /><br />The Rhizome Commissioning Program makes financial support available to<br />artists for the creation of innovative new media art work via<br />panel-awarded commissions.<br /><br />For the 2005-2006 Rhizome Commissions, eleven artists/groups were selected<br />to create original works of net art.<br /><br /><a rel="nofollow" href="http://rhizome.org/commissions/">http://rhizome.org/commissions/</a><br /><br />The Rhizome Commissions Program is made possible by support from the<br />Jerome Foundation in celebration of the Jerome Hill Centennial, the<br />Greenwall Foundation, the Andy Warhol Foundation for the Visual Arts, and<br />the New York City Department of Cultural Affairs. Additional support has<br />been provided by members of the Rhizome community.<br /><br />+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +<br /><br />8.<br /><br />From: marcin ramocki <mramocki@earthlink.net><br />Date: Oct 10, 2006<br />Subject: Paul Slocum and Cory Arcangel perform @ vertexlist<br /><br />DIY Computing<br /><br />VertexList and Rhizome co-present a solo exhibition by Dallas-based artist<br />Paul Slocum who turns outdated technologies, from Ataris to dot matrix<br />printers, into expressive and technically innovative art works. Throughout<br />all his work, variously video, sculpture, installation and sound, the<br />artist fuses nostalgia with a critical take on the rapid obsolescence of<br />technologies.<br />The opening reception will take place on Saturday, October 14th 2006,<br />7pm - 10pm.<br /><br />The exhibition will be on display from Saturday October 14th to November<br />26th, 2006<br /><br />A live performance by Cory Arcangel will take place at the opening<br />reception, Saturday October 14th at 9pm<br /><br /> Paul Slocum's page: <a rel="nofollow" href="http://qotile.net/catalog.html">http://qotile.net/catalog.html</a><br /><br />Cory Arcangel's Page: <a rel="nofollow" href="http://www.beigerecords.com/cory/">http://www.beigerecords.com/cory/</a><br /><br />DIY Computing includes five works new and recent works. In the looping, 60<br />second video Time Lapse Homepage, Slocum visualizes a website?s<br />transformation through screenshots and sound clips that shows the<br />aesthetic evolution of his personal homepage since it was first launched<br />in 1997. Deep House for Band &Choir (2006) is an installation that<br />involves more than 1970 sheets of music and a loop of the music playing.<br />He composed the piece for the instrumentation of a high school band and<br />choir using software for house music. On DC Power Supply (2005), Slocum<br />recreates Jr. High School book cover doodles into a power supply circuit<br />and LEDs. In the installation Century Caller (2005), Slocum plays with<br />memory, time, and obsolescence through telephone calls automated to play a<br />set of melodies made with samples of my his voice. In Last Chair (2006),<br />Slocum performs as a violin player at an Elton John concert waiting to<br />join in at the end of the chorus – or rather as what he beli!<br /> eve this person might be like. In this piece, and throughout his work,<br />Slocum exacts a slight modification of a pop cultural artifact through a<br />gesture that is both personal and also broadly resonant.<br /><br />ABOUT RHIZOME: Rhizome is a leading online platform for the global new<br />media art community. Our programs support the presentation, creation and<br />preservation of contemporary art that uses new technologies in significant<br />ways. Rhizome is an affiliate of the New Museum of Contemporary Art in New<br />York.<br /><br /><a rel="nofollow" href="http://www.rhizome.org">http://www.rhizome.org</a><br /><br /><a rel="nofollow" href="http://www.rhizome.org/events/tenyear">http://www.rhizome.org/events/tenyear</a><br /><br />ABOUT VERTEXLIST: vertexList is an artist-run space in Williamsburg<br />Brooklyn, founded in 2003 with a mission of supporting emerging media<br />artists. vertexList seeks artwork conceptually involved in exposing the<br />codes of post-capitalist culture, both via new and traditional media.<br />vertexlist is named after the property of a vector image which holds all<br />numerical information about the image.<br /><br />VertexList gallery hours are Friday, Saturday, Sunday 2pm - 6 pm, or by<br />appointment.<br /><br />We are located between Graham and Manhattan Avenues on Bayard St. For more<br />info<br /><br />please visit our website www.vertexlist.net or call 646 258 3792.<br /><br />+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +<br /><br />9.<br /><br />From: Thomas Beard <thomas@thomasbeard.info><br />Date: Oct 13, 2006<br />Subject: Interview by Eddo Stern, by Thomas Beard<br /><br />+Commissioned by Rhizome.org+<br /><br />Interview by Eddo Stern, by Thomas Beard<br /><br />Last month at Cinematexas, Eddo Stern unveiled Darkgame (prototype), a<br />videogame installation in which two participants, playing against each<br />other maneuver avatars around a two-dimensional plane, their movements<br />projected against the gallery wall. What's unusual about this scenario is<br />that the experience for both parties involves elements of sensory<br />deprivation. One person is completely "blind," unable to view the main<br />interface and responding only to nonvisual cues: the vibrations of a<br />headset Stern designed to correspond with the location of the opposing<br />player, and related audio signals. And while the other character is able<br />to see the action play out in real time, the field of play becomes<br />obscured when he or she is hit and small patches of gray begin to expand.<br />Sure to open up new avenues for gaming, it's an education of the senses<br />and a truly heady mod.<br /><br />Well known for his work on such projects as Tekken Torture Tournament,<br />where gamers endured electric shocks relative to the injuries of their<br />onscreen fighters, and Waco Resurrection, in which players assume the role<br />of David Koresh as government authorities advance on the Branch Davidian<br />compound, Stern's art challenges and expands not only our relationships<br />with videogames, but also the social and political histories from which<br />they spring. In this interview, Thomas Beard speaks with Stern about his<br />latest work, as well as MIDIs, memes, and the act of straddling the worlds<br />of art, industry, and internet culture.<br /><br />Thomas Beard: Let's begin with Darkgame. How did the piece evolve and when<br />did you become interested in this idea of sensory deprivation in gaming?<br /><br />Eddo Stern: Well, it's an old idea that I've been sitting on for a few<br />years now. Before Waco I wanted to make a game where you can't see but it<br />got sidelined. Eventually it evolved into this new gaming concept that I'm<br />trying to work with, a kind of empirical role-play. In researching my<br />article "A Touch of Medieval," I was getting to this place where role play<br />breaks down: the idea of the "real"-non-roleplaying player, the real<br />character action, how dexterous their fingers are, or how social they are<br />or how aggressive, the idea of real physical and mental abilities versus<br />the idea of role playing, how those aspects of the person eventually come<br />through into a game and what it would be like to build games around these<br />aspects.<br /><br />Where it happened for me was in Everquest?because I have a really bad<br />sense of direction?and in the early days of that game they made it hard<br />for you to get around. There were no maps, so basically your memory and<br />your sense of direction were all you had. Eventually they developed the<br />Ranger class, and they had this ability called tracking. As a Ranger you<br />would have an extra interface, like a radar you could use to navigate, and<br />for me this was the decisive reason to "roll" that character class, a<br />class that artificially compensated for a physical/mental weakness that I<br />had. I was kind of like a bionic character; suddenly you're experiencing<br />the opposite of what happens in real life?being the guy with the super<br />sense of direction who people ask for directions<br /><br />Two other big inspirations for Darkgame are certain Paul Bowles short<br />stories?one is called "The Tender Prey," which has to do with torture and<br />exoticism?and JG Ballard's "Manhole 69," which is about a sleep<br />deprivation experiment.<br /><br />TB: Do you see this particular project moving in new directions?<br /><br />ES: I'm interested in making it a game that blind people and seeing<br />people, for instance, could play together, a game where the abilities of<br />the blind person would become a benefit in the game, a boon to them, kind<br />of what I was talking about before, the relationships of different types<br />of talents that people have and different types of disabilities that the<br />computer processes into different character types. The game is going to<br />evolve into a 3D game using Torque, which is the same engine we used in<br />Waco, and I'm also going to play around with having the players fluctuate<br />between deprivation and full sensory overload, bombarded by too much<br />information. So for example having them process mental puzzles or<br />challenges or quizzes while performing with hand-eye coordination. That's<br />a part of the game that I'm pretty excited about.<br /><br />You know Open Mind? It's a research project started at MIT, creating a<br />database of common sense knowledge for an artificial intelligence by<br />feeding it true/false statements, and last I checked they were up to three<br />quarters of a million. Curiously, while I was researching this in the<br />beginning of this year I found another project online called Mindpixel <br />which is basically the same exact project except it's a corporate venture,<br />not attached to a research institute. Something about this idea really<br />hooked into me, and at the time I was using the data from the projects to<br />make up elements of the overstimulation aspect of the game. So while<br />you're playing, for instance, you come up to these big robots or creatures<br />and they start bombarding the players with questions verifying truths from<br />the database. As you're playing the game you need to respond yes-true,<br />false-true and the questions move from being very scientific truths to<br />historical truths to religious truths to truths where you really kind of<br />stop in your tracks.<br /><br />It also becomes kind of a language poem, this constant staccato of<br />questions, anywhere from: "The universe is expanding. True or false?" to<br />"White is a color. True or false?" So there's this idea of certain sensory<br />deprivation where you will lose your vision as part of the gameplay and<br />you'll lose your hearing and you'll gain this haptic feedback, which is<br />the part that I demoed so far, but you'll also be dealing with this<br />poetic-cerebral layer. Seems very simple at first but before you know it<br />it's a really high computational order, your brain shuts down. I'm<br />interested in stressing the brain, in this case logically, but also on a<br />moral ethical belief level as well with more arbitrary questions about<br />truth and what we know to be true.<br /><br />TB: Along the lines of sensory deprivation and stress, considering past<br />work like Tekken Torture Tournament and Cockfight Arena, you have a<br />longstanding interest in transforming the experience of gameplay into a<br />decidedly physical one. What do you find significant about those more<br />corporeal aspects of your work?<br /><br />ES: I think one of the quests for game designers is to enhance the gaming<br />experience beyond these familiar experiences, categories. The idea of<br />action is one that they've always done, the pleasure of action, that's<br />sort of the main genre really. But game designers have gradually expanded<br />the play arena to humor, games that make you laugh, to competition, to<br />social games like The Sims, to nurturing games where you're building<br />things. But for example horror poses a problem where cinematic devices<br />used in horror movies simply don't work in games. I always find that<br />horror games are really not that scary. The idea of genre that's<br />inherited from film in the game design thinking process presents a lot of<br />challenges, like drama or true suspense and horror. And I wanted to see if<br />there's a way to design games that move into psychological realms of<br />horror and suspense, beyond the boundaries of irony and cinematic clichés.<br /><br />For me one place to reclaim a wider range of experience was to incorporate<br />the body. In a way the body allows for an undeniability of certain<br />emotions, fear is one that I've worked with, as well as surprise, anxiety<br />and embarrassment. Tekken was trying to create an experience that can be<br />quite scary for some people and that really heightens the gameplay. The<br />idea of anxiety and stress in the face of physical harm, and the process<br />of overcoming that, allowed a much more compelling experience for a lot of<br />players. Cockfight was a more casual piece, there's a social element<br />there of course, the physicality of the game allowed for players to really<br />perform beyond the confines of something predefined and preprogrammed.<br /><br />TB: I was also hoping we could talk about music. In a video like Vietnam<br />Romance, for instance, there seems quite a bit invested in the pop<br />mythologies of the songs you make use of and the powerful sway that the<br />nostalgia they evoke holds over us. What kind of role do you see these<br />soundtracks playing in your pieces, both individually and as a whole?<br /><br />I use sound in two ways primarily, often simultaneously. I use music<br />ironically and sometimes very unironically, employing their emotional<br />force. Sheik Attack is a piece where the music is central to creating a<br />rift between the more neutral, more mechanized visual footage that you see<br />for most of the video, so most of the footage that's very lo-res is<br />accompanied by very rich, baroque music that has a historical and<br />political significance. At that time it was the most powerful tool I found<br />I could use to metaphorically recreate this relationship between the<br />emotional weight of utopian Zionism and growing up under its powerful<br />ideology, and the reality of manifested Zionism which is much more rough<br />and harsh and harder to come to terms with. The richness and warmth of the<br />music and the cold tinniness of the visuals mirror this relationship and<br />constantly temper each other.<br /><br />Then in Vietnam Romance it's quite a different relationship because I used<br />MIDI tracks. When you have a very emotional song and then strip out all<br />the lyrics, all the human voice, but leave the melody, your preserve the<br />emotional gush but also introduce a feeling of alienation. Somehow I feel<br />this is the emotion of Nostalgia. Regarding the use of MIDIs, I once saw<br />Alexei Shulgin use them in his show and that really inspired me, his use<br />of a hollowed out emotion, a hollowed out Russian nostalgia for America.<br /><br />And in the new piece I'm kind of going in a different place with the<br />music. I was at the MacDowell Colony earlier this year and I heard a great<br />musician who was there at the time, Elizabeth Brown. She played a<br />beautiful piece that was Theremin and flute, pure sci-fi emotion, but not<br />in the way that cheesy Theremin music can be. I was overcome by it, and in<br />Darkgame, I am going for a science fictiony, yet politically referenced<br />world. This whole recent history of post 9-11 events feels like science<br />fiction to me. There was something about the way 9/11 happened that was so<br />over the top, so fantastical, as I am sure many people feel, and images<br />from Iraq and Afghanistan are still resonating on that layer, like a giant<br />statue of Sadam being felled is so linked for me to JG Ballard's story<br />"The Drowned Giant."<br /><br />TB: Exactly, as though the past five years has just been one long<br />alternate history story.<br /><br />ES: Or the high-tech marine with the laser counter and F16s flying over<br />him riding on a horse in Afghanistan. That was just crazy. The whole<br />conflation is the visual inspiration for me towards the feel of the world<br />that I want to recreate in Darkgame. Elizabeth Brown's music for me is<br />that, a strange connection of science fiction and history?the sort of<br />reality we're experiencing now.<br /><br />TB: From film festivals to commercial galleries to conferences and<br />seminars of various stripes, you've exhibited in a number of very<br />different forums. Have you been struck by any interesting differences or<br />similarities in how your work has been received or experienced from venue<br />to venue?<br /><br />ES: Yeah, it's interesting. The art world I think is somewhat aware of<br />gaming art but is really fighting to process it on its own terms?of genre<br />or its historical lineage as fitting it into a movement?and I think pop<br />art is where it ultimately will fall. On the same hand, that fascination<br />with pop exists in a parallel non art-world world, internet meme culture,<br />which to me is really interesting. Recycling icons and mutating them<br />through flash animations and Photoshop and what they now call mashups?All<br />your base are belong to us, Punch a Spice Girl?is totally alive and well<br />on the internet as digital folk art. Tekken was targeted in some ways for<br />that audience, so once we did it we put up a little QuickTime movie and it<br />had gotten picked up by Memepool and Metafilter and Fark and other<br />Slashdot-like sites. It's funny that something like Tekken can work on<br />both worlds at the same time, net meme culture and within a history of<br />body art and performance as well.<br /><br />Showing Waco at E3 was exciting, having the industry take a look. I think<br />with games there's potentially a more complex relationship than we're used<br />to with, say, products that you buy as gadgets versus fine art objects.<br />The idea of a game busting into a gamer community, a game that's very<br />different from what they're used to but that still adheres to some rules<br />and standards of game design and gameplay technology, that's where I am<br />most happy to be now. I can see game projects like Tekken and Waco and<br />hopefully the new game project feeding back into a much larger awareness<br />of what can be done both with gaming and art.<br /><br />+ + +<br /><br />Thomas Beard is a writer and curator of film and electronic art. From<br />2005-2006 he was Program Director of Ocularis, a non-profit media arts<br />organization based in Brooklyn. Prior to that he served as a programmer at<br />Cinematexas, and has organized screenings and exhibitions at such venues<br />as Aurora Picture Show, Chicago Filmmakers, MassArt Film Society, Pacific<br />Film Archive, and the Museum of Modern Art, New York.<br />+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +<br /><br />Rhizome.org is a 501©(3) nonprofit organization and an affiliate of the<br />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 the<br />Visual Arts, and with public funds from the New York State Council on the<br />Arts, a state agency.<br /><br />+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +<br /><br />Rhizome Digest is filtered by Marisa Olson (marisa@rhizome.org). ISSN:<br />1525-9110. Volume 11, number 39. 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. For information on advertising in Rhizome<br />Digest, please contact info@rhizome.org.<br /><br />To unsubscribe from this list, visit <a rel="nofollow" href="http://rhizome.org/subscribe">http://rhizome.org/subscribe</a>.<br />Subscribers to Rhizome Digest are subject to the terms set out in the<br />Member Agreement available online at <a rel="nofollow" href="http://rhizome.org/info/29.php">http://rhizome.org/info/29.php</a>.<br /><br />+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +<br />