RHIZOME DIGEST: 12.13.03

<br />RHIZOME DIGEST: December 13, 2003<br /><br />Content:<br /><br />+announcement+ <br />1. Pau Waelder: Blogtalk 2.0 - (conference)<br />2. Drew Hemment: futuresonic04 | mobile connections + turntable re:mix<br /><br />+opportunity+<br />3. Melinda Klayman: Leonardo Announces SpaceartS: The Space and the Arts<br />Database<br />4. Esther Schooler: Interactive Media Faculty Position<br />5. Brooke Knight: New Media Studies Position, Emerson College<br />6. Vicente Matallana: Araneum -Net Art Commissions Deadline Extended<br />application deadline until January 2st 2004<br /><br />+interview+<br />7. Kanarinka: interview with Giselle Bieguelman<br /><br />+feature+ <br />8. Jonah Brucker-Cohen: Interview with Brody Condon<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/?digest1212">http://www.rhizome.org/support/?digest1212</a><br /><br />**BE AN ACTIVE ROOT**<br /><br />+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +<br /><br />1.<br /><br />Date: 12.09.03 <br />From: Pau Waelder (pau@sicplacitum.com)<br />Subject: Blogtalk 2.0 - (conference)<br /><br />From: Blogtalk 2.0<br /> <br />Subject: Blogtalk 2.0 Call<br />Vienna, Austria<br /><br />Blogtalk 2.0 conference is designed to initiate a dialog between<br />bloggers, developers, researchers and others who share, enjoy and<br />analyse the benefits of blogging. The focus is on weblogs as an<br />expression of a culture based on the exchange of information, ideas and<br />knowledge. In the spirit of the free exchange of opinions, links and<br />thoughts we wish to engage a wide range of participants from the<br />blogosphere in this discourse. Please submit a proposal, spread the word<br />of this unique conference.<br /><br />BlogTalk 2.0 will be held in Vienna, Austria. We aim to held the<br />conference from the 5th. to 6th. of July in 2004.<br /><br />Info:<br /><a rel="nofollow" href="http://blogtalk.net">http://blogtalk.net</a><br /><br />+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +<br /><br />2.<br /><br />Date: 12.10.03<br />From: Drew Hemment (drew@futuresonic.com)<br />Subject: futuresonic04 | mobile connections + turntable re:mix<br /><br />FINAL CALL FOR SUBMISSIONS<br />deadline extended to 16.01.04*<br /><br />futuresonic04<br />29.04.04 - 02.05.04<br />urbis and city wide<br />manchester. uk<br /><br />an international festival of electronic music and media arts featuring<br />artistic showcases, club events, workshops, discussions, installations<br />and interventions<br /><br />futuresonic04 theme | mobile connections<br />artistic projects exploring how perceptions of space and time are<br />reconfigured by wireless and mobile media, from the radio to mobile<br />telephony and wireless networks. themes to include wireless interfaces,<br />locative media, location based sound, and mobile phone culture<br /><br />futuresonic04 theme | turntable re:mix<br />to mark the 25th anniversary of the technics 1200mk2 record deck, one of<br />the most iconic cultural artefacts of the 20th century, a series of<br />events will showcase the many diverse forms of turntable music and look<br />over the horizon at emerging formats and post-turntable music<br /><br />futuresonic04 | conference<br />a conference hosted by urbis will explore the theme of mobile<br />connections<br /><br />futuresonic04 | participate<br />we welcome submissions of artistic projects for the mobile connections<br />artistic programme and conference. the deadline for submissions has been<br />extended to 16.01.04.<br />| electronic submissions to 04@futuresonic.com<br />| postal submissions to futuresonic. po box 20. manchester. m60 1we. uk<br />*the deadline extension covers submissions of individual performances,<br />projects and conference presentations only. submissions of events and<br />conference sessions will no longer be accepted. we regret that we cannot<br />promise to respond to every request individually.<br /><br />futuresonic04 | satellites<br />a series of mobile connections events will be staged prior to<br />futuresonic04, commencing with the mobiliotopia session at<br />transmediale04 presented in collaboration with the locative media lab.<br />www.mobileconnections.org<br />|| MOBILE CONNECTIONS AT FUTURESONIC04 ||<br /><br />the mobile connections artistic programme and associated conference is a<br />collaboration between futuresonic, urbis, university of salford and<br />liverpool school of art and design, john moores university.<br /><br />out of the galleries and off the screen<br /><br />the futuresonic04 international festival of electronic music and media<br />arts shall explore the theme of mobile connections, bringing together<br />media artists, musicians, game developers and technical innovators<br />working in wireless and locative media, to present a range of artistic<br />projects, workshops and debates.<br /><br />just as recording enabled sound to be heard apart from the place and<br />time of its creation and radio made possible remote listening, so a new<br />generation of communication media is now reconfiguring perceptions of<br />space and time, and transforming the nature of the art object and the<br />musical event.<br /><br />the emergence of locative media art, predictions of the imminent<br />bursting of the 802.11 bubble, and the introduction of location based<br />services for mobile phones have brought into focus a set of interests<br />concerned with wireless and locative media, and have created a space<br />that increasing numbers of artists are starting to explore.<br /><br />mobile connections will explore how wireless technologies enable place<br />and location to be experienced in different ways, and look at the<br />diverse ways in which artists have pushed the limits, and solicited<br />unexpected or unforeseen results, from communication media past and<br />present, from the radio and turntable, to mobile telephony, streaming<br />and wireless lan.<br />| areas of interest |<br /><br />wireless interfaces | wireless technologies offer non-restrictive<br />interfaces that enable movement and interaction free from cables and<br />physical connections. how do these change the relationship between<br />technology and the body, and what artistic interventions are available<br />at the interface between the body and the nearest node?<br /><br />location based sound | location location location. how can sound artists<br />explore the convergence of wireless and locative media, what new<br />perspectives does it suggest on site specific sound, and how can urban<br />space be navigated through sound?<br /><br />locative media | an emerging artform is coalescing around programmers,<br />artists and theorists who are exploring how locative media can be<br />appropriated for user-led mapping and collaborative cartography. leading<br />practitioners will be brought together to explore the expansive domain<br />of ?geo hacking? in which augmented reality coincides with social and<br />geographical space in many interesting ways.<br /><br />mobile gaming | how will a new generation of games platforms exploit<br />location data and use wireless technologies and mobile phones to create<br />game zones that occupy urban spaces and that are intertwined with the<br />fabric of everyday life?<br /><br />communication and control | where is the cutting edge of location<br />research, who is controlling it, and how do communication and control<br />converge when technologies previously used for surveillance are marketed<br />as consumer products?<br /><br />mobile city | how do mobile and wireless technologies enable us to<br />experience the city in different ways, and how is culture being<br />transformed at a time at which, with the introduction of a new<br />generation of always-on mobile media players, the mobile looks set to<br />become a primary media platform?<br />| futuresonic04 | <br /><br />since its first major festival in 1996, futuresonic has sought to<br />explore the connections between electronic music, media arts and<br />contemporary culture.<br /><br />futuresonic04 will present a wide range of artistic showcases,<br />discussions and workshops, with one curatorial strand exploring the area<br />of mobile connections, and another presenting a series of turntable<br />music events to mark the 25th anniversary of the technics 1200mk2 record<br />deck, a device that has connected the diverse circuits of electronic<br />music and that has become one of the most iconic cultural artefacts of<br />the 20th century.<br /><br />in 2002 futuresonic presented some highly successful events under the<br />banner of migrations, looking at movements of peoples and sounds, and<br />the many transverse connections between artforms and cultures.<br />futuresonic04 will shift the focus to the new kinds of events and<br />artforms made possible by communications technologies, and to a<br />different kind of mobility or connectedness that plays upon the limits<br />of technological media.<br />| urbis | <br /><br />the festival will be hosted by urbis, a landmark six-story glass<br />building rising high above manchester city centre. its mission as a<br />centre for urban culture is to reveal trends and elements of<br />contemporary urban culture and explore the cities of today and tomorrow.<br />three floors of multimedia exhibitions explore life in cities around the<br />world and how people experience the urban environment, while its 1st<br />floor and events programme explores the best of what is now and what<br />could be next in urbanity. mobile technology is increasingly becoming<br />the common language of the urban interface, and as such is an area of<br />great interest for urbis.<br />| information |<br /><br />futuresonic04 festival information: www.futuresonic.com mobile<br />connections information: www.mobileconnections.org *full programme<br />available from february 04*<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 />3.<br /><br />Date: 12.08.03 <br />From: Melinda Klayman (mklayman@leonardo.info)<br />Subject: Leonardo Announces SpaceartS: The Space and the Arts Database<br /><br />Leonardo Announces SpaceartS: The Space and the Arts Database<br /><a rel="nofollow" href="http://www.spacearts.info">http://www.spacearts.info</a><br /><br />Leonardo/OLATS and the Ours Foundation have joined forces to create a<br />database about space art documenting the works of artists who, since the<br />mid-19th Century, have taken outer space as a theme, subject, or object<br />for their creations. When completed, this database will host over a<br />thousand entries. Artists are invited to submit their work for inclusion<br />in the database. Entry forms to submit your artworks are available<br />online at www.spacearts.info.<br /><br />The SpaceartS database project is funded by the European Space Agency<br />and is co-sponsored by the International Academy of Astronuatics;<br />Advisors to the project include:<br />* IAAA (International Association ofAstronomical Artists) - www.iaaa.org<br />* MIR, aninternational consortium of institutions with space art<br />activites. MIRincludes: Leonardo/OLATS, Arts Catalyst, V2, Projekt Atol<br />(Slovenia), andthe Multimedia Complex of Actual Art (Russia).<br />* Maisond'Ailleurs/Museum of Science Fiction, Yverdon - www.ailleurs.ch<br />For 35 years Leonardo has documented the work of artists involved in<br />space exploration; It has co-sponsored 6 Space and the Arts workshops<br />and promoted the interaction of artists, scientists, and engineers<br />involved in space. The SpaceartS database can be found at<br /><a rel="nofollow" href="http://www.spacearts.info">http://www.spacearts.info</a> . Further information can be found at:<br />Leonardo/OLATS : Space Arts Workshops documentation at<br /><a rel="nofollow" href="http://www.olats.org/setF3.html">http://www.olats.org/setF3.html</a> or Leonardo/ISAST: Space Arts Working<br />Group at<br /><a rel="nofollow" href="http://mitpress2.mit.edu/e-journals/Leonardo/spaceart/space.html">http://mitpress2.mit.edu/e-journals/Leonardo/spaceart/space.html</a><br /><br />+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +<br /><br />4.<br /><br />Date: 12.08.03 <br />From: Esther Schooler (eschoole@mica.edu)<br />Subject: Interactive Media Faculty Position<br /><br />The Maryland Institute College of Art seeks a dynamic individual with<br />experience creating online/offline interactive environments. Applicants<br />will demonstrate expertise with one or more of the following: 2D or 3D<br />Interface design; programming for Internet; databases; and interactivity<br />w/micro-controllers. The successful candidate will teach 9 credits per<br />semester of introductory to advanced level courses; develop advanced<br />studio courses which address contemporary issues; participate in<br />departmental operations including advising, committee service<br />departmental and student activities.<br /><br />Required qualifications include a MFA degree or equivalent professional<br />experience; knowledge of contemporary issues; outstanding portfolio of<br />professional work; three years college level teaching experience beyond<br />teaching assistantships or equivalent professional experience. Salary<br />commensurate with experience and college policy; Excellent benefits<br />package.<br /><br />To apply: The college will review applications as received; deadline for<br />final submission is January 16, 2004. To Apply, send: Letter of<br />application; CV; list of 3 references w/address, phone, email; portfolio<br />of professional work and, if available, 20 images of students' work plus<br />a descriptive list; CD, DVD, or videotape; URL ok but please provide<br />backup disk. All materials must be labeled with candidate?s name and<br />address. Please include detailed playback instructions regarding<br />required platform, formats, resolution, sequence, etc. Include SASE for<br />return. To:Interactive Media Faculty Search; Office of Academic Affairs;<br />Maryland Institute College of Art; 1300 W. Mt. Royal Avenue; Baltimore,<br />MD 21217. AA/EOE/WMA. No phone calls please.<br /><br />+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +<br /><br />5.<br /><br />Date: 12.09.03<br />From: Brooke Knight (brooke_knight@emerson.edu)<br />Subject: New Media Studies Position, Emerson College<br /><br />Assistant Professor of New Media Studies<br /><br />Emerson College<br /><br />The Department of Visual and Media Arts at Emerson College seeks<br />candidates for a tenure track position in New Media Studies at the level<br />of assistant professor. The candidate must have a background in<br />cultural, visual, or media studies, art history, or related fields with<br />a specialization in the study of emerging digital creative processes.<br />The candidate must be able to teach all levels of new media studies<br />courses; history, aesthetics and analysis of new media arts; and<br />studies in digital culture. In addition the candidate must be able to<br />teach an introductory course in media studies. A Ph.D. is required, as<br />well as a significant record of traditional or electronic publications.<br />At least two years of teaching experience at the college level is<br />required. The successful candidate will demonstrate the ability to<br />assist the department in developing meaningful connections across audio,<br />film, media studies, new media, photography, screenwriting, video, and<br />art history. Salary will be commensurate with qualifications and<br />experience. Applicants should send a curriculum vita, a cover letter,<br />the names and contact information of at least three references to:<br />Chair, Studies Search Committee<br /><br />Department of Visual and Media Arts<br /><br />c/o Dean's Office, School of the Arts<br /><br />Emerson College<br /><br />120 Boylston Street<br /><br />Boston, MA 02116-4624.<br />Review of applications will begin November 15, 2003, and will continue<br />until the position is filled.<br /><br />Emerson College is an equal opportunity, affirmative action employer and<br />is strongly committed to increasing the diversity of its faculty. Women<br />and minorities are encouraged to apply.<br /><br />+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +<br /><br />6.<br /><br />Date: 12.12.03 <br />From: Vicente Matallana (vicente@laagencia.org)<br />Subject: Araneum -Net Art Commissions Deadline Extended application<br />deadline until January 2st 2004<br /><br />Extended application deadline until January 2st 2004<br /><br />+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++<br /><br />ARANEUM<br />Art, Science and Technology Award<br />Awarded by the Spanish Ministry of Science and Technology (MCYT)<br /><br />www.araneum.es<br /><br />+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++<br /><br />The Spanish Ministry of Science and Technology announces its 1st<br />Science, Art and Technology Award ARANEUM, a collaboration with the ARCO<br />Foundation.<br /><br />Applications will be accepted in the following two fields:<br />&#xB3;Internet-related artwork&#xB2; and &#xB3;Research project on Internet<br />creativity.&#xB2; The proposals selected for the &#xB3;Internet-related artwork&#xB2;<br />category will receive 20,000.00 Euros; the selected &#xB3;Research project on<br />Internet creativity&#xB2; will receive 10,000.00 for its development.<br />The aplication dead line has been extended until January 2st 2004, 05:00<br />pm. GMT+1.<br /><br />+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++<br />The jury, composed of Jos&#xE9; Luis Brea, Rachel Greene, Olia Lialina will<br />be presided by Mr. Jorge P&#xE9;rez Mart&#xED;nez who is currently the Director<br />General for the Development of the Information Society of the Spanish<br />Ministry of Science and Technology. Among other things, he is also the<br />spokesperson for the Interregional Commission of Cooperation for<br />Development.<br /><br />Born on July 5, 1954, Mr. Jorge P&#xE9;rez Mart&#xED;nez holds a doctoral degree<br />in Telecommunications Engineering from the Universidad Polit&#xE9;cnica de<br />Madrid (UPM) as well as a degree in Political Science and Sociology from<br />the Universidad Complutense de Madrid (UCM). As a Professor at the<br />Escuela T&#xE9;cnica Superior de Ingenieros de Telecomunicaci&#xF3;n (ETSI -<br />Superior Technical School of Telecommunications Engineers) since 1990,<br />his research has been oriented towards the social and economic aspects<br />of Information and Communications Technologies as well as towards the<br />policies and regulations of telecommunications.<br /><br />—— Fin del mensaje reenviado<br /><br />+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +<br /><br />7.<br /><br />Date: 12.09.03 <br />From: Kanarinka (kanarinka@ikatun.com)<br />Subject: interview with Giselle Bieguelman<br /><br />Interview with Giselle Bieguelman<br />by kanarinka<br /><br />)))))))))))))))))))))))))))<br />background<br /><br />from Bieguelman's website www.desvirtual.com: Giselle Beiguelman is a<br />new media artist and multimedia essayist who teaches Digital Culture at<br />the Graduation Program in Communication and Semiotics of PUC-SP (S&#xE3;o<br />Paulo, Brazil). Her work includes the award-winning &quot;The Book after the<br />Book&quot; (1999) &quot;Content = No Cache&quot; (2000), nominated for the Trace/ Alt-X<br />New Media Competition, and &quot;Recycled&quot; (2001).<br /><br />kanarinka: I became interested in Giselle Bieguelman's work after<br />reading about her project poetrica [<a rel="nofollow" href="http://www.poetrica.net/">http://www.poetrica.net/</a>] in which<br />people from around the world send messages via the web, SMS, and WAP to<br />be displayed on large advertising billboards in Sao Paulo. My questions<br />to Bieguelman center around the fascinating way her projects break down<br />fixed notions of space (such as public private real virtual) and her<br />projects' connections to everyday activities like reading, writing, and<br />travelling through your daily environment (which for many of us is urban<br />and saturated with advertising messages).<br /><br />)))))))))))))))))))))))))))<br />interview<br /><br />kanarinka: It looks like you began working with the internet first as a<br />poet and that you have recently moved into creating large-scale public<br />installations where people submit text messages via the internet for<br />display in public places. Could you describe how/why you shifted from<br />net.based poetry to net. based public installation?<br /><br />Bieguelman: I don?t think there was a shift, but a link. Actually my<br />first contact with new media was related to public art, working with a<br />non-profit organization Arte/Cidade (www.artecidade.org.br) devoted to<br />arts and urbanism responsible for amazing urban interventions in<br />downtown S&#xE3;o Paulo, curated and coordinated by the Brazilian philosopher<br />Nelson Brissac. In 1994 they were preparing a CD-ROM with artists and<br />architects involved in their ?The City and its Fluxes? project. It<br />changed my mind and my life.<br /><br />I was captured by the computer but all my work by this time was devoted<br />to visual poetry. The web redirected this thematic and made me pay<br />attention to ways of reading in entropic situations. Wireless<br />communication spread the meaning of reading in entropic situations and I<br />think ?Wop Art? (Op Art for Wap) (www.desvirtual.com/wopart) , a wap<br />site I did in 2001, was a new turning point that pointed to the<br />possibility of working with literature and with urban space. The first<br />result of this was ?Did You Read the East?? (2002), my first<br />intervention in public space using electronic billboards and on line<br />public streaming. It was done for Arte/Cidade East Zone project and it<br />was a dialogue with the graffiti of S&#xE3;o Paulo East Zone that resulted in<br />a series of six videopoems. The audience was invited to choose one of<br />them and upload to a commercial electronic billboard. They appeared in<br />the schedule of billboard between regular ads. It was a very good<br />experience because made possible to connect net based poetry to net<br />based public intervention.<br /><br />)))))))))))))))))))))))))))<br />kanarinka: Could you describe the poetrica project? Is it similar to<br />other projects that you have done in the past? What has the response to<br />poetrica been like (how many submissions, what have the reviews been<br />like, general public reception)? Have the responses to poetrica been<br />different in Sao Paulo where the billboards are versus on the internet?<br /><br />Bieguelman: Po&#xE9;trica (www.poetrica.net) is an investigation about<br />reading and reception in cybrid and entropy situations. It involves a<br />series of visual poems conceived by myself with non-fonetic fonts (dings<br />and system fonts) and a teleintervention mediated by creations made by<br />the public using the same typographic background.<br /><br />Po&#xE9;trica is an upgrade or expansion of things I?ve been researching in<br />The Book after the Book (1999), Wop Art (2001), and my former public<br />interventions Did you Read the East? And egosc&#xF3;pio _or egoscope (both<br />from 2002), all at www.desvirtual.com.<br /><br />Po&#xE9;trica is a work in progress. It begun in October and ends in<br />February. The opening was at Galeria Vermelho, in S&#xE3;o Paulo. The<br />closing, at Kulturforum, in Berlin, during P0es1s exhibiton.<br /><br />All the broadcasted images were produced anywhere and submitted by SMS,<br />the web and by wap. They appeared in three large electronic billboards<br />located in downtown S&#xE3;o Paulo, around Galeria Vermelho, between<br />Paulista, Consola&#xE7;&#xE3;o and Rebou&#xE7;as avenues.<br /><br />I received more than 3 thousand submissions and they are very similar:<br />poetic experiences, love messages and urban messages (Rick, I will be at<br />5 in?).<br /><br />The critical reception was very good too, including mailing lists,<br />Television, newspapers etc.<br /><br />)))))))))))))))))))))))))))<br />kanarinka: What do you mean by the term &quot;nomad poems&quot;? What do you think<br />is the relationship of the text in the poems submitted to space? I am<br />particularly fascinated by the complex interplay that your project<br />creates between space and the activities of &quot;reading&quot; and &quot;writing&quot;.<br />What are you thoughts on those relationships?<br /><br />Bieguelman: They are nomad poems because they do not have a link to a<br />specific support. For instance: Those images produced in the<br />teleintervention were also transmitted back by on line webcams and<br />reproduced in different devices (mobile phones, Palms, computers) and,<br />in some cases, printed in large formats. All images are archived at the<br />web site gallery.<br /><br />Nevertheless, they result always in imagetic meanings independent of<br />textuality and unlinked to their places of production and transmission.<br />Everything that is created is seen, read and perceived in different<br />ways, according to its reception context and this is not a consequence<br />of the screen sizes to which the submitted images adhere. But due to a<br />particular esthetic phenomenon pertaining to nomadic literature: on<br />being hybrid and unlinked to support, it dematerializes the medium, and<br />the interface construes itself as the message.<br /><br />This is maybe the most interesting change in the ways in reading today.<br />The nomadic reader is someone who reads on the move, in moblie phones<br />and PDAs, in accordance to entropy and acceleration logic, it is a kind<br />of multi-task reader adapted to distributed content who reads in<br />between, while doing other things?<br /><br />Po&#xE9;trica seeks that reader: the inhabitant of the global city.<br /><br />)))))))))))))))))))))))))))<br />kanarinka: I am particularly interested in your work from the standpoint<br />of the everyday activity of &quot;reading&quot;. We all read billboards and<br />advertisements every day of our lives, yet you are subverting the normal<br />content of these consumer messages and inserting a new, &quot;global&quot; text<br />into a local, specific context. How does this affect the &quot;reading&quot;<br />activity that we conduct in our daily environment?<br /><br />Bieguelman: It is disturbing? It makes the passive reader (this one who<br />is in his car or crossing the street) to pay attention in something and<br />in some ways discover that it is something disturbing because it was<br />already there? The city is a kind of mega stoned book, multimedia and<br />distributed that we read intentionally or not.<br /><br />)))))))))))))))))))))))))))<br />kanarinka: What are your thoughts on working in both real and virtual<br />space? How and why do you choose to navigate both of these domains (or,<br />perhaps more importantly, do you consider them separate?) Is the<br />activity of &quot;reading&quot; different or altered across net space and/or<br />public space?<br /><br />Bieguelman: I do not consider them separate. Po&#xE9;trica deals with<br />cybridism, it means its default situation is a cross platform of<br />numerous on and off line network (traffic, electricity, billboards,<br />mobile phones, handhelds). And this, this ?cybrid? state is what alters<br />the activity of reading as an activity of dispersion and distribution<br />rather than concentration and convergence.<br /><br />)))))))))))))))))))))))))))<br />kanarinka: Have you had any unexpected responses or messages submitted<br />to poetrica? What do you think is the space of &quot;indeterminacy&quot; in<br />poetrica, e.g. what spaces did you as the artist leave open for<br />participants to fill in?<br /><br />I was surprised by the large number of love messages?<br /><br />The indeterminacy is everywhere (connection, for example?) but I think<br />the most interesting challenge of the project was to make people face<br />the strange situation of hacking the advertisement structure as part of<br />their public space signing it with non phonetic phrases that points to a<br />new code, but a code they could understand and share with other<br />participants.<br /><br />)))))))))))))))))))))))))))<br />kanarinka: What do you think is the role writing and reading in the<br />urban landscape?<br /><br />Bieguelman: It is one of the rules of the game? The metropolitan<br />landscape today is a kind of photoshop image. Everything can be pasted<br />to everything. The modernist dream is over and there is no logic neither<br />formal logic. The lansdcape is so polluted by ads, signs, outdoors,<br />banners and in cities like S&#xE3;o Paulo, all covered by different grafitti<br />_ a kind of visual guerrilla_ that you should be reading all the time.<br />The city today is a palimpsest to be deciphered.<br /><br />)))))))))))))))))))))))))))<br />kanarinka: Could you explain more what you mean by teleintervention?<br />Would you say that poetrica has a political agenda (i.e. what do you<br />think that a teleintervention intervenes into)?<br /><br />Bieguelman: Teleinterventions are urban intervention mediated by<br />telecommunication. Po&#xE9;trica, egosc&#xF3;pio an Did You Read the East have a<br />political agenda not only because you hack the advertisement structure<br />and use this as part of your public space, but also because they<br />question the role of the author and the work of art aura.<br /><br />)))))))))))))))))))))))))))<br />kanarinka: What are the dates/locations where poetrica will be shown?<br /><br />Bieguelman: It was in SP from October to November. It is now at<br />turbulence.org with ICONOgraphy_ curated by Patrick Lichty<br />[<a rel="nofollow" href="http://www.turbulence.org/curators/icon/index.htm">http://www.turbulence.org/curators/icon/index.htm</a>] (?only? net action)<br />and it will be in Berlin next February, as part of P0eS1s project<br />curated by Friedrich Block.<br /><br />+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +<br /><br />8.<br /><br />Date: 12.09.03 <br />From: Jonah Brucker-Cohen (jonah@coin-operated.com)<br />Subject: Interview with Brody Condon<br /><br />Interview with Brody Condon<br />By Jonah Brucker-Cohen (jonah@coin-operated.com)<br /><br />Introduction<br />If life were a game, LA based artist, Brody Condon, would probably be<br />its designer. From recreating the political mess of the FBI's assault on<br />David Koresh's Branch Davidian Complex with his C-Level collaboration,<br />&quot;Waco: Resurrection&quot;, to emphasizing the violence quotient of mainstream<br />video games with &quot;Adam Killer&quot;, Condon's work is both a reflection on<br />the history of gaming and a cautionary realization of its future. His<br />presence in next year's Whitney Biennial, &quot;Velvet Strike&quot;, (created with<br />fellow artists Anne-Marie Schliener and Joane Leandre), is a slap in the<br />face to the hard-core gaming community. The online multi-player shooter<br />subverts the death and destruction of &quot;Counter-Strike&quot;, by allowing<br />players to plaster graphics of peace symbols and anti-war slogans on the<br />3D walls. This year, one of Condon's students designed a game called<br />&quot;9-11 Survivor&quot;, a third person's victim's perspective of the tragic<br />event that was eventually pulled offline for obvious reasons. If the<br />future of gaming combines virtual and physical space with themes based<br />on actual events, Condon might be leading the revolution. His work is a<br />poignant, although sometimes upsetting vision of the merging of<br />interactive entertainment, international media, and personal life<br />experiences. What follows is an interview I conducted with Condon about<br />his motives as an artist, academic, game designer, and pop culture<br />enthusiast.<br /><br />Your Name: Brody Condon<br />Age: 29<br />Occupation/Affiliation: variable<br />Education: MFA University of California at San Diego<br />URL: <a rel="nofollow" href="http://www.tmpspace.com/">http://www.tmpspace.com/</a><br /><br />JBC: What do you love about games? What do you hate about them?<br /><br />BC: I don't play games as much as I used to. I tend to be more<br />interested in the elements that surround games and game culture. To some<br />extent, most of the screen based games I consumed in the past, and<br />continue to consume now, are forgettable. I suppose I am bitter about<br />all the lost years of screen time. I could have been accomplishing<br />something at least pseudo-productive. On a more positive note, I still<br />love the pure aesthetic joy of watching the progression from one<br />graphics generation to another. Forming a intuitive relationship with<br />those images, and now having the ability to crack them open, rearrange,<br />and play with those aesthetics and structures at this point through<br />emulators, PC game modding, and console hacking, etc. is a blessing.<br /><br />JBC: Are you satisfied with the state of games today? What would you<br />change or leave the same?<br /><br />BC: As happy as I am with movement of games and game culture into the<br />mainstream, I somehow yearn for the days when being &quot;the kid who could<br />beat ANY game,&quot; was not exactly a badge of honor. It took a certain<br />sense of fortitude to persist in your gaming hobby. It was dangerous to<br />walk around your neighborhood on a weekend with a couple cartridges and<br />an Advanced Dungeons and Dragons First Edition Player's Handbook under<br />your arm. Little did the guy who came at me on the sidewalk know that<br />D&amp;D books could be used as weapons. Especially if stacked properly in a<br />thin duffel bag and swung by the handles, they can become a sort of<br />make-shift bludgeoning weapon. Years later I found out that guy had a<br />father that committed suicide, then he broke his leg and dropped out of<br />school at some point. Eventually after a party he wandered out to the<br />highway and threw himself into the path of an oncoming tractor-trailer.<br />I'm not kidding.<br /><br />JBC: Your work seems to be about emphasizing cliches found in games,<br />especially the death scene in &quot;Adam Killer&quot;. What is important about<br />this topic and what has this approach taught you?<br /><br />BC: I am interested in these cliched game play structures as a material.<br />Whether it is a kid making images of his domestic environment juxtaposed<br />with the trademark FPS hand and gun at the bottom of the image, or the<br />concept of the &quot;re-spawn&quot;, which contains interesting links to<br />reincarnation and resurrection. Again, these cliches are also great<br />cultural indicators. They represent and at the same time repetitively<br />inform the emotions and psychology of the player. What does the empty<br />shell of the character mesh, which has an interior constructed of<br />&quot;gibs&quot;, or small gut-like portions, that explode and replace the body<br />mesh inform us about our current relationship with death and the<br />interior of the body? Given the long history of representation of the<br />body, I find this contemporary shift in those representations and the<br />material they are created with a great site to dig for content. At the<br />same time, it's a desperate attempt to work out the box that the<br />consumption of those images have placed me in.<br /><br />JBC: You also seem to focus on aggregating the connection between real<br />life events and how these could or might be played out in gaming<br />environments. Do you see game spaces as a logical extension of physical<br />spaces or an antithesis? How do real events affect gaming and vice<br />versa?<br /><br />BC: Game spaces may be no more antithetical to, or extensions of, actual<br />spaces than the perspective translation of 3-dimensional natural<br />phenomena onto 2-dimensional surfaces in the 15th century. The tools<br />have just been updated. A Cartesian grid with simulated perspective is<br />the first thing I see when I open up my 3D modeling program. The<br />crossover between level and environment design in games, and traditional<br />architectural practice is obviously growing due the success of game<br />environments that mimic reality. Scenarios like The Getaway, and True<br />Crime Streets of LA are GTA3 knockoffs that take place in simulations<br />London and LA are great examples. This simulation of a city's<br />architecture and urban planning has the ability to alter the perception<br />of the city to those that live in and outside the city, possibly as much<br />as the actual physical site. What also interests me are the subtle<br />differences in the game version, the easy rearrangement of structures<br />and streets to fit game play scenarios. On the other hand, I feel like<br />architecture has taken these environments too lightly. Especially<br />fantasy environments are discarded as only an aesthetic surface, and not<br />as inspiration for new structures and patterns of movement through them.<br />Imagine constructed spaces inspired by the idea of going downtown to<br />your bank, jumping from platform to platform, to reach your ATM located<br />in a floating Necropolis of the Undead Scourge from Warcraft III.<br /><br />JBC: Is there anything a game can't emulate? What are the main problems<br />in games today? What are they missing and what are they failing at?<br /><br />BC: There are a horde of problems. I suppose targeting problematic<br />issues in gaming depends on what angle you are concerned with, cultural<br />implications, business strategies, game dev education, etc. However, the<br />core problem is not located within games, it is the lack of any<br />substantial media literacy dialogue within the public school education<br />system in the states. Not to mention the current information bubble that<br />surrounds us here like an invisible shield.<br /><br />JBC: Are people who play games (such as hardcore gamers) interested in<br />your work? Who plays your games and how are they affected?<br /><br />BC: [My] work has been labeled &quot;Gayer than actual gay people.&quot; by the<br />online gaming community. In this case it was specifically about the work<br />&quot;Velvet-Strike&quot; that I contributed to. We (Anne-Marie Schliener and<br />Joane Leandre) also received near death threats and other fun comments<br />such as:<br /><br />—– Original Message —–<br />Subject: Velvet-Strike… POINTLESS!<br /><br />Hi,<br />I wanted to say I don't support YOUR stupid little brigade to create<br />peace and love and shit like that, face it its just POINTLESS BULLSHIT!<br />If you think that you can actually stop hate, then you're just a fucking<br />moron, it's like trying to say that the DEA will actually stop drug<br />trafficking. Those two things will never be stopped. Human nature is to<br />hate the enemy. And another thing don't flood are fucking games with<br />this &quot;LOVEY DOVEY BULLSHIT!&quot; I almost hate you people more than my<br />enemies. So one last thing, If you and your queer little hippy friends<br />don't like America, then FUCKING LEAVE! GO FUCK UP CANADA OR SOMETHING!!!<br />- Sincerely, your worst enemy<br />——————————–<br /><br />Otherwise, I think any direct and positive relationship with the actual<br />game development community has been fairly non-existent, and mostly<br />relegated to the traditional and media art circuit. However, now that we<br />have made the jump from modifying and hacking existing games to using<br />middleware game engines, there is more industry crossover in a playable<br />piece I recently worked on like Waco: Resurrection ( www.waco.c-level.cc<br />). However, I should say I've ran into developers and gamers that love<br />the work. It is really such a broad range of individuals that make up<br />the industry and consumer base. Either way, a vernacular dialogue has<br />been started on the ground. Debates are flowing in the game community<br />blogs and forums, at game industry conferences, and among the general<br />public concerning the relationship of games to culture, and the<br />alternative possibilities for game development outside of escapist<br />fantasy narratives and sports simulations.<br /><br />JBC: Do you think there is a connection between reality TV and gaming?<br /><br />BC: Hard to say, I have never watched a reality TV show from start to<br />finish. Living in LA, you can sort of throw a stick and find someone who<br />knows about these things, so I just went outside and asked my landlord<br />this question. Him and his wife were contestants on that early reality<br />show, The Amazing Race. He never played games, so we were stuck on this<br />one. However, he did say that the show broke up his marriage, and that<br />those shows are fixed.<br /><br />JBC: What is your opinion on pervasive gaming? Do you think it's a genre<br />that could succeed and become mainstream like PC, Massively multi-Player<br />Online Games (MMOG), and console games? (When I say &quot;pervasive gaming&quot;,<br />I am referring to projects like Blast Theory's &quot;Can You See Me Now?&quot; and<br />It's Alive's &quot;BotFighters&quot;. Games that mix digital and real spaces.)<br /><br />BC: I'm not in the business of prophesizing successful tech, but I<br />checked out Blast Theory's website, and they seem to be having a good<br />time running around in those cool workout-suits with all that nifty PDA<br />gear on them. I'm all for it. As far as the cell phone &quot;pervasive&quot;<br />gaming is concerned, there is such a different relationship with cell<br />phone technology there (UK). I can't imagine how that would go over with<br />a consumer in the US. A car ran over my cell phone and it gives me a<br />headache whenever I use it. I recently spent some time at a SCA<br />(Society for Creative Anachronism) event where hundreds of people<br />gathered in the desert for a week of heavily immersive medieval<br />reenactment. True &quot;pervasive&quot; gaming, at these events there are regular<br />battles of hundreds of individuals in homemade armor beating the hell<br />out of each other with sticks in regimented battles. There are bridge<br />battles, castle sieges, etc. The most interesting intersection with<br />screen-based gaming is their incorporation of &quot;Capture the Flag&quot;, and<br />&quot;Resurrection&quot; game play structures.<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 8, number 50. Article submissions to list@rhizome.org<br />are encouraged. 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