RHIZOME DIGEST: 10.31.03

<br />RHIZOME DIGEST: October 31, 2003<br /><br />Content:<br /><br />+announcement+ <br />1. Renato Posapiani: Nike scores own goal<br /><br />+opportunity+ <br />2. Scadhr Savannah College of Art and Design: Job Opening – Professor<br />of Game Development<br />3. Sal Randolph: Creative Commons Moving Image Contest<br /><br />+work+<br />4. Giselle Beiguelman: wireless teleintervention<br />5. Francis Hwang: request for comments: Stillman<br />6. JoseLuisBrea: The Conquest Of Ubiquity<br />7. Tamara Lai: Web_of_lies<br /><br />+feature+ <br />8. Jonah Brucker-Cohen: Report from E-Culture Fair<br /><br />+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +<br /><br />1.<br /><br />Date: 10.29.03 <br />From: Renato Posapiani (propaganda@0100101110101101.org)<br />Subject: Nike scores own goal<br /><br />October 28, 2003<br /><br />PRESS RELEASE BY PUBLIC NETBASE<br /><br />Nike scores own goal<br />Preliminary Court Decision in Favor of International Art Project<br />The international sportswear company Nike is trying to get the<br />installation &quot;Nike Ground – Rethinking space&quot;, created by the renowned<br />artists group 0100101110101101.ORG, banned by court. Meanwhile the<br />Commercial Court of Vienna has taken a first crucial decision.<br /><br />Quite apart from the fact that this is an attempt to ban a work of art,<br />the Commercial Court has rejected Nike's plea for a provisional<br />injunction on formal grounds. The decision was based on the fact that<br />the law suit against Public Netbase was filed by Nike International.<br />This company has its principal office not in Austria, but in the USA and<br />therefore would have been required to pay a deposit covering the cost of<br />litigation in case of a ruling in favor of Public Netbase.<br /><br />Public Netbase's attorney, Mag. Michael Pilz, who consistently<br />underlined the artistic nature of the installation, pointed out the<br />formal defect in his response to the plaint. &quot;This is a major step ahead<br />for the project&quot;, declared Konrad Becker, director of Public Netbase.<br />The law suit with Nike will now enter its next round. Moreover, the<br />installation remained on Karlsplatz until its official takedown on 28<br />October. &quot;The Court's decision motivates us to protect the freedom of<br />art against the ruthlessness of corporations with even more<br />determination in the future&quot;, Becker concluded.<br /><br />According to 0100101110101101.ORG spokesman Ted Pikul &quot;Nike is a perfect<br />subject for a work of art. The Swoosh is probably the most viewable<br />brand on earth, more than any political or religious symbol. Now these<br />giants are loosing control over their own brands, which in the hands of<br />pop culture are turning into boomerangs&quot;.<br />CONTACTS:<br /><br />Public Netbase<br /><a rel="nofollow" href="http://www.t0.or.at">http://www.t0.or.at</a><br />office@t0.or.at<br /><br />0100101110101101.ORG:<br />HTTP://0100101110101101.ORG<br />Nikeground@0100101110101101.ORG<br /><br />NIKEGROUND:<br /><a rel="nofollow" href="http://www.nikeground.com">http://www.nikeground.com</a><br />info@nikeground.com<br /><br />+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +<br /><br />2.<br /><br />Date: 10.27.03 <br />From: Scadhr Savannah College of Art and Design (scadhr@scad.edu)<br />Subject: Job Opening – Professor of Game Development<br /><br />Professor of Game Development<br />The Savannah College of Art and Design seeks candidates for a full-time<br />faculty position in the school of Film and Digital Media for Spring<br />2004. Qualified candidates will have an M.F.A., or M.S., or<br />undergraduate degree with extensive recognized industry experience. A<br />strong portfolio that reflects a high degree of knowledge in game design<br />and development is required. Experience with one or more shipping game<br />titles is preferred but not required. College-level teaching experience<br />is preferred but not required. Candidates should have a minimum of 3<br />years experience in the Game industry. Candidates should be able to<br />teach Cg programming and Game ?Modding?. Ability to teach character<br />design and modeling, environment design and familiarity with game<br />prototyping tools and methods would be an advantage. We give preference<br />to those candidates with experience teaching coursework through the web.<br /><br />ABOUT THE COLLEGE: The Savannah College of Art and Design, located in<br />historic Savannah, Georgia, USA, is a private, non-profit college that<br />exists to prepare talented students for careers in the visual and<br />performing arts, design, building arts, and art and architecture. The<br />college offers twenty-two areas of study and awards bachelor and<br />master?s degrees. A low student/faculty ratio is maintained at the<br />college, with small classes taught by caring, dedicated faculty who hold<br />terminal degrees and/or other outstanding credentials.<br /><br />TO APPLY: Interested candidates should send cover letter, resume,<br />samples of work, official transcripts and three reference letters to:<br />Human Resources, Savannah College of Art and Design, P.O. Box 3146,<br />Savannah, GA 31402-3146, or fax to 912-525-5222, or e-mail to<br />scadhr@scad.edu. Women and minorities are encouraged to apply. AA/EOE.<br />Please visit our web site at www.scad.edu.<br /><br />+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +<br /><br />3.<br /><br />Date: 10.30.03 <br />From: Sal Randolph (stfr@earthlink.net)<br />Subject: Creative Commons Moving Image Contest<br /><br />Creative Commons Moving Image Contest<br /><br /><a rel="nofollow" href="http://creativecommons.org/contest/">http://creativecommons.org/contest/</a><br /><br />Create, or mash-up, a moving image that explains Creative Commons<br />mission, using your favorite moving image authoring tool, such as Flash,<br />iMovie, or Final Cut Pro. Entries can contain video, animated images,<br />text, and audio. We welcome and encourage the use of other people's<br />work, provided that you have permission or the work is Creative<br />Commons-licensed or public domain. The entry should be 2 minutes or<br />less. All entries must be licensed under a Creative Commons license of<br />your choosing by time of entry. Top prizes include a computer, DV<br />Camera, and an iPod. Deadline for entries is December 31st 2003.<br /><a rel="nofollow" href="http://creativecommons.org/contest/">http://creativecommons.org/contest/</a><br /><br />+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +<br /><br />4.<br /><br />Date: 10.26.03 <br />From: Giselle Beiguelman (gb@desvirtual.com)<br />Subject: wireless teleintervention<br /><br />Hi,<br />I would like to invite you to help me test some features of Po&#xE9;trica<br />teleintervention which allows to anyone post messages to 3 electronic<br />billboards located in downtown Sao Paulo. You can post your messages by<br />the web and by SMS. Po&#xE9;trica is operating since Oct. 14 and we did not<br />have any problems with Brazilian mobile phones. All contributors are<br />receiving an alert by SMS or by e-mail (it depends on the way they<br />submit their messages), but we are not sure if it will work abroad (the<br />SMS alert) because of some limitations of our system. So, we really need<br />your posts in order to study and solve the problems.<br /><br />The numbers are:<br /><br />GSM: +555181128808<br /><br />CDMA: +555196542600<br /><br />More info: www.poetrica.net<br /><br />Tks,<br />gb<br /><br />+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +<br /><br />5.<br /><br />Date: 10.27.03 <br />From: Francis Hwang (francis@rhizome.org)<br />Subject: request for comments: Stillman<br /><br />I'd appreciate people's input on my newest net-art project. It's called<br />Stillman, and it's at <a rel="nofollow" href="http://stillman.to/">http://stillman.to/</a> . It's sort of an homage to<br />Paul Auster's &quot;City of Glass&quot;, combined with the accidental linking<br />dynamic of a Wiki. I wanted to create a textual space where people can<br />vaguely track the movements of others by seeing where they've added<br />texts themselves.<br /><br />Like some of my other stuff, it's much more semantic than visual … As<br />a writer it's a direction I like, though it can make for some crummy<br />screenshots.<br /><br />F.<br /><br />+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +<br /><br />6.<br /><br />Date: 10.28.03 <br />From: JoseLuisBrea (jlb@rhizome.org)<br />Subject: The Conquest Of Ubiquity<br />Award/Awarded by the Spanish Ministry of Science and Technology (MCYT)<br /><br />/**/The Conquest Of Ubiquity (intro)<br />Jos&#xE9; Luis Brea<br /><br />Although the apparent aim of &quot;the conquest of ubiquity&quot; is to sketch a<br />brief &quot;history of net.art&quot;, we do not set out to do this from the<br />immanent perspective of a more or less recent and consolidated artistic<br />form or genre, but rather from the perspective of what is represented<br />and implied by its emergence in the context of the transformation of<br />symbolic practices taking place in contemporary societies. Thus the<br />emphasis and the &quot;key points&quot; of this account will not be focussed<br />either on narrative development, or on formal &quot;finds&quot;, or even on those<br />critical articulations that have been most influential to date on the<br />effective development of the net.art &quot;form&quot; as such. But rather on those<br />realizations which best reveal the generic process of transformation of<br />the &quot;economy of artistic practices&quot; that is taking place at the present<br />moment, and which (in our view) &quot;act as symptoms&quot;, coming to light in<br />net.art.<br /><br />Our brief ?history of net.art&quot;, then, is guided by the conviction that<br />what will prove to have been most important in its early development<br />(during these first ten years of existence), will be the extent to which<br />this new type of communication practice will have anticipated &#xAD;-and<br />brought to centre stage-&#xAD; the major upheavals occurring with regard to<br />visual economy and symbolic production within our societies.<br /><br />In this context, two very specific qualities of ?resistance? proper to<br />net.art are of the greatest interest for us: one, its inaccessibility to<br />economies of trade and goods (and hence its potential for developping in<br />directions hostile to the establishment of markets within its ambit);<br />two, its unsuitability for conventional strategies of exhibition, which<br />are ultimately of a &quot;spatial&quot; nature. These qualities enable it to<br />exercise a strong resistance to the settled economy of art (an economy<br />of commerce and collection, supplemented by public instruments of<br />exhibition and patrimony), chiefly by virtue of the ubiquitous and<br />infinitely reproducible character of its productions (justifying our<br />choice of title for this exhibition, in honour of the prophetic<br />intuition of Paul Val&#xE9;ry). Given such a character, the productions of<br />net.art foster the deepening of the transitional situation affecting<br />artistic practices: the shift from a trade economy to a distribution<br />one.<br /><br />It would seem that the two most telling &quot;moments&quot; in the history of<br />net.art in relation to the Institution-Market-Art are marked precisely<br />by an evaluation of that situation of change-over. Documenta X &#xAD;-which<br />emphatically underlined this gradual shift of art economies towards<br />regimes dissolved in the general, diffuse economy of an expanded system<br />of the technical image-&#xAD; was a high spot, a moment of maximum valuation<br />(reflecting the euphoria of the art-system at the birth of net.art). At<br />the opposite extreme, the recent closure of the New Media programme at<br />the Walker Art Center encapsulates the crisis, in the form of retreat on<br />the part of institutions. This moment corresponds to the acknowledgement<br />of a hopeless misfit between the economies proper to the existing<br />Art-Institution and the nascent new practice, at a moment of<br />retrenchment and growing structural conservatism within the<br />Art-Institution, which doubtless perceives all too clearly the dangers<br />to itself in the establishment of new regimes and new forms of practice.<br />We regard both these moments &#xAD; euphoria and disappointment, success and<br />failure &#xAD;-as indications on exactly the same level of the fundamental<br />incompatibility between two public regimes that cannot be mixed (like<br />oil and water) however much they coexist in time, in a time (ours) that<br />we must necessarily, therefore, recognise as a period of transition and<br />conflict.<br /><br />In a sense, then, our short &quot;history of net.art&quot; aspires principally to<br />stand as a &quot;conflictual prehistory&quot; of a new regime of global<br />relationship with the practices of symbolic production developed in the<br />context of the visual realm, in anticipation of the new regime that has<br />not yet arrived and taken root. And its arrival, if it does arrive<br />(something we do not doubt; at least, upon which we confidently lay our<br />bets) will oblige us to reappraise net.art from that retrospective point<br />of view. Its achievements will be recognised as an untimely<br />prefiguration of something that was still coming, as a projected<br />anticipation of a future that was, at the time, still a mere<br />possibility. This would mean that we, today, should perceive net.art as<br />a kind of an inverted &quot;d&#xE9;j&#xE0; vu&quot;, containing a memory of the future in<br />the present &#xAD;-a present which is still current, in which we can weigh<br />up, at this precise moment of the bankruptcy of incautious dreams, what<br />is at stake. And the stakes are not inconsiderable.<br />The Conquest of Ubiquity<br />www.ubiquid.net/eng<br /><br />+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +<br /><br />7.<br /><br />Date: 10.30.03 <br />From: Tamara Lai (tamara.lai@skynet.be)<br />Subject: Web_of_lies<br /><br />Web_of_lies (Tiss=E9 de mensonges)<br /><br />Interactive shocked movies (click, click &amp; click…)<br /><br /><a rel="nofollow" href="http://www.imal.org/tamara_lai/web_of_lies/index.html">http://www.imal.org/tamara_lai/web_of_lies/index.html</a><br /><br />+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +<br /><br />8.<br /><br />Date: 10.31.03 <br />From: Jonah Brucker-Cohen (jonah@coin-operated.com)<br />Subject: Report from E-Culture Fair<br /><br />Report from E-Culture Fair<br /><a rel="nofollow" href="http://www.eculturefair.nl">http://www.eculturefair.nl</a><br />October 23-24, 2003<br />Paradiso, DeBalie, Melkweg<br />Amsterdam, The Netherlands<br /><br />By Jonah Brucker-Cohen (jonah@coin-operated.com)<br /><br />Although adding the letter &quot;e&quot; to words like &quot;culture&quot; might seem a bit<br />too 90s, the 2nd E-Culture Fair (first was in 2000) lived up to its name<br />as a comprehensive showcase of over 50 projects, experiences, and<br />performances that combined the virtual and physical. The fair, which<br />took place in Amsterdam, was spread over several venues into three<br />distinct categories including &quot;My-Mode&quot; (wearable technology and<br />fashion), &quot;Mobile Home&quot; (networks at home and dispersed in urban<br />settings), and &quot;Toys4Us&quot; (gaming and playful interfaces). This fair's<br />theme centered on &quot;Research and Development&quot; in new media and took a<br />hands-on approach to showing work with an eclectic mixture of live demos<br />and events. Despite the potential brain overload, I managed to tour most<br />of the venues and even sit in on several project presentations.<br /><br />Walking into the newly renovated Paradiso theatre, My-Mode resembled a<br />hybrid fashion show turned trade fair. The setup consisted of a wide<br />range of fashion tech hybrids that emphasized the integration of<br />technology on the body in everything from fabric design to reactive<br />clothing. Taking a playful approach to adverse weather conditions was<br />Elise Co's &quot;Puddle Jumper&quot;, a raincoat with electro-luminescent panels<br />that lit up when water fell on the coat. Also on display was<br />International Fashion Machines' &quot;Electric Plaid&quot;, a panel of interwoven<br />conductive thread and silk-screened thermochromic inks that slowly<br />changed colors when electricity was applied to the thread. This demoed<br />solid technological know-how, but less interesting implementation other<br />than some sewn light switches and pretty wall mounts. On the more<br />practical side was &quot;Inside/Outside&quot;, a series of networked handbags that<br />measure localized pollution (smoke, audio, exhaust, etc=8A) and connect<br />to each other over an ad-hoc (or spontaneous) network to exchange data<br />and aggregate a diary of exposure levels over time. Focusing on<br />biometric feedback was Sompit Moi Fusakul's &quot;Interactive Ornaments:<br />Emotions in Motions&quot; which measured the wearer's heart rate and<br />transposed this result on kinetic and illuminated jewelry. Also included<br />was Jenny Tillotson's &quot;Smart Second Skin&quot;, a dress that emits odors<br />depending on biometric feedback from the wearer. I got really close and<br />out came a Whiskey smell which means that either I remind people of<br />drinking or the day was getting too long.<br /><br />Despite the wide array of perspectives presented in MyMode, there seems<br />to be a continual emphasis on cause and effect relationships with<br />wearable technology. Something happens in the environment, space or<br />activity the wearer is engaged and the clothing or device acts as a<br />display or highlights these actions. The next step might be to look at<br />reciprocal relationships between the object and the wearer where each<br />plays a crucial role in each other's development and output over time.<br />Is it possible to create objects and clothing that are not only aware of<br />their inhabitants, but also of each other?<br /><br />Spread over DeBalie and Melkweg venues, the &quot;Mobile Home&quot; theme<br />displayed projects that featured fixed technologies for interacting in<br />both public and private space. Victor Vina and Hector Serrano's<br />&quot;NetObjects&quot;, were a quirky collection of networked household objects<br />including an umbrella that relays weather reports and a koo-koo clock<br />that displays headlines from rightist and leftist newspapers. Another<br />experiment in connected familiar spaces, the &quot;Remote Home&quot; featured<br />networked furniture in each building, where sitting on a couch would<br />trigger a linked couch to boot off the person sitting in the other<br />space. Despite the playful interplay with the furniture, questions arose<br />as to the importance of transposing identity as well as presence across<br />distance? If you are unsure that the ambient display is outputting the<br />movements of your significant other, does that cause more anxiety than<br />reassurance?<br /><br />Escaping the confines of indoor space, wireless-based projects seemed to<br />pervade the fair. Delivering mobile wireless hotspots was Shu Lea<br />Chang's &quot;RICHAIR&quot;, featuring three wired up roller skate girls carrying<br />mobile 802.11b repeaters and mini-computers with embedded webcams for<br />relaying network connections and images across town. There was also an<br />emphasis on the social impact of technology through Doors East's<br />&quot;Mapping Mobile Phone Usage Among Auto Rickshaw Drivers&quot;, a project<br />examining the changes mobile technology has had in Bangalore, India for<br />taxi drivers. The main implementation would be to create a mobile phone<br />booth by integrating a pay system into cell phones integrated into the<br />rickshaws. Finally, Marc Tuters' &quot;Geograffiti&quot; project envisions a<br />future of collaborative cartography based on localized information<br />exchange where public 'digital' space is annotated with graffiti.<br /><br />Moving onto the playful side of technology, the &quot;Toys4Us&quot; exhibit looked<br />at everything from collaborative DJ scratching and virtual puppetry to<br />public installations of shared stories. Marcus Kirsch's &quot;Rashomon&quot; pit<br />video capture with Street Fighter gaming where visitors' kicking and<br />punching moves were captured and imported as game characters into a<br />two-player fighting match. Also integrating public input was Merel<br />Mirage's &quot;Holy&quot;, a networked vending machine with an embedded LCD screen<br />that allowed visitors to www.holy.nl to author animations and send them<br />to the display. Also STEIM showed up with some impressive MIDI<br />instruments and sound experiences including a pair of headphones with<br />tilt sensors that sped up beats-per-minute on the audio depending on how<br />fast you shook your head.<br /><br />After two full days of demos and talks, questions arose as to the<br />cyclical nature of information and interface design. On one hand there<br />is a trend to build interfaces that encourage social interaction, but<br />there's also a tendency to create experiences that discourage chance<br />occurrences by highlighting personal experience. There should be a way<br />to balance experiential design so that it not only allows for<br />collaboration but also maintains an ambient presence that blends<br />seamlessly into everyday activity. This was evident in some of the<br />projects at the fair, but most had trouble escaping their<br />categorization. Nevertheless, events like the E-Culture Fair are great<br />for encouraging cross-pollination of research and practice along with<br />showcasing the current state of the field. By emphasizing interactivity<br />and the participatory nature of projects, the event had a distinct<br />science fair-like atmosphere. This approach succeeded in presenting not<br />only the latest gadgets and whimsical interfaces to come, but also the<br />experience of participating in this landscape.<br /><br />-Jonah Brucker-Cohen<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 44. 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 />Please invite your friends to visit Rhizome.org on Fridays, when the<br />site is open to members and non-members alike.<br /><br />+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +<br />