<br />RHIZOME DIGEST: October 25, 2003<br /><br />Content:<br /><br />+announcement+ <br />1. Amy Alexander: Discordia welcomes Guest Host Stella Rollig on<br />Curating<br /><br />+opportunity+ <br />2. Shelley Stamp: FACULTY POSITION AT UC-SANTA CRUZ<br />3. Rosanne: stipend 2004<br />4. Shawn: Faculty Position in Mechatronics, Telematics and Robotics UW<br />Seattle<br />5. Elliot Anderson: Job Opening–Assistant Professor, Electronic Media<br />Art<br />6. Vicente Matallana: CALL FOR PROPOSALS: ARANEUM/Art, Science and<br />Technology Award/Awarded by the Spanish Ministry of Science and<br />Technology (MCYT)<br /><br />+work+<br />7. Jo-Anne Green: Turbulence Artists Studio: Left To My Own Devices by<br />Geoffrey Thomas<br /><br />+feature+ <br />8. Dyske Suematsu: Understanding the Medium of Video Game<br /><br />+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +<br /><br />1.<br /><br />Date: 10.19.03 <br />From: Amy Alexander (plagiari@plagiarist.org)<br />Subject: Discordia welcomes Guest Host Stella Rollig on Curating<br /><br />This week Discordia welcomes Stella Rollig as our current Guest Host!<br /><br />Please join us for a discussion on the field of critical<br />curating launched by Curating Degree Zero Archive: A Touring<br />Exhibition, Archive and Web-Resource Exploring the Field of Critical<br />Curating:<br /><a rel="nofollow" href="http://www.discordia.us/scoop/section/guesthost">http://www.discordia.us/scoop/section/guesthost</a><br /><br />The discussion will focus mainly on how to curate critique: is this<br />only a question of content or is it equally a question of<br />structuring/disturbing the space of representation and therefore of<br />the exhibition space?<br />Also this week on Discordia:<br /><br />Group activity: Amy Alexander invites you to rewrite the histories of<br />the Apple computer and of Internet art.<br /><a rel="nofollow" href="http://www.discordia.us/scoop/story/2003/10/18/55338/121">http://www.discordia.us/scoop/story/2003/10/18/55338/121</a><br /><br />In keeping with Discordia's interest in experimenting with different<br />forms of communication, several new features have recently been added:<br /><br />E-mail digest for those who still prefer e-mail:<br />Just click the "user prefs" link in the red box after you log in, and<br />you'll see a box that lets you subscribe to Discordia Digest on a<br />daily, weekly, or monthly basis.<br /><br />Discordia's rdf feed: <a rel="nofollow" href="http://rdf.discordia.us/discordia.rdf">http://rdf.discordia.us/discordia.rdf</a><br />Feeds (summaries of news from a website) allow you to get notified<br />when there's a new post to discordia, or any other RSS syndicated<br />site, or when there's a change to a blog or wiki you like.<br />For more information: <a rel="nofollow" href="http://www.discordia.us/scoop/special/feedprimer">http://www.discordia.us/scoop/special/feedprimer</a><br /><br />Discordia-bytes for WAP-enabled phones:<br />Get the latest Discordia story intros on your mobile phone. Just point<br />your WAP-capable phone at: <a rel="nofollow" href="http://rdf.discordia.us/wap.wml">http://rdf.discordia.us/wap.wml</a><br /><br /><a rel="nofollow" href="http://discordia.us">http://discordia.us</a><br />Discordia - and welcome to it.<br /><br />+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +<br /><br />2.<br /><br />Date: 10.22.03 <br />From: Shelley Stamp (stamp@ucsc.edu)<br />Subject: FACULTY POSITION AT UC-SANTA CRUZ<br /><br />The Film and Digital Media Department at the University of California,<br />Santa Cruz, invites applications for the position of Professor or<br />Associate Professor of Critical Studies. Applicants with a specialty in<br />the theory and/or history of film and/or television are of particular<br />interest, but we will also consider candidates concentrating in other<br />areas of media studies. We are seeking an established scholar with a<br />record of excellence and a unique orientation to the field.<br /><br />Candidates should submit: a curriculum vitae; samples of recent<br />publications; syllabi from courses previously taught; and names of<br />three confidential references. A summary of past student evaluations is<br />also desirable.<br /><br />Send materials to: Search Committee, Film & Digital Media Department,<br />University of California, Porter Faculty Services, 1156 High Street,<br />Santa Cruz, CA 95064. Refer to provision #0700-04 in your reply.<br />Postmark deadline: November 3, 2003. UCSC is an EEO/AA Employer.<br /><a rel="nofollow" href="http://www2.ucsc.edu/ahr/employment/bulletin/03-04/700-04.htm">http://www2.ucsc.edu/ahr/employment/bulletin/03-04/700-04.htm</a><br /><br />+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +<br /><br />3.<br /><br />Date: 10.22.03 <br />From: Rosanne (r.altstatt@gmx.net)<br />Subject: stipend 2004<br /><br />(scroll down for English)<br /><br />Das Edith-Ruß-Haus für Medienkunst vergibt für das Jahr 2004 drei<br />6-monatige Arbeitsstipendien für internationale Künstler, die sich mit<br />Neuen Medien beschäftigen. Jedes Stipendium ist mit 10.225,84 Euro<br />(20.000 DM) dotiert, es besteht keine Residenzpflicht. Die Stipendien<br />werden durch eine Förderung der Stiftung Niedersachsen ermöglicht.<br /><br />Wichtig! Informationen und Bewerbungsunterlagen: www.edith-russ-haus.de<br />Deadline für die ausgefüllte, unterschriebene Bewerbung mit<br />Projektbeschreibung:<br /><br />31. Januar 2004 (Poststempel).<br /><br />Die Stipendiaten des Jahres 2003 waren: Dave Allen (GB/D), Bernadette<br />Corporation (USA/F), Naomi Ben-Shahar (USA/ISR). Die Stipendiaten des<br />Jahres 2002 waren: Johan Grimonprez (B), Dagmar Keller/Martin Wittwer<br />(D/CH) und Florian Zeyfang (D).<br /><br />Bewerbungen bitte an:<br />Edith-Ruß-Haus für Medienkunst<br />Edith Russ Site for Media Art<br />Peterstraße 23<br />26121 Oldenburg<br />Germany<br />t. +49 (0)441 235 32 08<br />f. +49 (0)441 235 21 61<br />info@edith-russ-haus.de<br />www.edith-russ-haus.de<br />**************<br /><br />The Edith Russ Site for Media Art will award 3, six-month stipends for<br />2004, aimed at artists working with new media. Each stipend is 10.225,84<br />Euro (20.000 DM). There are no residency requirements. The stipends were<br />made possible by the Foundation of Lower Saxony.<br /><br />Important! Information and application: www.edith-russ-haus.de<br />Deadline for the completed, signed application, which includes a project<br />description: 31 January, 2004 (post date).<br /><br />The artists who received stipends in 2003 were Dave Allen (GB/D),<br />Bernadette Corporation (USA/F), Naomi Ben-Shahar (USA/ISR). The artists<br />who received stipends in 2002 were Johan Grimonprez (B), Dagmar<br />Keller/Martin Wittwer (D/CH) und Florian Zeyfang (D).<br /><br />Send applications to:<br />Edith-Ruß-Haus für Medienkunst<br />Edith Russ Site for Media Art<br />Peterstraße 23<br />26121 Oldenburg<br />Germany<br />t. +49 (0)441 235 32 08<br />f. +49 (0)441 235 21 61<br />info@edith-russ-haus.de<br />www.edith-russ-haus.de<br /><br />+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +<br /><br />4.<br /><br />Date: 10.21.03 <br />From: Shawn (shawnx@u.washington.edu)<br />Subject: Faculty Position in Mechatronics, Telematics and Robotics UW<br />Seattle<br /><br />University of Washington, Seattle, WA.<br /><br />www.dxarts.washington.edu<br /><br />Center for Digital Arts and Experimental Media (DXARTS)<br />University of Washington, Center for Digital Arts and Experimental<br />Media, is seeking a Multidisciplinary Arts Assistant Professor Position<br />in Mechatronics, Robotics, and Telematic art forms to teach and conduct<br />research. Masters degree or equivalent required.<br /><br />Application must include: CV, artist statement, statement on pedagogy,<br />and a cohesive portfolio of professional creative work. Support<br />materials must include three references with phone numbers, mail and<br />e-mail address, samples of previous course design and recent student<br />work. Portfolio work may be formatted for viewing on any platform and<br />may include video. Please include a SASE for return of materials. Also<br />inform us if you will be attending the CAA conference in Seattle, WA.<br /><br />Application materials should be addressed to: Professor Shawn Brixey,<br />Chair, Digital Arts Search Committee, DXARTS, Box 353680, University of<br />Washington, Seattle, Washington 98195-3680. Priority will be given to<br />applications received before January 15, 2004. The University of<br />Washington is building a culturally diverse faculty, and strongly<br />encourages applications from female and minority candidates. The<br />University is an Equal Opportunity, Affirmative Action employer.<br /><br />A competitive recruitment and selection process is being conducted and<br />if a U.S. worker is not selected pursuant to this process, an<br />application for Alien Employment Certification may be filed on behalf of<br />an alien to fill this job opportunity. Any person may provide<br />documentary evidence bearing on the application (such as information on<br />available workers, wages, working terms and conditions, or other<br />pertinent information) to either:<br /><br />Employment Security Department<br />AEC Unit<br />P.O. Box 9046<br />Olympia, WA 98507-9046<br /><br />OR <br /><br />Employment & Training Administration<br />Region VI, U.S. Department of Labor<br />Certifying Officer<br />P.O.Box 193767<br />San Francisco, CA 94119-3767<br /><br />+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +<br /><br />5.<br /><br />Date: 10.23.03 <br />From: Elliot Anderson (ewanders@cats.ucsc.edu)<br />Subject: Job Opening–Assistant Professor, Electronic Media Art<br /><br />University of California, Santa Cruz<br />ELECTRONIC ART<br /><br />The Art Department of the University of California, Santa Cruz, invites<br />applications for a tenure-track position in Electronic Art. The<br />Electronic Media program in the Art Department offers theory and<br />practice courses in electronic/digital media, Internet based artmaking,<br />computer-based interactive installation, video art and robotic and<br />kinetic sculpture. We seek an innovative electronic artist with a broad<br />knowledge of historical and contemporary art practices, as well as a<br />thorough understanding of technical, critical, and theoretical issues in<br />electronic art, and a commitment to the integration of theory and<br />practice in teaching.<br /><br />The successful candidate will be expected to teach all levels of<br />electronic art, special topics in interactive technologies, foundation<br />courses, and art seminars. These courses utilize Art Department and<br />Arts Division computer studio facilities that include Macintosh and PC<br />workstations with digital video editing systems. Other representative<br />responsibilities may include curriculum planning, course development,<br />participation on committees, and teaching graduate courses. The<br />candidate will also be required to participate in the development and<br />implementation of both a interdisciplinary graduate program in Digital<br />Arts/New Media and a proposed departmental MFA program. Experience<br />working with graduate level students is desirable.<br /><br />The Art Department is dedicated to research, teaching excellence, and<br />its mission to serve an increasingly diverse population. It has<br />established programs in drawing, painting, printmaking, photography,<br />sculpture, installation, intermedia, electronic art, and issues in<br />theory and practice. Our program currently serves 300 majors. We seek<br />candidates able to function in a team environment in which collaborative<br />teaching is encouraged. We are especially interested in candidates who<br />can contribute to the diversity and excellence of the academic community<br />through their research, teaching, and service.<br /><br />The campus operates on a schedule of three 11-week academic quarters per<br />year. Faculty members are required to teach five 5-unit courses per<br />year, or their equivalent, in accordance with the department?s workload<br />policy; advise and mentor students; actively engage in creative<br />research/activity; and actively undertake administrative service for the<br />department, Porter College and the University.<br /><br />RANK: Assistant Professor I or II.<br /><br />SALARY: $46,300-$48,900, commensurate with qualifications and<br />experience.<br /><br />MINIMUM QUALIFICATIONS: Candidates must have a terminal degree in<br />studio art or equivalent professional qualifications, a strong<br />exhibition record, demonstrated potential for teaching excellence, and<br />an ability to communicate and work effectively with students, faculty,<br />and administrators; and demonstrated potential for undertaking<br />administrative service. Knowledge of the Macintosh environment is<br />required. Knowledge of PC environments is desirable.<br /><br />AVAILABLE: July 1, 2004<br /><br />APPLY TO: Applicants should submit: 1) a letter of application; 2)<br /> a curriculum vitae; 3) documentation of recent work (in the form of<br />slides, video tape, CD-ROM and/or URL) and of student work; 4) syllabi<br />and relevant undergraduate curriculum plans; 5) three letters of<br />recommendation. All letters will be treated as confidential. Please<br />direct your references to UCSC?s confidentiality statement at<br /><a rel="nofollow" href="http://www2.ucsc.edu/ahr/policies/confstm.htm">http://www2.ucsc.edu/ahr/policies/confstm.htm</a>. and 6) a<br />self-addressed stamped envelope, if you desire Item 3) materials<br />returned at the end of this recruitment.<br /><br />SEND TO: <br />Search Committee Refer to Provision #0596-04 in your reply.<br />Baskin Visual Arts<br />University of California<br />1156 High Street<br />Santa Cruz, CA 95064<br /><br />Questions regarding the department or position may be addressed to<br />visart@cats.ucsc.edu .<br /><br />CLOSING DATE: Screening will begin with applications received by the<br />postmarked date of January 9, 2004, and continue until the position is<br />filled during the 2003-04 academic year.<br /><br />UC Santa Cruz is nestled within 2,000 acres of redwood forest and<br />meadows, overlooking the Monterey Bay National Marine Sanctuary of<br />California's beautiful Central Coast, about 70 miles from San Francisco<br />and 30 miles from Silicon Valley. Information about UC Santa Cruz is<br />available on our Website at <a rel="nofollow" href="http://www.ucsc.edu">http://www.ucsc.edu</a><br /><br />UCSC IS AN AFFIRMATIVE ACTION/EQUAL EMPLOYMENT OPPORTUNITY EMPLOYER<br />WOMEN AND MINORITIES ARE ENCOURAGED TO APPLY<br /><br />Inquiries regarding the University's equal employment opportunity<br />policies may be directed to: Equal Employment Opportunity/Affirmative<br />Action Office at, University of California, Santa Cruz, CA 95064; (831)<br />459-2686.<br /><br />If you need assistance due to a disability please contact the Academic<br />Human Resources Office at 350 McHenry Library (831) 459-4300. This<br />position description is available in alternate formats, which may be<br />requested from Academic Human Resources at (831) 459-4300.<br /><br />VISIT THE AHR WEB SITE AT <a rel="nofollow" href="http://www2.ucsc.edu/ahr/employment/">http://www2.ucsc.edu/ahr/employment/</a><br /><br />+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +<br /><br />6.<br /><br />Date: 10.24.03 <br />From: Vicente Matallana (vicente@laagencia.org)<br />Subject: CALL FOR PROPOSALS: ARANEUM/Art, Science and Technology<br />Award/Awarded by the Spanish Ministry of Science and Technology (MCYT)<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 />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 />The award aims to promote the production of art and critical thinking<br />related to the Internet. It seeks to encourage the link between<br />technological research and artistic thought by fostering communication<br />between manufacturers and artists. In this manner it will engage<br />industry with the intellectual community. The interaction of these two<br />worlds will expand their horizons with unlimited new creative and<br />productive possibilities.<br /><br />Applications will be accepted in the following two fields:<br />"Internet-related artwork" and "Research project on Internet<br />creativity." The proposals selected for the "Internet-related artwork"<br />category will receive 20,000.00 Euros; the selected "Research project on<br />Internet creativity" will receive 10,000.00 for its development.<br /><br />The aim of this award is to promote artistic and intellectual creation.<br />The selected proposals will receive a monetary award to assist in the<br />production of the final work. Completed works will not be accepted.<br /><br />Applications will be received from October 15th to December 15th, 2003.<br />The winners will be announced during an event at International<br />Contemporary Art Fair ARCO, in Madrid, on Saturday February 14th, 2004,<br />fowling day.<br /><br />Any scholar or artist in the world can participate. Submissions will be<br />accepted in English or Spanish.<br /><br />The jury will be composed of 5 internationally renowned specialists.<br />The members of the jury will be announced on November 1 2003.<br /><br />Regulations, application forms and more information can be found at:<br />www.araneum.es.<br /><br />+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +<br /><br />7.<br /><br />Date: 10.19.03 <br />From: Jo-Anne Green (jo@turbulence.org)<br />Subject: Turbulence Artists Studio: Left To My Own Devices by Geoffrey<br />Thomas<br /><br />For Immediate Release<br />October 17, 2003<br />Turbulence Artists? Studio: ?Left To My Own Devices? by Geoffrey Thomas<br /><a rel="nofollow" href="http://turbulence.org/studios/thomas/">http://turbulence.org/studios/thomas/</a><br /><br />?Left To My Own Devices? uses the codes of digital games to explore a<br />narrative of loss and awkward renewal. The game's main character<br />navigates a space of playful interaction and fragmented animation. Game<br />segments take inspiration from the shifting emotional states associated<br />with loss. The character's backstory is gradually revealed through game<br />play.<br /><br />BIOGRAPHY<br /><br />Geoffrey Thomas has worked as a programmer, interaction designer, and<br />university professor. He has trained in the fields of fine art,<br />animation, and multimedia. His work has been exhibited and screened at<br />Siggraph 2002, File2003, Select Media Festival, Kunst Aus Strom, Popcorn<br />Incident, Museum of Contemporary Art, North Miami, Chiangmai First New<br />Media Art Festival and featured online at ArtMedia2002,<br />DIAN-network.com, Mediatopia.net, Rhizome.org, and SoundToys.net.<br /><br />For more Turbulence Artists? Studios, please visit<br /><a rel="nofollow" href="http://turbulence.org/studios/index.html">http://turbulence.org/studios/index.html</a><br /><br />+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +<br /><br />8.<br /><br />Date: 10.25.03 <br />From: Dyske Suematsu (dyske@dyske.com)<br />Subject: Understanding the Medium of Video Game<br /><br />Throughout history, even before computers came into existence, human<br />beings have wrestled with the notion of "real". In the 60s, it was<br />psychedelic drugs that inspired the question, "What is reality?" Now, it<br />is the medium of computers armed with high-performance graphics<br />processors that inspire the same question. Los Angeles based art<br />cooperative C-Level seems to be keen on understanding the message of<br />this modern medium.<br /><br />Their new project "Waco Resurrection" premiered on October 16 at the<br />Kitchen in New York City. It is a 3D role-playing game where players<br />become Vernon Howell (aka David Koresh), the cult leader of Branch<br />Davidian in Waco, Texas. The game is played with a "hard-plastic 3D<br />skin" featuring a voice-activated interface. Participants run around the<br />Branch Davidian compound with a variety of weapons shooting at FBI<br />agents and other adversaries. They are also bombarded with the<br />government "psy-ops" such as the blasting of Nancy Sinatra's "These<br />Boots Are Made for Walking." It is a complex experience in many ways,<br />triggering many emotions, which in turn prompt many questions.<br /><br />This summer, a similar game called "9-11 Survivor" was available on the<br />Internet, and was quickly labeled by many as exploitative. Brody Condon,<br />a member of the team that developed "Waco Resurrection," was the teacher<br />of the game-design class that produced "9-11 Survivor." My first<br />question when I observed the installation of "Waco" at the Kitchen was:<br />What are the criteria for something to be "exploitative"?<br /><br />To exploit, according to Merriam-Webster, is "to make use of meanly or<br />unjustly for one's own advantage or profit." Monetary gain is the most<br />obvious, but neither game is a commercial venture. Why then are people<br />so quick to label "9-11 Survivor" exploitative? The only other motive<br />that I can think of is fame, or recognition, but this is merely an<br />assumption, albeit an obvious one. The truth of the matter is that the<br />critics of the game do not know what the motive of the creators was.<br /><br />There is nothing inherently exploitative about trying to recreate<br />experiences of others. The public smoothly accepts movies like "Titanic"<br />and "Pearl Harbor" only because the actual events happened decades ago.<br />Why should time be a factor in the notion of exploitation? Why are text<br />descriptions of the event acceptable, but not a 3D graphical<br />representation? Why are web-based interactive presentations by news<br />organizations such as New York Times acceptable? It appears that what is<br />required in order to be publicly acceptable is reduction or dulling of<br />information either in time or in resolution. If the time is too soon,<br />your presentation will feel too real. If the resolution of your<br />presentation is too high, it will feel too real also.<br /><br />Something that looks and feels real, yet is protected from any real<br />consequences, has an entertainment value. We are tempted to see and feel<br />what it was like without risking our own lives for it. This<br />entertainment value is what is perceived to be vulgar or of bad taste.<br />But again, this is a projection of our own questionable motive or<br />desire. Why should we assume that the same motive applies to everyone<br />else, as common as it may be?<br /><br />The theme that runs through much of C-Level's work appears to be the<br />disconnect we experience in computer generated reality. Mainstream games<br />such as Unreal Tournament and Grand Theft Auto are based mostly on<br />fictional scenarios. Despite the fact that players continuously massacre<br />people with powerful guns or by running them over with cars, the<br />emotions generated tend to be those of excitement, not sorrow or guilt.<br />When the context of the game is closer to reality, such as Waco or 9-11,<br />it is more difficult to disconnect from natural emotions or empathies.<br />In playing "Waco", emotions are mixed and confused. The context prevents<br />players from simply enjoying the excitement of blowing up people and<br />objects.<br /><br />This feeling of disconnect is explored in a different way with another<br />work by C-Level, "Tekken Torture Tournament." Tekken is a popular<br />fighting game where players assume a role of a master of martial art. In<br />the C-Level version of it, for every blow received, one is also given an<br />electric shock, thereby matching what is seen with what is felt<br />physically. In high-resolution video games like Tekken, there is a<br />substantial discrepancy between what the eyes and ears experience and<br />what other parts of the body experience. By filling in the gaps, one<br />becomes more aware of the disconnectedness of the original game.<br /><br />But to blame this feeling of disconnect to the technology itself would<br />be a mistake. It is more a product of our alienation than it is an<br />effect of high technology. One can create a similar feeling of<br />disconnect without technology. For instance, pinch your nose so that you<br />cannot smell anything, and take a sip of expensive brandy. Your sense of<br />smell is disconnected from the flavor of the brandy, and it creates a<br />very different experience. Better yet, wipe the surface of raw fish with<br />a piece of tissue paper, plug your nose with it, and take a sip. When<br />you drive through a thunderstorm, what you are looking at is the same as<br />what the pedestrian outside is looking at, but you are nice and dry,<br />comfortably chatting with your company, a far cry from what the<br />pedestrian is feeling. In a freezing cold weather, you are wearing 10<br />layers of clothes, and you are actually feeling too hot. This too is a<br />feeling of disconnect.<br /><br />For most people, what they know about 9-11 came through the same<br />mechanisms they usually use to consume any other types of information.<br />There was nothing substantially different about their experience of 9-11<br />from their experience of Hollywood movies, other than their awareness of<br />the fact that 9-11 happened for real, and that Hollywood movies are<br />fictional. Some people were troubled by the fact that 9-11 did not feel<br />any different from watching a Hollywood movie. They felt guilty, and had<br />a difficult time admitting the discrepancy between how they felt and<br />what they thought they should feel. I believe there was a certain degree<br />of honesty in their feelings of disconnect. After all, there was no<br />substantial difference in the nature of their experience; it was only<br />psychological. In order to reconcile these feelings of disconnect, many<br />people flocked around Ground Zero to see the aftermath of the tragedy.<br />We all employ different ways of reconciling our feelings with what we<br />perceive. For some people, visiting Ground Zero was nothing more than an<br />amusement, but for others, it was a necessary process of reconciliation.<br />We cannot make an overarching judgment of other people's actions based<br />on what our own motive would be. Perhaps for some people, experiencing<br />what it was like to be trapped in the WTC towers through the means of 3D<br />computer graphics was meaningful.<br /><br />In some ways, this is similar to the effort made by C-Level to add the<br />component of physical pain to the video game Tekken. Those who are<br />perceptive and conscientious enough cannot help feeling a sense of<br />disconnect in playing such a game, and they are tempted to make an<br />effort at reconciling it. This, however, has nothing to do with the<br />nature of technology per se.<br /><br />There are people whose emotional pain is so great that they feel<br />comforted by inflicting and feeling physical pain on themselves. This<br />too is fundamentally the same effort of reconciliation. Whenever we feel<br />alienated, we try to reconcile. Alienation is a feeling that what we do<br />or feel is not part of us. The term is more often used to describe the<br />disconnect between who we are and what we produce (as in classical<br />Marxist critiques), but my concern here is with who we are and what we<br />feel. Just because we feel something, does not necessarily mean that it<br />is connected to who we are. The problem is not so much that there are<br />discrepancies and contradictions among the pieces of our sensory<br />information, but that there is nothing that can tie these mismatching<br />pieces into something coherent, something we can feel as our own. When<br />our emotions originate from within ourselves, as disparate and<br />contradictory as they may be, they make sense at least from our own<br />perspectives. If they do not originate from within ourselves, that is,<br />if they are being manipulated by external forces, we cannot make any<br />sense out of the chaos of our own emotions, and we feel alienated from<br />them.<br /><br />It is analogous to how an electrical motor works. If you feed<br />electricity into a motor, it turns. Reverse the process and turn it with<br />your hand, it generates electricity. The same can happen with human<br />beings. That is, there are passive emotions and active emotions. Just<br />because you feel something does not necessarily mean that it originated<br />in you. It might be a result of external triggers. You feel alienated<br />when most of your emotions are triggered externally, when your life is<br />filled with apathy, and when you are a slave to your own feelings. It is<br />not because of the fact that you work on a computer everyday that<br />necessarily causes the feeling of disconnect. It is not the impressive<br />realism of video games that causes it either. You could be a chef who<br />has never had any need to touch a computer, and still feel the general<br />feeling of disconnect in everything you do.<br /><br />Shown on giant screens, in vivid color, and with surround audio, movies<br />are capable of impressive realism. Often they make viewers identify with<br />their characters. Literature too can feel so real that one starts<br />crying. Some of those feelings too are passive and active. The reason<br />why we hardly hear anyone complain about the disconnect between what<br />they see and what they feel in movies or novels, is because many of them<br />engender active emotions in us. This is the difference between art and<br />entertainment; the former is an opportunity to find our genuine, active<br />emotions, whereas the latter manipulates our sensory perceptions to<br />artificially induce emotions in us. This is why true art makes consumers<br />work hard, whereas a piece of entertainment is served on a sliver<br />platter for easy consumption, essentially telling consumers how to feel.<br />The reason why video games tend to invite criticism of disconnect is<br />because most of them provide no opportunity for our active emotions to<br />manifest themselves. "Waco Resurrection" is one such attempt at creating<br />this opportunity.<br /><br />C-Level may face some difficulties in changing the perception that video<br />games are devoid of true emotions, but once the public understands and<br />sees the potential of the medium, we may soon see a wave of new art<br />using the medium. In other words, the name "video game" has a bad rap<br />that it needs to get over first. It is a form of prejudice; the common<br />associations with the label "video game" are getting in the way of<br />seeing the full potential of the medium. It is similar to the way<br />cartoon is perceived in this country. It may face a real uphill battle,<br />but I have a faith in the determinations of video gamers.<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 43. Article submissions to list@rhizome.org<br />are encouraged. Submissions should relate to the theme of new media art<br />and be less than 1500 words. 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