<br />RHIZOME DIGEST: January 13, 2006<br /><br />++ Always online at <a rel="nofollow" href="http://rhizome.org/digest/">http://rhizome.org/digest/</a> ++<br /><br />Content:<br /><br />+opportunity+<br />1. Turbulence.org: Call for Entries: Turbulence New England Initiative II<br />2. Ken Goldberg: faculty position: berkeley media arts / theory<br />3. iris mayr: Prix Ars Electronica 2006 - Participants Welcome!<br /><br />+work+<br />4. jimpunk: www.pulp.href - +(a)(b)©(d)(e)(f) - #########0||E<br />5. Randall Packer: America's Grave Opening at American University<br /><br />+announcement+<br />6. Lauren Cornell: Surge +<br />7. Luís Silva: First meeting of The Upgrade! Lisbon<br /><br />+comment+<br />8. Jim Andrews: On the 25th anniv of MM's death<br /><br />+thread+<br />9. Rob Myers <rob@robmyers.org>, Pall Thayer <p_thay@alcor.concordia.ca>,<br />Dirk Vekemans <dv@vilt.net>, Zev Robinson <zr@zrdesign.co.uk>, manik<br /><manik@ptt.yu>, Zev Robinson <zr@zrdesign.co.uk>, judsoN<br /><office@plasmastudii.org>: draw-something<br />+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +<br /><br />Rhizome is now offering Organizational Subscriptions, group memberships<br />that can be purchased at the institutional level. These subscriptions<br />allow participants at institutions to access Rhizome's services without<br />having to purchase individual memberships. For a discounted rate, students<br />or faculty at universities or visitors to art centers can have access to<br />Rhizome?s archives of art and text as well as guides and educational tools<br />to make navigation of this content easy. Rhizome is also offering<br />subsidized Organizational Subscriptions to qualifying institutions in poor<br />or excluded communities. Please visit <a rel="nofollow" href="http://rhizome.org/info/org.php">http://rhizome.org/info/org.php</a> for<br />more information or contact Lauren Cornell at LaurenCornell@Rhizome.org<br /><br />+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +<br /><br />1.<br /><br />From: Turbulence.org <turbulence@turbulence.org><br />Date: Jan 9, 2006 10:33 PM<br />Subject: Call for Entries: Turbulence New England Initiative II<br /><br />Call for Entries: Turbulence New England Initiative II<br /><br />Turbulence.org is pleased to announce its ?New England Initiative II,? a<br />juried, networked art competition. Three projects by New England artists<br />will be commissioned and exhibited on Turbulence (<a rel="nofollow" href="http://turbulence.org">http://turbulence.org</a>)<br />and in real space (venue to be announced). Each award will be $3,500. The<br />jury consists of Julian Bleecker, Michelle Thursz, and Helen Thorington.<br />This project is made possible with funds from the LEF Foundation.<br /><br />PROJECT CONCEPT: Net art projects are ?art projects for which the Net is<br />both a sufficient and necessary condition of viewing/ expressing/<br />participating? (Steve Dietz). They live in the public world of the<br />Internet. Recently, however, wireless telecommunications technologies have<br />enabled computation to migrate out of the desktop PC into the physical<br />world, creating the possibility of ?hybrid? networked art, works that<br />intermingle and fuse previously discrete identities, disciplines, and/or<br />fields of activity such as the Internet and urban space. (See the<br />networked_performance blog?<a rel="nofollow" href="http://turbulence.org/blog?specifically">http://turbulence.org/blog?specifically</a> the<br />categories ?Locative Media? and ?Mobile Art and Culture.?) Borders are<br />disintegrating and new identities are emerging. We encourage applications<br />by net artists and artists working on networked hybrid projects.<br /><br />PROJECT TIMELINE:<br /><br />Proposal Deadline: February 28, 2006<br />Selected Projects Announcement: March 15, 2006<br />Project Launch/Exhibition: October 1, 2006<br /><br />SELECTION CRITERIA: (1) artistic merit of the proposed project; (2)<br />originality; (3) degree of performativity and audience participation; (4)<br />level of programming skill and degree of technological innovation; and (5)<br />extent of collaborative and interdisciplinary activity.<br /><br />PROPOSAL GUIDELINES:<br /><br />(a) Your name, email address, and web site URL (if you have one).<br />(b) A description of the project's core concept and how it will make<br />creative use of digital networks (500 words maximum).<br />© Details of how the project will be realized, including what<br />software/programming will be used. Specs for the Turbulence server are<br />available at <a rel="nofollow" href="http://www.turbulence.org/comp_05/server.htm">http://www.turbulence.org/comp_05/server.htm</a>. You may request<br />additional software but we cannot guarantee it.<br />(d) Names of collaborators, their areas of expertise, and their specific<br />roles in the project.<br />(e) A project budget, including other funding sources for this project, if<br />any.<br />(f) Your résumé/CV and one for each of your collaborators.<br />(g) Up to five examples of prior work accessible on the web.<br /><br />Email submissions (the web site URL) to turbulence@turbulence.org with NE<br />2 in the subject field.<br /><br />JUROR BIOGRAPHIES:<br /><br />Julian Bleecker [<a rel="nofollow" href="http://www.techkwondo.com/">http://www.techkwondo.com/</a>] Julian Bleecker has been<br />involved in technology design for over 15 years, creating mobile,<br />wireless, and networked-based applications across a diversity of project<br />idioms including entertainment, art-technology, brand marketing,<br />university research and development, interactive advertising and museum<br />exhibition. His expertise is technology implementation, innovation and<br />concept development. Bleecker is currently Visiting Assistant Professor at<br />the University of Southern California's Interactive Media Division and<br />Critical Theory departments, and is participating in a research group at<br />the Annenberg Center's Institute for Media Literacy exploring the future<br />of mobile technology applications. He has a Ph.D. from the History of<br />Consciousness Board at the University of California Santa Cruz, a Masters<br />of Engineering from the University of Washington, Seattle, and a BS in<br />Electrical Engineering from Cornell University.<br /><br />Helen Thorington [<a rel="nofollow" href="http://new-radio.org/helen">http://new-radio.org/helen</a>] is co-director of New Radio<br />and Performing Arts, Inc. (aka Ether-Ore), the founder and producer of the<br />national weekly radio series, New American Radio (1987-1998), and the<br />founder and producer of the Turbulence and Somewhere websites. She is a<br />writer, sound composer, and radio producer, whose radio documentary,<br />dramatic work, and sound/music compositions have been aired nationally and<br />internationally for the past twenty-three years. Thorington has created<br />compositions for film and installation that have been premiered at the<br />Berlin Film Festival, the Whitney Biennial, and in the Whitney Museum?s<br />Annual Performance series. She has produced three narrative works for the<br />net, and the distributed performance Adrift which was presented at the<br />1997 Ars Electronica Festival and at the New Museum in New York City,<br />2001, among other places. Thorington has also composed for dance and<br />performed with the Bill T. Jones/Arnie Zane Dance Company at Jacob?s<br />Pillow, MA in 2002, and at The Kitchen, New York City in 2003. She won two<br />radio awards in 2003 for her 9_11_Scapes composition; and was recently<br />commissioned by Deep Wireless, a Toronto radio festival, to create Calling<br />to Mind. Thorington has lectured, presented on panels, and served as a<br />juror on many occasions. Her recent articles on networked musical<br />performances include ?Breaking Out: The Trip Back? (Contemporary Music<br />Review, Vol 24, No 6. December 2005, 445-458); and ?Music, Sound and the<br />Networked_Performance Blog? for the Extensible Toy Piano Symposium at<br />Clark University, Massachusetts, November 5, 2005.<br /><br />Michele Thursz (<a rel="nofollow" href="http://www.michelethursz.com">http://www.michelethursz.com</a>) is an independent curator<br />and consultant for art-makers and distributors. Her current project is<br />Post Media Network; Post Media is a term and action demonstrating the<br />continuous evolution of uses of media and their effect on artists<br />practice, and culture-at-large. In 1999 she co-founded and directed the<br />Moving Image Gallery, NYC. Moving Image Gallery was one of the first<br />galleries to show electronic and computer-based mediums, exhibiting such<br />artist as Golan Levin, Cory Arcangel and Yael Kanerek. Thursz? recent<br />curatorial projects include ?Copy it, Steal it, Share it?, Borusan<br />Gallery, Istanbul, and ?Nown?, Wood Street Gallery, Pittsburgh;<br />?public.exe: Public Excution?, Exit Art, NYC, and ?Democracy is Fun?,<br />White Box, NYC. She has written essays about contemporary art for<br />catalogues and has lectured on contemporary art and curatorial practice.<br />Thursz?s actions and exhibits have been reviewed and featured in the New<br />York Times, Forbes Best of the Web, ArtByte, Wired News, Art Forum, and<br />many international periodicals and web publications.<br /><br />Jo-Anne Green, Co-Director<br />New Radio and Performing Arts, Inc.: <a rel="nofollow" href="http://new-radio.org">http://new-radio.org</a><br />New York: 917.548.7780 ? Boston: 617.522.3856<br />Turbulence: <a rel="nofollow" href="http://turbulence.org">http://turbulence.org</a><br />New American Radio: <a rel="nofollow" href="http://somewhere.org">http://somewhere.org</a><br />Networked_Performance Blog: <a rel="nofollow" href="http://turbulence.org/blog">http://turbulence.org/blog</a><br />Upgrade! Boston: <a rel="nofollow" href="http://turbulence.org/upgrade">http://turbulence.org/upgrade</a><br /><br />+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +<br /><br />2.<br /><br />From: Ken Goldberg <goldberg@ieor.berkeley.edu><br />Date: Jan 10, 2006 5:32 PM<br />Subject: faculty position: berkeley media arts / theory<br /><br />Just announced:<br /><br />Faculty Opening in Theory and Practice of Interactive Media<br /><br />University of California at Berkeley<br />Center for New Media<br />Application deadline: 10 March, 2006<br /><br />Theory and Practice of Interactive Media. Tenure track, Assistant<br />Professor position to develop teaching research, and service programs in<br />the production of interactive media. Candidate will be expected to<br />contribute to research and teaching objectives of the Center for New Media<br />(<a rel="nofollow" href="http://cnm.berkeley.edu/">http://cnm.berkeley.edu/</a>). Possible subject domains include visual,<br />acoustic, compositional, dramatic, tactile, and cultural aspects of<br />interactive media, and their inclusion into computational representations<br />(such as personal digital assistants, e-books, interactive educational<br />tools, wearable and other digital art, personal security devices,<br />media-rich cell phones, multimedia tools for the disabled, interactive<br />architectural spaces, etc.) Preference will be given to applicants with a<br />background in and/or research commitment to both technical and<br />humanistic/societal disciplines. Examples of technical disciplines<br />include, but are not limited to, computer science, information science,<br />media technology, and product design. Examples of humanistic/societal<br />disciplines include but are not limited to semiotics, film studies, media<br />studies, linguistics, communication, and social science. Technical<br />expertise should include one or more of the following areas: multimedia<br />databases, metadata for media, computer vision/audition, computer<br />graphics, information retrieval, human-computer interface, game designing,<br />and media authoring systems. Research background should demonstrate<br />integration and synergy between technical and humanistic/societal<br />approaches to the representation of New Media.<br /><br />Successful candidate will be appointed in relevant department/departments;<br />possible primary home departments include Engineering, Computer Science,<br />Information School, Architecture, Art Practice, Music, English,<br />Journalism, Film Studies and Education.<br /><br />Ph.D., MFA or equivalent terminal degree. Applications must include a<br />C.V.; a letter describing the candidate's background and interests,<br />including a brief description of possible courses; a one-page statement<br />outlining a vision for interactive media in the context of<br />interdisciplinary new media studies, two recent essay-length publications<br />or creative activity demonstrated by video<br />documentation (preferably DVD) in a short 5-minute overview format and an<br />extended format, and names and full contact information for three<br />recommenders. Female and minority candidates are strongly encouraged to<br />apply.<br /><br />Application Deadline: March 10, 2006. Mail to: Alice Agogino, Chair,<br />Search Committee, Center for New Media, 390 Wurster Hall, University of<br />California, Berkeley, Berkeley, CA 94720-1839. The University of<br />California is an Equal Opportunity, Affirmative Action Employer.<br /><br />Keywords: New Media, Design, Communication, Engineering, Computer Science,<br />Architecture, Art, Music, English, Journalism, Film and Education<br /><br />+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +<br /><br />Support Rhizome: buy a hosting plan from BroadSpire<br /><br /><a rel="nofollow" href="http://rhizome.org/hosting/">http://rhizome.org/hosting/</a><br /><br />Reliable, robust hosting plans from $65 per year.<br /><br />Purchasing hosting from BroadSpire contributes directly to Rhizome's<br />fiscal well-being, so think about about the new Bundle pack, or any other<br />plan, today!<br /><br />About BroadSpire<br /><br />BroadSpire is a mid-size commercial web hosting provider. After conducting<br />a thorough review of the web hosting industry, we selected BroadSpire as<br />our partner because they offer the right combination of affordable plans<br />(prices start at $14.95 per month), dependable customer support, and a<br />full range of services. We have been working with BroadSpire since June<br />2002, and have been very impressed with the quality of their service.<br /><br />+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +<br /><br />3.<br /><br />From: iris mayr <iris.mayr@liwest.at><br />Date: Jan 12, 2006 12:47 PM<br />Subject: Prix Ars Electronica 2006 - Participants Welcome!<br /><br />Prix Ars Electronica 2006<br />International Competition for Cyberarts<br />The Prix Ars Electronica - International Competition for Cyberarts is<br />being conducted for the 19th time in 2006. In addition to the classic<br />categories-Interactive Art, Net Vision, Computer Animation / Visual<br />Effects and Digital Musics-Digital Communities and [the next idea] Art and<br />Technology Grant competition that debuted last year will be reprised.<br /><br />Prix Ars Electronica 2006<br />Start of Online Submissions: January 10, 2006<br />Online Submission Deadline: March 17, 2006<br />Details about entering are available online only at <a rel="nofollow" href="http://prixars.aec.at">http://prixars.aec.at</a><br /><br />Total Prize Money: 117,500 Euro<br />6 Golden Nicas<br />12 Awards of Distinction<br />Up to 12 Honorary Mentions in each category<br /><br />For further information please contact Iris Mayr: info@prixars.aec.at<br />COMPUTERANIMATION / VISUAL EFFECTS<br />The "Computer Animation / Visual Effects" category has been part of the<br />Prix Ars Electronica since its very inception. It recognizes excellence in<br />independent work in the arts and sciences as well as in high-end<br />commercial productions in the film, advertising and entertainment<br />industries. In this category, artistic originality counts just as much as<br />masterful technical achievement.<br /><br />DIGITAL MUSICS<br />Contemporary digital sound productions from the broad spectrum of<br />"electronica" come in for consideration in the "Digital Musics" category,<br />as do works combining sound and media, computer compositions ranging from<br />electro-acoustic to experimental music, or sound installations. This<br />category's programmatic agenda is to expand horizons beyond the confines<br />of individual genres and artistic currents.<br /><br />INTERACTIVE ART<br />The "Interactive Art" category is dedicated to interactive works in all<br />forms and formats, from installations to performances. Here, particular<br />consideration is given to the realization of a powerful artistic concept<br />through the especially appropriate use of technologies, the innovativeness<br />of the interaction design, and the work's inherent potential to expand the<br />human radius of action.<br /><br />NET VISION<br />The "Net Vision" category singles out for recognition artistic projects in<br />the Internet that display brilliance in how they have been engineered,<br />designed and-especially-conceived, works that are outstanding with respect<br />to innovation, interface design and the originality of their content. The<br />way in which a work of net-based art deals with the online medium is<br />essential in this category.<br /><br />DIGITAL COMMUNITIES<br />This category focuses attention on the wide-ranging social impact of the<br />Internet as well as on the latest developments in the fields of social<br />software, mobile communications and wireless networks. "Digital<br />Communities" spotlights bold and inspired innovations impacting human<br />coexistence, bridging the geographical as well as gender-based digital<br />divide, or creating outstanding social software and enhancing<br />accessibility of technological-social infrastructure. This category<br />showcases the political potential of digital and networked systems and is<br />thus designed as a forum for the consideration of a broad spectrum of<br />projects, programs, initiatives and phenomena in which social innovation<br />is taking place, as it were, in real time. A Golden Nica, two Awards of<br />Distinction and up to 12 Honorary Mentions will be awarded in the Digital<br />Communities category in 2006.<br /><br />[the next idea]<br />Art and Technology Grant<br />The aim of this grant focusing on the mutually enriching interplay of art<br />and technology is to nurture concepts for the future that young thinkers<br />are coming up with today. This category?s target group includes interested<br />persons throughout the world between the ages of 19 and 27, who have<br />developed a not-yet-realized concept in the fields of media art, media<br />design or media technology. The winner will receive a 7,500-euro grant and<br />an invitation to spend a semester as scientific assistant and<br />artist-in-residence at the Ars Electronica Futurelab.<br />Iris Mayr<br />Prix Ars Electronica | Project Manager<br /><br />Ars Electronica Center Linz<br />Hauptstraße 2<br />A-4040 Linz<br />Code: Prix<br /><br />Tel. ++43.732.7272-74<br />Fax ++43.732.7272-676<br />info@prixars.aec.at<br /><a rel="nofollow" href="http://prixars.aec.at">http://prixars.aec.at</a><br /><br />+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +<br /><br />4.<br /><br />From: jimpunk <www@jimpunk.com><br />Date: Jan 9, 2006 10:27 PM<br />Subject: www.pulp.href - +(a)(b)©(d)(e)(f) - #########0||E<br /><br />*<br /><br /> <a rel="nofollow" href="http://www.jimpunk.com/www.pulp.href/">http://www.jimpunk.com/www.pulp.href/</a><br /> randWin 8or9 albat blue sxtunt rewnd xxxx3_ Narn_ secret<br />security sirene theykee toon (a) (b) © (a) (b) © (a) (b) ©<br />(a) (b) © (a) (b) © (a) (b) © (a) (b) © (a) (b) © (a)<br />(b) © (a) (b) © (a) (b) © (a) (b) © (a) (b) © (d) (e) (f)<br />(d) (e) (f) (d) (e) (f) (d) (e) (f) (d) (e) (f) (d) (e) (f) (d) (e) (f)<br />(d) (e) (f) (d) (e) (f) (d) (e) (f) (d) (e) (f) (d) (e) (f) (d)<br />(e) (f) pressent cmcstrp drugs maltese g-h.ref p4r4ch boxdogs<br />poseid_ p_jack Robert paint_ vendetta wind (a) (b) © (a) (b)<br />© (a) (b) © (a) (b) © (a) (b) © (a) (b) © (a) (b) ©<br />(a) (b) © (a) (b) © (a) (b) © (a) (b) © (a) (b) © (a)<br />(b) © (d) (e) (f) (d) (e) (f) (d) (e) (f) (d) (e) (f) (d) (e) (f) (d)<br />(e) (f) (d) (e) (f) (d) (e) (f) (d) (e) (f) (d) (e) (f) (d) (e)<br />(f) (d) (e) (f) (d) (e) (f) benicio hido inthestre j-m-He<br />jodie error flight93 tiiiitprnt twcemrB x oopentry gundown_<br />N_C (a) (b) © (a) (b) © (a) (b) © (a) (b) © (a) (b) ©<br />(a) (b) © (a) (b) © (a) (b) © (a) (b) © (a) (b) © (a)<br />(b) © (a) (b) © (a) (b) © (d) (e) (f) (d) (e) (f) (d) (e) (f) (d)<br />(e) (f) (d) (e) (f) (d) (e) (f) (d) (e) (f) (d) (e) (f) (d) (e) (f)<br />(d) (e) (f) (d) (e) (f) (d) (e) (f) (d) (e) (f) john Michell<br />plane pulp1 mywav TaxiDriver thegrey EE ttiiuhi phne MDasn<br />mi4mi blank (a) (b) © (a) (b) © (a) (b) © (a) (b) © (a)<br />(b) © (a) (b) © (a) (b) © (a) (b) © (a) (b) © (a) (b)<br />© (a) (b) © (a) (b) © (a) (b) © (d) (e) (f) (d) (e) (f) (d)<br />(e) (f) (d) (e) (f) (d) (e) (f) (d) (e) (f) (d) (e) (f) (d) (e) (f)<br />(d) (e) (f) (d) (e) (f) (d) (e) (f) (d) (e) (f) (d) (e) (f)<br />(X)<br /><a href="<a rel="nofollow" href="http://www.apple.com/quicktime/download/"">http://www.apple.com/quicktime/download/"</a>; target="_blank" title="<br />Download the latest QT plug-in ">Need QuickTime 7</a><br><br /> && l4yErs<br /><br />+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +<br /><br />Rhizome ArtBase Exhibitions<br /><br /><a rel="nofollow" href="http://rhizome.org/art/exhibition/">http://rhizome.org/art/exhibition/</a><br /><br />Visit "Net Art's Cyborg[feminist]s, Punks, and Manifestos", an exhibition<br />on the politics of internet appearances, guest-curated by Marina Grzinic<br />from the Rhizome ArtBase.<br /><br /><a rel="nofollow" href="http://www.rhizome.org/art/exhibition/cyborg/">http://www.rhizome.org/art/exhibition/cyborg/</a><br /><br />+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +<br /><br />5.<br /><br />From: Randall Packer <rpacker@zakros.com><br />Date: Jan 12, 2006 12:57 PM<br />Subject: America's Grave Opening at American University<br /><br />AMERICA'S GRAVE<br />A multimedia installation by Randall Packer<br />In collaboration with John Anderson<br /><a rel="nofollow" href="http://www.usdat.us/grave">http://www.usdat.us/grave</a><br /><br />Presented by the US Department of Art & Technology<br /><a rel="nofollow" href="http://www.usdat.us">http://www.usdat.us</a><br /><br />On view at the American University Museum<br />Katzen Arts Center, Washington, DC<br />AU Art faculty show: From the Studio<br /><br />January 18 - March 12<br />Artists Reception: Saturday, January 21, 5 - 8 pm<br />+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +<br /><br />Rhizome.org 2005-2006 Net Art Commissions<br /><br />The Rhizome Commissioning Program makes financial support available to<br />artists for the creation of innovative new media art work via<br />panel-awarded commissions.<br /><br />For the 2005-2006 Rhizome Commissions, eleven artists/groups were selected<br />to create original works of net art.<br /><br /><a rel="nofollow" href="http://rhizome.org/commissions/">http://rhizome.org/commissions/</a><br /><br />The Rhizome Commissions Program is made possible by support from the<br />Jerome Foundation in celebration of the Jerome Hill Centennial, the<br />Greenwall Foundation, the Andy Warhol Foundation for the Visual Arts, and<br />the New York City Department of Cultural Affairs. Additional support has<br />been provided by members of the Rhizome community.<br /><br />+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +<br /><br />6.<br /><br />From: Lauren Cornell <laurencornell@rhizome.org><br />Date: Jan 10, 2006 5:26 PM<br />Subject: Surge +<br /><br />Hello,<br /><br />I'd like to call your attention to Surge - the online exhibition organized<br />collaboratively by Rhizome and free103point9 - that opened today!<br /><br />You can see the exhibition here:<br /><br /><a rel="nofollow" href="http://www.free103point9.org/surge.html">http://www.free103point9.org/surge.html</a><br /><br />Also, please see our events page for other upcoming Rhizome events,<br />including a panel at Electronic Arts Intermix (NY) in February. I will<br />send out a reminder about this closer to the event.<br /><br /><a rel="nofollow" href="http://rhizome.org/info/32.php">http://rhizome.org/info/32.php</a><br /><br />All the best,<br />Lauren<br />–<br />Lauren Cornell<br />Executive Director, Rhizome.org<br />New Museum of Contemporary Art<br />210 Eleventh Ave, NYC, NY 10001<br /><br />tel. 212.219.1222 X 208<br />fax. 212.431.5328<br />ema. laurencornell@rhizome.org<br /><br />+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +<br /><br />7.<br /><br />From: Luís Silva <silva.luis@netcabo.pt><br />Date: Jan 12, 2006 7:09 AM<br />Subject: First meeting of The Upgrade! Lisbon<br /><br />Lisboa 20 Arte Contemporânea welcomes, from this January, The Upgrade!<br />Lisbon, a monthly gathering of new media artists, curators and general<br />public that fosters dialogue and creates opportunities for collaboration<br />within the new media art community.<br /><br />At each meeting one artist/curator present work in progress, past work or<br />a concept and participate in a discussion with those attending the<br />presentation. We would be delighted if you could come - whether you are an<br />artist, a techie or simply someone who is interested in new media art!<br /><br />The Upgrade! (<a rel="nofollow" href="http://theupgrade.net">http://theupgrade.net</a>) was started by Yael Kanarek in 1999<br />and is currently hosted by Eyebeam, New York City. Upgrade! affiliates<br />include Vancouver (2003, curated by Kate Armstrong), Montreal (2004,<br />curated by tobias c. van Veen), Boston (2005, curated by Jo-Anne Green),<br />Seoul (2005, curated by Suhjung Hur), Tel Aviv (2005, curated by Mushon<br />Shual), Munich (2005, curated by Tamiko Thiel), Oklahoma City (2005, Adam<br />Brown), Chicago (2005, Open Node), Istanbul (2005, curated by basak<br />senova), Scotland (2005, curated by Cezanne Charles, Robb Mitchell and<br />Michelle Kasprzak) and Sofia (2005, curated by Kyd Campbell).<br /><br />Last September saw the first Upgrade! International Meeting at Eyebeam,<br />New York. For a few days there was a show featuring documentation of works<br />by 131 artists who participate at Upgrade! all over the world. Also,<br />lectures about how each Upgrade! node forms its presence and community and<br />about the potential of such a network were held. The next Upgrade!<br />International Meeting will happen in 2006.<br /><br />Calendar of events:<br /><br />January 17th (19:00) :<br /><br />Patrícia Gouveia e Nuno Correia<br /><br />Role Playing Egas<br />February:<br />André Sier<br />March:<br /><br />Susana Mendes Silva<br /><br />For further information or project submission please contact me.<br /><br />Best wishes,<br /><br />Luís Silva<br /><br />The Upgrade! Lisbon<br /><br /><a rel="nofollow" href="http://theupgrade.net">http://theupgrade.net</a><br /><br />silva.luis@netcabo.pt<br /><br />+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +<br /><br />8.<br /><br />From: Jim Andrews <jim@vispo.com><br />Date: Jan 10, 2006 9:25 AM<br />Subject: On the 25th anniv of MM's death<br /><br />Here is an article by Olivia Ward published on the twenty-fifth<br />anniversary of the death of Marshall McLuhan, who lived in Toronto for<br />many years and was born in the prairies.<br /><br />Toronto Star<br />Pubdate:January 01, 2006<br />Page: D1<br />Section:Ideas<br />URL:<br /><a rel="nofollow" href="http://www.thestar.com/NASApp/cs/ContentServer?pagename=thestar/Layout/Article_Type1&c=Article&cid=1135985417041&call_pageid=1105528093962">http://www.thestar.com/NASApp/cs/ContentServer?pagename=thestar/Layout/Article_Type1&c=Article&cid=1135985417041&call_pageid=1105528093962</a><br /><br />WE ARE ALL McLUHANS NOW<br /><br />By Olivia Ward Toronto Star<br /><br />When Canadian communications visionary Marshall McLuhan wrote his landmark<br />works in the 1960s, they were greeted with shock and awe.<br /><br />The realization that we live in a "global village" without boundaries of<br />time or space was revolutionary. And the expectation of electronic<br />communications expanding to invade every aspect of our lives was both<br />thrilling and devastating. But flash forward 25 years from the day McLuhan<br />died, on Dec. 31, 1980, and the picture changes dramatically.<br /><br />The merging of the human and the technological is so entrenched that news<br />pops out of hand-held receivers round the clock, children without<br />computers are considered deprived, and urban streetscapes are filled with<br />people babbling into thin air, their ears pressed to tiny mobile phones.<br /><br />In the brave new 2000s, cars talk to us, Fluffy and Fido make way for<br />electronic pets, every day leaves a new data trail, and warfare is<br />conducted like a video game. McLuhan would have been unsurprised by any of<br />that. In his own lifetime his message, and the electronic media it<br />described, became second nature to people worldwide, making him not so<br />much irrelevant as self-evident. He fell victim to his own quip, "Tomorrow<br />is our permanent address."<br /><br />Now, after a slump in popularity during his final years, he is more alive<br />than ever in the minds of a new generation of cyberthinkers.<br /><br />"The underlying concept of McLuhan's view of electronic technology is that<br />it has become an extension of our senses, particularly those of sight and<br />sound," says British writer Benjamin Symes in his essay Marshall McLuhan's<br />"Global Village."<br /><br />"We can now hear and see events that take place thousands of miles away in<br />a matter of seconds, often quicker than we hear of events in our own<br />villages or even families, and McLuhan argues that it is the speed of<br />these electronic media that allow us to act and react to global issues at<br />the same speed as normal face-to-face verbal communications," Symes says.<br /><br />McLuhan's place as a godfather of contemporary communications theory is<br />thus assured. But scholars and techno gurus still debate exactly what his<br />legacy is.<br /><br />"Marshall McLuhan's lasting contribution is his vision of the ways in<br />which history and culture and individuals are modified and, to some<br />extent, determined by technology," says Victoria-based Jim Andrews, an<br />artist, critic, and founder of the vispo.com website.<br /><br />Before McLuhan, Andrews points out in his essay McLuhan Reconsidered,<br />language, money and the media were seen primarily as tools. But McLuhan's<br />followers now understand that he issued a wake-up call about the extent to<br />which people's very identities are determined by the tools that they<br />themselves invent.<br /><br />"Tools are not simply things we pick up," Andrews points out. "They become<br />part of who we are. McLuhan proposed that notion, showing tools as<br />extensions of humanity. That's one of his really big ideas." Arthur Kroker<br />of the University of Victoria goes farther. McLuhan, he says, predicted<br />with deadly accuracy that "we are the first human beings to live<br />completely within the mediated environment of the technostructure."<br /><br />That means that the content of what we see and hear around us matters less<br />than its effect.<br /><br />"For the first time, the central nervous system has been 'exteriorized,"<br />says Kroker, U Vic's Canada Research Chair in technology, culture and<br />theory. "It is our plight to be processed through the technological<br />simulacrum… in a 'technostructure' which is nothing but a vast<br />simulation and amplification of the bodily senses." And, says Kroker, "we<br />are all McLuhans now. We live in the electronic culture that he<br />prophesied. And since he wrote about it, technology has become more<br />pervasive, but silent. It's invisible. From iPods to cell phones, to<br />electronic games, it increasingly occupies the full range of human<br />activity."<br /><br />McLuhan also hinted at the ultimate convergence of humankind and<br />technology, adds Kroker. "It might be that we are the first species in the<br />process of creating our own successors."<br /><br />For the average computer-clued person of today, the kind of communication<br />McLuhan predicted means a constant barrage of news, views, ads, and<br />messages from friends and colleagues.<br /><br />But, says Donald Theall, professor emeritus of Trent University's cultural<br />studies program, he also had a significant impact on the arts.<br /><br />"McLuhan's most important legacy is that he introduced to a large audience<br />the intrinsic connection between the arts, including the popular arts and<br />the newer post-electronic media, with the new techno-scientific world of<br />the 20th century," he says.<br /><br />"This legacy is increasingly important as the digital age unfolds, since<br />it allows for the convergence of all modes of expression from gesture and<br />speech to electric and digital communication to be more fully and richly<br />exploited and understood."<br /><br />To some media mavens, McLuhan is a kind of patron saint - including the<br />staff of Wired magazine, which once featured him on its masthead.<br /><br />But, says the magazine's contributing editor Gary Wolf, in his essay The<br />Wisdom of Saint Marshall, the Holy Fool, he is also a "martyr," because of<br />his perhaps naive "hope for a human engagement with media that goes beyond<br />technological idiocy and numb submission. McLuhan's jokes and satirical<br />put-ons were challenges to understand where our media were leading us, and<br />there is no clear evidence that we have been able to respond to his<br />challenge."<br /><br />Not all of McLuhan's admirers are uncritical. "Though 99 per cent of what<br />he wrote was horse manure, the remaining one per cent was dead on," says<br />Cecil Adams, the pseudonym of an American media critic, author and founder<br />of The Straight Dope website. And, he adds, "McLuhan was the opposite of<br />most academics, who can minutely describe each tree but haven't a clue<br />about the forest. He was dreadful on matters of detail, but presciently<br />grasped where the world was headed. What John the Baptist was to<br />Christianity, McLuhan was to the information age."<br /><br />Religious metaphors are often used to describe McLuhan. And he was, in<br />fact, a convinced Catholic who attended mass regularly and was alarmed by<br />the dehumanization of the globalized society he could see approaching all<br />too rapidly - a dichotomy between religion and science that would also be<br />a vital part of 21st-century life.<br /><br />There is a link between the popularization of fundamentalist religion and<br />McLuhan's theories, says Jim Andrews.<br /><br />"The prospect of the U.S. being dominated by fundamentalist Christianity<br />is a good example of the relevance of his thought," he says. "McLuhan's<br />predictions of possible returns to tribalistic mentalities are coming true<br />in the form of the renewed power of fundamentalism more or less globally."<br /><br />At first, McLuhan saw the idea of a global village as benign. "The<br />aspiration of our time for wholeness, empathy and depth of awareness is a<br />natural adjunct of electric technology," he wrote in the introduction to<br />his 1964 book Understanding Media. "There is a deep faith to be found in<br />this attitude - a faith that concerns the ultimate harmony of all being."<br /><br />The optimism wasn't to last. By the time McLuhan co-wrote (with Quentin<br />Fiore) The Medium is the Massage, one of his best known works, three years<br />later, he was not only disenchanted but worried, says Wired magazine's<br />Wolf.<br /><br />"When he used his most oracular tone, McLuhan's description of man's<br />servitude to media was chilling," he said. "McLuhan believed that the<br />message of electronic media brought dangerous news for humanity: It<br />brought news of the end of humanity as it has known itself in the 3,000<br />years since the invention of the phonetic alphabet."<br /><br />But although McLuhan's insights are serious, and occasionally profound,<br />serious students of his work also have to contend with his other side -<br />that of a pop media guru whose less-than-15 minutes of on-screen fame came<br />in the Woody Allen film Annie Hall, in which an arrogant intellectual bore<br />who is "explaining" McLuhan's theories is deflated by the man himself.<br /><br />"That's the way many people know him," says Wolf, who admits that even the<br />techno devotees of Wired have scarcely looked at his writings. Theall, who<br />was acquainted with McLuhan and has written on him extensively, agrees<br />that he is "in some ways overrated in that many of his most basic insights<br />were popular, poetic rephrasings of the traditions and the contemporary<br />artistic community which he studied so deeply." Although he had a broad<br />and sweeping vision, Theall says, McLuhan made the mistake of not<br />defending the depth and<br />complexity of his thinking, instead "seeking support and approval from the<br />corporate community, the media and even populists who did not respect the<br />intellectual world that he represented."<br /><br />McLuhan may have done himself few favours in academia by catering to the<br />public instead of the pundits. But he himself was amused by the<br />popularization of his ideas, even those that were spinoffs and loose<br />interpretations.<br /><br />"He was a personality who could be simultaneously charming and<br />exasperating, but never boring or dull," says Theall, who recalls that<br />McLuhan gave university bureaucracy short shrift but threw himself<br />enthusiastically into entertaining his guests at home.<br /><br />McLuhan's populist side may also have foreshadowed the trend to making<br />academia accessible through the media stardom of its professors, who now<br />host TV specials and series for ordinary viewers. In the final analysis,<br />says Wolf, what were seen as weaknesses in McLuhan during his lifetime<br />were his strengths for the future.<br /><br />"He wasn't uptight enough for some people. Great intellectuals can become<br />dated because they make a very rigorous and self-conscious effort to<br />maintain their identities. Then time moves on and they're left behind.<br /><br />"McLuhan's ambiguity, his comedy, and even his parody were his strengths.<br />Those are something more than a single work of art, because they won't<br />date.<br /><br />"Everyone knows McLuhan's name, but nobody really knows who he was. He was<br />really a sceptic about human identity, which is very contemporary. He<br />really did dissolve his identity in the medium. Now we consume him every<br />day, but we just don't put his name on it."<br /><br />+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +<br /><br />9.<br /><br />From: Rob Myers <rob@robmyers.org>, Pall Thayer<br /><p_thay@alcor.concordia.ca>, Dirk Vekemans <dv@vilt.net>, Zev Robinson<br /><zr@zrdesign.co.uk>, manik <manik@ptt.yu>, Zev Robinson<br /><zr@zrdesign.co.uk>, judsoN <office@plasmastudii.org><br />Date: Jan 10 - 12, 2006 3:56 PM<br />Subject: draw-something<br /><br />+Rob Myers <rob@robmyers.org> posted:+<br /><br />I have been working on my program draw-something.<br /><br />There's a Flash version (made with MTASC):<br /><br /><a rel="nofollow" href="http://draw-something.robmyers.org/">http://draw-something.robmyers.org/</a><br /><br />And the Lisp version now makes multiple figures and coloured figures:<br /><br /><a rel="nofollow" href="http://www.robmyers.org/weblog/2006/01/11/purely-random-colour/">http://www.robmyers.org/weblog/2006/01/11/purely-random-colour/</a><br /><a rel="nofollow" href="http://www.robmyers.org/weblog/2006/01/08/draw-something-drawing/">http://www.robmyers.org/weblog/2006/01/08/draw-something-drawing/</a><br /><a rel="nofollow" href="http://www.robmyers.org/weblog/2006/01/08/a-change-of-algorithm-for-">http://www.robmyers.org/weblog/2006/01/08/a-change-of-algorithm-for-</a><br />draw-something/<br /><br />Source for all versions available from sourceforge CVS along with some<br />recent release bundles:<br /><br />http:://rob-art.sourceforge.net/<br /><br />+Pall Thayer <p_thay@alcor.concordia.ca> replied:+<br /><br />I was looking at this and find it interesting. Thanks for sharing the code<br />with us. There are a couple of questions that come to mind. I'd like to<br />know if you have any plans of making the lines more "pencil"- like by<br />creating a more expressive line. I feel this is an issue that has been<br />largely overlooked by people working with automated drawing processes.<br />They tend to look really flat and dead because of it. AARON, for instance,<br />suffers from a severe case of flatness that could be easily cured by some<br />simple, maybe even random, variation in line thickness and length. There's<br />an interesting project called Freestyle that's working on this (among<br />other things) at http://<br />freestyle.sourceforge.net/index.php (source available).<br /><br />Also, I noticed this on your blog:<br />"The shapes are random. The colours are random. At worst I?m showing one<br />in every three of these images.<br /><br />Randomness gives good results far more often than it should. Is it the<br />heuristics I?m coding in, or is aesthetics really random?<br /><br />Time to start adding rules."<br /><br />I think it has to do with the range of data. Random is going to use the<br />whole range of data equally whereas something like weather is going to be<br />concentrated in predictable area's of the full range. Personally, I think<br />it's really interesting to see what happens with different types of data.<br />If you experiment with different data sources, I think you'll find that<br />they each have their own significant character which could in turn be<br />interesting to mix together.<br />+Dirk Vekemans <dv@vilt.net> replied:+<br /><br />For me randomness, the concept, is a nightmare, it's quicksand, it is the<br />one thing i can think of that's worse then (pick any random worst<br />horror). The day Superman solves random we'll all go to heaven (yes, even<br />you manik).<br /><br />Try it: <a rel="nofollow" href="http://en.wikipedia.org/wiki/Random">http://en.wikipedia.org/wiki/Random</a><br />They (we) can't even get the wikipedia article straightened out.<br />+Zev Robinson <zr@zrdesign.co.uk> replied:+<br /><br />I love randomness. Much of my art work is based on randomness. Much of my<br />life has been affected by seemingly random events and coincidences. I<br />don't know where I'd be without randomness. I don't want it solved or<br />defined. Maybe randomness is an illusion, and it's all preordained, but I<br />don't care, I still love randomness.<br /><br />+Dirk Vekemans <dv@vilt.net> replied:+<br /><br />Hi there Zev:<br />once again, you're talking zen. These are pleasant thoughts though. So yes<br />& perhaps if you love it you get to know it in the end, as a reward for<br />letting it happen. Miracles, or tales thereoff, always include some form<br />of randomness, too.<br /><br />But the point is (i think, do correct me if i'm wrong, cause i really<br />don't know any of this for sure): when you're programming, mostly either<br />you want to know exactly what will happen or you want to be able to count<br />on it that what will happen in the program is not determined by your<br />previous code. So you want it to be a random sequence. But that's where<br />the problems start. First you need to deal with pseudo-random, i. e.<br />seemingly random things that only act truly random for a given amount of<br />cycles before it starts reiterating. When that happens the sequence can<br />only be 'just' another predetermined, programmed cycle.<br /><br />Pseudo-random is not a major problem unless you need to program very<br />important encryption software. If you're involved in such a thing, you can<br />make your fortune by coming up with the 'cheepest' algorhythm giving the<br />highest degree of randomness. Cheep in processing time to run the darn<br />thing, that is.<br /><br />Pseudo-random is also a problem, i think, for those of us who want to<br />make works of art that include randomness in its concept. In some cases<br />pseudo-random won't do conceptually, because it would be cheating on the<br />idea you're trying to present. In some of those hard cases, you might<br />solve the problem by reverting to external inputs like radio static of the<br />degeneration rate of radio-activity. Alan Sondheim uses a 100 year old<br />instrument called a Crookes spinthariscope for it. They sell these<br />beautiful instruments as plastic leaded toys these days:<br /><a rel="nofollow" href="http://www.unitednuclear.com/spinthariscope.htm">http://www.unitednuclear.com/spinthariscope.htm</a><br />But in a few scenario's using such equipment, or a random generating<br />service like <a rel="nofollow" href="http://www.random.org/">http://www.random.org/</a> might not be possible.<br /><br />And when you have finally succesfully included pure randomness in your<br />artwork, or when you're satisfied with the amount of imperfection, you<br />still need to make sense of it (ok:some artists don't, but because of the<br />random thing they'll never know for sure just how meaningless it is). You<br />don't need to solve the riddle of the universe at that point, but you want<br />to have a clear idea of what you're doing, how the random part strikes the<br />balance with the programmed part including the personal, stylish part<br />every programmer puts in her programming and their personal assesment of<br />what is beautiful, valuable, aesthetically pleasing or any perversions<br />thereoff. So if you ask yourself what is your take on random, you are<br />perhaps required to ask yourself a question that goes to the core of what<br />you're trying to accomplish. It's about how much control you want to have<br />over what you are doing, the inner/outer balance of it, the IOwhy of an<br />artist.<br /><br />There are times when you don't want to be face to face with these<br />questions. I can write poetry or nag on art like this for ages without<br />getting emotionally affected when i don't want that. Merely calling the<br />Math.random class in my actionScript sometimes gives me the creeps,<br />involuntarily.<br /><br />I can't predict it, but when that happens, it take it to be a sign.<br />+manik <manik@ptt.yu> replied:+<br /><br />Hi Dirk,<br />This is MANIK from hell.<br />Let's get to work:for you randomness mean same as a concept("For me<br />randomness, the concept, …)<br />This is interesting idea and I dare to see rot of it could be in<br />Dutchman's fight for fertility land,fight against nature(fait against<br />randomness of see, the concept of other entity,God maybe.)American Pioneer<br />have some of that madness but they were cruel murder if is necessary,and<br />of curse God was good/necessary for pardon of sins)."So help me God!",they<br />said and kill some Iraqi child,or Indian,it doesn't matter.<br /><br />Man have to established full control,he's uber alles,he rule over<br />nature-in this moment this represent retro-modernistic concept with<br />element of fascism(genetic control and modular stile of space/mind<br />strategic organization),fancy,inn,mostly in design,and fashion,in<br />"modular"architecture etc…Significant historical example were Mondrian's<br />neoplasticism,and Le Corbusier buildings.But even in Mondrians work was<br />element of randomness,intentionally provoke suspense(Bugi-Vugi serial from<br />NYC,40-this,…to much randomness,to many blots).<br /><br />[….]<br /><br />+Zev Robinson <zr@zrdesign.co.uk> replied:+<br /><br />it's always back to Zen, isn't it.<br /><br />three things here - the perception of randomness, whether the randomness<br />actually exists or not, and the computer's ability to simulate it.<br /><br />A lot of our work at www.artafterscience.com is (pseudo) random. If we<br />take, say, a hundred images, a hundred sound clips, and, let's say there<br />are a hundred perceived colours (just for arguements sake). So we have a<br />million different combinations, and if we add a (pseudo) random position,<br />or movement, or the number of objects appearing, or the time it stays on<br />the screen, then the number goes much, much higher.<br /><br />so the random possibility of someone saying, "didn't I see that exact<br />image before" is about the same if it were pseudo random or truely random.<br /><br />If the computer can simulate at least the perception of randomness, so<br />that, for example, the viewer cannot which image will come up next, then I<br />can live with that.<br /><br />Our experience, tho, is that the difficult part isn't so much in the<br />scripting (easy for me to say since it's Adrian Marshall who does the<br />scripting) but in molding it into a creative vision, understanding what we<br />want to do, see how it works audio-visually, deciding on the parameters of<br />the randomness, on the nature of the imagery used, and so on and so on.<br /><br />I don't know any of this for sure either, tho, and nobody else does either.<br />+Dirk Vekemans <dv@vilt.net> replied:+<br /><br />> Namens Zev Robinson<br /><br />> If the computer can simulate at least the perception of<br />> randomness, so that, for example, the viewer cannot which<br />> image will come up next, then I can live with that.<br /><br />Well in my PCU part of my Cathedral, for instance, i can't: for now i have<br />to use pseudo-random, because i haven't found a solution yet, but it is<br />conceptually wrong. The idea of the thing (however stupid that may be)<br />calls for it to be(come) exactly what the words about it say: a view<br />(visualisation) of the Cathedral over time. That might include true<br />randomness, it certainly may *not* include pseudo-random sequences, not<br />even if no-one would ever see the difference (which i doubt, in this case)<br /><br />> Our experience, tho, is that the difficult part isn't so much<br />> in the scripting (easy for me to say since it's Adrian<br />> Marshall who does the<br />> scripting) but in molding it into a creative vision,<br />> understanding what we want to do, see how it works<br />> audio-visually, deciding on the parameters of the randomness,<br />> on the nature of the imagery used, and so on and so on.<br /><br />Earlier discussions on this list have shown statements like these to be<br />rather tricky. I take it you're not downplaying the programmers part in<br />the art, but some of us believe you cannot just 'outsource' your scripting<br />part to someone who has little to say in the conceptual work. Perhaps this<br />little random topic can be a good example of how the minute decisions you<br />make as a programmer do matter to the conceptual soundness of the thing.<br />Personally, i've learned some (web)programming the hard way and i'm by no<br />means a full fledge professionally trained programmer, but i prefer to<br />hack my own stuff together no matter how much time i loose in the process.<br />Entrusting a skilled programmer with the task would be like writing a poem<br />in Dutch and have someone translate it to English and then claim i'm an<br />English poet.<br /><br />But i'm a literary person, a fetishist obstinate self-indulgent fool<br />insisting authorship includes dealing with every aspect of the thing. As<br />such however i vainly venture this kind of approach can be meaningful for<br />the small audience i aim for, even in these rapidly deteriorating<br />conditions. I'm dead serious about that.<br /><br />Let us not conjecture (????????????) at random (????) about (????) the<br />greatest (????????) things.<br />Heraclitus said that. Don't know if the Greek comes through. The urgency<br />is not about power or control and now that i'm rambling anyway: not solely<br />about art either, its about finding a perfect expression at the right<br />time. It matters because its about choice, a global choice if you want, so<br />if we're not sure we need to find a way to be more so. (The choice has<br />long been made for us but we need an awareness of it so we know what, if<br />anything, to do, …)<br /><br />Ah forget it, told you it was a bad sign…<br />+judsoN <office@plasmastudii.org> replied:+<br /><br />i get the giggles thinking about randomness.<br /><br />some folks don't like any at all, consider it is really mostly used as a<br />crutch when you aren't monitoring enough input variables (mostly true if<br />you use electronic sensors-serial in), or as a shortcut for making a<br />decision. and folks often do use it that way. though it's hardly the<br />only way to think about it.<br /><br />some folks think there is a purity of randomness. that a pseudo-random<br />number generator (every programming language has a random() function, and<br />they all work the same way) is not as purely random as the un-virtual<br />version. furthermore, seeding a random() function with a random function<br />is somehow "more" random.<br /><br />but if you think of randomness, not as a conscious-less choice, but merely<br />as unpredictable by humans, the difference between random and pseudo<br />random() is unimportant. in neither case will our audience guess. the<br />end effect is the same.<br /><br />if you imagine that randomness is like a language for the muses/ spirits. <br />just because we don't recognize intentions is hardly any indication they<br />don't exist. random IS intentional, but we just don't understand the<br />preferences.<br /><br />the muses can only speak to our world via these unpredictable choices. <br />it's like a prisoner tapping signals in morse code on the wall. but in<br />this case, it's as if no one understands morse code. the tapping sounds<br />meaningless (random) to us on the other side. but it's really a<br />communication.<br /><br />adding randomness (unpredictability, regardless of technicalities) is like<br />giving the muses some input in your work. (the more they are involved,<br />the better they tend to favor it too). no one needn't get bogged down<br />with anything more technical than that. giving up some control, an<br />offering to the muses, is a great thing. probably the only thing.<br />+Pall Thayer <p_thay@alcor.concordia.ca> replied:+<br /><br />Perhaps random is "the spiritual in digital art." However, not being of a<br />spiritual nature, I agree with Dirk. Conceptually, random is as empty as<br />it gets.<br />+Zev Robinson <zr@zrdesign.co.uk> replied:+<br /><br />I'm not sure that as a concept random is any more empty than any other<br />concept. Just because something cannot be defined (if that's what you're<br />saying, Pall) doesn't mean it's empty. If you reflect on the events on<br />your life that are (seemingly) random (but may be fate or predestiny) then<br />you won't come up empty, I would guess.<br /><br />[…] just to be clear, no I'm not downplaying a programmers part in<br />creating anything, and, also I'm not outsourcing the programming. Adrian<br />Marshall and I collaborate on our projects with a lot of testing things<br />out, back and forth on ideas, how it is working, etc.<br /><br />I know people who outsource their paintings, let assistants make all sorts<br />of decisions including what colors to use, and then claim it as their own,<br />and sell it for a lot of money. Movies and medival cathedrals are huge<br />collaborative efforts, with various people contributing their various<br />areas of expertise. Some photographers insist on doing their own<br />developing/darkroom work, others are happy to let others do it for them.<br /><br />It's a question of choices and priorities. So how you, Dirk, Pall, or<br />anyone else, are, what you do, or create, is up to you, but doesn't mean<br />that it should apply to anyone else. I may find something interesting or<br />not, I might like something or not, but it's the variety of approaches<br />that is interesting.<br /><br />I've also had repeated experiences with works of art over the years,<br />mainly paintings that I go back to look at, but also music, literature,<br />films. Each time my perception of them is different, so in that sense<br />there is no repetition.<br /><br />I'm also not sure if true randomness exists or not, or if it's all<br />fate/destiny, or a combination of the two. But much, much better pseudo<br />randomness than pseudo certainty.<br />+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +<br />Rhizome.org is a 501©(3) nonprofit organization and an affiliate of the<br />New Museum of Contemporary Art.<br /><br />Rhizome Digest is supported by grants from The Charles Engelhard<br />Foundation,  The Rockefeller Foundation, The Andy Warhol Foundation for<br />the Visual Arts, and with public funds from the New York State Council on<br />the Arts, a state agency.<br /><br />+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +<br /><br />Rhizome Digest is filtered by Marisa Olson (marisa@rhizome.org). ISSN:<br />1525-9110. Volume 11, number 2. 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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