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Next OPEN PLAN event:

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PLAN TECHNOLOGY CAMP

OPEN PLAN: Venue: Mixed Reality Lab, University of Nottingham; Date: October 2-8, 2005; Deadline for Expressions of Interest: July 4, 2005

Cross-disciplinary teams will be formed to work on seed project ideas and develop methodologies, encouraging cross disciplinaryexperimentation. Proposals may develop into real projects or may be entirely hypothetical. There will be opportunities to take the projects further, in particular as part of the PLAN final exhibition at Futuresonic 2006 in Manchester UK during July 2006.

Please send a 2-page expression of interest, including details of your areas of interest, experience and expertise to the address below by Monday 4 July 2005. Suggestions for seed ideas in the area of locative-based media are also welcomed. Places at the workshop are limited and the steering committee reserves the right to seed ideas and put together diverse teams from the best submissions, based on the expressions of interest together with views generated at the ICA Event.


May 27, 07:25
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UpStage Open Walk-Through

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Next Session: June 1/2

The next open session in UpStage will happen on Wednesday, June 1 (or Thursday, June 2 depending on time zones) at the following times: 2pm June 1 California; 5pm New York; 10pm UK; 11pm Western Europe; 12 midnight Finland; 7am June 2 Sydney; 9am June 2 NZ

Check http://www.worldtimeserver.com for your local time. If you want to join us as an audience member, come directly to: http://upstage.org.nz:8081/stages/presentation.
If you want to log in and play, email me first for a username and password, then go to: http://upstage.org.nz:8081 and log in.


May 27, 07:00
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Neuromirror

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Facial Glitches

Neuromirror is an EEG enhanced interactive installation by Iman Moradi. It consists of a computer vision and processing augmented mirror that distorts participants’ faces based on their own realtime brainwave readings. Its primary visual effects use the medium of the fake Digital Glitch or Glitchalike.

Neuromirror reflects how we mask our internal anxieties and fears behind our perfectly framed public image. It is about mimicking a facet of imperfect technology to reflect those internal struggles and imperfections. You can download Moradi’s dissertation Glitch Aesthetics here.


May 26, 12:59
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The Journey of Narrative: The Story of Myst Across Two Mediums

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Tense, Mood and Voice

“With this paper I want to look at how the narrative of Myst and Riven develops through the mediums of the novel and the CD-ROM. I am going to incorporate Gerard Gennette’s 3 classes of determinations (tense, mood and voice) to focus my discussion (31). Tense refers to aspects of the narrative that deal with temporal relations between narrative and story. Mood refers to the aspects that deal with modalities (forms and degrees) of narrative “representation.” And voice refers to the aspects that deal with the way in which the narrating itself is implicated in the narrative situation or its instance and its two protagonists: the narrator and his/her audience, real or implied (31).” From The Journey of Narrative: The Story of Myst Across Two Mediums by Drew Davidson


May 26, 08:59
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Prince of Persia: The Sands of Time

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Plotting the Story and Interactivity

“In this paper, the experience of the videogame, Prince of Persia: The Sands of Time, is analyzed by comparing two diagrams, one that illustrates the plot of the game’s story and another that delineates the stages of interactivity. Performing a close reading of this game from these perspectives enables an exploration of how the game’s story relates to the interactive elements of its gameplay…

…This interactive diagram was developed in a previous paper…and outlines the interactive experience of playing a game. Briefly, the experience is posited to have 3 stages: involvement – being initially introduced into the game; immersion–becoming comfortable with the gameplay and the gameworld; and investment–feeling compelled to successfully complete the game.” From Plotting the Story and Interactivity in Prince of Persia: The Sands of Time by Drew Davidson
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May 26, 08:07
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Ekphrastic Academia:

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Images, Sounds and Motions in Academic Discourse

“…Would the use of a performative, ekphrastic academe better allow us to place theory into our lives? And do the new technologies of multimedia open up to ekphrasis more than our current text-based form of academic scholarship?… In this essay, I want to explore the potential ekphrastic implications multimedia has for academia. I will do so, by first looking at the potential rhetorical aspects of the components of multimedia; images, sounds, motions, and text. I will then discuss the performative and rhetorical implications found in the interactivity and variability made possible in multimedia documents. Finally, I will delineate the ekphrastic effects that I see multimedia could have on academia.” From Ekphrastic Academia: Images, Sounds and Motions in Academic Discourse by Drew Davidson [moontide, his blog]


May 26, 07:16
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(re)distributions

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2001: Online Show Examines PDA, Wireless Art

August 8, 2001: Palm Pilots and cell phones are quickly becoming venues for portable art. And cultural theorists are beginning to analyze how and why we use such nomadic devices. A just-opened online exhibition entitled (re)distributions (on view through October 31) is one of the first international shows to examine the new genres of handheld and wireless art. “(re)distributions” includes work by both established new media and Net artists and up and coming talent, as well as thought-provoking essays by leading scholars on PDAs and mobile phones and how they affect our lives and our culture. [Rhizome’s Net Art News]


May 25, 12:40
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Alternative Realities in Networked Environments

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A Comprehensive Medium for Exploring Emotions

The Alternative Realities in Networked Environments [ALTERNE] working group has completed the project and the results are being transferred to a new web site. The ALTERNE project objective was to construct an Alternative Reality platform to support the development of digital, interactive and participatory artistic activities. We define Alternative Reality as a generalization of Virtual and Mixed Realities beyond the common “space-based” simulation. The aim of the technical development is to extend the current techniques of Mixed Reality to support the more advanced experimentation with reality and virtuality that are required by the process of artistic creation. While traditional Virtual Reality essentially addresses the construction of visually realistic synthetic worlds, ALTERNE supports additional layers that will make it possible to explore other concepts such as: causality, relations between time and space, alternative laws of physics, alternative life forms, etc., in a more radical fashion.
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May 25, 12:16
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SWARM the Minutemen

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Virtual Sit-In

Electronic Disturbance Theater (EDT) in solidarity with Swarm The MinuteMen action will hold a 3 Day Virtual Sit-In on the MinuteMen Project from May 27th to May 29th (2005). We call on you to join us and let the MinuteMen Project know that hard borders are alien in an age of global interdependence and to the ideals of liberty as a ?golden door? that is open to all. An ideal that so many have died trying to reach.

The MinuteMen are a non-governmental group of people vowing to patrol the US/Mexico border with guns in order to stop migrant people from crossing the border. They represent an intensification of the trend of violence towards migrant people and people of color that has increased since 9/11/2001. While they claim that they are not violent, their very use and display of deadly weapons is a violent act in itself.


May 25, 11:12
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FLOAT

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Listening to Place

In FLOAT–by Tuomo Tammenp?? and Tamas Szakal–the ship is the play-head and the route is the track. Depth, direction, speed and surrounding islands build the score of the sound installation. The ship plays the track as it moves across the Baltic Sea. On the surface, there are shapes of islands and the coastline, drawn on the sea. The multitude of ship routes and passages that connect countries and cities together weave a vast invisible network of paths.

The sea, especially the deep unknown, holds its mysterious nature in the era of extreme traveling. There is a fascination for the dimensions of waterbodies and the secrets it possesses. The power of a storm, the long horizon and the incomprehensible raises respect among most of us.
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May 25, 10:44
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calls + opps performance livestage exhibition installation networked mobile writings participatory locative media augmented/mixed reality event new media video interactive public net art conference virtual intervention distributed second life sound political technology narrative festival tactical lecture art + science conversation social networks social games history surveillance dance music workshop urban mapping collaboration live upgrade! reblog activist wearable immersive public/private data architecture platform body collective aesthetics environment systems city identity film visualization culture telematic wireless web 2.0 site-specific ecology place webcast open source tool software text research intermedia space community audio radio nature hybrid 3-D avatar e-literature audio/visual responsive presence pyschogeography interdisciplinary media object interview physical global/ization ubiquitous theory theater biotechnology relational play code archive bioart generative news DIY robotic light place-specific hacktivism synthetic p2p cinema remix education agency interface language im/material live cinema algorithmic labor copyright simulation mashup animation perception image free/libre software multimedia artificial motion tracking voice convergence streaming reenactment gift economy machinima emergence webcam cyberreality glitch DJ/VJ tv censorship ARG nonlinear tag transdisciplinary touch recycle asynchronous fabbing semantic web hypermedia chance synesthesia biopolitics tangible app social choreography gesture unconference forking 1
1 3-D activist aesthetics agency algorithmic animation app architecture archive ARG art + science artificial asynchronous audio audio/visual augmented/mixed reality avatar bioart biopolitics biotechnology body calls + opps censorship chance cinema city code collaboration collective community conference convergence conversation copyright culture cyberreality dance data distributed DIY DJ/VJ e-literature ecology education emergence environment event exhibition fabbing festival film forking free/libre software games generative gesture gift economy glitch global/ization hacktivism history hybrid hypermedia identity im/material image immersive installation interactive interdisciplinary interface intermedia intervention interview labor language lecture light live live cinema livestage locative media machinima mapping mashup media mobile motion tracking multimedia music narrative nature net art networked new media news nonlinear object open source p2p participatory perception performance physical place place-specific platform play political presence public public/private pyschogeography radio reblog recycle reenactment relational remix research responsive robotic second life semantic web simulation site-specific social social choreography social networks software sound space streaming surveillance synesthesia synthetic systems tactical tag tangible technology telematic text theater theory tool touch transdisciplinary tv ubiquitous unconference upgrade! urban video virtual visualization voice wearable web 2.0 webcam webcast wireless workshop writings

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