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	<title>digital aesthetics &#187; technology</title>
	<atom:link href="http://www.asomatic.com/tag/technology/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.asomatic.com</link>
	<description>tracing the zeitgeist of digital art &#38; design aesthetics</description>
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		<title>Tenori-on musical instrument demo</title>
		<link>http://www.asomatic.com/tenori-on-musical-instrument-demo/</link>
		<comments>http://www.asomatic.com/tenori-on-musical-instrument-demo/#comments</comments>
		<pubDate>Tue, 16 Oct 2007 05:13:50 +0000</pubDate>
		<dc:creator>michael</dc:creator>
				<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[music]]></category>
		<category><![CDATA[performance]]></category>
		<category><![CDATA[sound]]></category>
		<category><![CDATA[technology]]></category>

		<guid isPermaLink="false">http://www.asomatic.com/2007/10/15/tenori-on-musical-instrument-demo/</guid>
		<description><![CDATA[The newly released Tenori-on, developed by Toshio Iwai for Yamaha, has been mentioned on several blogs. But I particularly liked this short demo from engineer Yu Nishibori. Tenori-on is a 16-channel, 16-layer music sequencer, with a modernized 8-bit-ish sound. I particularly liked the visual feedback that the interface provides &#8212; deleting, moving and setting tones, [...]]]></description>
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<p>The newly released <a href="http://www.global.yamaha.com/tenori-on/">Tenori-on</a>, developed by Toshio Iwai for Yamaha, has been mentioned on several blogs. But I particularly liked this short demo from engineer Yu Nishibori.  Tenori-on is a 16-channel, 16-layer music sequencer, with a modernized 8-bit-ish sound. I particularly liked the visual feedback that the interface provides &#8212; deleting, moving and setting tones, and the &#8220;playback head&#8221; are all quite well articulated.  It might not have the expressive capabilities of keyboard-based interfaces, but it seems that the interface could be easily extended to permit more expressive play. </p>
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		<item>
		<title>Universal Avatars Bestride Worlds</title>
		<link>http://www.asomatic.com/universal-avatars-bestride-worlds/</link>
		<comments>http://www.asomatic.com/universal-avatars-bestride-worlds/#comments</comments>
		<pubDate>Sun, 14 Oct 2007 07:39:24 +0000</pubDate>
		<dc:creator>michael</dc:creator>
				<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[art]]></category>
		<category><![CDATA[second life]]></category>
		<category><![CDATA[social]]></category>
		<category><![CDATA[technology]]></category>

		<guid isPermaLink="false"></guid>
		<description><![CDATA[    <p><img src='http://transition.turbulence.org/blog/images/2007/10/wiregaze.jpg' alt='wiregaze.jpg' />&#8220;A virtual character, or avatar, for all the virtual worlds in which people play is  the goal of a joint project between IBM and Linden Lab. - The computer giant and the creator of Second Life are working on universal  avatars that can travel between worlds.</p>
<p>The project aims to open up virtual worlds by introducing open tools that  work with any online environment. The companies hope to boost interest in virtual worlds as well as make them  easier to navigate. At the moment every virtual world requires a player or user to go through the  process of creating an avatar that will act as their proxy in that online  environment. Typically, an avatar created for one world, be it a game or a system like  Second Life, cannot move between these different virtual spaces. The project started by IBM and Linden Lab aims to create a universal  character creation system so people only have to create a digital double once.&#8221; Continue reading <a href="http://news.bbc.co.uk/2/hi/technology/7038039.stm">Universal Avatars Bestride Worlds</a>, BBC News.</p>

    
      <p class="rb_attribution"><span class="rb_source"> <a href="http://transition.turbulence.org/blog/2007/10/12/universal-avatars-bestride-worlds/">Originally</a> from <a class="rb_source_link" href="http://transition.turbulence.org/blog">Networked_Performance</a></span> by <span class="rb_author">jo</span></span>
	<span class="rb_reblogged">	reBlogged         by <span class="rb_reblogger">michael</span>         on <span class="rb_modified">Oct 12, 2007,  3:53PM</span>	</span></p>
  
]]></description>
			<content:encoded><![CDATA[<p><img src='http://transition.turbulence.org/blog/images/2007/10/wiregaze.jpg' alt='wiregaze.jpg' />&#8220;A virtual character, or avatar, for all the virtual worlds in which people play is  the goal of a joint project between IBM and Linden Lab. &#8211; The computer giant and the creator of Second Life are working on universal  avatars that can travel between worlds.</p>
<p>The project aims to open up virtual worlds by introducing open tools that  work with any online environment. The companies hope to boost interest in virtual worlds as well as make them  easier to navigate. At the moment every virtual world requires a player or user to go through the  process of creating an avatar that will act as their proxy in that online  environment. Typically, an avatar created for one world, be it a game or a system like  Second Life, cannot move between these different virtual spaces. The project started by IBM and Linden Lab aims to create a universal  character creation system so people only have to create a digital double once.&#8221; Continue reading <a href="http://news.bbc.co.uk/2/hi/technology/7038039.stm">Universal Avatars Bestride Worlds</a>, BBC News.</p>
<p class="rb_attribution"><span class="rb_source"> <a href="http://transition.turbulence.org/blog/2007/10/12/universal-avatars-bestride-worlds/">Originally</a> from <a class="rb_source_link" href="http://transition.turbulence.org/blog">Networked_Performance</a></span> by <span class="rb_author">jo</span></span><br />
	<span class="rb_reblogged">	reBlogged         by <span class="rb_reblogger">michael</span>         on <span class="rb_modified">Oct 12, 2007,  3:53PM</span>	</span></p>
]]></content:encoded>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>The Art of Sampling at MCASD, CA</title>
		<link>http://www.asomatic.com/the-art-of-sampling-at-mcasd-ca/</link>
		<comments>http://www.asomatic.com/the-art-of-sampling-at-mcasd-ca/#comments</comments>
		<pubDate>Tue, 09 Oct 2007 03:32:09 +0000</pubDate>
		<dc:creator>michael</dc:creator>
				<category><![CDATA[Featured]]></category>
		<category><![CDATA[art]]></category>
		<category><![CDATA[sound]]></category>
		<category><![CDATA[technology]]></category>

		<guid isPermaLink="false"></guid>
		<description><![CDATA[    <p><img src='http://transition.turbulence.org/networked_music_review/wp-content/uploads/2007/10/boursier_mougenot2_web.jpg' alt='boursier_mougenot2_web.jpg' /><strong><a href="http://www.mcasd.org/exhibitions/index.asp">SOUNDWAVES: THE ART OF SAMPLING</a></strong> :: MCASD LA JOLLA :: SEPTEMBER 23 - DECEMBER 30, 2007 :: Selections on view through May 4, 2008.</p>
<p>Sound has played a significant role in the development of modern and contemporary art, from the visual references of Wassily Kandinsky and Piet Mondrian in the early 20th-century to the aural experimentations of Nam June Paik and John Cage in the 1960s. <strong>Soundwaves: The Art of Sampling</strong> looks at a specifically late 20th-century manifestation of the conjunction of art and sound, and features artists in MCASDâ€™s collection, such as Tim Bavington, Celeste Boursier-Mougenot, Sean Duffy, Julio Cesar Morales, Dario Robleto, and Steve Roden, who appropriate the musical process of sampling in their work, either through the incorporation of found sound or through visual and material references.</p>
<p><a href="http://www.mcasd.org/exhibitions/index.asp">Download</a> and listen to the Soundwaves audio tour on your MP3 player.</p>
<p>Image: CÃ©leste Boursier-Mougenot, Untitled (series #3), 2001, set of 3 inflatable plastic pools, 3 pumps, water, 93 assorted bowls, water, 21 stem glasses, 3 immersion heaters, Clorox. Museum purchase, International and Contemporary Collectors Funds.</p>
<p>Thanks to <a href="http://rhizome.org/editorial/archives/124">Rhizome</a> and William Hanley.</p>

    
      <p class="rb_attribution"><span class="rb_source"> <a href="http://transition.turbulence.org/networked_music_review/2007/10/08/the-art-of-sampling-at-mcasd-ca/">Originally</a> from <a class="rb_source_link" href="http://transition.turbulence.org/networked_music_review">Networked Music Review</a></span> by <span class="rb_author">helen</span></span>
	<span class="rb_reblogged">	reBlogged         by <span class="rb_reblogger">michael</span>         on <span class="rb_modified">Oct  8, 2007,  5:10PM</span>	</span></p>
  
]]></description>
			<content:encoded><![CDATA[<p><img src='http://transition.turbulence.org/networked_music_review/wp-content/uploads/2007/10/boursier_mougenot2_web.jpg' alt='boursier_mougenot2_web.jpg' /><strong><a href="http://www.mcasd.org/exhibitions/index.asp">SOUNDWAVES: THE ART OF SAMPLING</a></strong> :: MCASD LA JOLLA :: SEPTEMBER 23 &#8211; DECEMBER 30, 2007 :: Selections on view through May 4, 2008.</p>
<p>Sound has played a significant role in the development of modern and contemporary art, from the visual references of Wassily Kandinsky and Piet Mondrian in the early 20th-century to the aural experimentations of Nam June Paik and John Cage in the 1960s. <strong>Soundwaves: The Art of Sampling</strong> looks at a specifically late 20th-century manifestation of the conjunction of art and sound, and features artists in MCASDâ€™s collection, such as Tim Bavington, Celeste Boursier-Mougenot, Sean Duffy, Julio Cesar Morales, Dario Robleto, and Steve Roden, who appropriate the musical process of sampling in their work, either through the incorporation of found sound or through visual and material references.</p>
<p><a href="http://www.mcasd.org/exhibitions/index.asp">Download</a> and listen to the Soundwaves audio tour on your MP3 player.</p>
<p>Image: CÃ©leste Boursier-Mougenot, Untitled (series #3), 2001, set of 3 inflatable plastic pools, 3 pumps, water, 93 assorted bowls, water, 21 stem glasses, 3 immersion heaters, Clorox. Museum purchase, International and Contemporary Collectors Funds.</p>
<p>Thanks to <a href="http://rhizome.org/editorial/archives/124">Rhizome</a> and William Hanley.</p>
<p class="rb_attribution"><span class="rb_source"> <a href="http://transition.turbulence.org/networked_music_review/2007/10/08/the-art-of-sampling-at-mcasd-ca/">Originally</a> from <a class="rb_source_link" href="http://transition.turbulence.org/networked_music_review">Networked Music Review</a></span> by <span class="rb_author">helen</span></span><br />
	<span class="rb_reblogged">	reBlogged         by <span class="rb_reblogger">michael</span>         on <span class="rb_modified">Oct  8, 2007,  5:10PM</span>	</span></p>
]]></content:encoded>
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		<title>Turning museums into places where people interact</title>
		<link>http://www.asomatic.com/turning-museums-into-places-where-people-interact/</link>
		<comments>http://www.asomatic.com/turning-museums-into-places-where-people-interact/#comments</comments>
		<pubDate>Sun, 30 Sep 2007 20:22:03 +0000</pubDate>
		<dc:creator>michael</dc:creator>
				<category><![CDATA[art]]></category>
		<category><![CDATA[experience]]></category>
		<category><![CDATA[social]]></category>
		<category><![CDATA[technology]]></category>

		<guid isPermaLink="false"></guid>
		<description><![CDATA[    <table width="100%" border="0">
<tr>
<td valign="top" align="right" style="width: 30%"><a href="http://www.experientia.com/blog/uploads/2007/09/localprojects.jpg" target="_blank"); return false"><img src="http://www.experientia.com/blog/uploads/2007/09/localprojects_small.jpg" title="Local Projects" alt="Local Projects" width="100" height="100" border="0" style="margin: 0px 10px 5px 0px" /></a></td>
<td valign="top" style="width: 70%">Print Magazine is reporting on <a href="http://localprojects.net/">Local Projects</a>, a company that is turning museums into places where people interact with informationâ€”and each other.<br />
<blockquote>When Jake Barton, the 34-year-old principal of the interactive design firm Local Projects, thinks about what an exhibition can do, he often considers the District Six Museum in Cape Town, South Africa. The museum documents the forced removal of more than 60,000 residents from a mixed-race neighborhood declared a whites-only zone in 1966, and tells the stories of those displaced. In the early â€™90s, when reclaiming that land was still not an option, the museum kept the issue in the public eye through exhibitions and debate; subsequently, the museumâ€™s sister organization helped residents apply to have their land returned. Transforming and healing a community through inclusive storytelling is, in Bartonâ€™s eyes, the mandate for museums of the 21st century. These days, he has ample reason to meditate on it: In April, he and his seven-person firm received the commission to codesign the permanent exhibition for the World Trade Center Memorial Museum.&#8221;
<p class="body">By choosing Local Projects, the memorialâ€™s directors cast their lot with a new kind of museum that prizes interactivity over top-down presentation. Local Projects insists on a plurality of voicesâ€”the exhibitions it creates function as a kind of conversation rather than as repositories of authoritative fact. &#8220;Museums are starting to evolve into agents of social change,&#8221; Barton says. â€œThatâ€™s being reflected in the numbers of people who are going to museums and the ways museums are functioning as spaces for community dialogue. We [are] trying to make diverse people visible to each other through a storytelling space.&#8221;</p>
<p class="body"Local Projects designs high-tech, interactive installations and exhibits that connect experience to location for clients both nonprofit and commercial.</p>
</p></blockquote>
<p class="body"><strong><a href="http://www.printmag.com/design_articles/local_projects/tabid/253/Default.aspx">Read full story</a></strong></p>
</td>
</tr>
</table>
<img src="http://feeds.feedburner.com/~r/PuttingPeopleFirst/~4/162444955" height="1" width="1" />
    
      <p class="rb_attribution"><span class="rb_source"> <a href="http://www.experientia.com/blog/turning-museums-into-places-where-people-interact/">Originally</a> from <a class="rb_source_link" href="http://www.experientia.com/blog">Putting people first</a></span> by <span class="rb_author">Experientia</span></span>
	<span class="rb_reblogged">	reBlogged         by <span class="rb_reblogger">michael</span>         on <span class="rb_modified">Sep 28, 2007,  7:25AM</span>	</span></p>
  
]]></description>
			<content:encoded><![CDATA[<table width="100%" border="0">
<tr>
<td valign="top" align="right" style="width: 30%"><a href="http://www.experientia.com/blog/uploads/2007/09/localprojects.jpg" target="_blank"); return false"><img src="http://www.experientia.com/blog/uploads/2007/09/localprojects_small.jpg" title="Local Projects" alt="Local Projects" width="100" height="100" border="0" style="margin: 0px 10px 5px 0px" /></a></td>
<td valign="top" style="width: 70%">Print Magazine is reporting on <a href="http://localprojects.net/">Local Projects</a>, a company that is turning museums into places where people interact with informationâ€”and each other.</p>
<blockquote><p>When Jake Barton, the 34-year-old principal of the interactive design firm Local Projects, thinks about what an exhibition can do, he often considers the District Six Museum in Cape Town, South Africa. The museum documents the forced removal of more than 60,000 residents from a mixed-race neighborhood declared a whites-only zone in 1966, and tells the stories of those displaced. In the early â€™90s, when reclaiming that land was still not an option, the museum kept the issue in the public eye through exhibitions and debate; subsequently, the museumâ€™s sister organization helped residents apply to have their land returned. Transforming and healing a community through inclusive storytelling is, in Bartonâ€™s eyes, the mandate for museums of the 21st century. These days, he has ample reason to meditate on it: In April, he and his seven-person firm received the commission to codesign the permanent exhibition for the World Trade Center Memorial Museum.&#8221;</p>
<p class="body">By choosing Local Projects, the memorialâ€™s directors cast their lot with a new kind of museum that prizes interactivity over top-down presentation. Local Projects insists on a plurality of voicesâ€”the exhibitions it creates function as a kind of conversation rather than as repositories of authoritative fact. &#8220;Museums are starting to evolve into agents of social change,&#8221; Barton says. â€œThatâ€™s being reflected in the numbers of people who are going to museums and the ways museums are functioning as spaces for community dialogue. We [are] trying to make diverse people visible to each other through a storytelling space.&#8221;</p>
<p class="body"Local Projects designs high-tech, interactive installations and exhibits that connect experience to location for clients both nonprofit and commercial.</p>
</blockquote>
<p class="body"><strong><a href="http://www.printmag.com/design_articles/local_projects/tabid/253/Default.aspx">Read full story</a></strong></p>
</td>
</tr>
</table>
<p><img src="http://feeds.feedburner.com/~r/PuttingPeopleFirst/~4/162444955" height="1" width="1" /></p>
<p class="rb_attribution"><span class="rb_source"> <a href="http://www.experientia.com/blog/turning-museums-into-places-where-people-interact/">Originally</a> from <a class="rb_source_link" href="http://www.experientia.com/blog">Putting people first</a></span> by <span class="rb_author">Experientia</span></span><br />
	<span class="rb_reblogged">	reBlogged         by <span class="rb_reblogger">michael</span>         on <span class="rb_modified">Sep 28, 2007,  7:25AM</span>	</span></p>
]]></content:encoded>
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		<title>The spime arrives</title>
		<link>http://www.asomatic.com/the-spime-arrives/</link>
		<comments>http://www.asomatic.com/the-spime-arrives/#comments</comments>
		<pubDate>Sun, 30 Sep 2007 20:21:48 +0000</pubDate>
		<dc:creator>michael</dc:creator>
				<category><![CDATA[experience]]></category>
		<category><![CDATA[information]]></category>
		<category><![CDATA[technology]]></category>

		<guid isPermaLink="false"></guid>
		<description><![CDATA[    <table width="100%" border="0">
<tr>
<td valign="top" align="right" style="width: 30%"><a href="http://www.experientia.com/blog/uploads/2007/06/bruce_sterling.jpg" target="_blank"); return false"><img src="http://www.experientia.com/blog/uploads/2007/06/bruce_sterling_small.jpg" title="Bruce Sterling" alt="Bruce Sterling" width="100" height="67" border="0" style="margin: 0px 10px 5px 0px" /></a></td>
<td valign="top" style="width: 70%"><strong>Bruce Sterling</strong> is now living in Torino, Italy and will stay here, together with his wife, Serbian author and film-maker Jasmina Tesanovic, until the end of March 2008.
<p class="body">He is here at the invitation of the <a href="http://www.regione.piemonte.it/">Regional Government of Piedmont</a> to be the guest curator of the <a href="http://www.toshare.it/">Piemonte Share Festival</a> (11-16 March 2008).</p>
<p class="body">Last night he presented the Italian translation of his book &#8220;<a href="http://www.experientia.com/blog/shaping-things-by-bruce-sterling/">Shaping Things</a>&#8221; in a public lecture and discussion.</p>
<p class="body">He also showed the audience a <a href="http://www.toshare.it/spime/"><strong>highly entertaining video</strong></a> of what he images the world of &#8220;spimes&#8221; to be like. </p>
<p class="body">Discussants were Andrea Bairati (Regione Piemonte Councillor), Luca De Biase (Chief editor NÃ²va 24 /Il Sole 24Ore) and Claudio Germak (Politecnico di Torino - Word Design Capital Torino 2008) . The conference was moderated by Simona Lodi and Chiara Garibaldi (Share Festival).</p>
<p class="body">Though many topics were addressed, I think the most relevant one is a challenge â€” for us, for this region and for Bruce too: if Bruce is right in his thinking about  spimes and the entire change of thinking and doing it will entail, then what could be a typical Italian positioning in this new social, economic and cultural paradigm?</p>
<p class="body">I hope that in the next six months, the people here in Torino, with the input and ideas of Bruce, can start outlining some initial answers to that question.</p>
<p class="body">To be continued.</p>
</td>
</tr>
</table>
<img src="http://feeds.feedburner.com/~r/PuttingPeopleFirst/~4/162455264" height="1" width="1" />
    
      <p class="rb_attribution"><span class="rb_source"> <a href="http://www.experientia.com/blog/the-spime-arrives/">Originally</a> from <a class="rb_source_link" href="http://www.experientia.com/blog">Putting people first</a></span> by <span class="rb_author">Experientia</span></span>
	<span class="rb_reblogged">	reBlogged         by <span class="rb_reblogger">michael</span>         on <span class="rb_modified">Sep 28, 2007,  8:04AM</span>	</span></p>
  
]]></description>
			<content:encoded><![CDATA[<table width="100%" border="0">
<tr>
<td valign="top" align="right" style="width: 30%"><a href="http://www.experientia.com/blog/uploads/2007/06/bruce_sterling.jpg" target="_blank"); return false"><img src="http://www.experientia.com/blog/uploads/2007/06/bruce_sterling_small.jpg" title="Bruce Sterling" alt="Bruce Sterling" width="100" height="67" border="0" style="margin: 0px 10px 5px 0px" /></a></td>
<td valign="top" style="width: 70%"><strong>Bruce Sterling</strong> is now living in Torino, Italy and will stay here, together with his wife, Serbian author and film-maker Jasmina Tesanovic, until the end of March 2008.</p>
<p class="body">He is here at the invitation of the <a href="http://www.regione.piemonte.it/">Regional Government of Piedmont</a> to be the guest curator of the <a href="http://www.toshare.it/">Piemonte Share Festival</a> (11-16 March 2008).</p>
<p class="body">Last night he presented the Italian translation of his book &#8220;<a href="http://www.experientia.com/blog/shaping-things-by-bruce-sterling/">Shaping Things</a>&#8221; in a public lecture and discussion.</p>
<p class="body">He also showed the audience a <a href="http://www.toshare.it/spime/"><strong>highly entertaining video</strong></a> of what he images the world of &#8220;spimes&#8221; to be like. </p>
<p class="body">Discussants were Andrea Bairati (Regione Piemonte Councillor), Luca De Biase (Chief editor NÃ²va 24 /Il Sole 24Ore) and Claudio Germak (Politecnico di Torino &#8211; Word Design Capital Torino 2008) . The conference was moderated by Simona Lodi and Chiara Garibaldi (Share Festival).</p>
<p class="body">Though many topics were addressed, I think the most relevant one is a challenge â€” for us, for this region and for Bruce too: if Bruce is right in his thinking about  spimes and the entire change of thinking and doing it will entail, then what could be a typical Italian positioning in this new social, economic and cultural paradigm?</p>
<p class="body">I hope that in the next six months, the people here in Torino, with the input and ideas of Bruce, can start outlining some initial answers to that question.</p>
<p class="body">To be continued.</p>
</td>
</tr>
</table>
<p><img src="http://feeds.feedburner.com/~r/PuttingPeopleFirst/~4/162455264" height="1" width="1" /></p>
<p class="rb_attribution"><span class="rb_source"> <a href="http://www.experientia.com/blog/the-spime-arrives/">Originally</a> from <a class="rb_source_link" href="http://www.experientia.com/blog">Putting people first</a></span> by <span class="rb_author">Experientia</span></span><br />
	<span class="rb_reblogged">	reBlogged         by <span class="rb_reblogger">michael</span>         on <span class="rb_modified">Sep 28, 2007,  8:04AM</span>	</span></p>
]]></content:encoded>
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		<title>Ars Virtua Presents: We are the Strange</title>
		<link>http://www.asomatic.com/ars-virtua-presents-we-are-the-strange/</link>
		<comments>http://www.asomatic.com/ars-virtua-presents-we-are-the-strange/#comments</comments>
		<pubDate>Thu, 28 Jun 2007 05:18:06 +0000</pubDate>
		<dc:creator>michael</dc:creator>
				<category><![CDATA[art]]></category>
		<category><![CDATA[performance]]></category>
		<category><![CDATA[technology]]></category>

		<guid isPermaLink="false"></guid>
		<description><![CDATA[    <p><object width="360" height="296"><param name="movie" value="http://www.youtube.com/v/6qCSahatkbk" /><param name="wmode" value="transparent" /><embed src="http://www.youtube.com/v/6qCSahatkbk" type="application/x-shockwave-flash" wmode="transparent" width="425" height="350"></embed></object></p>

<p><a href="http://arsvirtua.com">Ars Virtua</a> is proud to present the Second Life premier of <a href="http://wearethestrange.com"><b>We are the Strange</b></a> :: June 29 at 6:00 pm SLT [<a href="http://slurl.com/secondlife/Seventh%20Eye/1/102/46">SLURL</a>].</p><p><b>M dot Strange</b> takes us into the new realm of video game structured and inspired storytelling with his character's harrowing quest for ice cream. The variety of animation styles, game and cultural references and distopian beauty of this work make it important to modern filmmaking. Add to this that m dot strange created this virtually single handedly and had it selected for Sundance based on his YouTube audience and you end up with a very powerful piece of contemporary media.</p>

<p>We are the Strange is an animated feature film in which two diametrically opposed outcasts fight for survival in a sinister fantasy world. After meeting in the somber Forest of Still Life, an abused young woman (Blue) reluctantly follows a care free dollboy (Emmm) to Stopmo City on his unreasonable quest for ice cream. They're lives are constantly in jeopardy after they're caught in the middle of a deadly battle between bizarre monsters on their way to the ice cream shop. A flamboyant ultraviolent hero(Rain) appears and effortlessly dispatches all the horrible monsters in his path. Blue meets Rain before he partakes in an impossible battle against the source of all that is evil in Stopmo City. When it seems as if darkness will have the last laugh a gleaming fist made of aluminum foil bursts through the ground thus starting the final showdown <br />
between mega_good and hyper_evil.</p>

<p>We Are the Strange is its own imaginative and immersive universe. M dot Strange spent three years painstakingly creating this film, using a range of animation techniques: traditional, stop-motion, computer, and his own unique blend of 8-bit graphics and anime, dubbed "Str8nime." The stunning visuals are complemented by a soundtrack that is both beautiful and harrowing. The end result is a freaky technocarnival ride that climaxes with a momentous battle between innocence and darkness.</p>
    
      <p class="rb_attribution"><span class="rb_source"> <a href="http://www.turbulence.org/blog/archives/004465.html">Originally</a> from <a class="rb_source_link" href="http://transition.turbulence.org/blog">Networked_Performance</a></span> by <span class="rb_author">jo</span></span>
	<span class="rb_reblogged">	reBlogged         by <span class="rb_reblogger">michael</span>         on <span class="rb_modified">Jun 26, 2007, 11:17AM</span>	</span></p>
  
]]></description>
			<content:encoded><![CDATA[<p><object width="360" height="296"><param name="movie" value="http://www.youtube.com/v/6qCSahatkbk" /><param name="wmode" value="transparent" /><embed src="http://www.youtube.com/v/6qCSahatkbk" type="application/x-shockwave-flash" wmode="transparent" width="425" height="350"></embed></object></p>
<p><a href="http://arsvirtua.com">Ars Virtua</a> is proud to present the Second Life premier of <a href="http://wearethestrange.com"><b>We are the Strange</b></a> :: June 29 at 6:00 pm SLT [<a href="http://slurl.com/secondlife/Seventh%20Eye/1/102/46">SLURL</a>].</p>
<p><b>M dot Strange</b> takes us into the new realm of video game structured and inspired storytelling with his character&#8217;s harrowing quest for ice cream. The variety of animation styles, game and cultural references and distopian beauty of this work make it important to modern filmmaking. Add to this that m dot strange created this virtually single handedly and had it selected for Sundance based on his YouTube audience and you end up with a very powerful piece of contemporary media.</p>
<p>We are the Strange is an animated feature film in which two diametrically opposed outcasts fight for survival in a sinister fantasy world. After meeting in the somber Forest of Still Life, an abused young woman (Blue) reluctantly follows a care free dollboy (Emmm) to Stopmo City on his unreasonable quest for ice cream. They&#8217;re lives are constantly in jeopardy after they&#8217;re caught in the middle of a deadly battle between bizarre monsters on their way to the ice cream shop. A flamboyant ultraviolent hero(Rain) appears and effortlessly dispatches all the horrible monsters in his path. Blue meets Rain before he partakes in an impossible battle against the source of all that is evil in Stopmo City. When it seems as if darkness will have the last laugh a gleaming fist made of aluminum foil bursts through the ground thus starting the final showdown <br />
between mega_good and hyper_evil.</p>
<p>We Are the Strange is its own imaginative and immersive universe. M dot Strange spent three years painstakingly creating this film, using a range of animation techniques: traditional, stop-motion, computer, and his own unique blend of 8-bit graphics and anime, dubbed &#8220;Str8nime.&#8221; The stunning visuals are complemented by a soundtrack that is both beautiful and harrowing. The end result is a freaky technocarnival ride that climaxes with a momentous battle between innocence and darkness.</p>
<p class="rb_attribution"><span class="rb_source"> <a href="http://www.turbulence.org/blog/archives/004465.html">Originally</a> from <a class="rb_source_link" href="http://transition.turbulence.org/blog">Networked_Performance</a></span> by <span class="rb_author">jo</span></span><br />
	<span class="rb_reblogged">	reBlogged         by <span class="rb_reblogger">michael</span>         on <span class="rb_modified">Jun 26, 2007, 11:17AM</span>	</span></p>
]]></content:encoded>
			<wfw:commentRss>http://www.asomatic.com/ars-virtua-presents-we-are-the-strange/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Book review: Verb Natures</title>
		<link>http://www.asomatic.com/book-review-verb-natures/</link>
		<comments>http://www.asomatic.com/book-review-verb-natures/#comments</comments>
		<pubDate>Mon, 11 Jun 2007 23:08:41 +0000</pubDate>
		<dc:creator>michael</dc:creator>
				<category><![CDATA[architecture]]></category>
		<category><![CDATA[interactive]]></category>
		<category><![CDATA[technology]]></category>

		<guid isPermaLink="false"></guid>
		<description><![CDATA[    <p><img alt="0aaconi.jpg" src="http://www.we-make-money-not-art.com/yyy/0aaconi.jpg" width="140" height="199" align="left" /><em>Verb Natures</em> (Amazon <a href="http://www.amazon.com/gp/redirect.html?ie=UTF8&#038;location=http%3A%2F%2Fwww.amazon.com%2FNatures-Actars-Boogazine-Albert-Ferre%2Fdp%2F8496540219&#038;tag=nearnearfutur-20&#038;linkCode=ur2&#038;camp=1789&#038;creative=9325">USA</a><img src="http://www.assoc-amazon.com/e/ir?t=nearnearfutur-20&#38;l=ur2&#38;o=1" width="1" height="1" border="0" alt="" /> and <a href="http://www.amazon.co.uk/gp/redirect.html?ie=UTF8&#038;location=http%3A%2F%2Fwww.amazon.co.uk%2FNatures-Actars-Boogazine-Albert-Ferre%2Fdp%2F8496540219&#038;tag=nearnearfutur-21&#038;linkCode=ur2&#038;camp=1634&#038;creative=6738">UK</a><img src="http://www.assoc-amazon.co.uk/e/ir?t=nearnearfutur-21&#38;l=ur2&#38;o=2" width="1" height="1" border="0" alt="" />), edited by: Albert FerrÃ©, Irene Hwang, Tomoko Sakamoto, Ramon Prat, Michael Kubo, Mario Ballesteros and Anna Tetas.<br />
 <br />
Editor's <a href="http://www.actar.es/index.php?option=com_dbquery&#038;Itemid=134&#038;task=ExecuteQuery&#038;qid=2&#038;idllengua=2&#038;idllibre=2010">blurb</a>: <em>â€œWhat is fascinating is the inability to separate the real from the digital, because they already form part of the same nature.â€ So we said in the last issue of Verb. Here we explore how this fusion takes place. Buildings and cities grow, are transformed, and dissolve. How can this evolution be generated, controlled, enhanced or imagined? Is our environment programmable? How does the fusion of natural and artificial matter produce new architectural organisms, new environments, new natures? How does technology animate space, and how do users and programs animate matter? The fifth volume of Actar's boogazine looks for a new definition of the organic.</em></p>

<p>A "boogazine"? It's a hybrid volume designed to combine the flexibility of a magazine with the depth and format of a book. Published since 2002 by Barcelona-based editor <a href="http://www.actar.com/">Actar</a>, each of the boogazines explores a specific aspect of current architectural production. </p>

<p>I wish they had kept the book habit to write a few lines about the editors.</p>

<p><img alt="00algoruthmibn.jpg" src="http://www.we-make-money-not-art.com/yyy/00algoruthmibn.jpg" width="420" height="315" /><br />
<em>The AlgorithmicSpace</em></p>

<p>Don't be fooled by the term "natures". Here, the "natural" often looks supernatural and its realization is most of the time informed by algorithms, strict geometry rules and other mathematical processes. The book is thus quite techy but even i could understand what the techniques are about. I found that it was actually the strong point of the book: the many images, graphics, interviews with the designers, researchers or architects and clear explanations of the vocabulary and building strategies made me feel very smart. I managed to get a deeper understanding of construction and design processes which i would otherwise find too arcane and sophisticated.</p>

<p><img alt="00aawatercu.jpg" src="http://www.we-make-money-not-art.com/yyy/00aawatercu.jpg" width="420" height="258" /><br />
<em>Beijing's Watercube</em> (<a href="http://en.beijing2008.cn/46/39/WaterCube.shtml">more</a> <a href="http://en.structurae.de/structures/data/photos.cfm?ID=s0015480">images</a>)</p>

<p>The book focusses on over 20 projects, some are ueber-famous, others were new to me. I was particularly happy to get more insight on the <a href="http://en.wikipedia.org/wiki/Beijing_National_Aquatics_Centre">Beijing National Aquatics Centre</a> (nicknamed "the watercube") or <a href="http://www.new-territories.com/">R&Sie;</a> fabulous <a href="http://www.we-make-money-not-art.com/archives/004516.php">Dusty Relief</a> in Bangkok. The book goes beyond buildings and looks at interactive rooms (<a href="http://www.ada-exhibition.ch/">Ada</a> in Zurich), ports (<a href="http://www.guallart.com/01projects/FugeePort/default.htm">Fugee Port</a> in Taiwan), the artificial reconstruction of a natural mountain (the <a href="http://www.guallart.com/05howToMakeAMountain/default.htm">DÃ©nia</a> project on the Spanish coast) but also design projects such as <a href="http://www.kramweisshaar.com/frontend/">Clemens Weisshaar &#038; Reed Kram</a>'s <a href="http://www.apartmenttherapy.com/ny/tables-dining-occasional/breeding-tables-002792">Breeding Tables</a> which were <a href="http://www.designboom.com/snapshots/milano05/weisshaar.html">launched</a> 2 years ago (and with much press coverage and public wonder) at the <em>Salone del Mobile</em> in Milan. Oh, yeah! and there's even some arty projects like the <a href="http://www.terraswarm.com/traffic_primer/bpp/index.html">Brooklyn Pigeon Project</a>. <br />
 <br />
<img alt="0aapupppt.jpg" src="http://www.we-make-money-not-art.com/yyy/0aapupppt.jpg" width="420" height="246" /><br />
<a href="http://www.idonline.com/adr05/environments.asp">The Puppet Theatre</a> (<a href="http://www.kultureflash.net/archive/132/michael_meredith_carpentercenter.html">Images</a>)</p>

<p>A few years ago, architects <a href="http://www.terraswarm.com/">Benjamin Aranda and Chris Lasch</a> decided to record New York from the perspective of the movements of a flock of birds.<img alt="0aapigerohijb.jpg" src="http://www.we-make-money-not-art.com/yyy/0aapigerohijb.jpg" width="228" height="70" align="right" /> They equipped pigeons with wireless video cameras and microphones, turning them into satellites that fed images and sounds of the city below. As the architects explained in an interview for the book "In conventional satellite and aerial mappings of the earth, an enormous amount of effort is dedicated to squeezing out any trace of movement from the image and even from the environment." (...) "So by reintroducing time into the map ours is in some ways a more accurate depiction of the world. But funny enough, this doesn't make it any better map."</p>

<p>More in this <a href="http://www.thirteen.org/reelnewyork9/film_w4_f3.html">video intro</a> and <a href="http://www.thirteen.org/reelnewyork9/interview_w4_f3.html">interview</a>.</p>
<p><a href="http://feeds.we-make-money-not-art.com/~a/wmmna?a=G5oZSx"><img src="http://feeds.we-make-money-not-art.com/~a/wmmna?i=G5oZSx" border="0" /></a></p><img src="http://feeds.we-make-money-not-art.com/~r/wmmna/~4/123941794" height="1" width="1" />
    
      <p class="rb_attribution"><span class="rb_source"> <a href="http://feeds.we-make-money-not-art.com/~r/wmmna/~3/123941794/009577.php">Originally</a> from <a class="rb_source_link" href="http://www.we-make-money-not-art.com/">we make money not art</a></span> by <span class="rb_author">Regine</span></span>
	<span class="rb_reblogged">	reBlogged         by <span class="rb_reblogger">michael</span>         on <span class="rb_modified">Dec 31, 1969,  4:59PM</span>	</span></p>
  
]]></description>
			<content:encoded><![CDATA[<p><img alt="0aaconi.jpg" src="http://www.we-make-money-not-art.com/yyy/0aaconi.jpg" width="140" height="199" align="left" /><em>Verb Natures</em> (Amazon <a href="http://www.amazon.com/gp/redirect.html?ie=UTF8&#038;location=http%3A%2F%2Fwww.amazon.com%2FNatures-Actars-Boogazine-Albert-Ferre%2Fdp%2F8496540219&#038;tag=nearnearfutur-20&#038;linkCode=ur2&#038;camp=1789&#038;creative=9325">USA</a><img src="http://www.assoc-amazon.com/e/ir?t=nearnearfutur-20&amp;l=ur2&amp;o=1" width="1" height="1" border="0" alt="" /> and <a href="http://www.amazon.co.uk/gp/redirect.html?ie=UTF8&#038;location=http%3A%2F%2Fwww.amazon.co.uk%2FNatures-Actars-Boogazine-Albert-Ferre%2Fdp%2F8496540219&#038;tag=nearnearfutur-21&#038;linkCode=ur2&#038;camp=1634&#038;creative=6738">UK</a><img src="http://www.assoc-amazon.co.uk/e/ir?t=nearnearfutur-21&amp;l=ur2&amp;o=2" width="1" height="1" border="0" alt="" />), edited by: Albert FerrÃ©, Irene Hwang, Tomoko Sakamoto, Ramon Prat, Michael Kubo, Mario Ballesteros and Anna Tetas.</p>
<p>Editor&#8217;s <a href="http://www.actar.es/index.php?option=com_dbquery&#038;Itemid=134&#038;task=ExecuteQuery&#038;qid=2&#038;idllengua=2&#038;idllibre=2010">blurb</a>: <em>â€œWhat is fascinating is the inability to separate the real from the digital, because they already form part of the same nature.â€ So we said in the last issue of Verb. Here we explore how this fusion takes place. Buildings and cities grow, are transformed, and dissolve. How can this evolution be generated, controlled, enhanced or imagined? Is our environment programmable? How does the fusion of natural and artificial matter produce new architectural organisms, new environments, new natures? How does technology animate space, and how do users and programs animate matter? The fifth volume of Actar&#8217;s boogazine looks for a new definition of the organic.</em></p>
<p>A &#8220;boogazine&#8221;? It&#8217;s a hybrid volume designed to combine the flexibility of a magazine with the depth and format of a book. Published since 2002 by Barcelona-based editor <a href="http://www.actar.com/">Actar</a>, each of the boogazines explores a specific aspect of current architectural production. </p>
<p>I wish they had kept the book habit to write a few lines about the editors.</p>
<p><img alt="00algoruthmibn.jpg" src="http://www.we-make-money-not-art.com/yyy/00algoruthmibn.jpg" width="420" height="315" /><br />
<em>The AlgorithmicSpace</em></p>
<p>Don&#8217;t be fooled by the term &#8220;natures&#8221;. Here, the &#8220;natural&#8221; often looks supernatural and its realization is most of the time informed by algorithms, strict geometry rules and other mathematical processes. The book is thus quite techy but even i could understand what the techniques are about. I found that it was actually the strong point of the book: the many images, graphics, interviews with the designers, researchers or architects and clear explanations of the vocabulary and building strategies made me feel very smart. I managed to get a deeper understanding of construction and design processes which i would otherwise find too arcane and sophisticated.</p>
<p><img alt="00aawatercu.jpg" src="http://www.we-make-money-not-art.com/yyy/00aawatercu.jpg" width="420" height="258" /><br />
<em>Beijing&#8217;s Watercube</em> (<a href="http://en.beijing2008.cn/46/39/WaterCube.shtml">more</a> <a href="http://en.structurae.de/structures/data/photos.cfm?ID=s0015480">images</a>)</p>
<p>The book focusses on over 20 projects, some are ueber-famous, others were new to me. I was particularly happy to get more insight on the <a href="http://en.wikipedia.org/wiki/Beijing_National_Aquatics_Centre">Beijing National Aquatics Centre</a> (nicknamed &#8220;the watercube&#8221;) or <a href="http://www.new-territories.com/">R&Sie;</a> fabulous <a href="http://www.we-make-money-not-art.com/archives/004516.php">Dusty Relief</a> in Bangkok. The book goes beyond buildings and looks at interactive rooms (<a href="http://www.ada-exhibition.ch/">Ada</a> in Zurich), ports (<a href="http://www.guallart.com/01projects/FugeePort/default.htm">Fugee Port</a> in Taiwan), the artificial reconstruction of a natural mountain (the <a href="http://www.guallart.com/05howToMakeAMountain/default.htm">DÃ©nia</a> project on the Spanish coast) but also design projects such as <a href="http://www.kramweisshaar.com/frontend/">Clemens Weisshaar &#038; Reed Kram</a>&#8216;s <a href="http://www.apartmenttherapy.com/ny/tables-dining-occasional/breeding-tables-002792">Breeding Tables</a> which were <a href="http://www.designboom.com/snapshots/milano05/weisshaar.html">launched</a> 2 years ago (and with much press coverage and public wonder) at the <em>Salone del Mobile</em> in Milan. Oh, yeah! and there&#8217;s even some arty projects like the <a href="http://www.terraswarm.com/traffic_primer/bpp/index.html">Brooklyn Pigeon Project</a>. </p>
<p><img alt="0aapupppt.jpg" src="http://www.we-make-money-not-art.com/yyy/0aapupppt.jpg" width="420" height="246" /><br />
<a href="http://www.idonline.com/adr05/environments.asp">The Puppet Theatre</a> (<a href="http://www.kultureflash.net/archive/132/michael_meredith_carpentercenter.html">Images</a>)</p>
<p>A few years ago, architects <a href="http://www.terraswarm.com/">Benjamin Aranda and Chris Lasch</a> decided to record New York from the perspective of the movements of a flock of birds.<img alt="0aapigerohijb.jpg" src="http://www.we-make-money-not-art.com/yyy/0aapigerohijb.jpg" width="228" height="70" align="right" /> They equipped pigeons with wireless video cameras and microphones, turning them into satellites that fed images and sounds of the city below. As the architects explained in an interview for the book &#8220;In conventional satellite and aerial mappings of the earth, an enormous amount of effort is dedicated to squeezing out any trace of movement from the image and even from the environment.&#8221; (&#8230;) &#8220;So by reintroducing time into the map ours is in some ways a more accurate depiction of the world. But funny enough, this doesn&#8217;t make it any better map.&#8221;</p>
<p>More in this <a href="http://www.thirteen.org/reelnewyork9/film_w4_f3.html">video intro</a> and <a href="http://www.thirteen.org/reelnewyork9/interview_w4_f3.html">interview</a>.</p>
<p><a href="http://feeds.we-make-money-not-art.com/~a/wmmna?a=G5oZSx"><img src="http://feeds.we-make-money-not-art.com/~a/wmmna?i=G5oZSx" border="0" /></a></p>
<p><img src="http://feeds.we-make-money-not-art.com/~r/wmmna/~4/123941794" height="1" width="1" /></p>
<p class="rb_attribution"><span class="rb_source"> <a href="http://feeds.we-make-money-not-art.com/~r/wmmna/~3/123941794/009577.php">Originally</a> from <a class="rb_source_link" href="http://www.we-make-money-not-art.com/">we make money not art</a></span> by <span class="rb_author">Regine</span></span><br />
	<span class="rb_reblogged">	reBlogged         by <span class="rb_reblogger">michael</span>         on <span class="rb_modified">Dec 31, 1969,  4:59PM</span>	</span></p>
]]></content:encoded>
			<wfw:commentRss>http://www.asomatic.com/book-review-verb-natures/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Pocket Gamelan</title>
		<link>http://www.asomatic.com/pocket-gamelan/</link>
		<comments>http://www.asomatic.com/pocket-gamelan/#comments</comments>
		<pubDate>Mon, 07 May 2007 16:01:48 +0000</pubDate>
		<dc:creator>michael</dc:creator>
				<category><![CDATA[art]]></category>
		<category><![CDATA[interactive]]></category>
		<category><![CDATA[music]]></category>
		<category><![CDATA[performance]]></category>
		<category><![CDATA[sound]]></category>
		<category><![CDATA[technology]]></category>

		<guid isPermaLink="false"></guid>
		<description><![CDATA[    <p>Several posters were presented at the <a href="http://www.mobilemusicworkshop.org/">Mobile Music Workshop</a> yesterday afternoon, a good opportunity to discover new projects and have a chat with their author.</p>

<p><img alt="0swingingphones.jpg" src="http://www.we-make-money-not-art.com/yyy/0swingingphones.jpg" width="420" height="280" /></p>

<p><em>Pocket Gamelan</em> (<a href="http://www.uow.edu.au/~mh675/publications/nime_2006.pdf">PDF</a>), developed by <a href="http://www.uow.edu.au/crearts/staff/schiemer.html">Greg Schiemer</a> and <a href="http://www.uow.edu.au/~mh675/personal/index.htm">Mark Havryliv</a>, couldn't make it to Amsterdam on time (seems to be somewhere in the caring hands of the post) but that won't prevent me from mentioning it. The interactive musical interface allows non-expert performers to create microtonal music using bluetooth-enabled mobile phones. Players swing the handsets on the end of a cord in a circular trajectory. As the phone is swung it produces audible artefacts such as Doppler shift and chorusing which are generated as a bi-product of movement. The device works like a network of operations in which melodies and the speed at which theyâ€™re played can be altered.<br />
<em><br />
Pocket Gamelan</em>, draws on Schiemer's "Tupperware Gamelan" instruments of the 70s and 80s. The custom-made electronic instruments, housed in plastic kitchenware, were designed for non-expert players and used in dance and performance (<a href="http://teemingvoid.blogspot.com/2006/07/meditations-schiemers-mandala-4.html">via</a>.)</p>

<p><a href="http://sonicconnections.uow.edu.au/mandala4.html">Video 1</a> and <a href="http://www.post-concrete.com/blog/?p=27">2</a>.</p>

<p><a href="http://media.uow.edu.au/news/2006/0511b/index.html#">Image</a>.<br />
Related: the 1999 performance <a href="http://www.we-make-money-not-art.com/archives/009021.php">Improvisation for Two Altered Telephones.</a></p>
<p><a href="http://feeds.we-make-money-not-art.com/~a/wmmna?a=yRWA1v"><img src="http://feeds.we-make-money-not-art.com/~a/wmmna?i=yRWA1v" border="0" /></a></p>
<img src="http://feeds.we-make-money-not-art.com/~r/wmmna/~4/114707359" height="1" width="1" />
    
      <p class="rb_attribution"><span class="rb_source"> <a href="http://www.we-make-money-not-art.com/archives/009512.php">Originally</a> from <a class="rb_source_link" href="http://www.we-make-money-not-art.com/">we make money not art</a></span> by <span class="rb_author">Regine</span></span>
	<span class="rb_reblogged">	reBlogged         by <span class="rb_reblogger">michael</span>         on <span class="rb_modified">May  6, 2007, 10:35PM</span>	</span></p>
  
]]></description>
			<content:encoded><![CDATA[<p>Several posters were presented at the <a href="http://www.mobilemusicworkshop.org/">Mobile Music Workshop</a> yesterday afternoon, a good opportunity to discover new projects and have a chat with their author.</p>
<p><img alt="0swingingphones.jpg" src="http://www.we-make-money-not-art.com/yyy/0swingingphones.jpg" width="420" height="280" /></p>
<p><em>Pocket Gamelan</em> (<a href="http://www.uow.edu.au/~mh675/publications/nime_2006.pdf">PDF</a>), developed by <a href="http://www.uow.edu.au/crearts/staff/schiemer.html">Greg Schiemer</a> and <a href="http://www.uow.edu.au/~mh675/personal/index.htm">Mark Havryliv</a>, couldn&#8217;t make it to Amsterdam on time (seems to be somewhere in the caring hands of the post) but that won&#8217;t prevent me from mentioning it. The interactive musical interface allows non-expert performers to create microtonal music using bluetooth-enabled mobile phones. Players swing the handsets on the end of a cord in a circular trajectory. As the phone is swung it produces audible artefacts such as Doppler shift and chorusing which are generated as a bi-product of movement. The device works like a network of operations in which melodies and the speed at which theyâ€™re played can be altered.<br />
<em><br />
Pocket Gamelan</em>, draws on Schiemer&#8217;s &#8220;Tupperware Gamelan&#8221; instruments of the 70s and 80s. The custom-made electronic instruments, housed in plastic kitchenware, were designed for non-expert players and used in dance and performance (<a href="http://teemingvoid.blogspot.com/2006/07/meditations-schiemers-mandala-4.html">via</a>.)</p>
<p><a href="http://sonicconnections.uow.edu.au/mandala4.html">Video 1</a> and <a href="http://www.post-concrete.com/blog/?p=27">2</a>.</p>
<p><a href="http://media.uow.edu.au/news/2006/0511b/index.html#">Image</a>.<br />
Related: the 1999 performance <a href="http://www.we-make-money-not-art.com/archives/009021.php">Improvisation for Two Altered Telephones.</a></p>
<p><a href="http://feeds.we-make-money-not-art.com/~a/wmmna?a=yRWA1v"><img src="http://feeds.we-make-money-not-art.com/~a/wmmna?i=yRWA1v" border="0" /></a></p>
<p><img src="http://feeds.we-make-money-not-art.com/~r/wmmna/~4/114707359" height="1" width="1" /></p>
<p class="rb_attribution"><span class="rb_source"> <a href="http://www.we-make-money-not-art.com/archives/009512.php">Originally</a> from <a class="rb_source_link" href="http://www.we-make-money-not-art.com/">we make money not art</a></span> by <span class="rb_author">Regine</span></span><br />
	<span class="rb_reblogged">	reBlogged         by <span class="rb_reblogger">michael</span>         on <span class="rb_modified">May  6, 2007, 10:35PM</span>	</span></p>
]]></content:encoded>
			<wfw:commentRss>http://www.asomatic.com/pocket-gamelan/feed/</wfw:commentRss>
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		<title>Interview with Stephen Wilson</title>
		<link>http://www.asomatic.com/interview-with-stephen-wilson/</link>
		<comments>http://www.asomatic.com/interview-with-stephen-wilson/#comments</comments>
		<pubDate>Mon, 30 Apr 2007 02:26:50 +0000</pubDate>
		<dc:creator>michael</dc:creator>
				<category><![CDATA[art]]></category>
		<category><![CDATA[books]]></category>
		<category><![CDATA[information]]></category>
		<category><![CDATA[research]]></category>
		<category><![CDATA[technology]]></category>

		<guid isPermaLink="false"></guid>
		<description><![CDATA[    <p><img alt="steve.portrait.open.72.jpg" src="http://www.we-make-money-not-art.com/yyy/steve.portrait.open.72.jpg" width="180" height="224" align="left" /><a href="http://userwww.sfsu.edu/~swilson/">Stephen Wilson</a> is a San Francisco author, artist and professor who explores the cultural implications of new technologies. His computer mediated art works probe issues such as interaction with invisible living forms, information visualization, artificial intelligence, robotics, etc. But most of all he's interested in exploring the role of artists in research. He is Head of the <a href="http://userwww.sfsu.edu/%7Einfoarts/">Conceptual/Information Arts </a>program at <a href="http://www.sfsu.edu/">San Francisco State University</a>. </p>

<p>I actually first got to know his through his writing. When i started getting interested in new media art, i was so clueless about the field that i asked people who knew (and still know) much more than me about it which books they'd recommend me. Most of them advised me to get my hands on <a href="http://userwww.sfsu.edu/~swilson/book/infoartsbook.html">Information Arts â€“ intersections of art, science and technology</a>. I did. It's a hefty volume, a wonderful reference i usually turn to when i need some information on a particular aspect of the domain where science/technology and art meet.</p>

<p><strong>You <a href="http://userwww.sfsu.edu/~swilson/papers/wilsonartiststatement.html">wrote</a> "I am simultaneously awed and troubled about the course of scientific and technological research. Historically the arts kept watch on the cultural frontier. I fear that in the contemporary technology-dominated world they are failing that responsibility. Historically, the arts alerted people to emerging developments, examined the unspoken implications, and explored alternative futures. As the centers of cultural imagination and foment of our times have moved to the technology labs, the arts have not understood the challenge." but surely there must be some artists around who are doing a good job at engaging with the advances of research, don't you think so?</strong></p>

<p>Yes, I didn't mean to imply artists were not involved in these kind of explorations. In fact, many of the artists highlighted on WMMNA are good examples of artists willing to engage frontier areas of research.  But there are some problems. One is the mainline definitions of art. Technology/science art research is still marginalized as a fringe activity. In a technoscientific culture, artistic probing the world of research is a critical, desperate need.</p>

<p>We need people looking at these fields of inquiry from many frames of reference, not just those sanctioned by academia or commerce.</p>

<p>Another is scope of artistic interest. Scientific and technological research is proceeding at breakneck speed - moving into fascinating areas of great cultural impact. Examples of areas are: genetic engineering, designer drugs, brain functioning, bionics, stem cells, materials science, alternative energy, extreme environments.  There are tools now available such as microarray biology labs on a chip that enable research that used to take years to be accomplished in minutes.  And these tools are becoming affordable for independent artists. There are a few artists beginning work in these areas but there should be many more. Where are the artists?  It worries me to read about exciting, provocative new research areas without artists even aware of them.  Also artists may need to get involved at a deeper level than they have so far.  </p>

<p><img alt="0protozoooa.jpg" src="http://www.we-make-money-not-art.com/yyy/0protozoooa.jpg" width="420" height="214" /></p>

<p><strong>Maybe the other problem is that even though the work of some artists comments on science and technological advances, they strive to find an audience. Where and how do you think works like yours can find an audience? Are festivals and museums the only channel to exhibit challenging projects?</strong></p>

<p>Audience and support are major problems. Alternative art spaces and festivals have been a lifesaver for my practice over the years.  They have been willing to show exploratory work. Mainstream museums and galleries have not been very interested. There are hopeful signs.  For example WMMNA and sites like it attract not just people in the arts. In the <a href="http://userwww.sfsu.edu/~infoarts/">Conceptual Information Arts</a> here at <a href="http://www.sfsu.edu/">San Francisco State University</a> where I teach, I get students who come from outside the arts and media. They seem to have a more generalized cultural thirst for experimentation. Now the challenge will be to convert this spectator interest into a producer interest. The DIY and open source movements are other hopeful signs. They encourage people to think of themselves not only as passive consumers but potentially as producers and innovators. The web makes for a whole new venue for finding audiences but the museums need to do some catchup.</p>

<p><strong>What triggered your artistic interest for scientific or technological research?</strong></p>

<p>It started when I was finishing college. It was America in the 60's so social change and justice movements were important foci in our lives. Everyone had to do a senior thesis. I was in humanities/social sciences so professors thought I would do something in those fields.   I noticed, however, that electronics were critical forces in our lives.  We listened to radio and music. Radio and TV were shaping the political mind of the society.  It struck me that we didn't really know how radio worked.  How did this device capture sounds from far distances?  For most of us it was a 'black box'.  I thought that was culturally dangerous - to have something so central be a mystery.  I made self study in electronics and radio the subject of my senior thesis.  My professors were not happy but I did learn how radio worked.  Even more importantly I learned that things that had been mystified could be understood and that one didn't need to be an expert in a field to do interesting work with it.</p>

<p>Later in 1980  when I was an art student at the <a href="http://www.saic.edu/">School of the Art Institute of Chicago</a>, I was in a program called Generative Systems run by a fascinating artist named <a href="http://www.sonart.org/">Sonia Sheridan</a>. She encouraged us to tear things apart to understand them. Microcomputers had just come out.Up to that time most people thought of computers as specialized devices only relevant to science and business. My gut told me they were going to have a more profound cultural impact than that. I wanted to work with them artistically.</p>

<p>Most of the other art students and professors thought it was a waste of time. There were few information sources in the arts.  Even academic computer scientists thought the microcomputer was a toy, not worthy of their attention. I was somewhat on my own. I had to search out resources. I had to teach myself. I had to find other researchers wherever they were.  I came up with ideas that people told me were impossible. I experimented. I did them anyway. It all taught me to be somewhat skeptical about common knowledge in any field. Learn what there was to learn but be willing to follow unpopular lines of inquiry. The arts have a long venerable tradition of iconoclasm that will serve them well as artists pursue frontier areas of scientific and technological research.<br />
<img alt="0introspection7.jpg" src="http://www.we-make-money-not-art.com/yyy/0introspection7.jpg" width="280" height="210" align="right" /><br />
<strong>Does the public understand immediately what is at stake in your work? How do they react to your installations?</strong></p>

<p>I try to create installations that can be appreciated at many levels.  The audience can be provoked, intrigued and have fun even if they don't understand the bigger issues.  For example, children usually get involved in my installations. I'm not sure how many in the audience think about the larger issues. That's a problem not only with general audiences but even the judges in festivals. <a href="http://userwww.sfsu.edu/%7Eswilson/art/guests/guests.html">IntroSpection</a> and <a href="http://userwww.sfsu.edu/%7Eswilson/art/protozoagames/protogames10.html">Protozoa Games</a> got shown in a few places but mostly got rejections. Some judges felt they were too much like a 'science fair'.  (<a href="http://userwww.sfsu.edu/%7Eswilson/art/protozoagames/protogames10.html">Protozoa Games</a> let people play games with <a href="http://en.wikipedia.org/wiki/Protozoa">protozoa</a> - single cell animals. <a href="http://userwww.sfsu.edu/%7Eswilson/art/guests/guests.html">IntroSpection</a> let people play games with their own cells and microorganisms.)  </p>

<p>Many audience members dealt with <a href="http://userwww.sfsu.edu/%7Eswilson/art/protozoagames/protogames10.html">Protozoa Games</a> and <a href="http://userwww.sfsu.edu/%7Eswilson/art/guests/guests.html">IntroSpection</a> only as unusual games. But the installations did have more critical agendas. In <a href="http://userwww.sfsu.edu/%7Eswilson/art/protozoagames/protogames10.html">Protozoa Games</a> I wanted people to think about the complexity of life even at the single cell level and the relationship of humans to other animals. In <a href="http://userwww.sfsu.edu/%7Eswilson/art/guests/guests.html">IntroSpection</a> I realized maybe 99.999% of people had never looked at their own cells and the microorganisms living inside of them and never had experience with basic biology research processes such as taking samples and using microscopes. I felt that this level of unfamiliarity was culturally dangerous in an era where biology research was becoming so critical.  I thought it was an fitting role for the arts to appropriate the tools, bring them into public media, and comment and intervene in this situation of unfamiliarity.</p>

<p><img alt="0scoperitou.jpg" src="http://www.we-make-money-not-art.com/yyy/0scoperitou.jpg" width="155" height="180" /> <img alt="0indamouth.jpg" src="http://www.we-make-money-not-art.com/yyy/0indamouth.jpg" width="263" height="180" /><br />
<em>IntroSpection</em></p>

<p><strong>What do scientists make of works such as <em>Protozoa Games</em> (<a href="http://userwww.sfsu.edu/~swilson/art/protozoagames/proto.playmov.html">video</a>) and <em>Introspection</em>? Are they "awed and troubled" or do they see the pieces as complementary to their own work for example?</strong></p>

<p>Mostly they ignored them. In doing research for my book <a href="http://userwww.sfsu.edu/~swilson/book/infoartsbook.html">Information Arts</a> I was distressed to learn of scientist attitudes. Many are rather arrogant - they doubt that even other scientists outside their discipline can contribute to their work - let alone artists.  Even though many are great supporters of classical forms of art, music, theater, ballet etc., their interest and knowledge of the art stops in the 70's. They had little interest and familiarity with contemporary experimental conceptual, critical, and technological arts.</p>

<p>But there are hopeful signs also.  There are several efforts around the world to involve artists in research - all based on the idea that artists can bring unique perspectives to the research process.  For example there is the <a href="http://www.artistsinlabs.ch/">Artists in the Lab</a> program in Switzerland, <a href="http://w3.tii.se/">Interactive Institute</a> in Sweden, <a href="http://www.symbiotica.uwa.edu.au/">SymbioticA</a> in Australia, <a href="http://www.hexagram.org/spip/index.html">Hexagram</a> in Montreal and many others.  It's not clear how they will all turn out but its a great start. Web viewers can find a more complete list at my art/research organizations <a href="http://userwww.sfsu.edu/%7Einfoarts/links/wilson.artlinks.org.html">page</a>.<br />
In creating <a href="http://userwww.sfsu.edu/%7Eswilson/art/guests/guests.html">IntroSpection</a> I got a glimpse of the possibilities.  I consulted with a Biologist at my university who is a world expert in bacteria.  I wanted to learn more about the bacteria in the mouth since they might be important in my art installation.  I was amazed to find out that in spite of all her knowledge, she had never taken a sample of her own mouth to see what was there. We had a good time together seeing what we could find in our mouths. We found some bacteria but they were all immobile. At that time in the development of my installation I was planning on using the movement of the bacteria in my art game so it was troubling.  She pointed out that most organisms don't move around if they have what they need in the niche where they are - it costs unnecessary energy.  So we hypothesized about what could get the bacteria moving. She said she had never encountered that issue in the literature. We did several mini-experiments with coffee, alcohol, sugar, stimulants, drugs without much luck. We both learned from each other. I doubt it had any profound impact on her research, but I think it opened up some new ideas and approaches for her. I hear similar stories often repeated from artists who have worked with scientists.</p>

<p><strong>Would you say that <a href="http://userwww.sfsu.edu/%7Eswilson/art/protozoagames/protogames10.html">Protozoa Games</a> and <a href="http://userwww.sfsu.edu/%7Eswilson/art/guests/guests.html">IntroSpection</a> belong to the bioart category? What happened to bioart? It seemed that it was booming around 2003, at the time of the <a href="http://www.shanatinglipton.com/bio-art-1.html">L'Art Biotech</a> exhibition in Nantes (France). Is it back into marginality now?</strong></p>

<p>I guess a lot of the fields in this hybrid art/science/tech world dwell in marginality. Some rise in attention and then recede. Bioarts continues to be an area where many artists are working around the world. In the last few years there are several books that have come out. As is probably clear from my work, I think it is cultural suicide for the arts not to pay attention to new developments in biology research. My hope is that gradually the importance of many of the art/science fields will be recognized and that it will become part of the mainstream expectations for artists to work in these fields.  I joke with my students that the art supply store of the future will include sections for electronics and biology research supplies.</p>

<p><strong><a href="http://userwww.sfsu.edu/%7Eswilson/art/guests/guests.html">IntroSpection</a> uses microorganisms. What is/are the biggest challenge(s) when working with tiny human cells?</strong><br />
<img alt="0introspwctio8.jpg" src="http://www.we-make-money-not-art.com/yyy/0introspwctio8.jpg" width="300" height="225" align="left" /><br />
There is so much to learn when working with microorganisms.  I guess the biggest challenge artistically is how to bring these cells into cultural and art discourse. They are so alien at first for viewers and so easy to dismiss them as science. Also, many of the cells you can get to easily - eg on the skin are not very active. More lively stuff is more intricately involved in bodily processes - eg blood, sexual fluids, feces. You can well imagine art venues don't want to deal with this stuff or the processes to get it.</p>

<p><strong>What did you try to achieve with the work <a href="http://userwww.sfsu.edu/%7Eswilson/art/body/bodysurfing.html">Body Surfing</a>?  </strong></p>

<p>At the time of installation there was much discussion about the irrelevancy of the body.  Virtual experience (eg Internet, online, games, vr, animation, etc) was seen as more important for the culture.  I felt those themes were being oversold and people were ignoring the ongoing importance of the physical world. I have great interest in crossover areas where information and computational technology intersect with the physical - for example, physical computing, tangible interfaces, biology, materials science.  I tried with <a href="http://userwww.sfsu.edu/%7Eswilson/art/body/bodysurfing.html">Body Surfing</a> to create an installation that didn't do much unless the viewer exerted their body.</p>

<p>One section had digital movies that required viewers to run around the room; the speed and direction of the running directly controlled the speed and direction of the movie.  Another section required people to stretch and contort their arms and legs in order to access information.  Another section required people to beat on an African drum to control the digital world.  I wanted people to come out of the installation sweating and thinking about the joys and limitations of the physical body.</p>

<p><img alt="0informationarttt.jpg" src="http://www.we-make-money-not-art.com/yyy/0informationarttt.jpg" width="180" height="231" align="right" /><strong>You published <a href="http://userwww.sfsu.edu/~swilson/book/infoartsbook.html">Information Arts â€“ intersections of art, science and technology</a>. It was in 2002. Do you still keep a close eye on what's going on in that artistic field? Have the interests and practices of artists evolved since the book was first launched? Do you think that it's time for an <em>Information Art, volume 2</em>?</strong></p>

<p>***  I do keep up. I love the risks artists take to work in these research areas. For example, I get such a kick out the artists that appear in WMMNA. It is a bit harder now to keep up because more work is going on.  I am working on a new book for Thames &#038; Hudson (a UK publisher famous for publishing big format art books).  It will focus on artists working at the edges of scientific and technological research and will emphasize work created since 2000. It will be highly illustrated and will be aimed at the general public.  I am looking forward to finding a way to explain this work that makes it understandable but preserves the integrity and complexity of the artists' intentions.  People will walk into the art section of their bookstore and there, right next to the big books on Monet and Picasso, will be this book full of fascinating artists working in this hybrid research.  Perhaps that will help reduce the marginality we discussed earlier.</p>

<p><strong>Thanks Stephen!</strong></p>

<p>More <a href="http://userwww.sfsu.edu/~swilson/">information</a> about Wilson's installations, essays, books, and the Conceptual Information Arts Program at SFSU where he is teaching.</p>

<p><a href="http://userwww.sfsu.edu/~infoarts/links/wilson.artlinks2.html">List</a> of artists, organzizations, essays, books, and festivals related to the intersections of art, science, and technology.</p>

<p><a href="http://www.leonardo.info">Leonardo</a> - International Journal of Art, Science and Technology (40 year history of monitoring this kind of art).</p>
<p><a href="http://feeds.we-make-money-not-art.com/~a/wmmna?a=tFc87S"><img src="http://feeds.we-make-money-not-art.com/~a/wmmna?i=tFc87S" border="0" /></a></p>
<img src="http://feeds.we-make-money-not-art.com/~r/wmmna/~4/112920863" height="1" width="1" />
    
      <p class="rb_attribution"><span class="rb_source"> <a href="http://www.we-make-money-not-art.com/archives/009390.php">Originally</a> from <a class="rb_source_link" href="http://www.we-make-money-not-art.com/">we make money not art</a></span> by <span class="rb_author">Regine</span></span>
	<span class="rb_reblogged">	reBlogged         by <span class="rb_reblogger">michael</span>         on <span class="rb_modified">Apr 29, 2007,  2:37PM</span>	</span></p>
  
]]></description>
			<content:encoded><![CDATA[<p><img alt="steve.portrait.open.72.jpg" src="http://www.we-make-money-not-art.com/yyy/steve.portrait.open.72.jpg" width="180" height="224" align="left" /><a href="http://userwww.sfsu.edu/~swilson/">Stephen Wilson</a> is a San Francisco author, artist and professor who explores the cultural implications of new technologies. His computer mediated art works probe issues such as interaction with invisible living forms, information visualization, artificial intelligence, robotics, etc. But most of all he&#8217;s interested in exploring the role of artists in research. He is Head of the <a href="http://userwww.sfsu.edu/%7Einfoarts/">Conceptual/Information Arts </a>program at <a href="http://www.sfsu.edu/">San Francisco State University</a>. </p>
<p>I actually first got to know his through his writing. When i started getting interested in new media art, i was so clueless about the field that i asked people who knew (and still know) much more than me about it which books they&#8217;d recommend me. Most of them advised me to get my hands on <a href="http://userwww.sfsu.edu/~swilson/book/infoartsbook.html">Information Arts â€“ intersections of art, science and technology</a>. I did. It&#8217;s a hefty volume, a wonderful reference i usually turn to when i need some information on a particular aspect of the domain where science/technology and art meet.</p>
<p><strong>You <a href="http://userwww.sfsu.edu/~swilson/papers/wilsonartiststatement.html">wrote</a> &#8220;I am simultaneously awed and troubled about the course of scientific and technological research. Historically the arts kept watch on the cultural frontier. I fear that in the contemporary technology-dominated world they are failing that responsibility. Historically, the arts alerted people to emerging developments, examined the unspoken implications, and explored alternative futures. As the centers of cultural imagination and foment of our times have moved to the technology labs, the arts have not understood the challenge.&#8221; but surely there must be some artists around who are doing a good job at engaging with the advances of research, don&#8217;t you think so?</strong></p>
<p>Yes, I didn&#8217;t mean to imply artists were not involved in these kind of explorations. In fact, many of the artists highlighted on WMMNA are good examples of artists willing to engage frontier areas of research.  But there are some problems. One is the mainline definitions of art. Technology/science art research is still marginalized as a fringe activity. In a technoscientific culture, artistic probing the world of research is a critical, desperate need.</p>
<p>We need people looking at these fields of inquiry from many frames of reference, not just those sanctioned by academia or commerce.</p>
<p>Another is scope of artistic interest. Scientific and technological research is proceeding at breakneck speed &#8211; moving into fascinating areas of great cultural impact. Examples of areas are: genetic engineering, designer drugs, brain functioning, bionics, stem cells, materials science, alternative energy, extreme environments.  There are tools now available such as microarray biology labs on a chip that enable research that used to take years to be accomplished in minutes.  And these tools are becoming affordable for independent artists. There are a few artists beginning work in these areas but there should be many more. Where are the artists?  It worries me to read about exciting, provocative new research areas without artists even aware of them.  Also artists may need to get involved at a deeper level than they have so far.  </p>
<p><img alt="0protozoooa.jpg" src="http://www.we-make-money-not-art.com/yyy/0protozoooa.jpg" width="420" height="214" /></p>
<p><strong>Maybe the other problem is that even though the work of some artists comments on science and technological advances, they strive to find an audience. Where and how do you think works like yours can find an audience? Are festivals and museums the only channel to exhibit challenging projects?</strong></p>
<p>Audience and support are major problems. Alternative art spaces and festivals have been a lifesaver for my practice over the years.  They have been willing to show exploratory work. Mainstream museums and galleries have not been very interested. There are hopeful signs.  For example WMMNA and sites like it attract not just people in the arts. In the <a href="http://userwww.sfsu.edu/~infoarts/">Conceptual Information Arts</a> here at <a href="http://www.sfsu.edu/">San Francisco State University</a> where I teach, I get students who come from outside the arts and media. They seem to have a more generalized cultural thirst for experimentation. Now the challenge will be to convert this spectator interest into a producer interest. The DIY and open source movements are other hopeful signs. They encourage people to think of themselves not only as passive consumers but potentially as producers and innovators. The web makes for a whole new venue for finding audiences but the museums need to do some catchup.</p>
<p><strong>What triggered your artistic interest for scientific or technological research?</strong></p>
<p>It started when I was finishing college. It was America in the 60&#8242;s so social change and justice movements were important foci in our lives. Everyone had to do a senior thesis. I was in humanities/social sciences so professors thought I would do something in those fields.   I noticed, however, that electronics were critical forces in our lives.  We listened to radio and music. Radio and TV were shaping the political mind of the society.  It struck me that we didn&#8217;t really know how radio worked.  How did this device capture sounds from far distances?  For most of us it was a &#8216;black box&#8217;.  I thought that was culturally dangerous &#8211; to have something so central be a mystery.  I made self study in electronics and radio the subject of my senior thesis.  My professors were not happy but I did learn how radio worked.  Even more importantly I learned that things that had been mystified could be understood and that one didn&#8217;t need to be an expert in a field to do interesting work with it.</p>
<p>Later in 1980  when I was an art student at the <a href="http://www.saic.edu/">School of the Art Institute of Chicago</a>, I was in a program called Generative Systems run by a fascinating artist named <a href="http://www.sonart.org/">Sonia Sheridan</a>. She encouraged us to tear things apart to understand them. Microcomputers had just come out.Up to that time most people thought of computers as specialized devices only relevant to science and business. My gut told me they were going to have a more profound cultural impact than that. I wanted to work with them artistically.</p>
<p>Most of the other art students and professors thought it was a waste of time. There were few information sources in the arts.  Even academic computer scientists thought the microcomputer was a toy, not worthy of their attention. I was somewhat on my own. I had to search out resources. I had to teach myself. I had to find other researchers wherever they were.  I came up with ideas that people told me were impossible. I experimented. I did them anyway. It all taught me to be somewhat skeptical about common knowledge in any field. Learn what there was to learn but be willing to follow unpopular lines of inquiry. The arts have a long venerable tradition of iconoclasm that will serve them well as artists pursue frontier areas of scientific and technological research.<br />
<img alt="0introspection7.jpg" src="http://www.we-make-money-not-art.com/yyy/0introspection7.jpg" width="280" height="210" align="right" /><br />
<strong>Does the public understand immediately what is at stake in your work? How do they react to your installations?</strong></p>
<p>I try to create installations that can be appreciated at many levels.  The audience can be provoked, intrigued and have fun even if they don&#8217;t understand the bigger issues.  For example, children usually get involved in my installations. I&#8217;m not sure how many in the audience think about the larger issues. That&#8217;s a problem not only with general audiences but even the judges in festivals. <a href="http://userwww.sfsu.edu/%7Eswilson/art/guests/guests.html">IntroSpection</a> and <a href="http://userwww.sfsu.edu/%7Eswilson/art/protozoagames/protogames10.html">Protozoa Games</a> got shown in a few places but mostly got rejections. Some judges felt they were too much like a &#8216;science fair&#8217;.  (<a href="http://userwww.sfsu.edu/%7Eswilson/art/protozoagames/protogames10.html">Protozoa Games</a> let people play games with <a href="http://en.wikipedia.org/wiki/Protozoa">protozoa</a> &#8211; single cell animals. <a href="http://userwww.sfsu.edu/%7Eswilson/art/guests/guests.html">IntroSpection</a> let people play games with their own cells and microorganisms.)  </p>
<p>Many audience members dealt with <a href="http://userwww.sfsu.edu/%7Eswilson/art/protozoagames/protogames10.html">Protozoa Games</a> and <a href="http://userwww.sfsu.edu/%7Eswilson/art/guests/guests.html">IntroSpection</a> only as unusual games. But the installations did have more critical agendas. In <a href="http://userwww.sfsu.edu/%7Eswilson/art/protozoagames/protogames10.html">Protozoa Games</a> I wanted people to think about the complexity of life even at the single cell level and the relationship of humans to other animals. In <a href="http://userwww.sfsu.edu/%7Eswilson/art/guests/guests.html">IntroSpection</a> I realized maybe 99.999% of people had never looked at their own cells and the microorganisms living inside of them and never had experience with basic biology research processes such as taking samples and using microscopes. I felt that this level of unfamiliarity was culturally dangerous in an era where biology research was becoming so critical.  I thought it was an fitting role for the arts to appropriate the tools, bring them into public media, and comment and intervene in this situation of unfamiliarity.</p>
<p><img alt="0scoperitou.jpg" src="http://www.we-make-money-not-art.com/yyy/0scoperitou.jpg" width="155" height="180" /> <img alt="0indamouth.jpg" src="http://www.we-make-money-not-art.com/yyy/0indamouth.jpg" width="263" height="180" /><br />
<em>IntroSpection</em></p>
<p><strong>What do scientists make of works such as <em>Protozoa Games</em> (<a href="http://userwww.sfsu.edu/~swilson/art/protozoagames/proto.playmov.html">video</a>) and <em>Introspection</em>? Are they &#8220;awed and troubled&#8221; or do they see the pieces as complementary to their own work for example?</strong></p>
<p>Mostly they ignored them. In doing research for my book <a href="http://userwww.sfsu.edu/~swilson/book/infoartsbook.html">Information Arts</a> I was distressed to learn of scientist attitudes. Many are rather arrogant &#8211; they doubt that even other scientists outside their discipline can contribute to their work &#8211; let alone artists.  Even though many are great supporters of classical forms of art, music, theater, ballet etc., their interest and knowledge of the art stops in the 70&#8242;s. They had little interest and familiarity with contemporary experimental conceptual, critical, and technological arts.</p>
<p>But there are hopeful signs also.  There are several efforts around the world to involve artists in research &#8211; all based on the idea that artists can bring unique perspectives to the research process.  For example there is the <a href="http://www.artistsinlabs.ch/">Artists in the Lab</a> program in Switzerland, <a href="http://w3.tii.se/">Interactive Institute</a> in Sweden, <a href="http://www.symbiotica.uwa.edu.au/">SymbioticA</a> in Australia, <a href="http://www.hexagram.org/spip/index.html">Hexagram</a> in Montreal and many others.  It&#8217;s not clear how they will all turn out but its a great start. Web viewers can find a more complete list at my art/research organizations <a href="http://userwww.sfsu.edu/%7Einfoarts/links/wilson.artlinks.org.html">page</a>.<br />
In creating <a href="http://userwww.sfsu.edu/%7Eswilson/art/guests/guests.html">IntroSpection</a> I got a glimpse of the possibilities.  I consulted with a Biologist at my university who is a world expert in bacteria.  I wanted to learn more about the bacteria in the mouth since they might be important in my art installation.  I was amazed to find out that in spite of all her knowledge, she had never taken a sample of her own mouth to see what was there. We had a good time together seeing what we could find in our mouths. We found some bacteria but they were all immobile. At that time in the development of my installation I was planning on using the movement of the bacteria in my art game so it was troubling.  She pointed out that most organisms don&#8217;t move around if they have what they need in the niche where they are &#8211; it costs unnecessary energy.  So we hypothesized about what could get the bacteria moving. She said she had never encountered that issue in the literature. We did several mini-experiments with coffee, alcohol, sugar, stimulants, drugs without much luck. We both learned from each other. I doubt it had any profound impact on her research, but I think it opened up some new ideas and approaches for her. I hear similar stories often repeated from artists who have worked with scientists.</p>
<p><strong>Would you say that <a href="http://userwww.sfsu.edu/%7Eswilson/art/protozoagames/protogames10.html">Protozoa Games</a> and <a href="http://userwww.sfsu.edu/%7Eswilson/art/guests/guests.html">IntroSpection</a> belong to the bioart category? What happened to bioart? It seemed that it was booming around 2003, at the time of the <a href="http://www.shanatinglipton.com/bio-art-1.html">L&#8217;Art Biotech</a> exhibition in Nantes (France). Is it back into marginality now?</strong></p>
<p>I guess a lot of the fields in this hybrid art/science/tech world dwell in marginality. Some rise in attention and then recede. Bioarts continues to be an area where many artists are working around the world. In the last few years there are several books that have come out. As is probably clear from my work, I think it is cultural suicide for the arts not to pay attention to new developments in biology research. My hope is that gradually the importance of many of the art/science fields will be recognized and that it will become part of the mainstream expectations for artists to work in these fields.  I joke with my students that the art supply store of the future will include sections for electronics and biology research supplies.</p>
<p><strong><a href="http://userwww.sfsu.edu/%7Eswilson/art/guests/guests.html">IntroSpection</a> uses microorganisms. What is/are the biggest challenge(s) when working with tiny human cells?</strong><br />
<img alt="0introspwctio8.jpg" src="http://www.we-make-money-not-art.com/yyy/0introspwctio8.jpg" width="300" height="225" align="left" /><br />
There is so much to learn when working with microorganisms.  I guess the biggest challenge artistically is how to bring these cells into cultural and art discourse. They are so alien at first for viewers and so easy to dismiss them as science. Also, many of the cells you can get to easily &#8211; eg on the skin are not very active. More lively stuff is more intricately involved in bodily processes &#8211; eg blood, sexual fluids, feces. You can well imagine art venues don&#8217;t want to deal with this stuff or the processes to get it.</p>
<p><strong>What did you try to achieve with the work <a href="http://userwww.sfsu.edu/%7Eswilson/art/body/bodysurfing.html">Body Surfing</a>?  </strong></p>
<p>At the time of installation there was much discussion about the irrelevancy of the body.  Virtual experience (eg Internet, online, games, vr, animation, etc) was seen as more important for the culture.  I felt those themes were being oversold and people were ignoring the ongoing importance of the physical world. I have great interest in crossover areas where information and computational technology intersect with the physical &#8211; for example, physical computing, tangible interfaces, biology, materials science.  I tried with <a href="http://userwww.sfsu.edu/%7Eswilson/art/body/bodysurfing.html">Body Surfing</a> to create an installation that didn&#8217;t do much unless the viewer exerted their body.</p>
<p>One section had digital movies that required viewers to run around the room; the speed and direction of the running directly controlled the speed and direction of the movie.  Another section required people to stretch and contort their arms and legs in order to access information.  Another section required people to beat on an African drum to control the digital world.  I wanted people to come out of the installation sweating and thinking about the joys and limitations of the physical body.</p>
<p><img alt="0informationarttt.jpg" src="http://www.we-make-money-not-art.com/yyy/0informationarttt.jpg" width="180" height="231" align="right" /><strong>You published <a href="http://userwww.sfsu.edu/~swilson/book/infoartsbook.html">Information Arts â€“ intersections of art, science and technology</a>. It was in 2002. Do you still keep a close eye on what&#8217;s going on in that artistic field? Have the interests and practices of artists evolved since the book was first launched? Do you think that it&#8217;s time for an <em>Information Art, volume 2</em>?</strong></p>
<p>***  I do keep up. I love the risks artists take to work in these research areas. For example, I get such a kick out the artists that appear in WMMNA. It is a bit harder now to keep up because more work is going on.  I am working on a new book for Thames &#038; Hudson (a UK publisher famous for publishing big format art books).  It will focus on artists working at the edges of scientific and technological research and will emphasize work created since 2000. It will be highly illustrated and will be aimed at the general public.  I am looking forward to finding a way to explain this work that makes it understandable but preserves the integrity and complexity of the artists&#8217; intentions.  People will walk into the art section of their bookstore and there, right next to the big books on Monet and Picasso, will be this book full of fascinating artists working in this hybrid research.  Perhaps that will help reduce the marginality we discussed earlier.</p>
<p><strong>Thanks Stephen!</strong></p>
<p>More <a href="http://userwww.sfsu.edu/~swilson/">information</a> about Wilson&#8217;s installations, essays, books, and the Conceptual Information Arts Program at SFSU where he is teaching.</p>
<p><a href="http://userwww.sfsu.edu/~infoarts/links/wilson.artlinks2.html">List</a> of artists, organzizations, essays, books, and festivals related to the intersections of art, science, and technology.</p>
<p><a href="http://www.leonardo.info">Leonardo</a> &#8211; International Journal of Art, Science and Technology (40 year history of monitoring this kind of art).</p>
<p><a href="http://feeds.we-make-money-not-art.com/~a/wmmna?a=tFc87S"><img src="http://feeds.we-make-money-not-art.com/~a/wmmna?i=tFc87S" border="0" /></a></p>
<p><img src="http://feeds.we-make-money-not-art.com/~r/wmmna/~4/112920863" height="1" width="1" /></p>
<p class="rb_attribution"><span class="rb_source"> <a href="http://www.we-make-money-not-art.com/archives/009390.php">Originally</a> from <a class="rb_source_link" href="http://www.we-make-money-not-art.com/">we make money not art</a></span> by <span class="rb_author">Regine</span></span><br />
	<span class="rb_reblogged">	reBlogged         by <span class="rb_reblogger">michael</span>         on <span class="rb_modified">Apr 29, 2007,  2:37PM</span>	</span></p>
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		<title>Flex Goes Open Source</title>
		<link>http://www.asomatic.com/flex-goes-open-source/</link>
		<comments>http://www.asomatic.com/flex-goes-open-source/#comments</comments>
		<pubDate>Fri, 27 Apr 2007 04:30:32 +0000</pubDate>
		<dc:creator>michael</dc:creator>
				<category><![CDATA[technology]]></category>

		<guid isPermaLink="false"></guid>
		<description><![CDATA[    <p><img src="http://www.basement.org/c/images/blog/flex.gif"  style="float:left; margin-right:15px;" />This is pretty cool news. Adobe has <a href="http://www.adobe.com/aboutadobe/pressroom/pressreleases/200704/042607Flex.html">decided</a> to open source the Flex platform (or specifically, the Flex SDK). Flex is as much a platform  as it is a single-purpose piece of software. The result is a pretty vibrant (and growing) community that contributes all sorts of <a href="http://flexbox.mrinalwadhwa.com/">cool</a> <a href="http://code.google.com/p/flexlib/wiki/ComponentList">components</a> that sit atop Flex.</p>

<p>By open sourcing Flex, Adobe is joining the party and looking to provide even more support for the community. At <a href="http://www.arc90.com">Arc90</a>, we've got some really talented engineers that immediately chose to go right under the hood and do some really cool things. The result is some really valuable feedback (we've had numerous conversations with Adobe's Flex team) that we're anxious to share. This move by Adobe is welcome because it'll hopefully make this more of a conversation between Adobe and the community. Rather than give feedback and hope for the best, Adobe joins the community.</p>

<p>The buzz continues to get louder around Flex and Apollo. This is about keeping the momentum going and recruiting more developers. Regardless, this is a great move for the platform. Open it up and build on top of it.</p>

<p>Is Adobe becoming IBM? (Heh).</p>
    
      <p class="rb_attribution"><span class="rb_source"> <a href="http://www.basement.org/archives/2007/04/flex_goes_open_source.html">Originally</a> from <a class="rb_source_link" href="http://www.basement.org/">Basement.org</a></span></span>
	<span class="rb_reblogged">	reBlogged         by <span class="rb_reblogger">michael</span>         on <span class="rb_modified">Apr 26, 2007,  8:05AM</span>	</span></p>
  
]]></description>
			<content:encoded><![CDATA[<p><img src="http://www.basement.org/c/images/blog/flex.gif"  style="float:left; margin-right:15px;" />This is pretty cool news. Adobe has <a href="http://www.adobe.com/aboutadobe/pressroom/pressreleases/200704/042607Flex.html">decided</a> to open source the Flex platform (or specifically, the Flex SDK). Flex is as much a platform  as it is a single-purpose piece of software. The result is a pretty vibrant (and growing) community that contributes all sorts of <a href="http://flexbox.mrinalwadhwa.com/">cool</a> <a href="http://code.google.com/p/flexlib/wiki/ComponentList">components</a> that sit atop Flex.</p>
<p>By open sourcing Flex, Adobe is joining the party and looking to provide even more support for the community. At <a href="http://www.arc90.com">Arc90</a>, we&#8217;ve got some really talented engineers that immediately chose to go right under the hood and do some really cool things. The result is some really valuable feedback (we&#8217;ve had numerous conversations with Adobe&#8217;s Flex team) that we&#8217;re anxious to share. This move by Adobe is welcome because it&#8217;ll hopefully make this more of a conversation between Adobe and the community. Rather than give feedback and hope for the best, Adobe joins the community.</p>
<p>The buzz continues to get louder around Flex and Apollo. This is about keeping the momentum going and recruiting more developers. Regardless, this is a great move for the platform. Open it up and build on top of it.</p>
<p>Is Adobe becoming IBM? (Heh).</p>
<p class="rb_attribution"><span class="rb_source"> <a href="http://www.basement.org/archives/2007/04/flex_goes_open_source.html">Originally</a> from <a class="rb_source_link" href="http://www.basement.org/">Basement.org</a></span></span><br />
	<span class="rb_reblogged">	reBlogged         by <span class="rb_reblogger">michael</span>         on <span class="rb_modified">Apr 26, 2007,  8:05AM</span>	</span></p>
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