torsdag 18 oktober 2007

torsdag 11 oktober 2007

Day 4

Getting it together

Workshop: Nadia EL-Imam


Multiple Spaces, Multiple Selves

We have any number of social networking applications up an running at any one time, each with a different profile representing our presence in that online space, and It is safe to say that the variations in how we choose to present ourselves in the different online spaces are in some way connected to our personalities and to our ”self”. As the overlap between online and physical real-worlds grows, the question of what constitutes the self is brought to surface ( as indeed it always is). On the one hand we have the embodiment debate with its proponents arguing against dismbodied thought in combination with the common sense notion of the individual as a center of action and consciousness. On the other we have Shannon´s linear theory of communication and the AI communities attempts to create intelligent systems by infusing them with data assumed to be unadultered by interaction with the physical material transmitting it, thus extracting them from the very physical real-world, within which they are designed to function as intelligent agents.


Analysis and Synthesis



Our discussion today moved seamlessly between the issues of identity, the self, ownership and embodiment theory. It seems that contrasts between the experiences in Second Life and the immersive environment presented by Bertrand Gondouin gave rise to many ideas and insights central to the course topic. We approached the communicating of embodied knowledge, understanding, emotions, thoughts and mental states to others in both hybrid and traditionally "physical real world" environmens and contexts. It seems that the students found conversation a discussion a useful method for narrowing down the many thoughts and ideas that they have been battling to synthesize into a coherent basis for thier future work within their respective disciplines. We came to the conclusion that these issues are in fact existential ones, and that the questions posed are the ones we always return to in som form or another; it is the differences in context- and discipline specific code and discourse that make it difficult to identify them and apply our aggregated bodies of knowledge when attempting to answer them.

People exist in multiple spaces simultaneously, in multiple worlds. It is not obvious what the ”self” is or where one person ends and another begins in this context. How do we meet these challenges when the design paramenters are too many to mention and growing? We know that immersive field studies offer the designer unparalled insight into contextually relevant challenges posed and opporunities offered by and in certain situations (immersive field studies report). In this course we use a mish-mash of technologies and materials in order to find personal strategies aimed at immersing designers and artists in the problem-space or ”inside the head” of the recipients of their ideas or solutions. Today we discussed how one would go about creating an environment where the designer or artist is immersed in the same physical space in which abstract multiple worlds coexist as is the user/viewer . This is a space where the relationships between the whats, whens and wheres of designing, experiencing, participating, observing and being observed are obscure, dynamic and difficult to verbalise …


On Interaction Design

In designing interaction, our understanding of the interface (what it is, what it does and how it can be engineered to improve our lives) rests on our having knowledge about how human beings relate to people, things and the world outside of their bodily or material selves. We have aggregated, and are continuously gathering, information about the relational basis of selfhood or our selves as formed by our social and societal relations. Our selves as being driven by the needs of bodies acting as machines, as transportation for genes and as the source of ever changing wills and desires have have been explored by the Evolutionary biologists and Marquis de Sades of our times. My interest, as does those of the neuroscientists, cognitive psychologsts and surrealistic art movements lies in exploring the dynamic of the multidimentional accounts of the self in situations where we are relfectively both embodied and disembodied simultaneously.


You, and me and everyone we know...

I believe that in order to help human beings meet, understand and respond to the challenges that new modes of being, communicating and interacing bring, we need to being by understanding them. Perhaps a good place to start is from within ourselves, by understanding how they change what being our ”self” actually involves. I for one am very much pleased by the students having taken on this challenge in such an open-minded manner and I very much look forward to the coming two weeks. Also, although they will be re-joining us throughout the duration of the course, I would like to take the opportunity to thank Palle and Bertrand for highly engaging presentations and workshops.



Nadia El-Imam

Day 3

Daydreamers and Magicians

Guest Lecturer: Bertrand Gondouin


Bertrand Gondouin (b. 1975) is a digital media artist from Paris living
in Stockholm. His work combines software development and live
improvisation with sound and image. He has performed at galleries,
theaters and clubs throughout Europe.

He has been image director for the Canalweb TV station in Paris
(1999-2001) creating ground-breaking live video broadcast for the Hip
Hop program ’Grek Frites’.

While mainstream software tend to push the artistic process in
established directions, he invents his own instruments such as visual
synthesizers and physical interfaces : Symtonic, a Flash™ video-mixer in
2001, Podesk, a video podcast and video blogging software, and Scramble,
a granular video synthesis software that allows an unlimited number of
video layers.

He is also involved in dance and scenography research (the Laeterna
Machina Dance Collective) and NIME (New Interface for Musical
Expression), applied to video with body sensors, motion capture and
artificial intelligence.

With the project Grains & pixels, he received the Special Recognition
prize award from the CynetArt Festival 2006, in Dresden, and the Prix
Möbius Nordica Experimental, Pixelache Highlights 2007 in Helsinki.

His conviction is that in order to create art that involves the
community in a meaningful process, digital media should be composed in a
live situation.

Music, Video Jockeying and the traditional theater stage are contexts
providing a dynamic interaction with the media elements when he is
performing.


Materials


The Scramble software is Bertrands playground when experimenting with live
video. It's a kind of Magic Lantern into which you can throw any kind of
picture and animate it – I feed scramble with my own drawings, videos or
photos – or start drawing from scratch in a 3D space.

Scramble has its roots in film history. One of its animation effects is
a remake of the Zoetrope, a pre-cinema technology. Inspired by Orson
Welles, I have also created a Soft/Deep Focus effect that simulates the
depth of field of the traditional camera.

Technical details:

* Unlimited numbers of layers
* GPU image processing with shaders
* Live video input, and image grabbing
* Controls: sensors, midi, audio, Internet
* Output: HDTV resolution 1920*1080
* Language: Max/Msp/Jitter

Day 2

Masters and Slaves: A Day in Second Life



Guest Lecturer: Palle Torsson

Palle works within the international new media arts/general mediated subversion scene. He resides in his native Stockholm, where he was Educated at the Royal University College of Fine Arts (master/1998) and iscurrently represented by gallery Andréhn-Schiptjenko.

Projects and interests include:

PorCannibalism, Join Hands The first art project on the Swedish web - homo social power, desire, bounds and aesthetics. Reconstructing contemporary art museums in first person shooter games, DukeNukem 3d and Half-life. Feminism, Game modification with five year old girl with a big gun at Palais de Tokyo and Logo City, Changing your life with sex related minus porn and food sex. Censored Pippi Examples video, Digital imagery, Unreal feature films sample works, performance with animals, media developer, workshops, think tank, at your pleasure.

måndag 8 oktober 2007

Day 1

The Brief:

Information, Space, body, thought, movement, communication, imagination, belief, visualisation, time, knowledge, art, flow, virtuality, embodiment, presence, material, spirit or soul, design, experience, relationship, self



1. Chose two or more terms from the above
2. Consider for yourself how they may be related
3. Define questions and research-goals
4. Research
5. Summarise your findings
6. Visualise your conclusions

Deadline for presentation: Tomorrow morning

Interdisciplinary Studies Course, Konstfack

Course Background:

As we spend more and more of our time socialising and conducting the business of our everyday lives Online, we see the rise of economies of the virtual; over the past eight years alone, Real-money trade of virtual property ('RMT') has burgeoned into a 2 Bn USD market. With the emerging visibility of new relationships and communities we see the emergence of new forms of ownership related to the accumulation of meta-data; these can be seen as attempts to obtain outwardly extending, all- encompassing ownership of information as opposed ownership of content, or enclosures of information. In order to identify and meet the challenges these developments pose to our lives in general and work in particular, we need to understand human experience in these environments. Exploring relationships between embodiment and enclosure as related to ownership is a central concern, obliging us to revisit what we know about how and what it is that distinguishes between how we function in bodied and disembodied contexts.


Course Description:

We are de-constructing idea of ownership as related to embodiment and the boundaries of integrity or “the state of being whole”. This obliges us to revisit what we know about how and what it is that distinguishes between how we function in bodied and disembodied environments. With its central concern being the understanding of implications of “post human” experience and embodiment, the course finds its natural home and setting in Second Life (SL), the Linden Labs online platform, and students are expected to participate in related seminars and lectures . Students are also expected to make presentations that explore and relate the different aspects of implementation using the Second Life platform with ones they make in a designated physical space.