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March 30, 2006

Gordon Bell April 6 (Thurs) 3-4:30pm, in SAL 101


Sensecam!

It's like a double-header week. Howard Rheingold and Gordon Bell..Supersize me.

Dr. Gordon Bell from Microsoft Research will be giving a DLS
talk on Thu, April 6, 3-4:30pm, in SAL 101, on the following
topic of "Building Memex: Current Status."

Memex is a quest to chronicle a person's life by encoding every aspect of one's communications with people and machines, what is heard and seen, and all the aspects of their physical existence. These digital memories will not only extend human memory; they will infallibly record sensor readings and machine activities not even perceived by humans. Digital memories can provide humans with better recall, improved health, faster learning, new insights, and a telling of their story to posterity that only the great used to receive. They will hopefully enhance personal reflection in the same way that internet search has enabled more research.

March 27, 2006

The 4th Screen - Global Fest of Art & Innovation for Mobile Phones

The 4th Screen 'a global fest of art and innovation for mobile phones' will focus on the mobile phone as an emerging social, cultural and technological phenomenon.

Artists, designers, technologists, and all creative thinkers are invited to submit their creations, inventions and revolutionary ideas in one of two categories:
1/ Moving images - including videos, animations, and games made specifically for mobile delivery
2/ Wise technologies - including SMS based projects, sound, software art, software and hardware projects proposing new or extended use of mobile devices, applications that impact the life, the cultural, social and economical conditions of people living in diverse cultures.

The image-enabled cell phone is at the center of a radical cultural, technological, and social shift. With over two billion phones currently in use and hundreds of millions added annually, the mobile phone is not only becoming pervasive, but the shooting and sharing of still and moving images and the exchanging of text messages is similarly omnipresent. Once, a relatively simple communications device, the cell phone is now an all-in-one personal media device, enabling unprecedented access to the production, distribution and reception of information, entertainment and art.
The mobile phone is bridging the digital divide.

10 $5,000 Juried Awards!

The4thScreen.com

March 23, 2006

Hello World

Sunspot Version E

I spent an hour at Sun Microsystems in Menlo Park up there and got a look at the new Version E SunSpots. These are amazing little microcontrollers with lots of gusto — they pack tons of functionality, making them effective for prototyping real stuff, but their remarkably legible — not a huge learning curve. They park themselves firmly into the DIY world, but without the requirement that you be an alpha programmer or hardware hacker. One of the goals was to have a package that would be immediately friendly and accessible. (Dang..wish I had taken a picture of what Angel Lin, a design intern from Art Center, and Rob created in collboration for the out-of-the-box experience. It's this great, completely legible iconography.)

Sunspots Packaging (Prototype)


Here's a video of the very cool "Hello World" application — a runner of LEDs that you can "spill" from device to device.

I've got more about these units, plus other sightings on the short, two day tour about Silicon Valley.

March 15, 2006

Talk About Backchannel!

victoria.png



Bruce Schneier explains the hilarious prank Cal's Rally Committee played on Gabe Pruitt, USC's starting guard. They created an AIM account for a fake UCLA student "Victoria", who chatted with Gabe leading up to his March 4th game at UCLA.
On Saturday, at the game, when Pruitt was introduced in the starting lineup, the chants began: "Victoria, Victoria." One of the fans held up a sign with her phone number.
The look on Pruitt's face when he turned to the bench after the first Victoria chant was priceless. The expression was unlike anything ever seen in collegiate or pro sports. Never did a chant by the opposing crowd have such an impact on a visiting player....Pruitt ended up a miserable 3-for-13 from the field.

[via UCLA's Victoria AIM hoaxsmartmobs]

Report from the Blogject Workshop at LIFT06

Nicolas and I have finished our Next Iteration on the Blogject project — our workshop report from Lift06..Read, Ponder, Complain and Disseminate.




On February 1st, a day before the LIFT06 conference, a workshop about ‘Blogjects and the new ecology of things’ was held in Geneva. The purpose of this event was to discuss usage scenarios of Blogjects, the design issues they raises as well as their significance in various contexts. The description of the scenarios helped us refining what would be the Blogjects features and capabilities.


This report (.pdf, 18.6Mb) summarizes all the topic we discussed by presenting the main characteristics of Blogjects and four potential scenarios elaborated by the groups formed during the workshop.

As the Internet pervades more physical space and more social space it is likely that objects in the world will become able to connect to the network and participate in the web by disseminating and receiving data communications. As “things” participate within the Internet and once the Internet soaks through physical, geographic space a differentiated kind of Internet may arise. The Internet of Things sets up a different set of relations to social practice (we will be “in” a pervasive network) and a different set of relations to space (the Internet will be co-occupied by both social beings and things.) This shift generates new possibilities for integrating networked things into the Internet. This workshop addresses this shift by considering its characteristics in relation to an existing, prevalent set of practices and technologies currently in existence variously referred to as “the social web” and “Web 2.0.” We then proceeded into four groups to conduct design scenarios in order to further explicate our understanding of a world in which things are connected, networked participants within a pervasive, wireless, mobile Internet. We conclude that there is a significant opportunity for designing compelling usage scenarios for such a near-future Internet of Things world and recommend a follow on, intensive, multi-day workshop/retreat to continue contributing to this important topic.

Feel free to spread it, make any comment, reblog it!


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Vectors Journal of Culture and Technology, Summer 2006 Fellowship Call for Proposals

The University of Southern California’s Institute for Multimedia Literacy is pleased to announce a third annual Fellowship program for summer 2006 to foster innovative research for its digital publishing venture, Vectors: Journal of Culture and Technology in a Dynamic Vernacular.

First launched in 2005, Vectors is an international electronic journal dedicated to expanding the potentials of academic publication via emergent and transitional media. Moving well beyond the text-with-pictures format of much electronic scholarly publishing, Vectors brings together visionary scholars with cutting-edge designers and technologists to propose a thorough rethinking of the dynamic relationship of form to content in academic research, focusing on the ways technology shapes, transforms and reconfigures social and cultural relations.

Vectors adheres to the highest standards of quality in a strenuously reviewed format. The journal is edited by Tara McPherson and Steve Anderson, with Creative Directors Erik Loyer and Raegan Kelly and Lead Programmer Craig Dietrich, and is guided by the collective knowledge of a prestigious international board.

About the Fellowships
• Vectors Fellowships will be awarded to up to eight individuals or teams of collaborators in the early to mid- stages of development of a scholarly multimedia project related to the themes of Difference or Memory. Completed projects will be included in Volume 3 of the journal in 2007. Vectors features next-generation multimedia scholarship, publishing work that can only be realized in an online format.

Volume Three, Issue One: Difference
From Charles Babbage’s 19th century “Difference Engine” to Derrida’s 1980s neographism “Différance,” the notion of difference has served as a provocative metaphor for thinking about language, culture, politics, technology and identity. This issue of Vectors encourages diverse examinations of the notion of difference as it plays out in a variety of cultural spheres, discourses and practices. We are interested in a broadly-conceived notion of difference, one that engages technology and culture or that might be productively examined through the format of an interactive multimedia journal. In particular, we seek proposals that foreground the cultural or political manifestations of racial, gender, national, religious, ethnic, geographic, technological or economic differences.

Possible areas of investigation include but are not limited to:
-historical and future conceptions of difference
-rethinking otherness, multi-culturalism, convergence
-technologies of difference
-legacies + limits of 1990s theories and manifestations of difference
-sounding out difference(s)
-afro-futurism, speculative differences, future species
-sameness and/or difference, the logics of both/and
-rethinking identity; difference/multiplicity/fragmentation
-post-Katrina, post-9/11, post-racism
-post-feminist gender differences
-war and ethnic/religious differences
-economic disparity and cultural differences

Volume Three, Issue Two: Memory
Jean Luc Godard’s dictum that “only the hand that erases can write” underscores the ironic and contradictory status of memory in postmodern culture. In an age when both history and memory are routinely characterized as being at an end, it is more important than ever to closely examine the epistemological precepts and rhetorical strategies by which we engage, remember and speak about the past. This issue of Vectors explores a range of possible frameworks for thinking about memory as a phenomenon that is fundamentally entangled with the discourses of competing disciplines, political imperatives and cultural contexts. We are particularly interested in proposals that engage the eccentric, disruptive and dynamic potentials of memory as it relates to history, media, technology, and/or the sciences.

Possible areas of investigation include but are not limited to:
-the impact of proliferating technological and prosthetic forms of memory
-scientific and medical visualization
-visual memory, media and popular culture memories
-memorialization, reminiscence, recall
-the role of nostalgia, desire, psychology and narrative
-amnesia, displacement, erasure, regeneration
-the dynamic interplay of remembering and forgetting; “creative forgetting,” “active forgetting”
-memory as practice, process and ritual
-reconstruction, reenactment, rescripting and remixing of memories
-counter-memory, chaos and resistance
-discontinuous, fragmentary or disruptive visions of the past
-individual vs. social, cultural and popular memory

About the Awards
All fellowship recipients will participate in a one-week residency June 19-23, 2006 at USC’s Institute for Multimedia Literacy, where they will have access to state of the art production facilities. Fellows work in collaboration with world-class designers and Vectors’ technical support and programming team throughout the project’s development, typically during a span of 3-5 months.

The residency will include colloquia and working sessions where participants will have the chance to develop project foundations and collectively engage relevant issues in scholarly multimedia. Applicants need not be proficient with new media authoring, but must demonstrate familiarity with the potentials of digital media forms. Evidence of the capacity for successful collaboration and for scholarly innovation is required. Fellowship awards will include an honorarium of $1500 for each participant or team of collaborators, in addition to travel and accommodation expenses.

About the Proposals
We are seeking project proposals that creatively address issues related to the themes of Difference and Memory. While the format of the journal is meant to explore innovative modes of multimedia scholarship, we are not necessarily looking for projects that are about new media. Rather, we are interested in the various ways that ‘old’ and ‘new’ technologies suggest a transformation of scholarship, art and communication practices and their relevance to everyday life in an unevenly mediated world.

Applicants are encouraged to think beyond the computer screen to consider possibilities created by the proliferation of wireless technology, handheld devices, alternative exhibition venues, etc. Projects may translate existing scholarly work or be entirely conceived for new media. We are particularly interested in projects that re-imagine the role of the user and seek to reach broader publics. Work that creatively explores innovations in interactivity, cross-disciplinary collaboration, or scholarly applications for newly developing scientific or engineering technologies are also encouraged.

Proposals should include the following
• Title of project and a one-sentence description
• A 3-5 page description of the project concept, goals and outcome. This description should address questions of audience; innovative uses of interactivity, address and form. Please also detail the project’s argument and its contribution to multimedia scholarship and, more generally, to contemporary scholarship in your field.
• Brief biography of each applicant, including relevant qualifications and experience for this fellowship
• Full CV for each applicant
• Anticipated required resources (design, technical, hardware, software, exhibition, etc.)
• Projected timeline for project development
• Sample media if available (CD, DVD, VHS (any standard), or NTSC Mini-DV); for electronic submissions, URLs are preferred but still images may be sent as e-mail attachments if necessary)

Projects that articulate a clear understanding of the value of multimedia to their execution will be the most successful. Take seriously the questions “Why does this project need to be realized in multimedia? What is to be gained by the use of a rich media format for the argument or experience I aim to present?”

Electronic applications are preferred. Please submit to:
vectors [at] annenberg [dot] edu

Mailing address
Vectors Summer Fellowships
Annenberg Center for Communication
746 W. Adams Blvd.
Los Angeles, CA 90089-7727

Priority will be given to applications received by April 15, 2006. Fellowship recipients will be notified in May 2006.

Additional Information

For additional information about Vectors and the Vectors Summer Fellowship Program, please visit http://www.vectorsjournal.org

Questions may be directed to Tara McPherson tmcphers [at] usc [dot] edu or Steve Anderson sfanders [at] usc[ dot] edu

Second Person Preview

this one looks good! add to cart..

via turbulence.org

0262731754-medium.jpg

Role-Playing and Story in Games and Playable Media

To celebrate the availability of the First Person paperback, I’m happy to share the table of contents for the sequel that Pat Harrigan and I have edited. The new book, Second Person: Role-Playing and Story in Games and Playable Media, is currently in the MIT Press production process (and will hopefully appear on shelves this fall). We’re very pleased with how the new book has come together. It includes leading game designers, innovative computer scientists, writers and artists engaging the playful potential of digital media, and scholars who take games and other “playable” media seriously along computational, representational, performance, and ludic dimensions. Plus three appendixes include alternative RPGs from John Tynes, Greg Costikyan, and James Wallis!

I: Tabletop Systems 1) Greg Costikyan: Games, Storytelling, and Breaking the String 2) George R.R. Martin on the Wild Cards novels 3) Erik Mona: From the Basement to the Basic Set: The Early Years of Dungeons & Dragons 4) Kenneth Hite: Narrative Structure and Creative Tension in Call of Cthulhu 5) Keith Herber on “The Haunted House” 6) Jonathan Tweet on character creation in Everway 7) Will Hindmarch: Storytelling Games as a Creative Medium 8) Rebecca Borgstrom: Structure and Meaning in Role-Playing Game Design 9) Paul Czege: My Life with Master: The Architecture of Protagonism 10) James Wallis: Making Games That Make Stories 11) Eric Zimmerman: Creating a Meaning-Machine: The Deck of Stories Called Life in the Garden 12) Eric Lang (with Pat Harrigan): Design Decisions and Concepts in Licensed Collectible Card Games 13) Kevin Wilson: One Story, Many Media 14) Bruno Faidutti on Mystery of the Abbey 15) Kim Newman on Life’s Lottery

II: Computational Fictions 1) Jordan Mechner: The Sands of Time: Crafting a Videogame Story 2) Lee Sheldon on And Then There Were None 3) Helen Thorington on Solitaire 4) Jeremy Douglass: Enlightening Interactive Fiction: Andrew Plotkin’s Shade 5) Steve Meretzky: The Creation of Floyd the Robot in Planetfall 6) Nick Montfort: Fretting the Player Character 7) Emily Short on Savoir-Faire 8) Stuart Moulthrop: Pax, Writing, and Change 9) Talan Memmott: RE:Authoring Magritte: The Brotherhood of Bent Billiard 10) Lev Manovich on Mission to Earth 11) Marie-Laure Ryan on Juvenate 12) Mark C. Marino on 12 Easy Lessons to Better Time Travel 13) Chris Crawford: Deikto: A Language for Interactive Storytelling 14) D. Fox Harrell: GRIOT’s Tales of Haints and Seraphs: A Computational Narrative Generation System 15) Michael Mateas and Andrew Stern: Writing Façade: A Case Study in Procedural Authorship 16) Robert Zubek on The Breakup Conversation 17) Mark Keavney on The Archer’s Flight

Part Three: Real Worlds 1) John Tynes: Prismatic Play: Games as Windows on the Real World 2) Sean Thorne on John Tynes’s Puppetland 3) Ian Bogost and Gonzalo Frasca: Video Games Go to Washington: The Story Behind The Howard Dean for Iowa Game 4) Kevin Whelan: Political Activism: Bending the Rules 5) Jane McGonigal: The Puppet Master Problem: Design for Real-World, Mission-Based Gaming 6) Nick Fortugno on A Measure for Marriage 7) Robert Nideffer on unexceptional.net 8) Teri Rueb on Itinerant 9) Tim Uren: Finding the Game in Improvised Theater 10) Joseph Scrimshaw on Adventures in Mating 11) Adrienne Jenik: Santaman’s Harvest Yields Questions, or Does a Performance Happen if it Exists in a Virtual Forest? 12) Torill Elvira Mortensen: Me, the Other 13) Jill Walker: A Network of Quests in World of Warcraft 14) Celia Pearce and Artemesia: Communities of Play: The Social Construction of Identity in Persistent Online Game Worlds 15) Adrianne Wortzel: Eliza Redux

Appendix I: Puppetland by John Tynes Appendix II: Bestial Acts by Greg Costikyan Appendix III: The Extraordinary Adventures of Baron Munchausen by James Wallis

[blogged by Noah on Grand Text Auto]

March 14, 2006

NADA

i saw mike kuniavsky and matt cottam give a demo of this during etech — very cool stuff!

nada_screenshot.jpg

Tool for Integrating Sensors, Sounds, Devices as Interactive Objects and Environments

NADA affords both the technical novice and expert an unified platform for prototyping physical interfaces and digital content - from handheld product concepts to reactive environments that can be connected across the Internet.

Working models that require less work... NADA is designed for maximum versatility and efficiency. It is a true cross-platform application, and it connects to a variety of commercially available hardware for bringing digital information into and out of standard PC’s and Macs. Supported hardware is automatically detected and auto-configured, minimizing complexity for the user. Project authoring with NADA can be done in either Macromedia Flash MX2004 (or later) or Java™. Even beginners without programming experience can design and prototype with sensors, actuators, lights, switches and animation using an intuitive graphical environment. Graduate to finer levels of control by developing projects using the NADA API for ActionScript and Java™. Below is the look of the NADA interface. [via MAKE]


regine also has a great write-up of their talk

via turbulence