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April 28, 2006

Call for Commissions — Enter. Explorations In New Technology Art

enter is pleased to announce that it will be commissioning three media art projects in 2006/07.

BACKGROUND
enter – explorations in new technology art is a festival that forms a key part of Arts Council England East’s overall strategy for arts and new technologies. Comprising of individual events and culminating with an international festival in April 2007 in Cambridge, enter is also designed to be a banner under which communities, arts organisations and practitioners in the field of new technology art can interact; sharing ideas, opinions and knowledge.
enter will work in partnership with a number of regional and national arts organisations and the higher education and business sector.

Unknown territories: Adventures in Space is the title of the festival’s showcase programme. The festival will take place between 25-29 April 2007 and consist of a showcase of events and a conference programme, focusing on two main thematic strands:
- artist’s interaction with audiences and space (public/private/virtual/augmented)
- bridging gaps and linking innovative ideas between new technology art, science and business

Deadline for submission is 1 June, 2006.

Please download submission forms here.

April 26, 2006

Else/Where Mapping

"Else/Where: Mapping — New Cartographies of Networks and Territories" (Univ Minnesota Design Institute) edited by Janet Abrams and Peter Hall is one of the most loruvilous books I've wrapped my paws around in a long time. I just lurve books that are full of gorvilous rich color illustrations and photos and with enough writing around them that I can dip in and dip out without feeling I have to go from cover to cover. Maybe it's my becoming a cybrid hyborg or something around my exposure to the new kinds of networked digital public media literacies I'm "researching", but sometimes it's nice to look, flip, read and wonder.

I'm torn about Amazon Prime cause it's an ecological disaster 2.0, but if you have enough in your cart for it to make environmental sense to fuel up a jet, fly it from Tennessee or wherever, and have a brown trousered guy drive a truck from the outskirts of your city to your doorstep, please order this one! Required browsing material!

full disclosure, PDPal, Times Square Edition, which I did in collaboration with marina zurkow and scott paterson, is one of the featured projects, herein.

reinventing public diplomacy through games awards ceremony!

REINVENTING PUBLIC DIPLOMACY THROUGH GAMES AWARDS CEREMONY

Join the USC Center on Public Diplomacy as we announce the awards winners of the Reinventing Public Diplomacy through Games Contest!

When: May 8th, 2006
3:00 - 5:00 p.m

Where: Davidson Executive Conference Center
University of Southern California
3415 S. Figueroa Street
Los Angeles, CA 90089-0871

Our Finalists: The finalists ranged from virtual cultural exchange programs to strategy games about the Israel and Palestinian conflict or international water rights. Listed below, in alphabetical order.

REINVENTING PUBLIC DIPLOMACY THROUGH GAMES AWARDS CEREMONY

Join the USC Center on Public Diplomacy as we announce the awards winners of the Reinventing Public Diplomacy through Games Contest!

When: May 8th, 2006
3:00 - 5:00 p.m

Where: Davidson Executive Conference Center
University of Southern California
3415 S. Figueroa Street
Los Angeles, CA 90089-0871

Our Finalists: The finalists ranged from virtual cultural exchange programs to strategy games about the Israel and Palestinian conflict or international water rights. Listed below, in alphabetical order.

Exchanging Cultures Exchanging Cultures, a diplomatic game built inside “Second Life,” was created to facilitate the creating virtual communities and relationships based on the exchange of cultural items like: dances, art crafts, food receipts, architectural models, clothing, cultural routes and images of real original places for travelers and explorers. http://interactive.usc.edu/members/jmfernandez/2006/02/exchanging_cultures_ec_game.html.

Global Kids Island: Fostering Public Diplomacy Through Second Life Global Kids, Inc. envisioned a Public Diplomacy program within Second Life where the youth in the after-school program will spend the month learning about a global issue, experience an interactive and experiential workshop designed to educate about the issue. Their demonstration will be shown at the awards ceremony. For more information on the organization: http://www.globalkids.org/olp/index.jsp.

Hydro Hijinks Hydro Hyjinks is a class project designed to promote discussion about international water issues and to educate players from around the world about sources of international conflict over water rights. Watch the video tour of the game at: http://www.youtube.com/watch?v=JS2JT9IV3CM.

Peacemaker PeaceMaker is a cross-cultural political video game simulation of the Israeli-Palestinian conflict which can be used to promote a peaceful resolution among Israelis, Palestinians and young adults worldwide. More information, please visit their website: http://www.etc.cmu.edu/projects/peacemaker/.

For those who will not be able to attend in Los Angeles, the event will be Simulcast in Second Life at Annenberg Island. To start your Second Life account, please go to http://secondlife.com/ . For a sneak preview of Annenberg Island within Second Life go to http://tinyurl.com/oogzx.

April 24, 2006

Help Make the Geospatial Web: Jobs @ Urban Mapping

Urban Mapping is relocating to the San Francisco area in late April 2006 and
seeks geospatial professionals with varied backgrounds to support our growth. For more information, please visit http://www.urbanmapping.com. We are interested in hearing from potential
full time, contract and intern candidates to help with project management, product development, business development and geodata strategy.

We are looking for those individuals who believe in the power of knowing location. If you have expertise in at least two of three areas below, we would be interested in learning more about you:

Urban Mapping is relocating to the San Francisco area in late April 2006 and
seeks geospatial professionals with varied backgrounds to support our growth. For more information, please visit http://www.urbanmapping.com. We are interested in hearing from potential
full time, contract and intern candidates to help with project management, product development, business development and geodata strategy.

We are looking for those individuals who believe in the power of knowing location. If you have expertise in at least two of three areas below, we would be interested in learning more about you:

Bucket #1

Geospatial: 4+ years' experience with various geodata/tools, possibly including MapInfo, Manifold, ESRI, data sourcing, remote sensing, GPS, spatial data structure, postGIS

Bucket #2

Development/Tech: Java, C, C#, .NET, C++, VB, SQL, LAMP/open source tools, KML, G/Y/M Map APIs, server mgt/admin, SOAP, XML, AJAX

Bucket #3

Other Domain: product management/development, business development, cognitive psychology, urban planning, cultural anthropology, communications design (interactive/print), sales

Those with a passion for, and experience across other disciplines are encouraged to apply. We are looking for people at all levels--from the management team to future management team (ie intern). For consideration, please forward your resume and a brief note indicating how your experience/interests fit with our mission. Please forward by email to
talent@urbanmapping.com

Freelance Researchers

Urban Mapping is rapidly expanding and needs help from intelligent and reliable freelancers in many parts of the world. If you have an interest in geography, strong computer skills (PC or Mac), a high speed internet
connection, and are available for a minimum of 10 hours per week, we would be interested in learning more about you. The work is ideal for students or those looking to supplement their income by moonlighting.

We are presently looking for help in Canada and Europe (initially UK, France, Germany, Italy and Spain). This does not mean that you have to live there, but you must have (at least) general familiarity with several cities
within each country. Native speakers are strongly preferred, but fluency may also be ok.

The work involves one of two areas: researching informal spaces (ie, neighborhoods) and drawing them using a straight-forward computer program, and researching mass transit (ie, subway) systems in major cities, collecting routing and scheduling data. We will provide you with all training materials.

The pay is US$10-20 per hour depending on experience and commitment. Bonuses for quality and total number of hours worked. Payment will be bi-weekly by PayPal or another payment service.

To learn more, please forward a resume and brief note of interest to us at talent@urbanmapping.com. Also state your availability, languages in which you are fluent and where you live.

April 23, 2006

Digital Cinema at NAB 2006

I flew this weekend to Las Vegas, where you can get anything except decent cell service and free wifi, to attend the Digital Cinema Summit, part of the ginormous annual National Association of Broadcasters (NAB). The summit was co-sponsored by the Entertainment Technology Center at USC, which runs a digital ready theater in Hollywood and is closely associated with the School of Cinema-TV.

Motivators for Digital Cinema — Creatively Practices
Those are the business practice prime motivators, and they were discussed passionately during several of the talks. Not unsurprisingly, James Cameron's key note talk focused much more on the creative motivators.

Cameron is passionate about the possibilities for 3D, and the really compelling 3D experiences are enabled by digital cinema. Cameron's been playing around with this stuff, as he explained, for quite some time, including early experiments with simply slapping two cameras side-by-side to shoot stereoscopically. He's also experimented with shooting 3D on a large selection of platforms — handheld, steadicam, helicopter, cranes — so as to prove to himself and others that, technically, 3D is entirely possible.

But, he brushed all of that aside to underscore the point that the technical instrumentalities matter little without compelling stories. He likened a fetish of the technology to the early 3D anaglyph films of yesteryear — they were horrible stories. In fact, they maybe turned audiences off of 3D, except for the hard-core enthusiasts. And hard-core enthusiasts alone do not make an audience.

His point was well taken by the audience. "We" can't do 3D for the sake of 3D. It needs to be done to create a richer visual story experience.


james cameron, creative, and john fithian, who works for the national association of theater owners

Read More About Digital Cinema at NAB 2006

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I flew this weekend to Las Vegas, where you can get anything except decent cell service and free wifi, to attend the Digital Cinema Summit, part of the ginormous annual National Association of Broadcasters (NAB). The summit was co-sponsored by the Entertainment Technology Center at USC, which runs a digital ready theater in Hollywood and is closely associated with the School of Cinema-TV.

Motivators for Digital Cinema — Creatively Practices
Those are the business practice prime motivators, and they were discussed passionately during several of the talks. Not unsurprisingly, James Cameron's key note talk focused much more on the creative motivators.

Cameron is passionate about the possibilities for 3D, and the really compelling 3D experiences are enabled by digital cinema. Cameron's been playing around with this stuff, as he explained, for quite some time, including early experiments with simply slapping two cameras side-by-side to shoot stereoscopically. He's also experimented with shooting 3D on a large selection of platforms — handheld, steadicam, helicopter, cranes — so as to prove to himself and others that, technically, 3D is entirely possible.

But, he brushed all of that aside to underscore the point that the technical instrumentalities matter little without compelling stories. He likened a fetish of the technology to the early 3D anaglyph films of yesteryear — they were horrible stories. In fact, they maybe turned audiences off of 3D, except for the hard-core enthusiasts. And hard-core enthusiasts alone do not make an audience.

His point was well taken by the audience. "We" can't do 3D for the sake of 3D. It needs to be done to create a richer visual story experience.


james cameron, creative, and john fithian, who works for the national association of theater owners

Richer Experience
Digital, by most accounts, offers the opportunity for a richer visual experience than film, but even if you argue that — as some of the alpha geeks did — it is hard to argue that it provides an impeccably consistent visual experience.

Digital doesn't degrade the way film does. It's digital — it's either there, or it isn't. After running through the gate in front of nuclear hot lamps, film degrades, perfs tear, splices are made — the film ages quickly over the course of its showing, in this regard. If you see the print at its first showing, you'll likely be satisfied. If you see it after it's 50th, you may notice a jerk in movement where a splice was made, or a speckled rash of scratches where a bit of dirt had its way with the celluloid.

3D experiences, as mentioned, are also a component of the richer experience. We saw a bunch of 3D clips and they're fun. It'll remain to be seen how 3D works in other cinematic idioms besides the action spectacular where the money shot is some hero stomping his foot on a break pedal, which makes for cool 3D. Will Nora Ephron move towards 3D? Probably not, but perhaps in a generation, 3D will become as common as color or sound and filmmakers won't even think twice about shooting 3D. In 20 years, shooting in "2D" may be like trying to shoot using a super-8 Bolex or something.


3D ready audience

"Enlightened self-interest"
This was a motivator that made my ears perk up. Cameron has an attitude that I think marks a visionary creative. He does what it takes to realize what he dreams and what he thinks will be neat.

Of course, he's got a nice little chest of cash to play with. Regardless of the financial aspects, creating things that you think are cool will undoubtedly be seen as cool to other people, too.

Cameron explained that filmmakers want the stuff they need to make the stories they want to tell, without being too clutered by business models. He explained that the right attitude to have is to be driven by what you think is cool, not what you think will make lots of money, or fits neatly into present business models. Now, certainly, that's easy for a filmmaker like Cameron to say, who has a big ball of dough with which to play, but the point was well received. Digital cinema will be resonant with audiences because of great stories with a great visual experience (not much with audio will change — not as revolutionary as the move to digital audio back when that happened with Jurassic Park.) You get audiences by having great visual stories and great visual storytellers.

"Showmanship matters — it even matters more than stadium seating and better cup holders."

Motivators for Digital Cinema — Business Practices
Digital cinema, as presented here, addresses a number of business and creative issues. The business issues are fairly straight forward — security, distribution, and increased attendance.

Security
Obviously, piracy is an enormous concern for the the movie making enterprise. I haven't read, nor do I intend to read, the entire digital cinema initiative specification, but one presenter mentioned that the bulk of it is composed of specifications for the security standard. Digital media can be encrypted more securely than "hard" media like shipments of film.

The media is presently MPEG encoded, although as I understand it based on some remarks, the JPEG2000 standard is the goal. When it's transported over digital networks, the film is encrypted. Sent separately to the theater are decryption keys. By sending these two things separately, the film can only be decrypted at the theater, in the projection booth. This mitigates against someone pirating a copy, which I guess can happen with film in the print duplication phase. (Although, it seems to me that, with digital, it's still possible to pirate at the post-production phase.)

Besides securing the actual transport of the digital film, digital projection and digital theaters also can be equipped with some mysterious technique that "jams" camcorders, another of the headaches theater owners face.

Distribution
Digital media can be transported cheaply and, eventually, quicker than hard media. It's also cheaper, in principle, to distribute electronically, over satellite links and using fiber, than to use traditional courier mechanisms. I've heard numbers like $1 billion that the studios spend in costs associated with shipping hard media. (Curiously, the current operating business model for digital cinema is to charge studios a "virtual print fee" for distributing digital. Who charges this? The third parties like Access Integrated Technologies who are in place with debt financing to help theater owners install and retrofit for the expensive digital projection systems. This fee is based upon the money that studios save in shipping costs. It's then used to help recoup the costs of installing and retrofitting for digital cinema.)

There are costs associated with digital cinema distribution, certainly. The instrumentalities for handling the data in the theater are significant. One cannot take for granted what material infrastructure, software, redundancy systems, customer service, bandwidth, etc., are needed to store 200GB of digital media. Operationally, digital cinema is a sophisticated operation after post-production. There are data centers managing satellites, racks of digital technical equipment that are so new that no one knows entirely how they may fail, etc.

As John Fithian of the North American Theater Operators Association (NATO, unfortunately) mentioned, digital is electronic, and electronic means that things break, and that things require technical expertise that does not yet exist as wide spread as will be necessary. If data that took 10s of hours to deliver for an evening screening is corrupted or a disk crashes or your redundancy system fails, you miss a screening and have turned off an entire audience to the experience.

Increase Attendance
This is the strong marketing hook for exhibitors — if you can create a better experience for an audience, you can then recapture some of the lost attendance that cinema has faced over the last years. If digital can deliver a richer visual cinematic experience, maybe people will start going back and perhaps even pay a bit more.

Biggest Take-aways, in my humble opinion
James Cameron's keynote on the second morning was exceptional and motivational. A few of his remarks are condensed and editorialized here:

Some things won't change about movies — they have to have a good story, great scripts, etc., no matter what the tools are. The technology doesn't sell theater seats — you can't market digital cinema as digital cinema by itself. Particularly with 3D, simply doing 3D is archaic — it's like the anaglyph 3D films of decades ago. They were horrible stories. Cameron made us all chant, "Red, Blue — Bad", which was pretty funny and mostly an inside joke amongst 3D enthusiasts. It's okay if you don't get it. It isn't even one of those "you had to be there" jokes, just geek humor.

Mobile media — "Who's going to watch Star Wars on a cell phone?"

(I have to agree, and one of the reasons I find mobile cinema rather perplexing. Watching any cinematic experience on a postage stamp sized screen just doesn't seem fun, nor fun to develop or produce. Now, I like the idea of mobile devices as touch points for various kinds of media experiences, but a full cinema or television story? I'm waiting to be convinced that this is a valuable area of research — it's just not interesting to me presently. And that's partly driven by the challenges of trying to get media onto a phone. I like problems that I can at least prototype in the laboratory in my backyard shed, and don't require networking the consent of some business people at a major cell phone service provider.

Live simulcasts — this is an interesting area of consideration, mostly for exhibitors, I believe. Having an event simulcast to theaters is one opportunity for the digital cinema ecosystem. For "private" or specialty events, like simulcast of an open heart surgery..in 3D..digital exhibition has great opportunities. But, beyond that, the opportunity is lost to the challenges of current business practices associated with licensing and rights management, most of which I'd guess are locked in through long-term relationships between the event producers and television. I'm sure TV can't be too happy about exhibition of these things in movie theaters.


is broadcast feeling it's age? what's next?

Broadcast?
One last thing. Although I was only here for the weekend, and the full NAB event officially starts on Monday, I got a slight sense — maybe it's just me — that the "broadcast" part of the National Association of Broadcasters may be loosing some of its primacy to other, multivalent means of circulating media, content and experience.

I caught the signage for one of the grand events going up, and it noted the honoring of three important broadcast journalists, who no longer are in broadcast the way they once were. Many opined that their having "moved along" was an indicator of the transition point from traditional broadcast to multipoint, networked based mechanisms for circulating culture, like the Internet. NAB2006 had summits and sessions on Podcasting, MoTV (mobile TV), IPTV and other mechanisms that anticipate many-to-many distribution that fundamentally disrupt the old school broadcast model. This topic could take up an entire book. It likely will someday. I just wanted to flag this and place a gentleman's wager that, within the next four years, NAB will change it's name to something like the National Association of Content Circulators or the National Association of Content Creators. ;-)


Why do I blog this?
Why did I go for a $700 weekend in Las Vegas? Actually, $707 if you count the $7 the slot machine took from me? I'm trying to find out more about digital cinema, mostly because I'm a digital technologist in a School of Cinema-TV. I'm not a film maker so looking at how digital technology enables new kinds of cinematic experiences hopefully gets me thinking about the future of visual story telling and what i can bring to the game. It may be nothing, but I'm used to probing a vector for a bit and testing the air. The digital cinema summit was a bit of a gamble, because sometimes these trade show sorts of things can be very "insider" focused. I'd say this particular event was about a 50/50 mix of technical minutiae that was interesting, but not 100% legible — color gamut comparisons, the importance of particular screen materials, testing platforms, distribution and encryption techniques, etc. The stuff that was interesting to me, the other 50 of the 50/50, was more about the creative possibilities of the digital cinema platform. The 3D stuff was very cool, and I like to think of that in the context of the Vis-a-Vis platform. Same goes for thinking about how the creative practice of visual story telling changes when you're able to provide a lower barrier to entry (in principle, technically speaking — the business barriers will likely still remain) for accepting content from independents who can save the expense of printing. Overall, I'd say it was worth the trip.


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April 22, 2006

Mobile Art

I keep loosing track of, then stumbling across, then losing track of again dr reinhold grether's directory to mobile art and locative media. This is a great, probably canonical list of mobile and locative media art projects over the ages, or at least last several years.

Bookmark this.

April 21, 2006

MASSIVE Event at UCI — Why Games Matter

The MASSIVE event yesterday was great. It was entirely worth the schlep down the 405. Nice discussions and blissfully brief presentations.

Big up for Celia in particular and the rest of the organizers for the event. It was a great example of a great symposium. And normal food and stuff — not just bake sale stuff.

I speed presented on the topic of Why Games Matter, for me at least. Not being a hardcore gamer (I think I was the only presenter to not cite their World of Warcraft ranking or level or whatever they call it cause, like — I don't play, even though I promised my colleague and collaborator Peter Brison that I would..you know, "for research".)

Why do games matter for me?

1. They are excellent mechanisms for framing and asking questions about how social formations arise, how people articulate and imagine different kinds of worlds, how communities form and dissipate.

2. Play can safely offer a chance to change one's perspective, if only for a moment, as you assume different roles, or different characteristics, or confront challenges that bust through social barriers or norms that you typically hold in your first life. (E.g., trying to find food when you've never wanted for food; feeling the pain of greed when trying to hold onto hordes of money, when you, in first life, don't have much; standing on your head in the middle of a public thoroughfare in your Brooks Brother's finest, when you'd never do that unless it was a fun game challenge; etc.)

3. Associating play with the inhabited, physical world can create different points of view. That is the world of the alternate/augmented reality game, or games that take place not only online but inworld are ways to move the solitary or cocooned activities of online electronic games slowly out into the physical world. This is important, that transition inworld, for phenomenological reasons I have yet to work through, but it's a chapter of the book, so I guess I'll have to work it through. Heidegger? Hi. It's Julian again.

4. Play allows for the embodiment of different social formations. You can wrangle a good old time or cavern raid or whatever and feel the sense of collaborative engagement and the satisfaction of social interactions.

5. Embodiment of different social formations, different points of view from what we're typically accustomed to, and so forth can (aspirationally) yeild new considerations as to what goes on in the world.

Read More About Why Games Matter

April 19, 2006

Making A Geospatial Web: Collaborative Cartography, Part I


The super excellent "Woolen Map Carpet" by Seyed Alavi, public art at the Sacramento Int'l Airport

I'm working through some questions related to the geospatial web. You know, the thing that some expect to arise when information that is buzzing within the data storage devices of the Internet are obtainable/searchable out there..in the normal human physical world.. Of course, the questions get slippery and difficult to frame fairly quickly because there aren't that many good examples of good examples of what the geospatial web might look like. Don't talk to me about virtual sticky note apps, or movie theater time look-ups based on where you are. I mean, you can talk to me — I'm just having trouble getting excited about such things, mostly because they seem a bit forced. I like the idea of spatial annotation, although I'm not entirely sure why. And I like the idea about being able to do semantically relevant things while I'm out and about and not just sitting in front of my screen at a fixed desk.

One thing I've been hopped up on for awhile is the possibility for massively multiplayer collaborative mapping. Essentially, geotagging — adding geographic semantics — across the globe. What does that mean? It means providng a simple, low-barrier-to-entry mechanic to allow pretty much anyone geared up to surf the web, to add geographic semantics to any arbitrary web resource.

It's a question — how do you do that?

Lately, I've been working with a chum, Will Carter, former IMD grad student, now mobile technology guy++, to develop a little theory object to help figure these questions out. It's got the friendly neighborhood "bookmarklet" semantics of del.icio.us, with some Yahoo! Maps seasoning.

Can't you just feel how cool this sort of thing could be? I mean, without even knowing what it is?

Read more about he geotagging usage scenario?


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