Daphne Dragona
Since 2004
Works in Athens Greece

BIO
Daphne Dragona is a media arts curator based in Athens. Her exhibitions and events the last few years have focused on the notion of play and its merging with art as a form of networking and resistance. She has worked with Fournos Center for Digital Culture (Greece) , LABoral Art and Industrial Creation Centre (Spain), Alta Tegnologia Andina (Peru) and with the National Museum of Contemporary Art in Athens. She is also a PhD candidate in the Faculty of Communication & Media Studies of the University of Athens and a member of the Personal Cinema collective.

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EVENT

medi@terra 06 / gaming realities


Dates:
Wed Oct 04, 2006 00:00 - Mon Sep 18, 2006

medi@terra
7th International Art & Technology Festival

4


OPPORTUNITY

CFP Medi@terra 06 - Gaming Realities


Deadline:
Mon Dec 19, 2005 06:19

MEDI@TERRA 06
INTERNATIONAL ART AND TECHNOLOGY FESTIVAL
27 September - 1 October 2006
www.mediaterra.org

GAMING REALITIES

Game is part of our lives; it is actually our first contact, after our birth, with the world outside. It is the first step of “education” for a new member of a group. The game is not a human feature only. A cat before eating its prey, a half dead animal, plays with it or offers it to her children to play in order to train them in hunting.

The key points of discussion for computer games, which multiply more and more in our days, are not new; they are only augmented and presented in a new digital form which acts as a response to the digital society producing them.
As, ultimately, the main hero of these games stays always the player, who is, at the same time, the persecutor and the victim, the hero and the spectator, the master of the game but also its prisoner.

No other medium could better describe the phase that this new century is going through, other than video and computer games.

Read below and think of the incidents of the last five years:
Innumerous short links define the rules of the games that change as a rolling mass. Unexpected events change the flow of defined incidents. Anyone can become a hero; he/she does not need to be intelligent, he/she just needs to know the operation or, simply, just to hold the joystick. The rest is only a matter of time.

Game then becomes a serious issue. Who faces better the current conditions, a trained kid that knows how to fly with a Boeing 707, to dive with a bathyscaph or to change the outcome of the battle of Marathon, or the terrified parent who, although does not let the child play his/her favorite games, asks for his/her help to set up his mobile?

Today's games encompass all newly acquired knowledge and technical aptitude: from the developed interactive interfaces and 3D animations of mobile gaming to the use of smart agents and artificial intelligence in games. Anyway, modern mathematics was developed by studying games [Game Theory]. By examining games, we face the reality, we imagine the future, we resist.

Medi@terra 06 is seriously concerned with games and pays attention to those who play with reality and those who examine games seriously. We wish to make this new art known to the level that it should, and to promote the creators and protagonists in the area. We present and evaluate the new artistic trends and aesthetics.

Perhaps one of the most difficult times in our lives is when a game stops being the most serious occupation and the education of the language takes its place; possibly the most difficult task as from the minute we learn well its codes, we realise that some people "play" with us.

Resist to reality when they play with you
Resist to the game that resembles reality

Create your own game and send it to us to present it.
Get in touch with other people with the same concerns.
Present your point of view.
Explore your creativity and your imagination.
Play with reality with no borders.
Send your ideas to the festival.

For the Fournos team
Manthos Santorineos
Artistic Director of Medi@terra Festival

CALL FOR PAPERS AND PRESENTATIONS

“Gaming Realities: the Challenge of Digital Culture”
Conference

The Conference “Gaming Realities: the Challenge of Digital Culture” focuses on four Subject Areas covering a wide range of crucial issues and questions concerning Games and their position in Digital Culture, studied from the Observers’ as well as from the Players’ point of view: in Subject Area Α the Socio-Political, Psychological, Cognitive and Philosophical aspects of Game are analysed; in Subject Area B the influences of Game in Art and the Game as 21st century’s New Art are studied; in Subject Area C Technologies and Techniques that develop or are developed by the Game are presented; and finally Subject Area D concerns the emergence and growth of the New Economy of Games defining its impact in Art and Society of the 21st century;

The subject areas that constitute the four basic axes of the Conference are described by indicative topics around which the speakers are invited to communicate.

A. The borders between Games and Reality
(When Games influence Reality)

a. The World of Game
> Real Games - Virtual Life
> Net-Games and Virtual Communities: a utopian space
> Social and Anti-Social games
> MUDs and Net-Individualism
> Game and Communication Utopia
> Collective and Individual representation of the World through the Game

b. The Identity of the Player - The Identity of the Digital World Citizen
> The Embodiment and Dis-Embodiment of the Player and the Game
> Virtual Bodies, Games and Gender
> What avatars do we choose and what avatars do we create (or they create for us)
> Games and Identity
> The Essence of Play and the Psychology of the Player

c. Serious Games
> Game Politics and politic propaganda in Games
> Simulation and Game environments for learning and training
> Scientific and Military Games
> Freedom, Choice and Censorship in Games
> Games and Cognitive Sciences

B. Game in Art and Art of Game
(Game as 21st century’s New Art)

a. Game as a new field for artistic expression
> Game based artworks
> Art criticizing Games
> The Integration of Game in Art
> The Aesthetics of the New Media and “art games”
> "Commercial" Game as Art

b. Interactive Narratives and Multi-scenarios: the New Storytelling
> Audiovisual and Narrative aspects of Games
> Linear and non-linear narratives in art games, and in commercial Games
> Multi-scenario strategies
> From image to text and from text to image
> Responsive Play Environments

c. Game Aesthetics: the emergence of a New Art
> Game as a New Form of Art and the new Aesthetics of Digital Games
> Artistic expression through Game
> Aesthetics of New Interactive Media
> Aesthetics of Multi-centric Narratives

C. Game Technologies
(Game Evolution through Technology and Technology Evolution through Game)

a. History and Evolution of Game Technologies
> Game and “traditional” audiovisual media
> From 2D to 3D Game
> Mobile gaming: mobile phones and the evolution of Games
> Artificial Intelligence Techniques and Intelligent Games
> Integration of New Technologies in Game
> New Technologies development for Game

b. "Building" a Game: Design and Game Development
> From conception to production
> Creating a Game scenario: narrative techniques for multimedia/hypermedia
> Aesthetics and Techniques for the creation of Virtual Worlds
> 3D Game in the Web
> Architecture and Game Design
> “Serious” games techniques
> Sound and Graphics in Game
> Designing the Interface: the contact with the Player
> Games dramaturgy
> Designing virtual actors

c. Game-Engines VS PC
> Evolution of Game-Engines
> Game-Engines and PC evolution
> The Future of Game-Engines

d. Innovative and Experimental Game Techniques, Technologies and Interfaces
> Innovative interactive techniques for Games
> Innovative and Experimental Game Interfaces
> Special programs, software and programming for Games
> New audiovisual techniques and original applications in Games
> Original Game Design
> Original use of the New Media in Games

D. The Real Virtual Economy of Games

a. The emergence of a New Economy
> Net-Economy and Games
> The relation of the Games with the Cinema Industry
> Virtual and Real Game Products

b. The Geography of the Game Economy
> Games and New Markets
> Games in the East and the West
> The New Internet Geography and the Game Markets

c. The Future of the Game Economy
> Virtual Commerce and its Future
> The Future of the Game as a Product
> Legislation, Rights and Copyrights in Web-Games

Important Dates
Participation deadline (abstract submission): 10 March 2006
Notification of acceptance by the Scientific Committee: 8 May 2006
Deadline for full paper submission (3500-5000 words): 12 June 2006

PLEASE VISIT www.mediaterra.org FOR THE ONLINE SUBMISSION OF YOUR ABSTRACT

For any questions or more information please contact Nefeli Dimitriadi via email nefeli@fournos-culture.gr or call us at +30 210 6420451

CALL FOR GAMES

Medi@terra 06 aims with this call for game projects to offer the opportunity to artists, independent creators, programmers and theorists from the field to show their work and at the same time to create a forum of communication, discussion and collaboration.

The projects to be submitted may be
- stand alone offline applications
- on line applications, applets (eg Flash, Shockwave, Java)
- mods & patches/ Modifications and enhancements of well known games (Quake, Unreal, Half-Life, Torque)
- machinima / films made with the use of computer games
- mobile phone games

The games submitted shall be uploaded and hosted in a web address or sent in a CD/ DVD from which they can run on a PC or Mac.
Also accepted can be the playable demos of games.

Criteria for the selection of the games will be
- their innovation in terms of development and application
- the originality of their content
- the new approaches introduced
- their aesthetic/ artistic features
- their theoretical approach

A special interest will be shown to games with sociopolitical content as well as to games that constitute tools for education and other scientific fields.
All games submitted must have an English version available.

The games selected will be hosted in the exhibition of Medi@terra festival 06.

Important Dates
Deadline: 28 April 2006
Notification of the results: 9 June 2006

PLEASE VISIT www.mediaterra.org FOR THE ONLINE SUBMISSION OF YOUR PROJECT

For any questions or more information please contact Daphne Dragona via email daphne@fournos-culture.gr or call us at +30 210 6420451 .

Medi@terra Organizing Committee

Dodo Santorineos, Director of Fournos Center and Medi@terra Festival

Manthos Santorineos, Artistic Director of Fournos Center and Medi@terra Festival, Assistant Professor in the Athens School of Fine Arts

Daphne Dragona, Coordinator for Fournos Center and Medi@terra Festival

Nefeli Dimitriadi, Researcher and New Media Artist

Maria Roussou, Researcher, makebelieve experience design and consulting

Nikos Bubaris, Lecturer, Dpt. οf Cultural Technology and Communication, University of the Aegean

Dimitris Charitos, Lecturer, Dpt of Communication and Media Studies National and Kapodistrian university of Athens

Dimitris Delikolas, New Media Artist, Filmmaker

Panagiotis Delinikolas, New Media Musician, MMORPG-OD

Fotis Hadginikos, Ph.D Computer Science, Programmer

Yiannis Konstantinou, New Media Artist

Maria Pesli, New Media Artist

Alexandros Spiropoulos, Researcher, New Media artist, Member of the Personal Cinema collective

Panagiotis Stathopoulos, Ph.D Computer Engineer

Konstantinos Tiligadis, New Media Artist

Stavroula Zoi, Ph.D Informatics, Research & Teaching Associate at the Athens School of Fine Arts

Medi@terra Programme Committee (confirmed)

Prof Espen Aarseth, Associate Professor and Principal Researcher at the Center for Computer Games Research at the IT-University of Copenhagen, Co-founder and Editor-in-Chief of Gamestudies.org

Dr Dimitris Charitos, Lecturer, Dpt of Communication and Media Studies National and Kapodistrian university of Athens

Prof Adrian David Cheok, Director of the Mixed Reality Lab, Nanyang Technological University in Singapore, Associate Professor in the Schools of Computer Engineering and Art, Design, and Media

Gonzalo Frasca, Academic and Professional Game Designer, Editor of www.ludology.org, and co-editor of www.gamestudies.org and www.watercoolergames.org, PhD programme in the Computer Game Research at the IT University of Copenhagen

Dr Kenji Ito, Research Associate, Research Center for Advanced Science and Technology, University of Tokyo, Japan

Prof John Kontos, Professor of Artificial Intelligence at the Department of Methodology, History and Theory of Science, University of Athens

Kristian Lukic, Writer, artist, cultural and game researcher, Founder of Eastwood - Real Time Strategy Group

Dr Frans Mayra, DIGRA president, Research Director, Hypermedia Laboratory, University of Tampere

Julian Oliver, Free-software developer, composer and media-theorist. Founder of www.selectparks.net

Prof Narcis Pares, Assistant professor of the Technology Department of the Universitat Pompeu Fabra, Researcher in the group for Experimentation on Interactive Communication of the Audio-visual Institute at the UPF

Maria Roussou, Researcher, Co-Founder of makebelieve experience design and consulting.

Manthos Santorineos, Artistic Director of Fournos Center and Medi@terra Festival, Assistant Professor in the Athens School of Fine Arts

Dr Christa Sommerer, New media artist, Professor for Interface Culture, Institute for Media, University of Art and Design Linz, International Co-editor of the Leonardo Journal

David Surman, Senior Lecturer in Computer Games Design at Newport School of Art, Media and Design, Co-editor of Animation: An Interdisciplinary Journal, Editorial board member for Games and Culture.

Eric Zimmerman, Game Designer, CEO and Co-Founder of gameLab


OPPORTUNITY

Medi@terra festival/ Call for papers and projects


Deadline:
Mon Aug 01, 2005 00:00

MEDI@TERRA 05
7th INTERNATIONAL ART AND TECHNOLOGY FESTIVAL
7 - 11 DECEMBER 2005

GAMES AND REALITY

The game is part of our lives; it is actually our first contact , after our birth, with the world outside. It is the first step of “education” for a new member of a group. The game is not a human feature only. A cat before eating its prey, a half dead animal, plays with it or offers it to her children to play and train them in hunting.

The points of discussion for computer games that multiply more and more in our days do not make an appearance for the first time. They are only augmented and presented in their new digital form that is a respond to the digital society producing them.

Because finally the main hero of the games stays always the player, who is the persecutor and the victim at the same time, the hero and the spectator, the master of the game but also its prisoner.

No other medium could better describe the phase the new century is going through, other than video and computer games.

Read below and imagine the incidents of the last five years:
Innumerous short links define the rules of the games that change as a rolling mass. Unexpected events change the flow of defined incidents. Anyone can become a hero; he/she does not need to be intelligent, he/she just need to know the operation, or even easier to hold the joystick. All the other are only a matter of time.

The game then becomes a serious issue. Who faces better the current conditions, a trained kid that knows how to fly with a Boeing 707, to dive with a bathyscaph or to change the outcome of battle of Marathon, or the terrified parent who does not leave the child to play his favorite games, but asks for his/her help to set his mobile?

In today's games all new acquired knowledge and technology is encompassed. From the developed interactive interfaces and the 3D animations of the mobile technology (mobile gaming) to the use of smart agents and the Artificial intelligence in games.
The modern mathematics besides were developed by studying the games [theory of Paigneia]. By examining games, we face the reality, we think of versions of the future, we resist.

We make known this new art to the level we should, we promote the creators, the protagonists in the area. We present and evaluate the new artistic trends and aesthetics.

Medi@terra 05 is occupied seriously with games and pays attention to those who play with reality and those who examine the game seriously.

Maybe one of the most difficult times in our lives is when the game stops being the most serious occupation and the education of the language takes its place, possibly the most difficult task as from the minute we learn well its codes, we realise that some people "play" with us.

Resist to reality when they play with you
Resist to the game that resembles reality

Create your own game and send it to us to present it.
Get in touch with other people with the same concerns.
Present your point of view.
Explore your creativity and your imagination.
Play with the reality with no borders.
Send your ideas to the festival.

For Fournos team
Manthos Santorineos

CALL FOR PAPERS AND PRESENTATIONS

“Games or Reality: the Challenge of Digital Culture”
Conference

The Conference “Games or Reality: the Challenge of Digital Culture” focuses on four Subject Areas covering a wide range of crucial issues and questions concerning Games and their position in Digital Culture, studied from the Observers’ as well as from the Players’ point of view: in Subject Area Α the Socio-Political, Psychological, Cognitive and Philosophical aspects of Game are analysed; in Subject Area B the influences of Game in Art and the Game as 21st century’s New Art are studied; in Subject Area C Technologies and Techniques that develop or are developed by the Game are presented; and finally Subject Area D concerns the emergence and growth of the New Economy of Games defining its impact in Art and Society of the 21st century;

The subject areas that constitute the four basic axes of the Conference are described by indicative topics around which the speakers are invited to communicate.

A. The borders between Games and Reality
(When Games influence Reality)

a. The World of Game
> Real Games - Virtual Life
> Net-Games and Virtual Communities: a utopian space
> Social and Anti-Social games
> MUDs and Net-Individualism
> Game and Communication Utopia
> Collective and Individual representation of the World through the Game

b. The Identity of the Player - The Identity of the Digital World Citizen
> The Embodiment and Dis-Embodiment of the Player and the Game
> Virtual Bodies, Games and Gender
> The avatars do we choose and the avatars do we create (or they create for us)
> Games and Identity
> The Psychology of the Player

c. Serious Games
> Game Politics and politic propaganda in Games
> Simulation and Game environments for learning and training
> Scientific and Military Games
> Freedom, Choice and Censorship in Games
> Games and Cognitive Sciences

B. The Game in Art and the Art of Game
(The Game as 21st century’s New Art)

a. The Game as a new field for artistic expression
> Game based artworks
> Art criticizing Games
> The Integration of Game in Art
> The Aesthetics of the New Media and “art games”
> "Commercial" Game as Art

b. Interactive Narratives and Multi-scenarios: the New Storytelling...
> Audiovisual and Narrative aspects of Games
> Linear and non-linear narratives in art games, and in commercial Games
> Multi-scenario strategies
> From image to text and from text to image

c. Game Aesthetics: the emergence of a New Art
> Game as a New Form of Art and the new Aesthetics of Digital Games
> Artistic expression through Game
> Aesthetics of New Interactive Media
> Aesthetics of Multi-centric Narratives

C. Game Technologies
(Game Evolution through Technology and Technology Evolution through Game)

a. History and Evolution of Game Technologies
> Game and “traditional” audiovisual media
> From 2D to 3D Game
> Mobile gaming: mobile phones and the evolution of Games
> Artificial Intelligence Techniques and Intelligent Games
> Integration of New Technologies in Game
> New Technologies development for Game

b. "Building" a Game: Design and Game Development
> From conception to production
> Creating a Game scenario: narrative techniques for multimedia/hypermedia
> Aesthetics and Techniques for the creation of Virtual Worlds
> 3D Game in the Web
> Architecture and Game Design
> “Serious” games techniques
> Sound and Graphics in Game
> Designing the Interface: the contact with the Player
> Games dramaturgy
> Designing virtual actors

c. Game-Engines VS PC
> Evolution of Game-Engines
> Game-Engines and PC evolution
> The Future of Game-Engines

d. Innovative and Experimental Game Techniques, Technologies and Interfaces
> Innovative interactive techniques for Games
> Innovative and Experimental Game Interfaces
> Special programs, software and programming for Games
> New audiovisual techniques and original applications in Games
> Original Game Design
> Original use of the New Media in Games

D. The Real Virtual Economy of Games

a. The emergence of a New Economy
> Net-Economy and Games
> The relation of the Games with the Cinema Industry
> Virtual and Real Game Products

b. The Geography of the Game Economy
> Games and New Markets
> Games in the East and the West
> The New Internet Geography and the Game Markets

c. The Future of the Game Economy
> Virtual Commerce and its Future
> The Future of the Game as a Product
> Legislation, Rights and Copyrights in Web-Games

Scientific Committee

The Scientific Committees for each Subject Area will be composed of eminent persons and specialists from the areas of Art, Education, Digital Production and Culture (Artists, Sociologists, Philosophers, Producers and Creators of Games, Theorists and Historians of Media, Historians and Aestheticians of Art, Curators, Computer Scientists and Economists) and will be announced soon.

For any questions please contact Nefeli Dimitriadi via email info@fournos-culture.gr or call us at +30 210 6420451

More information will be uploaded soon on our websites www.mediaterra.org and www.fournos-culture.gr

CALL FOR GAMES

Medi@terra 05 aims with this call for game projects to offer the opportunity to artists, independent creators, programmers and theorists from the field to show their work and at the same time to create a forum of communication, discussion and collaboration.

The projects to be submitted may be
- stand alone offline applications
- on line applications, applets (eg Flash, Shockwave, Java)
- mods & patches/ Modifications and enhancements of well known games (Quake, Unreal, Half-Life, Torque)
- machinima / films made with the use of computer games
- mobile phone games

The games submitted shall be uploaded and hosted in a web address or sent in a CD/ DVD from which they can run on a PC or Mac.
Also accepted can be the playable demos of games.

Criteria for the selection of the games will be
- their innovation in terms of development and application
- the originality of their content
- the new approaches introduced
- their aesthetic/ artistic features
- their philosophical approach

A special interest will be shown to games with sociopolitical content as well as to games that constitute tools for education and other scientific fields.

The games selected will be hosted in the exhibition of Medi@terra festival 05.

Deadline: 30 October 2005

For any questions or more information please contact Daphne Dragona via email daphne@fournos-culture.gr or call us at +30 210 6420451 .

More information will be uploaded soon on our websites www.mediaterra.org and www.fournos-culture.gr


OPPORTUNITY

Capturing Utopia


Deadline:
Wed Jul 13, 2005 00:00

CALL FOR PROJECTS

Fournos, Center for Digital Culture organizes in September which is the Month of Photography for Athens, the event Capturing Utopia and invites creators to send their works [digital photographs and images] that have utopia as their theme.

The term utopia has been used in philosophy, art, literature, architecture even in politics to describe ideal situations that are impossible or very difficult to implement. These approaches may have a financial, political or social basis but in any case utopia is always strongly connected with an optimistic, idealistic or almost impossible perfection. The references to the utopia are innumerable, the most famous examples standing out are: Plato’s Republic, New Jerusalem by Augustine of Hippo, Utopia by Sir Thomas Moore [that first used the word utopia], New Atlantis by Francis Bacon, the Brave New World by Aldous Huxley, Andromeda Nebula by Ivan Efremov and the Cloud Of Maggelan by Stanilav Lem.

Which are the most familiar forms of utopia for today’s world? Utopia is a temporal and spatial illusion that examines reality and transforms it. It is connected to the facts and the conditions of each period converting them to something higher, idealized. Today’s utopias are connected to contemporary technology and science, their fast development and their possibilities. They leave behind the images of ideal paradises and societies close to nature. They are inspired and they use material from the internet, the mobile and wireless technologies for new conditions of social and political co-existence. Other forms of utopia are shaped into virtual environments from the fields of creation and entertainment.

Fournos aims with this event to form in its venue a utopian environment as this is captured and expressed by digital images. Images that might be realistic or fake. Snapshots from real and virtual worlds. Utopian reflections inspired from the social, political and aesthetical environment or personal everyday moments. Comments, proposals and personal manifestations visualized will adjoin one another to describe the different identities of utopia today.

Images should be
- sent as attachments via email utopiacall@yahoo.gr or saved in a CD ROM by post at the address Fournos, Center for Digital Culture, 168 Mavromichali str, 11472, Athens Greece
- 72 dpi, 800Χ600 pixels, in jpg format
- accompanied by a title/ comment on the work, by the name of the artist, a small CV of his/her, and contact details.
- original works of the senders.
Only one work can be submitted per sender.
DEADLINE: 2 SEPTEMBER 2005

The selected works will projected in the venue of Fournos and will be hosted in a special designed page in Fournos webpage. The event will take place from the 18th till the 25th of September 2005.

For more information please contact Daphne Dragona via email daphne@fournos-culture.gr or call us at +30210 6420451 / 6460748.

PS «Yet, when Utopia misunderstands itself as something real it is, if anything, even worse. As Bourdieu realises and history teaches, a real existing Utopia is invariably horrific for human beings..» (taken from the article Mobile Utopia by Charles Esche http://artefact.mi2.hr/_a02/lang_en/write_esche_en.htm)