My background is as a writer for media (journalism, fanzines, community media), performance poet, artist and street musician. I am Australian but between 1996-2000 I travelled and lived in several countries. I settled in Sweden in 2000. I have been studying at Umea university since 2002.
HUMlab blog (English) here:
http://blog.humlab.umu.se/
Some sounds here:
http://del.icio.us/didgebaba/MusicProjects
Postdoctoral Position in the Humanities, Culture and the Digital (Digital Humanities)
inquiry, expressive medium and exploratory laboratory.
See here for the HUMlab movie trailer.
Humanities and cultural studies, their objects of study and practices
are profoundly affected by information technology and the digital.
Examples of possible areas for postdoctoral projects include (but are
not restricted to): Computer games studies, visualization of humanities
materials, Fan Fiction, online practices, digital humanities as a research area, embodiment and the digital, gender and information technology, digital art, digitally mediated language and communication, academic activism, humanities infrastuctures, interactive architecture, aesthetic theory, digital creative industries and new digital means of publication for thehumanities. Applicant’s research background may be in a humanities subject or from another relevant area.
For further information about the digital humanities position, please contact Patrik Svensson, patrik.svensson@humlab.umu.se
Visit the website (Swedish language):
http://www.humfak.umu.se/forskning/humaniora-och-it/.
Official announcement (in Swedish) is available here.
Reference number 315-127-11.
Applying
Applications shall include
A complete curriculum vitae (CV)
A list of publications
A research plan of 5-8 pages
Applicants must have obtained their doctorate within the last three years and not held a postdoctoral position before.
Documents
sent electronically should be in MS Word or PDF format. Your complete
application, marked with the reference number should be sent to
jobb@umu.se (state the reference number as subject) or to the Registrar, Umeå University, SE-901 87 Umeå, Sweden to arrive March 21, 2011 at the latest.
Union information is available from SACO, +46-(0)90-786 53 65, SEKO, +46-(0)90-786 52 96 and ST, +46-(0)90-786 54 31.
We look forward to receiving your application!
Postdoctoral Position in the Humanities, Culture and the Digital (Digital Humanities)
See here for the HUMlab movie trailer.
Humanities and cultural studies, their objects of study and practices
are profoundly affected by information technology and the digital.
Examples of possible areas for postdoctoral projects include (but are
not restricted to): Computer games studies, visualization of humanities
materials, Fan Fiction, online practices, digital humanities as a research area, embodiment and the digital, gender and information technology, digital art, digitally mediated language and communication, academic activism, humanities infrastuctures, interactive architecture, aesthetic theory, digital creative industries and new digital means of publication for the humanities. Applicant’s research background may be in a humanities subject or from another relevant area.
For further information about the digital humanities position, please contact Patrik Svensson, patrik.svensson@humlab.umu.se
Visit the website (Swedish language):
http://www.humfak.umu.se/forskning/humaniora-och-it/.
Official announcement (in Swedish) is available here.
Reference number 315-127-11.
Applying
Applications shall include
A complete curriculum vitae (CV)
A list of publications
A research plan of 5-8 pages
Applicants must have obtained their doctorate within the last three years and not held a postdoctoral position before.
Documents sent electronically should be in MS Word or PDF format. Your complete application, marked with the reference number should be sent to jobb@umu.se (state the reference number as subject) or to the Registrar, Umeå University, SE-901 87 Umeå, Sweden to arrive March 21, 2011 at the latest.
Union information is available from SACO, +46-(0)90-786 53 65, SEKO, +46-(0)90-786 52 96 and ST, +46-(0)90-786 54 31.
We look forward to receiving your application!
Postdoctoral Position in the Humanities, Culture and the Digital (Digital Humanities)
Humanities and cultural studies, their objects of study and practices
are profoundly affected by information technology and the digital.
Examples of possible areas for postdoctoral projects include (but are
not restricted to): Computer games studies, visualization of humanities
materials, Fan Fiction, online practices, digital humanities as a research area, embodiment and the digital, gender and information technology, digital art, digitally mediated language and communication, academic activism, humanities infrastuctures, interactive architecture, aesthetic theory, digital creative industries and new digital means of publication for the humanities. Applicant’s research background may be in a humanities subject or from another relevant area.
For further information about the digital humanities position, please
contact Patrik Svensson, patrik.svensson@humlab.umu.se. Visit the
website (Swedish language): http://www.humfak.umu.se/forskning/humaniora-och-it/. Official announcement (in Swedish) is available here.
Reference number 315-127-11.
Applying
Applications shall include
A complete curriculum vitae (CV)
A list of publications
A research plan of 5-8 pages
Applicants must have obtained their doctorate within the last three years and not held a postdoctoral position before.
Documents sent electronically should be in MS Word or PDF format. Your complete application, marked with the reference number should be sent to jobb@umu.se (state the reference number as subject) or to the Registrar, Umeå University, SE-901 87 Umeå, Sweden to arrive March 21, 2011 at the latest.
Union information is available from SACO, +46-(0)90-786 53 65, SEKO, +46-(0)90-786 52 96 and ST, +46-(0)90-786 54 31.
We look forward to receiving your application!
UNDERSTANDING MACHINIMA: essays on filmmaking in virtual worlds
Call for Papers
Submissions are invited for an edited book with the working title Understanding Machinima: essays on filmmaking in virtual worlds. Machinima - referring to "filmmaking within a real-time, 3D virtual environment, often using 3D video-game technologies" as well as works which use this animation technique, including videos recorded in computer games or virtual worlds - is challenging the notion of the moving image in numerous media contexts, such as video games, animation, digital
cinema and virtual worlds.
Machinima's increasingly dynamic use and construction of images from virtual worlds - appropriated, imported, worked over, re-negotiated, re-configured, re-composed - not only confronts the conception and ontology of the recorded moving image, but also blurs the boundaries between contemporary media forms, definitions and aesthetics, converging filmmaking, animation, virtual world and game development.
Even as it poses these theoretical challenges, machinima is expanding as a practice via internet networks and fan-based communities as well as in pedagogical and marketing contexts. In these ways, machinima is also transformative, presenting alternative ways and modes of teaching and commercial promotion, in-game events and, perhaps most significantly, networking cultures and community-building within game, virtual and filmmaking worlds, among others.
Divided into these two sections - machinima (i) in theoretical analysis; and (ii) as practice - this first collection of essays seeks to explore how we can understand machinima in terms of the theoretical challenges it poses as well as its manifestations as a practice. We are primarily concerned with offering critical discussions of its history, theory, aesthetics, media form and social implications, as well as insights into its development and the promise of what it can become. How does machinima fit in the spectrum of media forms? What are the ontological differences between images from machinima and photochemical/digital filmmaking? How does machinima co-opt the affordances of the game engine to provide narrative? How may machinima, developed from the products of game and virtual world marketing, be used as an artistic tool? How is machinima self-reflexive, if at all, of the virtual environments from which they arise? What are the implications of re-deploying these media formats into alternative media forms? How does the open-source economy that currently defines much of global machinima relate it to broader cultural production generally?
In particular, we are looking for essays that address (but not limited to) the following ideas:
* History: context; definitions; culture; relationships to gaming and play;
development of technology; hardware and games; archiving of play;
* Theory: image; ontology; time; space; narrative; realism; spectatorship;
subjectivity; virtual camera; materiality;
* Aesthetics: poetics; play; visuality; detournement; remix; digital
mashup; appropriation; recombinative narratives; audio and visual theory;
spatiality; narrative architecture;
* Contemporary media contexts: comparative media; machinima vis-a-vis video
games, (digital) cinema, animation, virtual worlds; the visual economy of
machinima versus film
* Communities: Machinima as community-based practice and performance; user
created content; online publishing; fan (fiction) communities; open
source; cultural reflection
* Pedagogy: digital literacy; teaching models and practices; student-
centered learning; critical making; collaborative authorship; rhetorics;
problem based learning;
* Marketing: crowd sourcing; viral marketing; peer to peer sharing;
commercials, trailer promotions; grass roots versus astro turf; serials
and sequels.
Please submit a 400 word abstract and a short bio via e-mail to
understandingmachinima@gmail.com (NOT the e-mail address of the sender
above) by 30 August 2010. We expect that final essays should not exceed
7,000 words and be due on 30 December 2010.
Jenna P-S. Ng
James Barrett
HUMlab, Umea University
Sweden
postdoctoral fellow position in
The Humanities Faculty at Umeå University, Sweden, advertises seven two-year
postdoctoral positions, and one of these positions targets the digital
humanities. This position is part of a large-scale initiative to strengthen
research in the humanities and information technology at Umeå University.
The intended focus is the digital humanities as a field and more overarching
issues such as the development from humanities computing to digital
humanities, cyberinfrastructure for the humanities, studio spaces in the
digital humanities/related areas, creative technology-supported practice in
the humanities, critical making, or interdisciplinary collaboration
in/through the digital humanities. Projects may be influenced by science and
technology studies, design studies and other relevant approaches and
disciplinary backgrounds are encouraged. Apart from the primary focus on the
digital humanities, projects may relate to the following research areas:
participatory media, digital cultural heritage, digital art, critical
perspectives and electronic literature.
The applicant should have a Ph.D. in a relevant discipline, and the Ph.D.
must be no older than three years (at the date of the application deadline).
The applicant should not have had a postdoctoral position prior to this one.
HUMlab is a lively and convivial studio space with a wide variety of
activities, research, technologies and cross-disciplinary interaction. It is
expected that you will contribute to such the environment during your two
years as a post doctoral fellow. You are therefore expected to live in Umeå
during the post doc period.
The application should include:
a complete curriculum vitae
a list of publications
a plan for the two-year research project (5-8 pages)
The position is salaried. Salary is dependent on experience and will be
negotiated individually. Other benefits may be negotiated. Please indicate
any expenses that are relevant to your planned research project in the
application.
The application should be sent to jobb@umu.se by May 5, 2008, and the
reference number Dnr 312-1625-08 should be given. Information in Swedish is
available here:
http://www.umu.se/umu/aktuellt/arkiv/lediga_tjanster/315-1624-1630-08.html
Contact person:
Patrik Svensson
patrik.svensson@humlab.umu.se
+46 (0)90 786 7913
—————————————
HUMlab is a digital humanities environment at Umeå University in the North
of Sweden. The basic idea behind it is to stimulate innovative cooperation
in a dynamic interdisciplinary setting. Here the humanities and the arts on
one hand, and modern information and media technology on the other,
interface and collaborate, both in real terms and virtually. HUMlab attracts
students, lecturers, researchers, artists, engineers, media people and many
others. In this unique technological and creative studio space, a lot can,
and does happen.
More information about HUMlab can be found at http://blog.humlab.umu.se.
A Place of Play
On Saturday I will be conducting a mixed reality performance, 'A Place of Play' between the new HUMlab X at the just opened arts campus at Umeå University and in Second Life (image above). It will be at 11.30 - 11.50 and 13.30 - 13.50 and anyone is welcome to attend. To log in to Second Life download the program and teleport to the coordinates from this link http://t.co/B6g0g6gI. My short abstract from the program for the Arts Campus Open Day is:
James Barrett is a researcher and teacher in HUMlab working with digital narrative and the spatial. James’s presentation at the opening of HUMlab X will focus on the dimensions of digital space. As an avatar Jim will perform in the virtual world of Second Life while performing in the space of HUMlab X at the same time. The performance will consist of live music and a screen running Second Life.I hope to see you in HUMlab X or in Second Life on Saturday.
A Thought on Zuckerberg
Undertakers wear suits and are those who deal with death. Those who deal with life; Zuckerber, Gates, Jobs and the others of the life industry, the digital, do not wear suits.
Zuckerberg's fortune is built on an advertising industry desperate to connect to the 'always-on' generations, people who are no longer eyeballs on TV or cinema screens (from the good ol' days when media was housed in configured build environments that occupied solid real estate). He is an insanely rich stooge who can code, who relies on the mythology of hacking and the dude culture of 'brogrammers' to push yet another configuration of 'being connected' upon the most politically and socially isolated generation for a century. Zuckerberg is the Elvis of the digital, the apolitical pseudo hacker who was plucked from the ranks with one brilliant idea (which it seems was not his but thanks to intellectual property right, whereby you cannot own an idea but only a thing, and his code was Facemash. This concept is mutated over and over again for his captured fans by his content paymasters. He is the symbol for a technical expertise that serves the interests of the powerful who brought him everything he has, and who want to see the continuation of a consumption driven culture at all costs.
On the Legislation of Information and Creativity
Cyber Intelligence Sharing and Protection Act (CISPA) - the White House said Mr Obama would veto the act if it reached his desk.
Action and Mini-Festival Tomorrow
I will be playing tomorrow with DJ Vänlig (Acid Folk) at 16:20 in Döbeln Park in Umeå as part of a demonstration and festival for the continuation of freedom of expression and association via digital media. We will gather at the 'Apberget' (Monkey Mountain) in the town square in Umeå. We will then proceed in an orderly fashion to Döbeln Park for some tunes and talk. I will be giving a short talk at 17:20 on the legislation of information and creativity. Hope to see you there.
Virtual Worlds, Machinima and Cooperation over Borders
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Abstract
This presentation demonstrates that cooperation over borders is possible between individuals and groups dispersed over space using online three-dimensional virtual worlds. This cooperation occurs in the production of art, research, teaching and learning, and performance as well as in building social, professional and personal contexts. The borders that are crossed are geopolitical, linguistic, generational, spatial and embodied. Throughout the various ruptures offered by virtual world technology, a sense and understanding of place is required for cooperation in order to maintain coherence for the interlocutors and to be able to meet, talk, build, write, perform and exchange. In this talk, I will use examples of machinima - videos made using screen-capture software on computers, to film places and avatar actors in virtual worlds - to demonstrate how these environments can offer places for cooperation.Tomorrow seminar at Stockholms universitetsbibliotek (kl 12.00-17.00), Växthuset for Initiativ för ett Kulturens Europa "En digital kultur i rörelse" Twitter: #DigiCultEU I am on at 13:15 (program).
The Internet of Things Mediated by QR Codes
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The recent production by Cirque du Soleil of ‘Love’, a tribute to the music of The Beatles, features an iTunes app that is accompanied by a QR code for the 5th anniversary of the production. The user could unlock extra content within the app that includes music, video and still images of the show. The QR code also allows the user to enter a competition to win DVDs and music. Overall, the use of QR codes in publication and publicity has assisted in the expansion of multimedia and cross-platform content. The logical extension of the use of QR codes is as an added dimension to print publications, particularly in relation to subjects dealing with digital and multimedia production.
In any use of QR codes there are three rules to observe:
1) Mobilize the landing page: the site the QR decodes to should be active and even live, with regular updates and a community aspect to it. If the QR Code you have made resolves to a url make sure the page is optimized for display on a mobile device. An easy way round this issue it to make sure the landing page is equipped with agent switching. If the site is not under your control then you can use Google’s mobilizer by adding the url to this string: http://www.google.com/gwt/n?u= If you are mobilizing your own site such as your blog then there is an even better option which will mobilize your site, generate a QR Code for the mobilized url and keep usage statistics, it’s called Delivr. Another possibility to consider is Mippin, which has an option to include advertising but you must have an RSS feed for it to work. Whatever you end up doing make sure the user of your QR Code sees content optimized for mobile devices because 99.9% of the time they will be using a camera phone.
2) The second rule of QR Codes is to make sure the url is as short as possible. Many mobile devices and reader software have difficulty with a QR Code matrix greater than 33×33 and some even falter with those dimensions. This means you should aim for a small matrix rather than a large matrix. In QR Code encoding the number of bytes at a given Error Correction Level (ECL) will determine the matrix size (see chart below) therefore a shorter url can mean a dimensionally smaller matrix. Dependence upon a third-party to decode and direct traffic is dangerous. The content, decoding and url/server provision should be handled by the publisher under contract or within the domain of the publication itself.
3) The third rule of QR Codes is, if the QR Code you have made resolves to a url, the online content must add tangible and significant value to any offline content. In terms of promotion added tangible and significant value includes prizes, limited access materials (special remixes or editions of recordings, limited edition T-shirts and so on) or discounts or coupons.The method of delivery in relation to QR codes must be carefully considered. Malicious QR codes combined with a permissive reader can put a computer's contents and user's privacy at risk. Dependence upon a third-party to decode and direct traffic is dangerous. The content, decoding and url/server provision should be handled by the publisher under contract or within the domain of the publication itself. They are easily created and may be affixed over legitimate QR codes. On a smartphone, the reader's many permissions may allow use of the camera, full Internet access, read/write contact data, GPS, browser history, read/write local storage, and global system changes. Risks include linking to dangerous websites with browser exploits, enabling the microphone/camera/GPS and then streaming those feeds to a remote server, analysis of sensitive data (passwords, files, contacts, transactions), and sending email/SMS/IM messages or DDOS packets as part of a botnet, corrupting privacy settings, stealing identity, and even containing malicious logic themselves such as JavaScript, or a virus. These actions may occur in the background while the user only sees the reader opening a seemingly harmless webpage. Intricate, artist-created QR codes that are part of larger posters, or online in spcific websites are ways of lessening the risks for hacking with QR codes.
Motherboard TV: Douglas Rushkoff in Real Life
For someone who likes to talk about the virtues of disconnecting, the
media critic Douglas Rushkoff seems surprisingly always on. When I
visited him at his storefront office near his home in Hastings on
Hudson, New York, he was preparing to teach a new class, getting ready
for a BBC interview, writing an essay, staring
down a pile of articles to read, trying to figure out his new iPhone,
and hurrying to finish his third book in three years – a graphic novel
called ADD,
which revolves around gaming culture, celebrity and the pharmaceutical
industry. “It also asks the question,” he says, “what if attention
deficit disorder weren’t a bug, but a feature?”
The hyper-speed hyperlinked life is familiar ground for Rushkoff, whose first book Cyberia,
made him a popular tour guide to the Internet in the early 1990s, and
an early prognosticator of its radical potential. But much has changed
between the awkward days of “the ’Net” – then a non-commercial
collection of public networks, accessed by local ISPs – and the
overloaded era of Facebook, YouTube and iPhones. If Rushkoff is well
versed in the language underneath the “digital revolution,” he’s also
become one of its most outspoken critics.
“A society that looked at the Internet as a path toward highly
articulated connections and new methods of creating meaning is instead
finding itself disconnected, denied deep thinking, and drained of
enduring values,” Rushkoff writes in 2010’s Program or Be Programmed.
His remedy is simple, if ambitious: once people begin to understand how
software works, “they start to recognize the programs at play
everywhere else – from the economy and education to politics and
government…All systems have embedded purposes. The less we recognize
them, the more we mistake them for given circumstances."
Understanding how things work In order to make them work better is
the basic hacker ethos, but Rushkoff has applied it to his broader
discussion of the way the culture and politics of the many are driven by
the interests of the few. Between his landmark Frontline documentary The Merchants of Cool to his recent book Life Inc.,
Rushkoff has indexed the risks that capitalism and corporate influence
pose to democratic society. Or, to extend the metaphor, he’s sought to
show how we the users routinely get screwed by an “operating system”
that’s over 500 years old.
“We’re leveraged in so many ways, it’s like, our economy is leveraged
to produce more than it can in order for it to survive,” he says. “It’s
leveraged to grow. Human beings are financially leveraged now. So how
do you roll that back and say, well, you know, ‘this is it’?” Or,
rather, “How do you get the good of a zombie apocalypse without the
zombies? That’s sort of what I’m trying to help people with.”
Enter Occupy. Rushkoff has watched the movement with cautious optimism, penning editorials on CNN and organizing November’s Contact Con,
a powwow of net roots activists and open source hackers working to
foster new civic-minded apps and hardware. To include prizes, Rushkoff
enlisted the help of Pepsi, which ultimately granted $10,000 to the Free Network Foundation, which was profiled in our recent documentary.
Rather than shun corporate sponsors, Rushkoff revels in what they
bring to the table, and in the contradictions of the movement. Occupy’s
power, ultimately, is its meme — the idea that a citizenry can not only
protest the system but demonstrate a new way of responding to it and
reworking it. Like his call to program, Occupy’s nebulous mission may be
hard to swallow or carry out. But that also lends it its own kind of
power, he says. Its radical promise isn’t unlike the earlier Internet’s: a distributed and open system that could change civic discourse and remake culture.
But as on the strange battlefield of the Internet, Occupy could also
crash against its own giant ambitions, which will be heavily tested in
the next few months, starting with next week’s “general strike”.
Progress will have to be made gradually, says Rushkoff. “There are ways
to slowly move towards a sustainable life path, and it’s just a matter
of doing that, and I’m hoping that more people in Occupy start seeing it
that way – in that more subtle way, rather than exclusively in the kind
of activist, let’s-get-pepper-sprayed by cops way.”
Much has changed in the decades since Rushkoff started critiquing the
system. But his philosophy is still animated by a big question, one
that applies not only to the digital spaces of the Internet, built by
the Facebooks and the Googles, but to other kinds of “public” spaces
too, in town squares, Congress, and culture: who programmed these
spaces, and to what ends, and how can they be hacked into something
better?
Imogen Heap on Earth Day
The above images are taken from the live Web stream of the performance by Imogen Heap for Earth Day. I was impressed I must admit. The reactive gloves were the interface for Imogen's musical software. The 25 cyclists in the video (shot in the Roundhouse in London) powered the event. Nice job.
The Digital Library as Learning Space
For a presentation tomorrow in HUMlab to a delegation from the Karolinska Institute Library.
Reflections on Writing the Born-Digital Text
Authorship of a so-called born-digital text demands skills and forms of expression that are radically different from works that are digitized or that employ remediated authoring methods.
The born-digital work "refers to materials that originate in a digital form. This is in contrast to digital reformatting, through which analog materials become digital. It is most often used in relation to digital libraries and the issues that go along with said organizations, such as digital preservation and intellectual property. However, as technologies have advanced and spread, the concept of being born-digital has also been discussed in relation to personal consumer-based sectors, with the rise of e-books and evolving digital music. Other terms that might be encountered as synonymous include “natively digital,” “digital-first,” and “digital-exclusive'" (Wikipedia).
Authoring the born-digital text demands a skill set the includes those needed for the analogue texts that feed into the digital via remediation:
"According to their book Remediation: Understanding New Media by J. David Bolter and Richard A. Grusin, remediation is a defining characteristic of new digital media because digital media is constantly remediating its predecessors (television, radio, print journalism and other forms of old media). Remediation can be complete or visible. A film based on a book is remediating the printed story. The film may not provide any reference to the original medium or acknowledgement that it is an adaptation. By attempting to absorb the old medium entirely, the new medium presents itself without any connection to its original source. On the other hand, a medium such as a movie clip can torn out of context and inserted into a new medium such as music. Bolter and Grusin describe this as visible remediation because, "The work becomes a mosaic in which we are simultaneously aware of the individual pieces' and their new, inappropriate setting."(New New Media Wiki)It is important to comprehend remediation as including practices associated with older media, which change as a result of the fusion with newer media. Examples of this dual-directional influence include film spectatorship, which has been dramatically altered in the last ten years as a result of the pervasiveness of moving images manufactured for, and distributed by the Internet. In the same way newspapers have changed their production and distribution techniques in response to an information economy radically altered by digital media. Consumption of newspapers has changed as a result of this multi-layered series of influence on how people take in news.
So how should one think about authorship in relation to born-digital texts? Of course it is simpler to break it down into the reading practices that can be associated with the media. The visual includes moving and still images, along with 3D navigable spaces and all the dynamics that can be coded into written text using digital media. One has to only consider the speed and movement of Young.Hae Chang Heavy Industries to see how words become images in a born-digital work:
The visual in a Young.Hae Chang Heavy Industries work is the written word, but it is more than that. With rhythm, dimensions and addressive syntax what can be termed a poem in the analogue sense becomes an experience for the reader. The role of audio in this experience cannot be understated.
Sound is an important consideration in any born-digital work. Sound creates space, contextualizes objects, provides rhythm for the text and guides the reader along a set path of interpretation. Ignoring sound in the authoring process is to present a digital work without its legs.
The creation of space is achieved with the visual and the audile, but relies on the interrelated quality of perspective. Perspective is a vast field of knowledge. Sufficient to say the era of the marriage between realism and quattrocento perspective in the Western Hemisphere is coming to an end.
|
In many examples of online visual 3D media (e.g. Second Life, World of Warcraft) depth of focus is infinite and there is no central vanishing point. Natural perspective is gradually being coded by digital media in the current age. This is an exciting prospect. My advice is look to the artists and not the geometers.
A Global History of Revolution
A coded favor is offered by the earth
Two torn sticks wound with bark and the mud of the river
This secret was first shared with a few
To borrow from life something of magic or beauty made it valuable
It was kept then in the temple and later in the palace
For a very long time the soldiers guarded it without knowing what they were doing
It was never shared but the forces of its creation were understood by others outside the palace
Unable to make copies the holders of knowledge took power
The palace was opened and the secret spilled upon the ground
The next day the streets were cleared.
The American Novel Since 1945 with Amy Hungerford: Jack Keroauc 'On the Road'
The American Novel Since 1945 (ENGL 291)
Yale Professor Amy
Hungerford's lecture on Kerouac's On the Road begins by contrasting the
Beats' ambition for language's direct relation to lived experience with a
Modernist sense of difficulty and mediation. She goes on to discuss the
ways that desire structures the novel, though not in the ways that we
might immediately expect. The very blatant pursuit of sex with women in
the novel, for example, obscures the more significant desire for
connection among men, particularly the narrator Sal's love for Dean
Moriarty. The apparent desire for the freedom of the open road, too,
Hungerford argues, exists in a necessary conjunction with the idealized
comforts of a certain middle-class American domesticity, signaled by the
repeated appearance of pie.
00:00 - Chapter 1. The Beats: Similarities and Differences to Literary Modernism
09:46 - Chapter 2. A New Use of Language: Mirroring the Speed of Experience
18:13 - Chapter 3. "The Prophet of 'Wow'": The Language of Dean Moriarty/Neal Cassady
29:48 - Chapter 4. Dean and Sal: Tangled Sexual Tensions
33:56 - Chapter 5. The Hunger Metaphor: The American Culture of Consumption
40:21 - Chapter 6. Modes of Craftedness: Carlo Marx's Papier-Mache Mountains
Complete course materials are available at the Open Yale Courses website: http://open.yale.edu/courses
This course was recorded in Spring 2008.
In this second lecture on On The Road, Yale Professor Amy Hungerford addresses
some of the obstacles and failures to the novel's high ambitions for
achieving American community through an immediacy of communication. Sal
Paradise's desire to cross racial boundaries, for example, seems
ultimately more exploitative than expansive; Dean's exuberant language
of "Yes!" and "Wow!" devolves into meaningless gibberish. And yet the
novel's mystical vision of something called "America" persists, a
cultural icon that continues to engage the interest of readers,
scholars, and artists. Among these latter is the digital art
collaborative Young-Hae Chang Heavy Industries, with whose online work
DAKOTA Hungerford concludes the class.
00:00 - Chapter 1. Kerouac's Mythical America: Trans-historical Communities
22:03 - Chapter 2. Defining American Identity: Sal's Illusory Vision of Mystical Oneness
30:01 - Chapter 3. Dean and Sal, Again: The Theme of Sadness
41:12 - Chapter 4. The Publication History: Creating a Literary Object
Technology and Anarchy: A Talk with Cory and Nigel
With a 3D printer and laptop, does everyone have the tools they need to build a bio-weapon? Science fiction novelist, blogger and activist Cory Doctorow talks to Nigel Warburton about whether we can - or should - attempt to regulate subversive technology.
Uffe Elbæk on Social Entrepreneurship
Uffe Elbæk (born 15 June 1954) is a politician of the Danish Social Liberal Party.
Elbæk is the founder and former Principal of the KaosPilots International School of New Business Design and Social Innovation, located in Aarhus. The KaosPilots school inspired the creation of several international schools, located in Norway, Sweden and the Netherlands.
From 2007 to 2009, Elbæk served as the CEO for the 2009 World Outgames.
In July 2010, Elbæk founded the consulting company Change The Game with the focus on leadership training, political campaigning and social innovation concepts. Elbæk served as special advisor for the leadership team at the KaosPilots and as an academic adviser for the HKICC Lee Shau Kee School of Creativity in Hong Kong.
Elbæk won a seat in the Folketing for the Danish Social Liberal Party in the 2011 Danish parliamentary election. On 3 October 2011 he was appointed Culture Minister of Denmark in Cabinet of Helle Thorning-Schmidt.
KNUTTE WESTER'S FILM "GZIM REWIND" ON SVT AND MODERNA MUSEET // EXHIBITION AT VÄSTERÅS MUSEUM OF ART
On Thursday February 23 at 8 pm, Knutte Wester's documentary "Gzim Rewind" will be shown on Swedish public TV, channel 2. I was involved in the pre-production of this film as a consultant for sequences that were to involved machinima film, but became the sketched war scenes.
See a clip from the film and an interview with the artist
Gzim Rewind on SVT:
SVT2 23 feb 2012, 20.00
SVT2 24 feb 2012, 15.50
SVT2 25 feb 2012, 13.15
SVT2 26 feb 2012, 00.05
Additionally, the film will be shown at Moderna museet as part of the documentary film festival Tempo's Balkan program "The Screen of Memory", on March 8 at 3:15 pm. The film had its Swedish premiere at the Gothenburg International Film Festival this year, where it was nominated in the category Best Swedish Documentary.
More about The Screen of Memory
Don't miss Knutte Wester's ongoing exibition at Västerås Museum of Art, until 8 April. The exhibition presents three recent projects.
More about Knutte Wester on www.gsa.se
Dialogic Reality II
In a dialectic process describing the interaction and resolution between multiple paradigms or ideologies,
one putative solution establishes primacy over the others. The goal of a
dialectic process is to merge point and counterpoint (thesis and
antithesis) into a compromise or other state of agreement via conflict
and tension (synthesis). "Synthesis that evolves from the opposition
between thesis and antithesis." (Eisenstein, "The Dramaturgy of Film
Form" 23). Examples of dialectic process can be found in Plato's Republic.
In a dialogic process, various approaches coexist and are comparatively existential
and relativistic in their interaction. Here, each ideology can hold
more salience in particular circumstances. Changes can be made within
these ideologies if a strategy does not have the desired effect. An
example of the dialogic process can be found in Nozick's, Anarchy, State, and Utopia.
These two distinctions are observed in studies of personal identity, national identity and group identity.
G. W. F. Hegel (1770-1831) introduced the concept of dialectic process to explain the progression of ideas.
M. M. Bakhtin, a Russian philosopher and Literary Critic has been credited with introducing the Dialogical process in Philosophy.
Reading Marx's Capital Vol I with David Harvey
This is the first in a series of thirteen lectures with Professor David Harvey, a Distinguished Professor at the Graduate Center of the City University of New York (CUNY), Director of The Center for Place, Culture and Politics, and author of numerous books. He has been teaching Karl Marx's Capital for over 40 years. Read his CV.
All of the lectures are online. I am wading though them at the moment. While they are dense, they are very very worthwhile.
Professor Harvey makes an extensive and profound close reading of Capital, enclosing the text is a detailed account of references, arguments, logic and methods according to a historical analysis. Professor Harvey's reading displays a heavy reliance on New Criticism, which contains little evidence of contemporary examples and adaptations to the post-industrial world of global capitalism and information as a commodity.
The page numbers Professor Harvey refers to are valid for both the Penguin Classics and Vintage Books editions of Capital.
Marx as presented by Mark Steele. A nice context to the Labour Theory of Value. Marx seems like a dreamer, a poet who dealt with the hard realities of State power and the ubiquity of capital.
New Yoshikaze Artist in Residence on HUMlab SL Island

We welcome Pyewacket Kazyanenko as the new artist in residence within the Yoshikaze artists' studio in Second Life, run by Goodwind Seiling aka Sachiko Hayashi and provided by HUMlab.
Pyewacket Kazyanenko states in an Outline and Intent for Yoshikaze Residency:
I've spent the last few years working with Stelarc in simple virtual displays and performance. In my virtual work, amongst achievements and satisfying victories , things inevitability go wrong, strange things happen, sculpts appear wrong, scripts and codes don’t work correctly, robots break. Not being much of a coder or a mathematician, my approach to working with code and 3D environments has always had a naive and random quality.We look forward to the coming months. If you would like to keep up to date with what Pye is doing, the Yoshikaze blog is being updated regularly and you can visit Pye in world from 15 February until the 15 May from the slurl to Yoshikaze: http://slurl.com/secondlife/HUMlab/95/215/351In my exploration with the Yoshikaze residency I hope to further my relationship with the 'glitch' in virtual worlds. The genera of digital glitch art has become quite popular but little has been explored in virtual worlds. I will enter the space with an empty pallet, clear mind and simply explore, try and make happen the wrong, the glitch and the obscure, mixed with ongoing adventures and inspirations that happen daily inworld.
My research into avatar psychology and the notion of 'artistic role play' will also have some effect on what I will be doing. This brings the digital unconscious into the work with dreams, desires, needs, failures, a sense of humour and a longing for creativity.
Friday Night Poem
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For Syria
DJ Mutamassik "Take The Hit"
I cannot recommend highly enough DJ Mutamassik. This is track #1 from Mutamassik's 2010 LP, "That Which Death Cannot Destroy"
The full album is here. This album cannot be bought or sold.
All instruments (Cello, Drums, Mazhar, Keyboard, Turntables) & tracks performed, produced & engineered by Mutamassik at G.G.S.S./Rocca AlMileda Studio. 2010
Special guest vox & asst. engineer: Meroe Amade' Memphis
Video: G. LOLI
MUTAMASSIK(meaning Stronghold, Tenacity in arabic) is a producer, dj, artist, pioneer of SA'AIDI HARDCORE & BALADI BREAKBEATS. RELENTLESS RHYTHMS FROM THE PAN-AFRABIC IMMIGRANT SOUND SOURCES. AFROASIATIC MOKKASSAR in addition to transcendental sonic experiments. Darq Matter Qubti Funq Punq Demm Baroque Melanqol Met'al Martial SA'AIDI ARABIFIED SWAMP MUSIC FROM THE RUSTBELT+++ Has performed extensively throughout U.S., Africa, Middle East & Europe. Press includes: The Village Voice, The Wire, Le Monde, African Sun Times, New York Times, Bidoun, The Fader, Newsweek (Arabic edition), American Society for Engineering Education, XLR8R, etc. "This is inhuman, brutal, awesome breakcore." Derek Walmsley - The Wire "Mutamassik's pounding Egyptian hip-hop breaks...are serious, sacred, steadfast marching music for the new international breakbeat generation." Ron Nachmann - URB "Dans un melange d', d'electronique et de hip-hop, Mutamassik s'engage dans la reconstruction des . Arabesque, melopees de minarets se croisent dans un magma de sons urbains, structures par d'impressionants alliages rhythmiques." Veronique Mortaigne - Le Monde "Highly regarded post-techno DJ..." - Mtv News " "Before the sounds of the Middle East became de rigueur sampling materials for hip-hop, Mutamassik was exploring ways of fusing various sounds and styles into a compelling, challenging whole, shards a-flying all the while.”
Kristine Schomaker's "My Life as an Avatar: The Gracie Kendal Project" & "1000+Avatars"
In "The Gracie Kendal Project" Kristine Schomaker investigates our obsession with the notion of the physical ideal, through her own relation to her alternative ego Gracie Kendal, the Second Life avatar. The interaction between Gracie Kendal and Kristine Schomaker has resulted in virtual dialogues between the two, revealing the conflicts and even dependency of her dual selves, as well as the influences and impacts one has upon the other.
"1000+Avatars" is an off-shoot project from "The Gracie Kendal Project", however, in its own right. By documenting individual portraits of more than 1000 avatars in Second Life, the project bears a testimony to the avatar constructions of our time and witnesses the unique composition of our desires in the pursuit of that construct.
Gracie Kendal/Kristine Schomaker is a new breed of Second Life artist. Rather than pursuing the futuristic vision of the technological possibilities of the virtual, her projects firmly place themselves within the social, historical and psychological context in which ""[t]he avatar becomes a vehicle for personal and public reflection."
Yoshikaze is proud to organise a presentation by Kristine Schomaker on 30 January, 2012. The presentation will be held from 4pm at HUMlab, Umeå University, via Skype video connection with Kristine Schomaker in her location in Los Angeles.
Yoshikaze curator: Goodwind Seiling/Sachiko Hayashi. Yoshikaze is part of SL HUMlab activity.
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[Description of the Projects by Kristine Schomaker]
In 2006 I began using new media to bring more attention to the obsession our society has with physical appearance. The media is often the hub of this obsession, typified by stars and models with eating disorders, reality TV shows about plastic surgery and advertisements defining the paragon of beauty. This results in an internal conflict between our reality and the idealized.
The Gracie Kendal Project is a close-up daily view of a personal, social and psychological co-existence with my virtual persona. My work deals with the process of becoming self-aware while living in a society obsessed with physical appearance. It is symbolic of the personal anxiety and loss of identity occurring in a world where visually aggressive advertisements dictate who you are supposed to be. In this environment I find it difficult to be comfortable in my own skin.
Every day I would take pictures of both myself and Gracie and place them next to each other comparing the physical with the virtual, the real with the ideal. After observing how we were interacting with each other through photos, I realized there was a dialogue forming. The natural extension in this story was for this dialogue to be realized through actual conversations between Gracie and I.
Through written chat and eventually comic-like banter, we express our inner dialogue in a public way. We have developed a co-dependent relationship in which each of us wishes she were the other. I yearn to have the life she does, the beauty, the success, and independence. She yearns to be free from the constraints of pixels.Using Gracie as a form of self-presentation, I started to explore my relationship with my body as well as question my own identity. I realized that everything going on in my life was manifesting in my body and in the figure of Gracie. Both were becoming a site for anxiety, fear, stress, grief, loneliness and depression. My body and that of my avatar became a source of autobiographical material in which a story was being written.
Comparing the ‘perfect’ Gracie with my real self, I will bring more attention to the obsession our society has with physical appearance. I am hoping to engage with every person who believes they are unattractive, overweight and afraid. I hope young girls will see my project and feel empowered to be brave. I plan to videotape my performances with my avatar and post them on YouTube. I hope to give talks about my project to appropriate organizations and schools, boys and girls clubs and eating disorder groups.
While working on My Life as an Avatar on a personal level, I was compelled to expand my project universally to explore notions of online identity in the construction of other people’s avatars. My 1000+ Avatar project consists of individual portraits of over 1000 avatars within the virtual world of Second Life. This project also questions and explores commonly held assumptions about stereotypes, judgment, self-awareness and those marginalized by race, gender, sexual preference and physical appearance.
The 1000 Avatar portraits zoom in on the complex social and cultural conventions that determine our identity. The avatar becomes a vehicle for personal and public reflection. This series of portraits is a contemporary anthropology of a cross section of avatars from the virtual world of Second Life in the early 21st century. In these portraits, I explore the representation of the avatar as a construct, distinct from any traditional notion of the ‘self’. I examine the sitter’s identity and probe below the avatar surface to reveal and comment upon their character, personality and their diversity.
The subjects are neither simulacra nor characters in a game: they are people, complete, complex identities with defined social roles. The avatar becomes the projection of our identity. Each portrait represents a different personality, a singular life. These people entered the brave new world of virtual environments as explorers, searching for anything and everything, finding a new empowerment- and a new freedom to be themselves. Experimentation is welcome. As an avatar, they are provided with a safe environment which allows everyone to divulge and consider boundaries and barriers that aren’t readily accepted in the physical world.
The Textual Internet
Key quotations used in a lesson for Language Consultancy Program in HUMlab yesterday. The full notes for the class are here.











