Showing posts with label HUMLab. Show all posts
Showing posts with label HUMLab. Show all posts

Wednesday, June 18, 2014

Introducing On the Same Page (A Study in Language and Intersubjectivity)



This video introduces the "On the Same Page" (OtSP) project, a collaborative study in participatory sense making that includes clinical/neural psychology, language/narrative and performance art. It is a project initiative within the SITE initiative in the Department of Psychology at Umeå University, Sweden.

My component of the project involves the opportunity to theorise the expansion of language in the On the Same Page Project. Embodied communication and the semiotics of the three-dimensional are just two areas that are outside the realms of verbal language but that at the same time define and support the space we share when we communicate with each other with spoken and written language.

Symbolic modes that are bound up with the spatial -  for example clothing, body modification (such as tattooing) and gender play -  are examples that are common for negotiating the social today. These realms of communication can be seen as exemplified in the gesture. Sign language is perhaps the most developed mode for gestural communication, but we all use gesture to communicate. Gestures are shared as nodes in the cultural fabric of reality. In fact I would argue that gestures are a primary mode for expression and experimentation within the components of social identity today. New media, such as video games, exploit gesture as a mode of communication to both convey narrative and engage in play.

My contribution to OtSP is to take up the non-verbal elements that are aspects of communication and place them in broader communicative contexts. The spatial is perhaps the most obvious of these broader contexts. I look forward to experimenting with how performance can intersect with shared spatial codes to result in evidence of intersubjectivity in relation to communication and ultimately identity and meaning. My hope is that the results of these experiments will be in the direction of contemporary narrative studies.


Thursday, April 03, 2014

"The Augmented Plateau: Art and Virtual Worlds in HUMlab 2007-2013"







10 April - 30 April 2014 @ HUMlab-X, the Arts Campus at Umeå University, Sweden

Opening Hours: Monday - Friday, Noon - 4pm, closed on weekends (17, 18 and 21 April Closed)

Opening: 10 April, between 4pm - 6pm

PARTICIPANTS (in alphabetical order):
Alpha Auer, Avatar Orchestra Metaverse, Fau Ferdinand, Garrett Lynch, Katerina Karoussos, Pyewacket Kazyanenko, SaveMe Oh, Selavy Oh, Oberon Onmura, Maya Paris, Kristine Schomaker, Goodwind Seiling, Alan Sondheim, Eupalinos Ugajin, and Juria Yoshikawa

With Loving Support of:
Marx Catteneo, Jo Ellsmere, Mab MacMoragh, Steve Millar, and Evo Szuyuan.

HUMlab is a humanities-led, interdisciplinary digital lab at Umeå University in Sweden. For the last seven years, HUMlab has given support to Second Life (SL) artists by hosting their works on SL HUMlab Island for constructions as well as organising exhibitions at HUMlab's Real-Life multimedia venue.

In 2007-08 Humlab hosted on its Second Life sim Goodwind Seiling's "N00sphere Playground" for the Virtual Moves exhibition at the National Gallery in Copenhagen. Later, it further supported Avatar Orchestra Metaverse for their constructions and premier performances of "XAANADRuul" and "The Heart of Tones" before providing a home for the Yoshikaze "Up-In-The-Air" virtual artist residency programme in 2010. Since then, HUMlab has been a host for nine Second Life artists in Yoshikaze artist residency as well as one artist talk by Kristine Schomaker on her project "My Life as an Avatar." The work conducted in HUMlab and Yoshikaze by virtual world artists and creators has led to a number of academic publications and conference presentations and also resulted in two self-published artist books. Another outcome of HUMlab's engagement for the advancement of virtual worlds and art was their assistance in bringing an ambitious mixed-reality project by Goodwind Seiling to fruition. The project "Experimentation #1" was based on the use of Kinect to control avatar movements and would have been unable to be realised without HUMlab's support.

This year between 10 April and 30 April, HUMlab and Yoshikaze proudly present a group exhibition with all the artists who have been involved in shaping HUMlab's engagement in supporting SL artists and their art. This include, besides those mentioned above, Alan Sondheim, Juria Yoshikawa, Garrett Lynch, Selavy Oh, Katerina Karoussos, Fau Ferdinand, Pyewacket Kazyanenko, Oberon Onmura, Alpha Auer, Maya Paris, Eupalinos Ugajin and SaveMe Oh. We would also like to acknowledge the following SL artists for this show: Machinimatographers Marx Catteneo, Mab MacMoragh, Steve Millar, and Evo Szuyuan, as well as Puppeteer Jo Ellsmere. The exhibition takes place at the newly acquired HUMlab-X at the Art Campus of Umeå University.

Tuesday, January 14, 2014

Historicizing Public Space with QR-Codes


Datum: 2014-01-16
Tid: 09.00
Evenemanget vänder sig till: studenter - allmänheten - anställda

HUMlab and the Department of Culture and Media Studies Presents Four Augmented Information Installations:
‘Historicizing Public Space’

Throughout the Fall Term 20013/14 four groups of museum studies students have been working in HUMlab on projects that utilize traditional research, web design, digital authorship, writing for the web, film, audio and image production, urban design and museum studies.

Their assignment was to locate a publicly accessible space in Umeå, research an important event or history that is associated with that space and create an account of it that users can access on site, using QR-Codes (Quick Response Codes) from mobile digital devices (smart phones, tablets, iPods).
This Thursday 16 January 2014 at 09:00 in Ålidhem Centrum a tour of the four QR-Code installation sites will begin. First up is a history of Ålidhem as a site of conflict and drama; the development of the ‘Million Homes Project’ in the 1970s in the area involved environmental conflict. This is the starting point for an interesting journey through Ålidhem.

Next up is the SF Bio Filmstaden in central Umeå, where an account of the long history of cinema in Umeå will be presented with QR-codes, which includes videos of what cinema means to people today. This is followed by an installation on Rådhustorget that deals with the recent events around the manifestation by the neo-Nazi organization the Svenska motståndsrörelsen (Swedish Resistance Movement) and changes to the central plan of Umeå from a democratic perspective.

Finally the history of the Umeå cathedral is mediated on site by QR-Codes, with a particular focus on the history of feminist, transgendered and queer issues in relation to Swedish Church.

Anyone interested in the design of digital information and interaction in public space, along with historians, digital humanists, and media studies are welcome to attend this assessment demonstration in a respectful and cooperative way.

Contact person: James Barrett



Assessment of QR-Code Project for Museum Studies

Students organized themselves into four groups.

Group 1 – Ålidhem
Group 2 – SMR (svenska motståndsrörelsen) Anti/Manifestation and Apberget
Group 3 – SF Bio and Bio Historia I Umeå
Group 4 – Stadskyrkan

The groups were assigned tasks:

1.      Select a publically accessible place in Umeå that has historical or narrative associations that could be translated into a museum project and mediated by QR-codes and online content, which the users experience in real time and on-site.
2.      Organize a working group (2-5 people) around the subject; create a project plan and synopsis, delegate tasks, create a timeline for production, research the subject and organize materials, design the experience of the visitor to the site according to the space, place, history and narrative mediated by digital materials and the QR-code.
3.      Produce digital materials for the online component of the project. These could be text, image, video and audio. Skills involved in the production of digital materials include writing text, image editing (Photoshop), audio production (Audacity), video production (Adobe Premiere) and web composition and HTML coding (Wordpress).
4.      Implement the QR-Code project on site and show it relates to the topic and brings users into the experience of that knowledge.

The students were introduced to ‘Place’ as a critical concept and how digital media contributes to it as an information system from specific examples. Based on this conception of place, the QR-code project takes up how they can professionally add a layer of information to a place.

The first practical goal of the course was to plan and visualize a digital project of the type that the students are undertaking. They began with composing a short statement of intent, regarding what it is they wished to achieve in the project. The students were then introduced to the aspects of the project they must consider in their planning:

1.      The site: (includes considerations around public and private space, management of the site, the conditions the site imposes upon visitors, the site as a space and how it is interacted with, connectivity and access)
2.      The subject: (is this a historical subject, a critical project, is there information available, what does the subject represent in broader contexts- examples can include community, critical approaches, and how does the subject relate back to the course materials and teaching).
3.      The media: What forms of media will the group being employing in the project? How will they be integrated into the site and the subject? Do people in the group have experience that is relevant to the project?
4.      The goals: the successful integration of information and place that is interactive and interesting and successful group work as cooperation, planning, delegation, documentation and results.

These points resulted in a visualization of the project by each group. This was done as simple sketch-ups on paper (e.g. diagrams, charts or actual maps). This developed into the plan for the project.

Blogging for students followed two approaches, a) Process and b) Presentation. The process was documented in the blog as the students moved towards presenting the blogs as the destination for the QR-code links. The blogs must be part of the ongoing work. The presentation was the final status of the blogs for the users of the QR-codes on site.

The examination task was a completed QR-code based site that deals with the 'museumification' of a public space by introducing a designed layer of information to the site via digital media. The criteria for our examining these projects as passed is: 

1.      Successful integration of information and place that is interactive and interesting
2.      Successful group work as cooperation, planning, delegation, documentation and results.
3.      Demonstration of technical skills in the use of digital production and publishing tools.
4.      Demonstration of critical concepts by the design, production and interaction within the QR-Code Project.
5.      Successful user interaction with the QR-Code project on site.

Online Materials for QR-Code Projects


 

Wednesday, November 06, 2013

Narrative as Inteface: Digital Media and Pedagogy (Video)



A presentation of some of the work I have conducted in HUMlab, a digital humanities computing lab and studio at Umeå University in Sweden. The film is arranged according to three themes; Making Space, Media Places and Narrative as Interface. I present some projects I have been involved with in HUMlab and some of the thinking that goes into them. As well as suggestions for considering digital media and pedagogy in the future.

This film was shown at the Lärande i Fokus (Learning in Focus) conference at Umeå University, Sweden between 12-13 November 2013.

Wednesday, August 21, 2013

HUMlab Student Projects from the Summer



Project Soundscape - Interactive sound installation
Johan Grönskog and Apurba Pawar, Umeå Institute of Design
The idea is to create a soundscape for the public to interact with, using digital media to enhance reality as an immersive experience. The concept is based on ​​fun theory (http://www.thefuntheory.com/), and aims to make a passerby inquisitive about the ambient visual and auditory experinece of the installation. Initially the passing public would trigger the installation and generate audio / sound feedback combinations with changes in the visual projection. Once engaged, the installation will stimulates the spectator to modulate the sounds and create their own soundscape.

Let's Post-it
Ali Reza Dossal, Umeå School of Architecture
The project is a site-specific exercise that explores the possibility of transforming a space into one big interactive pin-up. Using only Post It Notes the project breaks the two dimensional surface to explore the architectural quality of a space. Using anamorphic illusion each post-it is part of a pixel to form a giant image in space. Viewed pricesely from a particular angle it engages the viewer to identify the image and interact with the installation and leave their impressions on. You are welcome to leave an impression; by leaving a note or a doodle. Speak your heart out on these creative confetti in space.

Composition with a Pump Organ and Digital Technology
Anna Neander, Umeå Academy of Fine Arts
A harmonium that was Previously placed in a church in Holmsund is transformed So that it will listen and react to changes into the surroundings. Mechanics, electronics and digital technology have become links between variations in the river and the body's tones. A composition is created that is an attempt to translate movements in the water into music and to connect older and newer technologies.

Floor Library Screen
Unn Swanström, Master student in Interaction Technology and Design
In cooperation with the University Library, Unn Swanström has created a library search engine for children That is not based on text. The goal with the initial prototype has been to allow access to library content through new types of visualization and interaction .. The project has made use of the floor screened in HUMlab-X.

Persistent Shadows / Painting with Shadows
Jacob Cyriac and Yui Komatsu, Umeå Institute of Design

Pagan Video Project
Petra Henriksson, Umeå School of Architecture, Isaac Falk Eliasson, Master student in Interaction Technology and Design, Mark Frygell and Jonas Westlund, Umeå Academy of Fine Arts
A site-specific installation screen has been created in relation to the HUMlab research project History of Multiple Screens / Multiple Screens as Material. The work is supported by theoretical work on the screen as medium and the history of screens from window and painting to LCD displays and multi-screen environments. The installation, as embedded in the HUMlab space, aims to create a platform for reflection on our relationship to the screen medium.

Note! The Pagan Video Project is open for visitors in HUMlab (main campus, below the university
library): 3:00 p.m. to 5:00 p.m. on Aug 29, 3:00 p.m. to 5:00 p.m. on Aug 30, 11:00 to 13:00 on Sept 2, 3:00 p.m. to 5:00 p.m. on Sept. 3, 11:00 to 13:00 on September 9, 3:00 p.m. to 17:00 on September 11.

Schedule (the presentation order is preliminary):

13.00, in HUMlab, main campus: Presentation and discussion of The Pagan Video Project,
Petra Henriksson, Isak Falk-Eliasson, Mark Frygell and Jonas Westlund
13.30 (ca): Transportation to HUMlab-X Everyone arranges their own transportation.
14.00, in HUMlab-X: Presentation and discussion of Project Soundscape,
Johan Grönskog and Apurba Pawar
14.20: Presentation and discussion of Floor Screen Library
Unn Swanström
14.40: Presentation and discussion of Composition with a pump organ and digital technology
Anna Neander
15.00: Presentation and discussion of Lets Post-it
Ali Reza Dossal
15.20: Presentation and discussion of Persistent shadows / painting with shadows
Jacob Cyriac and Yui Komatsu
16.00 – 18.00: Open Vernissage in HUMlab-X

Friday, May 10, 2013

The Sonic City



On Monday at 1.15 pm in HUMlab at Umeå University Shannon Mattern, Associate Professor at New School, New York will give a seminar on “Hearing Urban Infrastructures: A Sonic Archaeology of the Media-City”. The abstract is:
Abstract: For over a century, scholars and designers have acknowledged the existence of a spatial form commonly known as the “media city,” which encompasses both the modern city as represented through photographs, film, and digital technologies; and the city as shaped by those same technologies. In this seminar I argue for the need to acknowledge the longue durée of the “media city,” and to move beyond ocularcentric models of urban history. Drawing on the growing body of research on infrastructure that’s emerging from across the design fields, and on work in “media archaeology” within my own field of media studies, I’ll argue that we need to “excavate” the deep history of urban mediation, and I’ll take as an example an aspect of the media city that wouldn’t seem to lend itself easily to excavation. I’m referring to the “sonic city” – the city of public address and radio waves and everyday conversation. How does one dig into a form of mediation that seemingly has no physical form? What can we learn about how our cities have functioned as material sounding boards, resonance chambers, and infrastructures for various forms of sonic communication?
I have heard Shannon speak before, have been following her work and have met her as well. This will be a killer presentation for anyone interested in urban space, audio studies, transmediality,  digital media and media archeology. If you are in Umeå or within 500 kms of it I suggest attending in person. For others there will be a live stream open upon the hour; http://live.humlab.umu.se/

Shannon Mattern is an Associate Professor at New School, New York. Her research interest include relationships between the forms and materialities of media and the spaces -- architectural, urban, and conceptual -- they create and inhabit. Additional areas of interest include, generally, media and design history and theory; and, more specifically, media form and materiality; media reception (especially reading) and the spaces in which we store, access and consume media; textual theory; and media and spatial poetics. Shannon keeps a lively blog here: http://www.wordsinspace.net/wordpress/

Wednesday, April 10, 2013

Historicizing Public Space with QR-Codes


Historicizing Public Space with QR Codes from Jim Barrett

In the fall term of 2012-13 a group of museum studies students at Umeå University in Sweden were challenged as part of their course to make a museum installation in a public space using Quick Response (QR) Codes.

This is a short photo-essay of the results.  

Thursday, April 04, 2013

Two Presentations on Gameworld Space


HUMlab will be streaming two presentations on gameworld spaces from the Connecting the Dots: Movement, Space, and the Digital Image conference held at the Centre for Research in the Arts, Social Sciences and Humanities (CRASSH) at the University of Cambridge. The session will be streamed live in HUMlab X (The Arts Campus) as part of the Lunchbox Learnings series.
This is a chance to hear two very interesting papers on game space in the popular games Minecraft and The Sims (see abstracts below) by two well-known scholars: Dr Seth Giddings, new media and game studies lecturer and Programme Leader for Media and Cultural Studies in the Department of Creative Industries from the University of the West of England (co-editor of New Media: a critical introduction (2009), editor of The New Media and Technocultures Reader (2011), and author of Gameworlds: virtual media, everyday life (forthcoming)); and Dr Alan Blackwell, Senior Lecturer in neuroscience and Human Computer Interaction with The Computer Laboratory at the University of Cambridge.

We will be starting a little earlier at 11:15 am on 12th April, Friday, and we will end at about 12:30 pm. Even though this is a streamed session, there will be plenty of chances to ask questions and take part in the discussion.

All welcome!

Useful Links:
Facebook Event: https://www.facebook.com/events/585271961485244/
Website for Connecting the Dots: http://www.crassh.cam.ac.uk/events/2069/
Digital Cultures Research Center: http://dcrc.org.uk/
Seth Giddings: http://www.sethgiddings.net/
Alan F. Blackwell: http://www.cl.cam.ac.uk/~afb21/

ABSTRACTS:

“The Metaphysics of Minecraft”
Alan F. Blackwell
University of Cambridge

Minecraft is a popular computer game of the “sandbox” genre, where players explore and build in a virtual world. The user typically experiences this world as a “first person” view, from the point of view of a virtual avatar. The screen shows an imaginary landscape of hills, grass and trees, or when mining, dirt, gravel, coal and various ores. The player can grasp a variety of tools in his or her virtual hand, and controls these pickaxes or other implements with the computer mouse. The contents of the world may be shared with other players, via one of many Minecraft servers, each of which contains its own virtual world, with the avatars of other players on that server exploring, mining or creating around you.

This kind of virtual world sandbox game is not unusual. Much attention was paid by media and media scholars to the game “Second Life”, originally launched in 2003, 6 years earlier than Minecraft. Second Life also allowed the player to interact with the avatars of other players, explore and create houses or products. But the distinctive nature of Minecraft is the lack of realism in this virtual world. Unlike the animated fantasy world of online games such as Second Life, the graphics of Minecraft have extremely low resolution, looking intentionally crude. The virtual world is constructed of cubic blocks, nominally a metre on each side, meaning that the player can make rapid progress felling blocky trees for timber, digging blocky mines for coal, and assembling blocks into houses, farms or larger structures. Unlike the fine textures of realistic virtual worlds in multiplayer online role-playing games, the large blocks of Minecraft seem like giant digital Lego. Players can rapidly collect building materials and tools for ambitious construction projects, or even deploy an inexhaustible supply of digital blocks in a non-competitive creative mode. Lack of realism results in a system that is democratic and generative to a degree not seen in comparably popular games.

The freedom offered to players extends well beyond facility of movement in the virtual world. The Swedish creator of Minecraft, known as Notch (and his company Mojang), have intentionally allowed fans to decrypt and modify the Java language source code of Minecraft itself. A determined player can substitute new pieces of code for any part of the Minecraft system – a practice described as “modding”. Mods are shared among players, allowing individuals to choose more and more mutated versions of the game world – with different tools, materials, plants, animals or monsters, as well as magic powers for the player. For those without sufficient skill to write Java code, it is still possible to change the world by replacing the block surfaces or the appearance of their own avatars with alternative textures. And where players are inclined to tinkering, it is possible to create automated machinery and gadgets in the Minecraft world itself – using redstone (a fictional kind of semiconductor) with switches, pistons – and even virtual computers inside the computer, that can be programmed in their own simple language to make robots do the mining and building on your behalf.

These facilities reconfigure space in the virtual world of Minecraft in surprisingly profound and reflexive ways. Rather than a literalistic re-construction and re-presentation of “virtual reality”, Minecraft offers a democratised spatial poetics – an Open Work, in the sense defined by Umberto Eco. The boundaries between coal and code are permeable to an extent only previously imagined in the dream allegories of Neuromancer and the Matrix. Minecraft players not only inhabit the worlds of each other’s imaginations, and collaborate to redefine the game they are playing, but blur the bounds between the product itself and their own media culture. They share advice on recipes and mods via active support communities and wikis. But even more prolifically, they use screen recorders to make videos of their avatar playing the game, with voice-over narration explaining their constructions and adventures, or giving advice to new players. Minecraft players may spend as much time watching videos of other people playing as they do playing themselves. And the machinima affordances of the Minecraft world lead to players creating their own homages to popular films such as the Hunger Games, with the original narrative re-located into the block world of Minecraft. As with building and modding, the blocky low resolution is liberating to young creators who could never emulate professional animation standards, but probably didn’t want to. Older players gain YouTube followers by using custom mods or additional animation software to create meta-narratives – postmodern commentaries on the genre and its communities – such as the Egg’s Guide to Minecraft series.
At the time of writing, the emergent media ecology of the Minecraft community is racing ahead of critical commentary. This abstract has attempted to set out the scope of reconfiguration between space and action. But the children currently playing Minecraft seem likely to become a new generation holding radically altered expectations of digital space.

————————————-

“Sim You Later: at play across virtual and actual space”
Seth Giddings
University of Western England

Current developments in mobile and locative media, and in augmented / mixed reality media (for instance at the Pervasive Media Studio in Bristol) take the permeability of virtual and actual space as a given. Digital space is thought of not as the worlds within worlds of virtual reality or cyberspace as imagined in 1990s, but rather as ‘content’ or experience delivered to – for instance – a smartphone user as they navigate their everyday environments. If the separation or transcendence of the actual lived world was the technological imaginary of virtual reality, then the dissolution of media technology into an augmented everyday is the promise, or dream, of pervasive media.
However the interpenetration or layering of digital and actual space does not dissolve the specific media/technological forms of digital space. Rather we see a mixing or layering of heterogeneous domains, some the quotidian environments of streets, homes and playgrounds, some the intangible domains generated from databases, algorithms and user interfaces, some rendered in the Euclidean geometry of game engines, others in the text-constituted spaces of chat and Twitter. To understand these composite realities, I would argue, we need to pay attention both to the technological nature of digital spaces as software and hardware, and to particular events in which virtual and actual spaces are generated.

The presentation will draw on microethological studies of the play-testing of pervasive media games, and of children’s videogame play across digital and physical gameworlds. Microethology is a theoretical and empirical method of participant observation in intimate events in technoculture. The presentation will suggest key concepts for studying emergent behaviours of, and in, the mixed realities of emergent digital media cultures. It will argue that digital space should be understood in relation to three significant factors:

behaviour – both human and nonhuman;
time – particularly the speculative and iterative time of simulation;
play – both serious and phantasmagorical.

Sunday, March 17, 2013

Film Showing: Bradley Manning Had Secrets


I will be a speaker at the showing of 'Bradley Manning Had Secrets', a short film that focuses on Bradley Manning, accused whistle blower and political prisoner. I will be making a statement, or perhaps it will be a declaration, anyway I will be speaking in HUMlab X 12:15pm Friday 21st March (Arts Campus) on the notion of private and public within an network information architecture. I suggest coming along!

"Bradley Manning, not as accused for leaking information to Wikileaks, but as a young American soldier, who question his gender identity and simultaneously goes through a crisis of conscience''.

Animated film by Adam Butcher, (7min, 2011, USA). Short interview with the filmmaker will follow.

Lunch Box learning is a series of film screening events at the HUMlab-X, Arts Campus. Just get your lunch box, scrunch in bean bags and enjoy the screening. There will be a coffee as well.

This time held by HUMlab-X, Arts Campus and Campus Royal - student film club at the Umea University.

More information about organizers:
www.humlab.umu.se
www.cinema.campuskortet.se

Thursday, February 14, 2013

TOPOPHONIA: Four Realizations in Sound

 

Yoshikaze "Up-In-The-Air" Second Life Residency presents TOPOPHONIA

Date: 2013-02-18—2013-02-22
Time: 13.00  CET
Place: Samhällsvetarhuset, HUMlab is located below the University library, in the Social Sciences building

Nine Rooms by Oberon Onmura
Listen ... by Alpha Auer
Bank Job by Maya Paris
Jazz on Bones by Eupalinos Ugajin
18 - 22 February 2012 @ HUMlab, Umeå University, Sweden
Opening Hours: 8am - 4pm
Opening: 18 February between 1pm- 4pm


"You will find four completely different pieces, four totally different visions of what that initial concept suggested. To me, the fact that our four versions are so different is tremendously exciting. It is further proof that the artist's mind is unlimited in its ability to make sense of the world, and to convey that sense to others."- Review of "Topophonia" by Quan Lavende
 
YO=shi-kA+Ze is a Second Life (SL) artist studio run by Goodwind Seiling (aka Sachiko Hayashi) together with Didge Burroughs (aka James Barrett) with support from Umeå University in Sweden. Its main activity is to provide SL artist-in-residency "Up-in-the-Air" residency. Between 15 October 2012 - 31 January 2013, Oberon Onmura held the residency at Yoshikaze as our artist-in-residence on HUMlab Island in Second Life, during which time he has completed a unique project entitled "Topophonia," involving three other SL artists in addition to completing his own artworks.

"The principal concept of "Topophonia" is the notion of bringing together a group of artists' to create artworks around a common concept. ….I was less interested in any sort of collaboration than in seeing how (or whether) other artists could understand and work from an artistic framework that I personally found interesting in creating a new piece….whether their resulting artworks in any way mirrored or complemented my own. So not a collaboration; rather, an experiment to test whether an artistic idea is share-able, and to see the result of each artist independently operating on that idea in his or her unique fashion."

By basing its starting point on sound to guide the visitors, his chosen artists, Alpha Auer, Maya Paris and Eupalinos Ugajin, have each created an independent installation. Together with Oberon's own work they comprise "Topophonia: Four Realization in Sound."
Yoshikaze is very pleased to present "Topophonia" at RL HUMlab, Umeå University, between 18-22 February 2012. Four machinimas filmed beautifully by Marx Catteneo will be shown on our screens alongside with four computer stations with avatars who will take the visitors to their inworld installations.

In conjunction to this RL show, Yoshikaze Studio will be open to the public. We welcome you at http://www.slurl.com/secondlife/HUMlab/99/194/25 to experience "Topophonia" from your own location.

Oberon's artist statement of the project can be read on our blog at http://yoshikaze.blogspot.com/2013/02/oberon-16-artist-statement.html; about Oberon's artists at http://yoshikaze.blogspot.com/2013/01/oberon-9.html ; reviews at http://yoshikaze.blogspot.com/2013/01/here-are-some-blog-posts-about.html

Curated by Goodwind Seiling/Sachiko Hayashi in collaboration with HUMlab. The poster design by Carl-Erik Engqvist from HUMlab.

Yoshikaze "Up-in-the-Air" Residency (www.slurl.com/secondlife/HUMlab/95/215/351) is a Second Life residency programme run by Sachiko Hayashi together with RL HUMlab art director Carl-Erik Engqvist, Umeå University, Sweden.

For inquiries, please contact: goodwind.seiling@gmail.com.

Yoshikaze is funded and hosted by HUMlab, Umeå University, Sweden.
Yoshikaze blog: http://yoshikaze.blogspot.com
Yoshikaze vimeo: http://vimeo.com/yoshikaze

Saturday, December 22, 2012

Professor in Media and Communication Studies Job

A position is available for a Professor in Media and Communication Studies with a focus on digital humanities at the Department of Culture and Media Studies, Umeå University Faculty of Arts  in North Eastern Sweden. The Department has approximately 70 employees and offers a unique combination of subject areas and a creative environment for meetings and collaboration between culture, art, literature and communication. We carry out research and education within media and communication studies, journalism, drama, theater and film, ethnology, history of art, cultural analysis, literary and museum studies.

The Department provides seven renowned professional programs with many students. We educate strategic communicators; journalists with specializations in culture, scientific or sports journalism; culture analysts; culture entrepreneurs and scriptwriters, as well as for work within the museum and cultural heritage sector. Departmental research within the discipline of media and communication studies is focused upon the relationship of media and journalism to sociological and cultural issues such as gender and ethnicity, risk, sustainable development, the aging population, school, disabilities, surveillance and crime. Other research areas include digital media and citizen participation; communication of science, technology and environment (VTM); news management and photo journalism.

The appointment is a part of the Faculty of Arts’ long-term investment in the Humanities and Information Technology (digital humanities) as research areas.Therefore applicants whose research relates to issues within media and communication studies relating to digital media and expressions will be prioritised. We are looking for a person with the commitment and ability to drive the development of the research and education environment within the subject of Media and Communication Studies. As part of the appointment, there is an emphasis upon individual research and research group leadership. In addition to developing personal research, the applicant is expected to initiate and lead research projects and applications, and to supervise Ph.D. candidates. The applicant will also be expected to take chief responsibility for advanced seminars. A certain amount of teaching at both first-cycle and third-cycle education can occur.

The position will be in close cooperation with HUMlab (http://humlab.umu.se/en) HUMlab is the meeting place for Humanities, Culture and Information Technology at Umeå University. It offers an internationally strong environment and infrastructure for research and development within the area. The appointed will have his/her main basis in the Department, but also a secondary affiliation with the HUMlab.

A long-term strengthening of research is highly prioritised at the Faculty of Arts. Therefore academic skills, the ability for independence and analytical work, in addition to initiating research and work within research groups, are important factors for the appointment. Further requirements include documented pedagogical skills and solid experience of teaching and supervision at both first and third-cycle levels. Great emphasis is also placed upon cooperation and leadership skills, administration abilities and the ability to work with external partners within society and industry.

This includes the task of informing about research. Additionally, the ability to teach either in Swedish or English is a requirement for the appointment. If the person offered the position does not have a command of Swedish upon appointment, after a few years he/she must be prepared to take on board administrative and pedagogical tasks that require the ability to communicate in Swedish.

To be eligible for the position as professor the applicant must have proven academic and pedagogic capabilities and competence as reader within media and communication studies or an equivalent relevant subject (for further information see Higher Education Ordinance, Chapter 4 Section 3 in addition to the Umeå University Appointment Rules for teachers at Umeå University), see www.umu.se/digitalAssets/86/86755_anstllningsordning-fr-lrare-vid-ume-universitet-111213.pdf

Greatest importance will be attached to the evaluation criteria of academic capability and research initiation and leadership. Great emphasis is also placed upon pedagogic competence. In addition to this, other evaluation criteria are attached, such as cooperation and leadership skills, administrative competence and the ability to work with the surrounding community.

The appointment is located in Umeå and high attendance at the department is a requirement.

The application should be formed in accordance with the directions set out by the Faculty of Arts.
www.humfak.umu.se/digitalAssets/99/99436_98894_humanistiska-fakultetens-anstallningsanvisningar.pdf

The application may be submitted either electronically (.pdf or Word format) or in paper form (3 copies).

Additional information is available from the Head of Department, Kerstin Engström tel. +46 (0) 90 786 69 29, e-mail kerstin.engstrom@kultmed.umu.se. Contact person from HUMlab: Director Patrik Svensson, patrik.svensson@humlab.umu.se.

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.

Your complete application, marked with reference number 311-1027-12, 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 14 January 2013 at the latest.

We look forward to receiving your application!

Tuesday, November 13, 2012

Understanding Machinima: Essays on Filmmaking in Virtual Worlds



In what may be a new genre of academic machinima, we are introduced to the forthcoming collection of essays and interviews on machinima making, viewing and theorizing from Continuum Press; "Understanding Machinima: Essays on Filmmaking in Virtual Worlds" edited by Jenna Ng. The machinima explains the origins of the book project, outlines its underlying theoretical perspectives and gives some insight into why everyone interested in machinima should read it.

As an unprecedented event in academic publishing, the collection is augmented with an dynamic online media collection that readers can access through QR-codes embedded in the text. While reading about machinima the reader can go to films, images, links and written texts that support the book chapters.

"In this groundbreaking new collection, Dr. Jenna Ng brings together academics, award-winning artists and machinima makers to discuss and explore the unique and fascinating combination of cinema, animation and games. Machinima makes for a very cost- and time-efficient way to produce films, with a large amount of creative control, by combining the techniques of film making, animation production and the technology of real-time 3D game engines.

With an opening preface by Henry Lowood, the leading academic studying Machinima, as well as a closing interview with Isabelle Arvers, a French machinima artist and activist,, the collection features theoretical discussions addressing machinima from non-gaming perspectives. The various functions of machinima are also discussed, via game art and documentary, while also exploring the application of such machinima making in a Cultural Analysis course at Umeå University."

Thursday, May 31, 2012

'A Place of Play' - Performance Video

A video of the recent mixed reality performance, 'A Place of Play' I gave between the digital humanities research space HUMlab X at the just opened arts campus at Umeå University and in Second Life. Thanks to Beatrice for shooting the video and HUMlab for everything.

Thursday, May 24, 2012

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.

Tuesday, April 17, 2012

The Digital Library as Learning Space

For a presentation tomorrow in HUMlab to a delegation from the Karolinska Institute Library.

Saturday, February 18, 2012

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. In 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.
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/95/215/351

Sunday, January 29, 2012

Kristine Schomaker's "My Life as an Avatar: The Gracie Kendal Project" & "1000+Avatars"








Yoshikaze presents Kristine Schomaker's

"My Life as an Avatar: The Gracie Kendal Project" (http://graciekendal.wordpress.com)

via Skype Video

4pm on 30 January 2012, RL HUMlab, Umeå University, Sweden

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.