| Vladimir Todorovic on Tue, 8 May 2007 16:25:00 +0200 (CEST) | 
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| <nettime-ann> ISEA2008 - open call for Artist in Residency program - Singapore | 
.Dear friends,
		The oft-heard rhetoric of recent media technologies is that it complicates traditional 
		notions of spatial and geographical location insofar as these technologies are said to attend 
		to one's technological needs without regard to where one is; for example, one common myth 
		goes like this: 'one can access information about anything and communicate with people on 
		the net without regard to which country one is in'.
		
		
        Such postulations of location-neutrality, however, are based on a fallacious assumption that one's 
        location is merely a secondary aspect of one's experiential environment and thus can be 
        phenomenologically simulated or even negligibly circumvented by the mediation of communication, 
        information and experiential technologies.
        
        
        Location, however, is a complex experience constituted by one's cultural, economic, political and 
        technological environment that is differentially distributed and conceived in different parts of 
        the world. Thus, new technologies, even while purporting to surmount location, seem to be merely 
        following the contours of the location-specific 27 variables that operate in any particular space. 
        While many recent technologies also present themselves as 'location-aware' that enable one's ability 
        to address these location-specific variables in some ways, it is noteworthy that such experiences 
        very often rely on simulating only an indexical notion of location through a series of sensory cues 
        related to a particular space. 
        
        
        In the light of the centrality of location as a critical problematic 
        and possibility, this theme seeks to examine how the specificities of location mediate and are 
        mediated by both old and new technologies of information, communication and experience.
        We invite academic research, design and artistic explorations that explore the possibilities and 
        problems of addressing location through media technologies. We are especially keen on works that 
        address the complex historical, cultural, socio-political and economic contexts that affect 
        location-specific interactions with such technologies. 
		It is interesting that the Hawaiian word, 'wiki wiki', meaning "quick" has become co-opted to 
		label the revolutionary systems and practices that support the easy and speedy tele-collaborative 
		authoring of knowledge online - i.e., wiki.
        Wiki is an extremely easy-to-use authoring system for online content that cannibalizes on the 
        HTML protocols with additional facilities to monitor all the changes being made, revert to 
        content prior to editing as well as a space to discuss the evolving content. The fact that 
        users are able to access the pages and change content without any restrictions, defies the 
        development of a notion of single authorship and thus also the possibility of authorial 
        responsibility for such content. 
The relative ease in developing online content with a 
        community of 'at a distance' presents wiki as a model tool for tele-collaborative production. 
        Wiki is yet another example of how technologies are changing the ways in which creative 
        knowledge production is being transformed by enabling collaboration between diverse individuals.
        In this theme, we seek to initiate discussion, deliberation and development in collaborative 
        creation using new technologies. How have new and old technologies contributed to the 
        development of collaborative making? What are some of the issues raised by collaborative 
        creation; for example, authorship, artistic responsibility, claims to intellectual property, 
        conflicts and confluences of disciplinary knowledge and practices, etc. What are the spaces 
        of such collaborative work - what are the transitional spaces between the artists' studios 
        and scientific labs?
        We invite artistic and academic work that addresses and/or exemplifies the problems and 
        possibilities of collaborative creative work that are enabled by technologies. Works that 
        are created by collaborations between diverse and geographically diverse communities are 
        especially encouraged. 
		The infantilization of play, that is, the historical association of playing with children 
		and non-serious activities, has led to the systematic exclusion of play and fun from 'serious'
		creative, scientific and technological investigations. While the ludic (i.e., play-related) 
		dimensions of artistic creativity have been variously explored recently in both art works 
		and in scholarly research, the interactions between technological developments and the 
		pleasures described as 'fun', are few and far between.
        In fact, the history of technological development has more instances of people enjoying technologies 
        than of those willing to acknowledge or systematically deliberate on such pleasures. It has been 
        argued recently that the phenomenal development of the game and entertainment industries, primarily 
        driven by various technologies that engender the expanded exploration of embodied pleasures, has 
        highlighted the potential of technologically-driven experiences of fun. 
        However, there are those who 
        assert that there is still much more need to investigate the complicities between technology and 
        pleasure in these experiences and to develop alternative modalities of exploring the technological 
        possibilities of pleasure and vice versa. In this theme, we seek to address the ways in which fun 
        and enjoyment interact with and complicate new media technologies both in its design, creative 
        development, everyday uses and discursive articulations.
        We especially encourage works that critically explore the entertainment industries and their use of 
        recent technologies.
		
While the reality effects of photography had forced a re-evaluation of the conventions and 
		concerns of painting as well as of perception in the mid 19th century, the realistic 
		aspirations of recent visualization and experiential technologies (e.g., in animation, 
		gaming, immersive environments, mixed / augmented reality) are forcing us to reconsider our 
		registers of the 'real' in our media and our everyday lives.
        The confusing of the real and the virtual through seamless transitions and the perpetual obfuscation 
        of the edges that demarcate them are increasingly the focus of scientific research as well as of 
        creative works. The improvisational nature and interference potential of such 'reality jamming' - i.e., 
        this pressing together of the real and virtual in a context where their distinctions are deliberately 
        obscured - open further possibilities for research, scholarship and creative production.
        In this theme, we also seek to encourage artists and researchers to explore the ways in which the 
        'virtual' presences and experiences of folklore, religious beliefs, magical rituals and science and 
        media-fiction interact with and counteract the lived experiences of the 'real'. Scholarly presentations, 
        art works and research in the areas of virtual, mixed and augmented reality, not restricted to the 
        technological platforms and equipment that enable such experiences, are especially encouraged.
		
		The 'borderless world' and the 'global village' are different imaginaries of a world 
        seemingly transformed by the speed and efficiency of information, communication and 
        experiential technologies - of a world where the political borders of nation states were 
        considered to be either irrelevant or difficult to sustain.
        The age that announced the 'borderless world' is, however, ironically also the one that has 
        displayed the greatest anxiety about this breakdown and invested the largest amount of 
        resources and time in the increasing surveillance and control of these borders. While these 
        borders historically have been permeable to certain kinds of economic, socio-cultural, 
        political and military transactions (i.e., trade, cultural objects and experiences, religious 
        missions, etc.), the development of technologies that facilitated greater communication and 
        transportation across them has only increased the anxiety to control these transactions.
        The contestation over these borders and of the transmissions across them continues to be a 
        struggle as much determined by technological developments as it is by the politics, cultures 
        and socio-economic systems that mediate within and between these borders. The question of 
        how one negotiates technological developments that simultaneously contribute to the increasing 
        opening and ossification of borders is of utmost significance and in this theme, we invite 
        artistic and scholarly work that engages this question.
We seek to showcase research and creative interventions that deal with the strategic and tactical possibilities of networking, communication and experiential technologies in ways that enable the emergence of different conceptions of borders, nation-states and of the infectious transmissions that problematize these demarcations.
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