| Digital
Arts and Culture Conference May 19 - 23 2003, Melbourne
Stepping
into Storey
I
escape the slightly cold rain and enter...shelter. Shelter in more
than one sense, for here are gathered again people like me, people
addicted to ways we can express ideas in electronic media, ways
we play with text and society and space on a computer screen.
Our
colleagues are spread across the world — and it is such a luxury
to say things like "metatext as a spatial discourse" and
not have to unpack the meaning behind that. So for me, coming to
these is like coming home for the holidays — a rare chance to meet
up with people I can talk to without having to backtrack into hours
of explanations.
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I
feel alone, on the edge of story, the edge of words...and then I
enter. Step into an oddly shaped building with green geometric barnacles
stuck randomly on the side: Storey Hall in the Royal Melbourne Institute
of Technology, Melbourne.

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I
pet a very willing kangaroo: he feels as a kangaroo should: softer
than a buffalo and less wool greasy than a sheep, and not as silky
as a pampered cat. |
Gathering
my yearly supply of inspiration
I come
to these conferences not as the academic but as an observer of ideas.
I like to investigate what others are doing, to see the recent fascinations
in the digital world, to find stray seed crystals for my thoughts
to focus on. And I am never disappointed.
These
conferences are always supersaturated mixtures of information — too
many things to go to and to see and people to talk with. So, please
don't take these notes as what the authors said or truly meant — go
to the originals! The
DAC site will prove to be an invaluable resource for future
musings on digital arts and culture, thanks to the range of papers
and topics and the notes in the DAC blog — a real reflection of
the community.
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Thanking
all involved: the conference organization was tops
But
I must say that this conference was extremely well run, with many
behind the scenes minions making sure that the technology worked
well, that there were easy to access computer terminals, and even
wireless access. The conference was on more than just a face to
face basis: I joined a community of bloggers and blogged my on-the-fly
notes, baring my poor typing and off thoughts without editing at
all.
Kudos
to Adrian Miles, Anna Farago, Antoanetta Ivanova, and all the rest
at RMIT who made the whole thing work so well. |
Building
time in to think: what a great schedule
Even
the timing was well thought out — from the order of the papers to
the breaks and venues. Monday's papers fell into analyses and looking
at game theory and the word and ways to subvert it, Tuesday's gathered
about narrative and theory, and Thursday's focused on practice to
show what people were doing. Wednesday was a scheduled "day
out" in the middle, a welcome break perfectly timed to give
us a chance to talk to people who had presented and people whose
papers we had read earlier. There was even a day devoted to looking
at works both in a VR studio on the campus and at the nearby library. |

Mark
McGuire and Andrew Hutchinson discuss matters of deep importance
in lush green surroundings. |
Twisting
through a whirlwind of old and new faces
DAC
brings in people from all sorts of disciplines: from independant
artists and writers to academics (in media, English, history, game
studies) to developers. This conference relected the recent surge
in interest in gaming: whereas the Brown conference centered on
theory, much of this conference centered on the potential for games
to be studied under theories and to provide insights into theory
and practice.
So
what can I tell you about the entire conference? A week of fast
paced ideas, of grasping after that elusive concept, of not enough
sleep, of meeting old friends and new people: all with fascinating
projects and visions? Whew. Not much. My DAC notes come to 28 printed
pages, so I will merely relate a few of the things that vied for
my attention: and that may interest you as creators
and academics. |
To
get to the papers below, go to the DAC
papers, scroll down for the person's name, and click for a PDF
version of the paper.
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For
the writers among us: Wild eyed and wild haired with eyes that see
different visions (from graffitti along St. Kilda Road, Melbourne,
Australia)

Experimenting,
merging the traditional and the modern, the expected and the unexpected.
(Digeridoo player busking on the sidewalk on Swanston Street, Melbourne,
Australia)

Carry
cameras and capture memories wherever possible. (Kate Richards taking
photos for her next artwork)

Look
in the corners, tell the truth but tell it slant. (Kangaroo at Healesville
Sanctuary) |
- Virtual
worlds to create: As Lisbeth Klastrup relates: "These
worlds are a potential waiting to be realized. The seed is virtual,
the tree an actualization, the cycle of constant re-virtualization."
- Expressions
to economize: Janez Strehovic shows how the poetic economy
is intensified in the electronic media with temporal and spatial
syntax. "The logic of replacement gives way to the logic
of coexistence and simulation"
- Ways
to flicker: Susan Ballard talked of ways we embody artwork,
of flicker as something we can see and enter, or see and not enter.
I thought of three-dimensional onomatopoeia.
- Expectations
to mess with: Jim Bizzocchi spoke of Ceremony of Innocence
and the way it refutes the user's expectations of cursor and screen.
- Sounds
to place: Gregory Moore pointed out the obvious — but
I hadn't thought of it. Sounds originate from a particular place.
So in your pieces, locate the sounds. Use 3D space to convey abstract
notions of space, place, and sound.
- Spaces
to cover: Keith Armstrong showed how to cover spaces such
as train stations and malls with ecosophical art (site specific,
sensory, evolving and emerging).
- Languages
to create: My paper and Julianne Chatelain's explored the
poetic and graphic possibilities in Glide, a visual language created
by Diana Slattery.
- Textual
instruments to play: Noah Wardrip-Fruin represented a panoply
of voices that are creating electronic works that function like
musical instruments: you play them to create stories and meanings
just as you play a violin or an instrument to create sound and
music. You can get very different sounds — and effects —
from the same instrument. Examples include Noah's Talking Cure
and Screen, Diana Slattery's Glide
language, and Brion Moss' Prate.
- Trends
to spoof: Tiffany Holmes has her art students at the Art Institute
of Chicago spoof the "break out" game to find themes
and expressions in the simple act of bouncing a ball to destroy
targets.
- Art
to subvert: Catherine Bott scattered objects around in four
New Zealand towns and tied the whole thing together with an internet
escapade — all without funding or institutional support
or even government sanctions in the Picnic.
- Immersion
to drown in: Jill Walker showed the magic of immersion —
an ontological interaction that fuses you into the fictional world,
where your clicking affects the happenings on screen.
- Hardware
to demand: Jeremy Yuille showed us the differences between
sound quality in film and online: we need better sound production
and distribution for computers.
- Art
sounds to create: Jeremy
Yuille also demonstrated play primitives — ways to combine
sounds. I thought of Jim Andrew's Nio.
Caleb Stuart showed how laptop performances generate interest
in their own right, and explored ways to present laptop sound
concerts.
-
Sofware to expand awareness. Lonne Malmburg's students
use software in unexpected situations such as a silver fox statue
that measures coffee smells and emits steam or portable personal
devices like shoes that ring out when you stand too long.
- Recursion
to bend: Anthony
Hunt set up a display in a small room in a museum that mirrored
what was outside the museum, including the outside of the display,
bending physical and digital media. (Daniel Palmer)
- Objects
to interact with: In
Richard Brown's Alembic, the object sees you as much as you see
it.
- Performances
to measure: Jayne
Fenton Keane provided a performance between the screen and herself,
showing her heartbeats on the screen as she performed.
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For
the academics and theorists among us: who engage in calmer expressions
of thought and practice, exploring the whys and wherefores (Daniel
Pargman, Teri Hoskin, and Noah Wardrip-Fruin)

Debra
Poulson and truna extrapolate possibilities in art.

Susana
Pajares Tosca contemplates fields for study above while Bernadette
Flynn takes it all in below.

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- Games
to play: Espen
Aarseth issues his call to arms: ask not what games can do for
your discipline, as what your discipline can do for games.
- Social
networks to explore: These emerged as wonderful areas to study
as people saw the difference between formal rules of engaging
the game and informal (and formal) societies evolving online.
(Mikael Jakobsson and T.L. Taylor). Immersive games take audiences
on a journey that touches on real life — the Beast plays on your
cell phone, email, and your life. How did the boundaries between
game and real life become so slippery? (Jane McGonigal)
- Qualities
of worldness to examine: What are the specific and unique
traits that make this a world? (Lisbeth Klastrup)
- Metacommunication
to translate: What roles do the metacommunication of games
and readersplay in translating fiction and reality? (Anna Mette
Thorhauige)
- Traditions
to plumb: Explore the history of real life selling spaces
to re-design and address the opportunities in internet retail
space. (Nanette Carter). Of course, this can be expanded to address
opportunities in internet education space, message space, gaming
space...Then Hanna Lovise Skartveit showed us how to use traditional
film editing techniques to analyse the effects of electronic media
and games.
- Games
and story to close read: Several people presented excellent
explications, which should serve as examples for scholarship:
Nick Montfort and Stuart Moulthrop's Varicella, Susana Pajares
Tosca's Resident Evil spring most readily to mind.
- New
media to edit: New media editing poses new issues: usability,
intention, archiving. It blurs the relationship between editing
and artistic collaboration. How can we analyze the importance
and relationships in new media editing? (Robert Kendall, Rob Swigart,
Nick Montfort)
- Avatars
to psychoanalyze: Avatars are surrogate selves, but are malleable.
Examining the avatar's roles and games between user and virtual
world provides insights into digital relationships. (Laetitia
Wilson)
- Memories
to store: Mike Leggett showed Pathscapes, a way to store text
in a visual realm. People can drag and drop their associations
with visual memory to store ideas, narratives, image.
- History
to come alive in:
David Cameron and John Carroll showed To the Spice Islands, a
school project that engaged students into studying history with
email, websites, in-role presentations, plays, and weblogs. It
is a great way to infuse participation and technology.
- Aesthetics
to admire: Flash
aesthetics are built on vectors rather than bitmaps, providing
a new realm of interpretation and design theory where data compression
becomes a synechdote for information. (Anna Munster)
- Time
to consider: Different
layers of time operate in games: negotiated and event time as
well as phenomological time — the time of real life. (Ned Rossiter).
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But
wait! there's more! PlayEngines
The
Victorian State Library hosted PlayEngines
in association with the DAC conference, in a large sunny room in
the library across the street from RMIT. It was nice having the
web works to go to such as Robert Kendall's Faith, Stuart Moulthrop's
Pax, Diana Slattery's Glide, Eddo Stern's MOO, Mez's _][ad]Dressed
in a Skin C.ode_. But the most impressive for me was L. Sanderson's
and P. Sansom's Somnolent Fantasies: a large work using two plasma
screens and controlled with a clock: move the hands to get different
dream sequences.
I also
liked Kate Richard's and Richard Gibson's Life After Wartime, which
draws on an extensive database of police photos from 1945-1960 and
provides poetic links as glimpses into these lives.
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And
don't forget the VR!
RMIT
hosted a VR lab/artist, with a spectacular interactive work. We
went over in small groups to see it. The piece moved out from the
screen in abstract visions of lines and blobs and structures. At
first we were entranced with the imagery: I know now how a 19th
century person felt who saw a moving picture for the first time.
When we got to know the work, we followed our ribbon/snake avatars
to navigate through the spaces.
The
artist is intrigued by social interaction: how people work together
to navigate within the space. I was intrigued by the author's talking
of what he had not accompllished, whilst we saw the magnitude of
what he had done. If you ever get to Melbourne, look this up. |
Bottom
line for me:
This conference
brimmed with ideas and places to think about. But it seems more and more
isolated from the non academic worlds of gaming: go into any video or
game store and you can see imagery and computing power that make the efforts
here seem small. These two worlds need to converge and work together — next
time I would love to see close readings and spoofs on Matrix II or other
fast paced graphic games, more art and performances, and more delving
into ways to use what is out there to teach kids history, get across poetry
in an economical electronic expression, and playing with the media and
the games.

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