Hz #8 presents:
AUGMENTED BODY AND VIRTUAL BODY
by Suguru Goto
FLOATING POINTS: LOCATIVE MEDIA, PERSPECTIVE, FLIGHT AND THE
INTERNATIONAL SPACE STATION
by Jeremy Hight
GLOBAL vs. LOCAL: THE ART OF TRANSLOCALITY
TECHNOLOGY AS IF
by Annika Olofsdotter Bergstrom
by Bjorn Norberg
"WHERE ARE YOU FROM?": THE NETWORKED APHERE
by Pat Badani
THE PROSTHETIC COMPONENT INTERFACE SERIES or PCI
by Andrew Bucksbarg
by Tom Badley
SEARCHING IN THE BOX
by Francesca Roncagliolo
by Chris Mann
Hz is an on-line journal published by the non-profit art organization
Fylkingen in Stockholm. Established in 1933, Fylkingen is the oldest
forum for experimental music and intermedia art in Sweden. Throughout
its history Fylkingen has been known to be a driving force in the Swedish art scene to introduce and promote yet-to-be-established art forms, the examples of which include the music of Bartok, the video works of Nam June Paik, Electro-Acoustic music during the '50s as well as the New Media performance of Stelarc in recent years. Our members are leading composers, musicians, dancers, performance artists and visual artists in Sweden.
Camille writes about her interests, explorations in Database video art, Performance Video, Live Cinema and VJing, and has been investigating live or performance video, both as an artist,producer and as a curator.
Master Study Interface Cultures at University of Art and Design in Linz Austria
The Interface Culture masters degree program, founded by media artists Christa Sommerer and Laurent Mignonneau, is an artistic-scientific study to educated media artists and media researchers in creative and innovative interface and interaction design.
The study lasts two years and concentrates on project-oriented and theory-based training in interactive digital media, combining art with research, the development of projects and prototypes with scholarly publication.
Subjects thought include: interactive art, interaction design, game design, tangible interfaces, auditory interfaces, fashionable technologies, wearable devices, intelligent ambiences, sensor technologies, telecommunication and new experimental forms of human-machine, human-human and machine-machine interactions.
>>>>>>> PLEASE MAIL THIS TO A FRIEND >>>>>>>>
For more information visit http://www.field-of-vision.net/Beijing
The Gao Brothers invite you to collaborate in
FIELD OF VISION : BEIJING
A joint venture between Beijing New Art Projects / China, the Institute for New Media, Frankfurt a.M. / Germany and Digital Art Projects / UK
@ BEIJING NEW ART PROJECTS
The Factory 798 Art District, 4 Jiuxianqiao Road, Chaoyang District, Beijing / China
1 – 16 September 2006 >>>>>> DEADLINE 15 August 2006
Following the success of FIELD OF VISION : NEW YORK and FIELD OF VISION : EXTREMES, FIELD OF VISION : BEIJING will be the third in this series of combined internet / physical world events. This time the organising artists are asking everyone to submit images and text about China, everything Chinese or influenced by China.
The Gao Brothers and artists group Digital Art Projects invite you to submit ANY KIND of images and text showing China AS YOU SEE IT, whether you live there, have been there or not. These could be abstract or figurative. They are particularly looking for images containing the colour red, images of Chinese text in any form and they would be really pleased if you send a short note, comment, statement or even a longer essay accompanying your work. All images are printed out postcard size and a selection of about 500 will be assembled on location into a billboard format collage.
Photographs, pictures downloaded from the internet or magazine cuttings, small artworks for example paintings, scanned objects, drawings, collages and electronically generated imagery are all acceptable but must be digitised and sent as e-mail attachments or uploaded to our server.
- You can submit as much images and text as you like
- Image file formats: .jpeg, .gif, .png
- File size: max 1 megabyte per image
EMAIL TO ...
Call for Papers - Please distribute to relevant forums
perthDAC 2007 - The Future of Digital Media Culture
7th International Digital Arts and Culture Conference
15 -18th September 2007, Perth, Australia.
KEYWORDS - computer games, hypertext theory and literature, new media narrative, streaming media, interactive and networked performance, digital aesthetics, interactive cinema, theory, art, bio-art, nano-art, augmented reality, cyberculture, electronic fiction, electronic music, electronic art, games culture, games system design, games theory, interactive architecture, cinema and video, MOOs, MUDs, RPG, virtual reality, virtual worlds.
perthDAC is the seventh iteration of Digital Arts and Culture. DAC was the first conference to attract and present the work of researchers, practitioners and artists working across the field of digital arts, cultures, aesthetics and design.
In September 2007, DAC will be hosted as the key international conference in the public program of the Biennale of Electronic Arts Perth (BEAP) in Perth, Australia. BEAP celebrates and critiques new and novel technologies (digital, bio, nano, other) by showcasing artworks made with, or that are about, new technologies. perthDAC's conference program will be closely inter-woven with BEAP's exhibitions.
perthDAC's academic programme is being developed with the close co-operation and support of the fibreculture forum, who will also be active on the perthDAC conference steering committee.
CALL FOR PAPERS
Papers are sought for PerthDAC 2007 that will illuminate both the near and long term Future of Digital Media Culture. Papers which present research outcomes, track trends or developments, describe case studies or works in progress, are speculative projection, challenge existing paradigms or record a history, are all welcome. Submissions are encouraged from any professional, craft or scholarly field that relates to communications art/design, cultural expression, practice and aesthetics, and the technical means by which they are enabled.
MULTIMEDIA GRADUATE PROGRAM FORUM
Open to the Public
Wednesday, June 8th, 2005
7:00 to 9:30 p.m.
Multimedia Thesis Project Presentations
Luminance is a live, playful, interactive art installation in which participants use their own physical body movements to create and influence digital content on a 10' X 7.5' screen. Participants are completely untethered. Their gestures, dancing, leaping and stillness can create image elements on the screen that move with the user and/or move digital content already on the screen.
Conspiritus is an interactive, virtual reality biofeedback game, which aims to provide an entertaining way for players to have fun while on a quest of self-discovery.
The Conspiritus video game uses custom biofeedback sensors, 2D and 3D graphics, and audio to create an immersive and interactive virtual reality world. In this reality, players will navigate and explore a virtual world represented in a pop culture-esque style. Players will experience a multimedia-aided story, taken from a framework of world myths, metaphors, and folk sagas. Conspiritus uses a respiration monitor belt worn around the player's upper abdomen, which will measure a player's breathing pattern. A headband worn on the player's forehead monitors subtle brainwave activity. These biofeedback sensors send input into a 3D video game engine, which will be used for navigation and interactivity inside the game. Motion tracking will also be used to navigate inside the 3D environment. Each player will have a unique and entertaining experience, while gaining insight about undiscovered strength within themselves.
Creators behind the Curtains
Since the beginning of time people of all cultures have tried to explain the unexplainable. Through ancient creation myths cultures reveal their fate after death, the reasons for crises or miracles, and yet they retain and even encourage a curtain of mystery. Myths above all satisfy our need to understand the natural world and our place in the cosmos even with the advent of modern science and technology.
Our project combines opposing mediums to convey these ancient creation myths while lending itself to the advent of modern technology. We utilize the influence of sculptural ceramic tiles as a narrative medium and a natural element, which is interrelated with the myths. Along with the tiles there is a harmonious blend with computers through which the story is told in a 360-degree environment. This purpose of our project is to encourage you to fall into that curtain of mystery and absorb yourself in both an ancient and modern story telling environment. Join us and witness the creators behind the curtains.
“NextBlog” is an online Flash Movie generator based on users own information such as messages, pictures and music. It dynamically generates unique Flash Movies (swf) and users are able to download the created movies.
Fuz the End
Fuz: the end is an interactive multimedia comic saga.
It is a narrative telling of a comic world brought to life using three forms: 1. Digital Comic, 2. 3D Animation, and 3. 3D Gaming. And the $!@#'s finally done.
The Magic Lantern: “The Magic Lantern” is an opera for DVD with interactive DVD/ROM components. The DVD uses the medias of word, sound, music, video and graphics to reveal the narrative and promote the inquiry. The narrative consists of two parallel texts (“Freak Map” and “Libretto”) that address the area of inquiry, with each informing the other. The “Libretto” is written in free verse and is intended to be performed and heard. The “Freak Map” is written in prose was structured to be read. The “Libretto” is performed in its entirety. Portions of the second text, the “Freak Map” are nested within it. The audio, visual and graphic elements were chosen not as literal translation of the text but as illustrations of the transitory and contextual nature of interpretation of word and idea. They are meant as parchment where the word is written to be lost. The DVD/ROM portion of the DVD will contain copies of both texts and links to background research and additional links about the work.