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Jan 09, 2008

Convergence: The International Journal of Research into New Media Technologies:

Via Networked Performance

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Submission Deadline: February 29, 2009 :: All research articles are refereed and should be between 7000 - 10000 words in length :: We also welcome submission of debates (1500 - 3000 words) or Feature Reports (3000 - 4000 words). This call invites submissions for a special issue related to Digital Cultures of California. Internationally, California is a phenomenon in terms of its relationship to creating, consuming and reflecting upon the era of digital technologies. From the legendary garage entrepreneurs, to the multi-billion dollar culture of venture capital, to stock back-dating scandals, to the epic exodus of California’s IT teams during the Burning Man Festival, this state plays an important role in the cultures of digital technologies.

The Bay Area of California (often referred to somewhat incorrectly as Northern California) is often perceived as a hot-bed of technology activity. Silicon Valley serves as a marker for the massive funding of enterprises that shape many aspects of digital culture. The new interaction rituals that have come to define what social life has become in many parts of the world can often be traced back to this part of the state. New forms of presence awareness and digital communication such as Twitter and Flickr have found a comfortable home in the Bay Area. Complimenting the Bay Area s activities in social software is Southern California - Los Angeles in particular - where Hollywood sensibilities bring together entertainment with technology through such things as video games and 3D cinema.

California is also the home of several colleges and universities where digital technologies are developed in engineering departments and reflected upon from social science and humanities departments. This curious relationship between production and analysis creates the promise of insightful interdisciplinary approaches to making culture. Many institutions have made efforts to combine engineering and social science practices to bolster technology design. Xerox PARC probably stands as the canonical example of interdisciplinary approaches to digital technology design. Similarly, combining arts practices with technology as a kind of exploratory research and development has important precedent at places like PARC and at the practice-based events such as the San Jose California-based Zero One Festival and Symposium.

In this special issue we welcome submissions which investigate, provoke and explicate the California digital cultures from a variety of perspectives. We are interested in papers that approach this phenomenon in scholarly and practice-based ways.

* What are the ways that social networks have been shaped by digital techniques?

* How has the phenomenon of the digital entrepreneur evolved in the age of DIY sensibilities?

* What are the ways that new ideas succeed or fail based on their dissemination amongst the elite, connected digerati, as opposed to their dissemination amongst less more quotidian communities?

* What is the nature of the matrix of relationships between Hollywood entertainment, the military and digital technology?

* Can the DIY culture explored in the pages of Make magazine produce its own markets?

* How does the Apple Inc. culture of product design and development shape and inform popular culture?

* How have the various interdisciplinary approaches undertaken at corporate research centers connected to universities such as Intel Berkeley Labs shaped digital cultures?

Contact for further information: Julian Bleecker - julian [at] nearfuturelaboratory.com

Ars Virtua “World of Warcraft Residence”

Via Networked Performance

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Ars Virtua Artist-in-Residence (AVAIR): World of Warcraft Residence :: Call for Proposals :: Deadline:Jurors: Eddo Stern, James Morgan, Amy Wilson, and Jay Van Buran January 15, 2008 ::

Ars Virtua Gallery and New Media Center in Second Life is soliciting proposals for its artist-in-residence program. Established and emerging artists will work within the massively multiplayer online environment of World of Warcraft. The residency will culminate in an exhibition of documentation in Second Life and/or on the web. Residents will also receive a $400 stipend, training and mentorship as necessary. Ars Virtua Artist-in-Residence (AVAIR) is an extended performance that examines what it means to reside in a place that has no physical location. The purpose of the residency is to reflect on the nature of the game environment and terrestrial world in the context of contemporary art.

Ars Virtua is keenly aware of the growing power of synthetic worlds in terrestrial existence. The arts have already begun to infiltrate and influence the environment, development and understanding of these “places.” It is the purpose of this residency to give direct attention to the interrogation of the space, place, and metaphor. Residents will be encouraged to explore, experiment with and challenge traditional conventions of art making and distribution, value and the art market, artist and audience, space and place.

Application Process: Artists are encouraged to log in to World of Warcraft BEFORE applying. Be aware that Blizzard offers a 10 day Free trial, and that finalists will be contacted for an in world interview. Applications will be judged based on ideas presented and work previously executed. We are looking for an artist who is willing to work within what may be a new environment for them and be prepared to evolve in response to the synthetic world and Massively Multiplayer Online Role-Playing Game that is WoW.

To apply send the following information to avair-at-arsvirtua.com:

1) Name, address, phone number, email, Warcraft Character/Realm/Faction.
2) Link to an online portfolio (expect a 5 minute visit) and one page proposal. If you do not have an online portfolio please briefly discuss your work.

Timetable:

Jan 7 - official call
Jan 15 - applications/letters of interest due
Jan 16-20 - interviews (or equivalent in WoW)
Jan 21/22 Announcement

“AVAIR” is a 2006-2008 commission of New Radio and Performing Arts, Inc., (aka Ether-Ore) for its Turbulence web site. It was made possible with funding from the Jerome Foundation.

Ars Virtua is sponsored by the CADRE Laboratory for New Media.

 

HCI Expert - Cambridge, UK

Via UsabilityNews

Deadine: 28 January 2008 - HCI Expert

Position for 1-year, based in Cambridge, UK
Salary: Competitive

RESPONSIBILITIES
- Lead the HCI phases of development projects in coordination with researchers, graphic designers and software engineers
- Design and conduct usability studies, analyze the results of usability studies, and make design recommendations
- Carry out fieldwork, analyze the findings, perform the statistical analysis of data logs, and identify potential design solutions
- Design and create user interface designs
- Represent and interpret usability data and HCI research during the research and design process
- Write academic papers for publication at international conferences

EXPERIENCE
- A minimum of 2 years of demonstrated experience conducting user-centered design projects
- A higher degree in the area of human-computer interaction
- International publications in ACM conferences
- Research design skills in experimental design and observational methods
- The ability to communicate and argue for results, methods, approaches both orally and in writing
- The ability to make group presentations
- The ability to work in an explorative R&D environment where the objectives are responsive to research findings

Please send a copy of your CV to jobs@instrata.co.uk

Brain–Computer Communication: Motivation, Aim, and Impact of Exploring a Virtual Apartment

Neural Systems and Rehabilitation Engineering, IEEE Transactions on [see also IEEE Trans. on Rehabilitation Engineering]

Leeb, R.   Lee, F.   Keinrath, C.   Scherer, R.   Bischof, H.   Pfurtscheller, G.  

Publication Date: Dec. 2007
Volume: 15,  Issue: 4
On page(s): 473-482
ISSN: 1534-4320

 
 

The step away from a synchronized or cue-based brain–computer interface (BCI) and from laboratory conditions towards real world applications is very important and crucial in BCI research. This work shows that ten naive subjects can be trained in a synchronous paradigm within three sessions to navigate freely through a virtual apartment, whereby at every junction the subjects could decide by their own, how they wanted to explore the virtual environment (VE). This virtual apartment was designed similar to a real world application, with a goal-oriented task, a high mental workload, and a variable decision period for the subject. All subjects were able to perform long and stable motor imagery over a minimum time of 2 s. Using only three electroencephalogram (EEG) channels to analyze these imaginations, we were able to convert them into navigation commands. Additionally, it could be demonstrated that motivation is a very crucial factor in BCI research; motivated subjects perform much better than unmotivated ones.