ISEA Newsletter #101 - ISSN 1488-3635 #100, June - August 2005


+ ISEA Board Editorial by Nina Czegledy

+ ISEA News

+ ISEA2006 News

+ "Cultural Diversity: Working Outside Multiple Boxes, Circles, and other Forms" [brief introductory notes] by Cynthia Beth Rubin

+ "Electronic arts practice and ‘cultural diversity’. . .benefiting who?" by Roshini Kempadoo

+ "The ISEA Circle: Seeking First Nation/Native Voices" by Rosemarie McKeon

+ "A Reflection on Disability and New Media" by Patrick Lichty

+ "Partnering Artists" by Colette Gaiter

+ "The School of Panamerican Unrest: Project Description" by Pablo Helguera

+ "The form of Ritual: Interactivity found in Korean Shaman Ritual" by Semi Ryu

+ "Dakar Web: ISEA Partnership project 1999" by Catherine McGovern, Moussa Tine and Sea Diallo

+ Editorial Introduction to Japanese Texts by Patrick Lichty

+ "Margin of Cultural Diversity: Art & Research of MEDIASELECT after ISEA2002" by Kiyofumi Motoyama

+ "Otaku culture" by Yun Oenoki and Yoshinori Tsuda


by Nina Czegledy


We would like to take this opportunity to warmly welcome Nadia Palliser our new coordinating director and the executive editor of our ISEA newsletter. We are looking forward to working with her in the coming years.

This is a very brief editorial as I would like to leave as much space as possible for Cynthia Rubin, the guest editor of this unique issue.

This newsletter presents a major effort by the ISEA Cultural Diversity Committee led by Patrick Lichty and Cynthia Rubin. Sincere thanks for your contributions on diverse topics, spanning across continents.

Nina Czegledy
Chair, ISEA Board


++ Reminder: ISEA Headquarters has a new address

We would like to remind you that ISEA has a new address:
Inter-Society for the Electronic Arts
P.O. Box 14760
1001 LG Amsterdam
The Netherlands

The previously published fax and phone numbers for ISEA Headquarters are no longer in service.


ISEA2006 News
by Peter Anders, Steve Dietz and Joel Slayton


Preparations for ISEA2006 are right on schedule, and it is looking like it will be an amazing event. The symposium will be from August 5-13, 2006 in San José, California. At a recent ISEA gathering at SIGGRAPH program directors Steve Dietz and Joel Slayton outlined the activities and concurrent festivals. Other events will include the ZeroOne San José: Global Festival of Art on the Edge and the Pacific Rim New Media Summit conference. Deadlines for ISEA-specific papers/presentations/events will be posted on the ISEA2006 site at http://isea2006.sjsu.edu. Details concerning the other events can be found on this site as well. See http://isea2006.sjsu.edu/C4F3/index.html. The Pacific Rim call launched this week and is due July 15. See http://isea2006.sjsu.edu/prnmscall/.

The jurying for the first round of the ISEA2006 Interactive City call has been completed and the following artists and projects have been accepted.

Saul Albert
Traffic Island Disks
Matthew Biederman and Adam Hyde
Paper Cup Telephone Network
etoy
MISSION ETERNITY
Matt Gorbet, Susan Gorbet, Rob Gorbet
P2P: Power to the People
Drew Hemment, Mika Raento, John Evans, Theo Humphries
Locas
Tad Hirsch
Tripwire
Katherine Isbister and Rainey Straus
SimVeillance: San Jose
Colin Ives
Nocturne
Adriene Jenik
SPECFLIC
John Klima
Saint Joe
Jenny Marketou and Katie Salen
99 Red Balloons
Andrea Moed
San Jose Instant Film Festival
Katherine Moriwaki and Jonah Brucker-Cohen
DIY Urban Challenge
Christina Ray / glowlab
The Drift Relay
Sean Savage and Damon McCormick
PlaceSite Network: San Jose
Marc Tuters, Luke Moloney, Karlis Kalnins and Adrian Sinclair
MC3 (Mobile Commons Command Centre)

Please see http:// www.urban-atmospheres.net/ISEA2006 for further information about these projects.

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The jurying for Interactive Café, Pacific Rim, and Community Domain will be announced soon. The call for Transvergence is currently open, and new calls, including one for papers and panels will be posted in the next 30 - 60 days. For an overview of the expected calls for the ISEA2006 Symposium, please see http://isea2006.sjsu.edu./calls.html and join the ISEA2006 mailing list to keep updated at http://cadre.sjsu.edu/mailman/listinfo/isea2006 and subscribe to http://cadre.sjsu.edu/mailman/listinfo/isea2006 to stay updated.

Cultural Diversity: Working Outside Multiple Boxes, Circles, and other Forms
[Brief introductory notes]

by Cynthia Beth Rubin


Once upon a time, inclusion was the buzz word in ISEA as we discussed Diversity. Outreach, expanding our horizons, finding digital artists in places both socio-economic and geographic who had not been previously included in the then radical cutting edge efforts f the Electronic Art Community, became the focus of our efforts to be more inclusive. Having struggled for a few years to build the structure of ISEA, we took up the challenge to "go outside the box."

What has been harder to address is how we embrace the other "boxes" of the world, other structures, other way of defining not just what constitutes digital art, but constitutes interesting artistic work for the community from which the work evolves. How do we find artists whose work may or may not be speaking to the mainstream Western electronic art world, but which more certainly speaks to the audience of similarly cultured artists and audience? Or artists who work between cultures or in modes which cannot be defined as inside the structure of any neat category?

Inclusion, we have learned, can all too easily keep us on the surface of building bridges. We do not want just one of this and one of that, filling in the colors on spectrum of skin tones, speaking accents, and points on the planet. What would truly enrich ISEA and our experiences of cultural growth would be to shed the skin of perceiving excellence as fitting a certain aesthetic of avant-garde, and open the doors to exchanging the ideas behind the work.

How far can this go? How can we begin, continue, collectively grow? With this issue of the ISEA newsletter, we are promoting a dialogue among artists with differing views on what makes electronic art interesting. Our commentators come from a variety of cultures, but all have participated in the discussion of how ISEA can be more diverse. Some are offering us specific projects of promise, others are asking the questions that will lead us to imagine new possibilities.

The discussion, in this case, is action. Read, think, and question. Exchange ideas, dare to share perceptions, and then be open to challenges. Responses can be posted on the ISEA-Forum. mailto:isea-forum@isea-web.org>


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Electronic arts practice and ‘cultural diversity’. . . benefiting who?

by Roshini Kempadoo



My comments and observations are given as a digital media practitioner, lecturer in Media production and whose practice and experience emerges from the position of being British born with a Caribbean heritage, living and working in Britain.Writing in a reflexive and discursive way, I would like to comment on the globalised economy of ‘culturally diverse’ practice as funded and practiced by Western1 cultural institutions and individuals such as ISEA.

Lets be clear, adopting a ‘culturally diverse’ practice in electronic arts through institutions such as ISEA is a western phenomenon. It emerges from a concern by individuals and concerned citizens living in European and North American countries, to be more inclusive of artists and audiences from minority populations. It is also an attempt to recognise a more international and global form of electronic arts practice that spans the various continents including Asia and Africa, South America and Australia. I do believe it comes from a genuine liberal and well-intentioned form of reaching out to include a wider global audience and to have knowledge of, and to support different international forms of practice.

While such generous, albeit somewhat anxious gestures under the guise of diversity continue to be made about the globe and predominantly funded by Western economies, I would contend that the issue remains highly problematic and that it continues to be ineffective. It fundamentally can be seen as a project that continues to sustain an economy in which the West and its majority population benefit.

‘Culturally diverse economy2 of electronic arts practice


Electronic Arts practice operates in a globalised information and knowledge economy in which the West continues to dominate (for the moment). In Britain, our government sees the strengthening of an information and computer-based economy (particuarly the notion of culture industries) as a future stabilising force for the European Community.

We also know the gap between rich and poor has reached an all time high based on what can only be described as a particuarly brutal world economy that continues to sustain wealthy western populations. This gap also appears amongst most populations of a single country but crucially it is at its worst operating between European and North American countries, and the world populations in the southern countries of Afrika, central and outhern America, and majority population of the Far East.

My concern is to call into question the way in which 'cultural diversity' as a project is being used as a way of sustaining the existing economy of electronic arts practice as we experience it in Europe and North American countries. That is to say - who exactly benefits from the project of culturally diverse arts practice? Who benefits in owning, acquiring and sustaining the skills, equipment, production, distribution, management of electronic arts services and provision while engaging with the notion of cultural diversity?

Beneficiaries are crucial to this concept.

I am not interested in giving specific examples or naming institutions and individuals. It is easy for us to reflect and refer to examples from our own specific experience as artists, curators, academics and technicians. The implementation of 'culturally diverse' practice of electronic arts I have experienced or seen funded in Europe and North America, can be categorised in two ways:

The first category involves 'international' artists and their work brought in from beyond its borders to be enjoyed by an audience in Europe and North America. A temporary arrangement is made in which the artist/s and audience encounter a culturally different experience of electronic artwork. This may be experienced as part of a festival, event, performance or exhibition. This is often a form of 'importing' cultural difference into European and North American borders. The artwork and artist/s are here for a while, enriching our cultural experience, it is enjoyed and remembered by many, and finally returns with the artists who have brought it. The immediate financial benefit for the artist/s is more than likely to form the smallest part of the budget, seen within the wider cost of hosting the event or performance. The real benefit remains within the recipient host European/North American country.

Of course, the international artist/s expertise and knowledge gained from the experience is expected to be highly significant and valued by the artist/s concerned. Needless to say, that the audience remembers and cherishes an unusual and unfamiliar experience. Yet this pales into insignificance when comparing the cumulative expertise and knowledge acquired and gained by the technicians, managers, curators, designers, engineers, etc. who facilitated the production and process in London, New York or Berlin. This form of 'culturally diverse practice' cannot be described as an exchange (let alone an equitable one) of knowledge, experience or mutual financial benefit. Further still, in art forms such as music and video work, intellectual copyright based on a performance in Western countries additionally disadvantages the artist from outside of Europe and North America. Long-term financial gain is made from the media product merchandise (DVD's, Audio CD's for example) of the performance or event. Unless a radically different economy is set up, the normal beneficiaries of the experience, the knowledge and the financial economy of this venture remains the same.

The second common example is where culturally diverse practice of electronic arts is often 'naively' translated into art projects for the minority populations and communities living in European and North American countries. This model includes the encouragement and active engagement of artist/s whose background/s may be from the minority populations targeted. In this instance, electronic art practice is seen as being a project about 'socially inclusivity' that often includes workshops and taster sessions, discussion groups or commissions in public spaces (see ISEA 2006). They are often seen as integral projects to festival seasons and tourist income generation summer activities in Europe and North America.

The notion of 'the communities' and the artist of a minority population benefiting in real terms is at best spurious. Rarely have I seen the commission or workshop conceptualised in a way that sets in place a transformative process for knowledge, expertise and financial gain from one group of people who devised the venture to the 'community' and artist that it has been chosen to involve. Sure, it may be that twenty young women from refugee communities may have had hands on experience (for a limited period) of digital video, Internet skills or making videos using mobile phone technology. Sure, the artist may benefit through financial gain and European artistic recognition. But certainly in Britain, we are well aware of the pitfalls and dangers associated with the notion of 'access', minority artist/s and 'community based arts practice'. There continues to be very few arts agencies or institutions run and managed by people from minority populations who control and manage significant national events, arts institutions and cultural artistic budgets. The full range of expertise for fundraising, curating, producing, accounting for, managing, running and creating electronic arts practice is hardly ever devolved to individuals of minority populations or organising bodies of their communities.

Culturally diverse arts practice therefore remains an exercise of a small and rather insignificant gesture and gift of a cultural artistic experience, without the intention of handing over control. There seems to be little intention to put in place systems in which 'communities' and individuals are left with the expertise to run their own show and contribute to the wider intellectual and creative debates and developments of electronic arts. As artists descendant of minority populations, we create and make interventions despite this.

My contention is that in anxiously reaching out to embrace the project of cultural diversity, institutions and its population of individuals such as ISEA are failing to recognise the power base they are operating from and working within. An arts institution that operates a policy of diversity is more than likely merely reproducing an economy of knowledge creation and production that is involved in sustaining itself. The failure to recognise the power and control of living and practicing within a European/North American framework makes a mockery of the original good gesture behind the cultural diversity project. A genuine intention of culturally diverse practice involves giving way and taking a step back. Individually and collectively, cultural diverse practice means demonstrating a commitment to allowing other individuals and institutions that emerge from minority populations within and increasingly outside of the European and North American borders so they may produce, manage and organise their own practice. Rather than individually stepping in and taking up the funding, expertise and knowledge on offer, there has to be a readiness to give away and devolve responsibility. If individually we are not willing to give way and show such generosity, it means the economy, energy and funding continues to sustain us as academics, artists and practitioners to create things and debate ideas that stay within a wealthy Western experience.

Very rarely does an economy include a long-term commitment to devolve responsibility, knowledge and ownership to disenfranchised communities let alone populations beyond its borders. And yet there are some important and (long overdue) gestures being made around global economies of debt relief and fair trade, which are based on corrective measures to compensate for an inherently unbalanced financial and administrative system that has always favoured the rich over the disenfranchised. The electronic arts economy is no different. ISEA could only benefit from having a position on cultural diversity that wants to devolve and transform electronic arts practice as it currently exists - that is with an intention to stop mimicking and sustaining an information/knowledge economy about digital technology in which only the rich and privileged minority continue to creatively silence a majority.

© Roshini Kempadoo

notes:
1. I use the term Western here rather crudely in this text since ISEA is predominantly sustained within a westernised aesthetic, sensibility and funding system. It is also important to acknowledge that Japan, Indonesia, Malaysia and other surrounding Eastern economies have also played an important part in contributing to different types of electronic artistic endeavours and approaches and who have highly significant economies driven by technological development. They seem less engaged with the notion of cultural diversity and how this might be inscribed into an association and practice and will not be referred to in this commentary.
2.In this commentary, I use the term economy to refer to the notion of ownership, exchange and acquisition of skills and knowledge of electronic arts production and the product/processes/financial economy of electronic arts practice.

Biography - Roshini Kempadoo

Roshini Kempadoo is a visual artist and educator of Indian Caribbean descent, based in London.


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The ISEA Circle: Seeking First Nation/Native Voices

by Rosemarie McKeon


The electronic arts digital divide is an expensive and ever-expanding chiasm for Indigenous technologists. There are several reasons for this widening gap: Often, said technologists live and work in remote locations. Even when presented with opportunities to travel, leaving home, employer, or community requires advanced planning. On top of these obstacles, the lack funding for continued professional development snuffs out many a First nation/Native dream. Therefore, collaborative financial strategy and representation in professional organizations such as SIGGRAPH or ISEA, is a strategy to introduced in this article.

Digital Indigenous works regularly spring from deep storytelling and listening roots. Nowadays, our beautiful stories are often interpreted through digital mediums: film, music, performance, games, animation, and graphics. During the SIGGRAPH 05 keynote address, George Lucas said that he is a storyteller and suggested that, as a storyteller, you constantly bump into the limits of technology. So true! But for digital Indigenous storytellers, not only is there a lack funding for software and hardware, but funding to learn the use or to push its limitations for the sake of storytelling is mostly non-existent.

This short letter is a call to similar Indigenous digital artists who are interested in sharing their electronic/non-electronic tactics to obtain resources and training. Let’s explore collaboration, education, and representation in the ISEA digital art community. As apprentice or master navigators, strategically moving through culturally sensitive and often techno-phobic terrain, we can collectively survey funding for our work, for travel to educational opportunities, and for attending conferences that focus on digital storytelling, production, and art-making.

The speaking and use of native languages to represent non-western understanding of sky, earth, and people are ours for the telling. Let’s forge forward together.

anpetu waste yahape,
rose

Biography - Rosemarie McKeon

Rosemarie McKeon is the GIS Coordinator at the Geospatial Applications Center at Sinte Gleska University (a tribal college founded by and located on the Rosebud Sioux Reservation) in Mission, South Dakota. 9.6

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A Reflection on Disability and New Media

by Patrick Lichty


Some number of years ago, I wrote a theoretical piece on New Media and disability, largely looking at the interface of dis/ability and Virilio’s argument of the paralysis of the accelerated ‘able’ and the similarity to the technologically augmented disabled. This time, I would like to share a brief informal reflection in context with my experience in disability and New Media and the aforementioned article.

I could reflect on Virilio’s theory once more, but in the 2-3 years since my writing, the instance of the interface between the disabled artist and the medium, and between artists of differing level of ability, as well as the public perception of the people engaged in the project has not changed. It might be interesting to note that disabled artists have a handicap in public perception by the nature of their position. This is why many disabled artists choose to, as Erving Goffman (1) would put it, ‘pass’ so that the disability is not foregrounded in the context of their work. I admit that when I watched the video about Anzai et al’s Tactile Renga project** that the issues of a visual arts project between the sighted and non-sighted, the nature of the project partially obscured my objectivity for the work..

Even though some New Media works addressing disability have emerged, there are extremely complex issues that problematize the creation for such works in the first place. First of all, as Lev Manovich’s definitions of New Media are becoming canonized by certain numbers of the New Media art and larger art worlds, the privileging of the visual (as Manovich frames much of his theory in film studies) challenge the avisual. Of course, we could mention that databases, transcoding, etc. do not privilege the visual, but the framing of his discourse in terms of New Media do in considering terms like Vertov’s ‘kino-eye’. What does film theory have to say to the blind?

This leads me to issues of understanding and sensoria. For example, how does one understand experiences which are so fundamentally different from one’s own? How could I understand deafness, or incapacity, or permanent blindness, or schizophrenia, or…? The idea that many humans with challenges have such trouble truly empathizing with one another in similar situations,reaching out to truly understand others with incredibly different circumstances, requires substantial personal resources. This is why I believe that if extraterrestrials are ever discovered, communication will be impossible. However, I do not feel that empathy between dis/ability is not so improbable, but it does take a bit of time; usually more than those in the developed world are allowed by society.

Lastly, I would like to talk about the marginalization of the disabled, the challenges of access/ability, education, and the like in instilling desire or giving the ability for the disabled to create New Media works or creating them with the disabled. The disabled are frequently not given sufficient financial support. The educational challenges presented by many forms of disability do not exclude these demographics from creating New Media works, but certain obstacles remain.

I claim to have few concrete solutions to many of these problems, but it is clear to me that constant reminders are necessary to spur the production of access, possibilities or opportunities for the disabled to work in or have access to New Media. Disabled people are some of the most distinctive individual people in all of humanity, and they have much to teach. But much work remains in the project of New Media enablement of the disabled, and honestly, except for long-term visibility and research, I find the discipline of which I’ve just spoken very challenging. It is my hope that within ISEA we might be able to have more dialogue on the disabled in the coming years.


(1) Goffman, Erving, Stigma Notes on the Management of Spoiled Identity. 1963 Penguin Books

Biography - Patrick Lichty

Patrick Lichty is a conceptual intermedia artist currently based in Bowling Green, Ohio, and is Editor -in-Chief for Intelligent Agent Magazine.

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Partnering Artists

by Colette Gaiter


One way to generate diversity on many levels, including diversity of content, would be to invite artists (from a group underrepresented in ISEA) working in any medium to partner with an electronic artist to create new work. A phenomenally successful example of this kind of collaboration is the Crown Fountain in Millennium Park in downtown Chicago. The fountain, which is two 50-foot glass brick towers that show video portraits of Chicagoans and other video footage, is one of the biggest attractions in Chicago. http://www.ksarch.com/progress_milpark.html

It draws huge and extremely diverse crowds that include all ages, abilities, and the usual demographic categories. The thing that is most impressive is that the fountain seems to make everyone equally happy. I have never seen people milling around in a crowd in the middle of a huge city and smiling.

Jaume Plensa*, a sculptor from Barcelona, is credited as the artist, but the work required a team of video artists and programmers as well as the construction crew. The video artists shot portraits of 1000 Chicagoans (with racial and ethnic representation proportional to census data) and processed the faces to complete the “mouths as fountains”. The full story of the technology involved is told in a Chicago Tribune interview with John Manning, the video artist on the project and associate professor of art and technology at the School of the Art Institute of Chicago . http://www.chicagotribune.com/features/chi-0501270095jan27,0,1779527.story. John Manning, an early video artist and perennial technological wizard, is definitely within the ISEA culture. Jaume Plensa, the sculptor, is not.

ISEA should facilitate this kind of collaboration that would move the field of electronic art forward by letting artists work beyond their comfortable zone and imagine work they could not possibly accomplish alone.

The key to true diversity is to respect and incorporate new ideas and points of view. I suspect that Jaume Plensa’s vision for Michigan Avenue in Chicago would not have come from a Chicagoan. Achieving cultural diversity does not mean assimilating “others” into the prevailing point of view, but from moving the boundaries outward. Those of us inside the electronic art community should put ourselves in the position of learners rather than teachers. What can we learn from people who have not spent twenty-some years sitting in front of computer screens (which can definitely affect your cultural location)? How will their point of view as non-technological artists help us to make better work and think about technology differently?

Just as genetic diversity makes stronger species, cultural diversity makes better art.

* http://www.the-artists.org/ArtistView.cfm?id=89A51D52-7AEF-4086-8FAF05410E3DAA37

Biography - Colette Gaiter

Colette Gaiter is professor of interactive media at Columbia College in Chicago.

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The School of Panamerican Unrest: Project Description

by Pablo Helguera


What is the School of Panamerican Unrest?
The School of Panamerican Unrest is a project that intends to engage audiences in alternative modes to discuss history, ideology, and trends of thought that have had important ramifications in political and social events in the Americas.

The School of Panamerican Unrest will take the physical form of a collapsible/portable schoolhouse that will travel by ground from Alaska to Chile, stopping in different locations in the U.S., Canada, and Latin America.

Some of the primary goals of The School of Panamerican Unrest are:
To broaden and strengthen the debate around ideas and actions that had a crucial influence in the development of the history of the Americas, with the hopes of providing a framework of discussion around current international affairs, and bridging dialogue between Spanish and English-speaking America.

To build bridges between the different cultural communities of the Americas and facilitate communication between regions. The SPU seeks to show that it is possible – and necessary- to create independent networks of communication and dialogue outside of the existing economic structures that bind the Americas together. The SPU seeks to do a critique of the market-driven structure of the art world by including those regions that do not benefit from the attention of the international art market.

To initiate a debate on the ways in which the arts in the Americas can have again a significant role in the construction of public policy and enriching people’s view of the world in a forward-looking manner.

To combine educational strategies, modes of display, and debate on political and historical issues in non- conventional ways, create an infrastructure for discussion that breaks with traditional academic or art-market-centered formats;

As an artistic project, the SPU will seek new ways of integrating the experience of an artwork with a site-specific audience by making the group dynamic an integral part of the experience of the piece. The project was conceived and directed by artist Pablo Helguera. Its implementation, however, will require the support of a group of curators, critics and other artists throughout the Americas that will participate as members of a network of information built by this project. The School of Pan-American Unrest, more than a single artist project, is an effort to create true bridges between isolated cultural areas of action in the Americas.

Artists, writers, political activists, sociologists, and educators will be invited to join in this nomadic think-tank. The discussions created as a result of those readings are designed to result in local collaborative exhibitions, performances, panels, and other events that will be documented and incorporated in the project's archives.

The project is inspired in the travelogue itineraries of those who crossed the Americas: missionaries, explorers, gold-seekers, revolutionaries, intellectuals, and others. In the utopian spirit of those who thought of the Americas as a unified entity, the SPU will cross the continent making the idea of Panamericanism a reality. A pilot version for this project was created in 2003 in Zurich, Switzerland, sponsored by the Shedhalle alternative space. The current project is supported by a grant from the Creative Capital Foundation in New York.

When will it take place and where will it be presented?
The project will have three main phases: a virtual conference before the trip, starting in October of 2006, the trip in itself, and the creation of a documentary and exhibition that will gather all the discussions and resulting information from this experience. The trip is scheduled to take place starting in May of 2006. More than a traveling exhibition, it will function like a traveling conference. It will stop on large and small cities. In principle, the SPU is interested in any community and will accept any invitation as long as the conditions are workable within the schedule and logistics. What will the SPU do on each of its stops?

On each of its stops, the SPU will offer a compact schedule of workshops, art showcase, performances, discussions and lectures for the public. Each presentation on each stop will differ depending on the length of the residency, the resources available at the locations, the local interest, and the traveling schedule of the project. For each of its stops, special presentations will be prepared corresponding to the local history of heroic and visionary figures (both famous and unknown) that have helped to define the area where they came from. Will the discussions and other programs take place inside the SPU structure?

While the SPU structure is intended to provide a physical presence to the project wherever it goes, the public activities that will offer may or may not take place within the structure, depending on the scale of the events. What will be the methodology of the SPU? The SPU seeks to facilitate dialogue through innovative discussion strategies, inquiry-based methodology and other forms of communication using the visual arts. By using image association strategies and an open format of construction of critical dialogue, the school' s methodology is based on the assumption that in history, like in art, there is never a final reading on an issue, but only a temporary understanding of it through a continuous influx of discussion and interaction between method and intuition. Such dynamic implemented in the project will simulate the nature of the history of the Americas, not defined by its permanence but by its unrest.

While focusing on the history of the Americas, the SPU seeks to foster a larger discussion and understanding on the roots of contemporary humanist ideology. The house will contain a library of images related to the topics, which will be used in various experimental ways to prompt debates.

What will the SPU's publications be?
The SPU is planning the following publications:

Virtual forum. The virtual forum, to be started in October of 2005, will be available on the web. Pending funding, once the project is completed a publication will be made with excerpts from all the discussions that took place before and after the project. Additionally, during the trip, the SPU will produce ‘travelogue’ dispatches that will be released throughout the duration of the trip.

Textbook. The textbook will be made available in bilingual form in the various locations. It will be also available on a pdf format on the web. Including information on the history of utopian thought and pacifism in the Americas inside the house, the textbook will be an anthology of readings and discussions of relevant moments in the history of the Americas. Readings will include texts by Simon Bolivar, Abraham Lincoln, Che Guevara, Martin Luther King, and others. (please see attached reading list)

Catalogue. A catalogue documenting the project will be produced once the journey is completed and all discussions, contributions and visual documentation are brought together.

How can institutions and local curators get involved? What will be expected from them?
The SPU is looking for hosts –both institutions and individuals- to receive the project and help organize the activities that will take place in their respective localities. We are looking for any size of institution with a constituency, and wherever there aren’t any,we will seek for public or private spaces from where to operate.

Institutional commitment may vary depending on the resources and planned activities. Nevertheless, both institutions and individuals will be asked to sign a letter of agreement where they will commit to help facilitate the various logistics of the project.

What are the requirements from the SPU to the host institutions?
Depending on the location, the SPU will require support of the following nature:
-Financial support for transportation for that leg of the trip
-Accommodations for a few nights during the length of the stay
-Local promotion and outreach
-Technical support for public programs, workshops, etc.

How will local audiences be involved? Who is the right audience for this?
SPU will work with local institutions, curators, and cultural activists who may volunteer to host the project in their respective localities to bring an audience. The SPU will emphasize quality against quantity, which means that a group of 10 people at a given site may be more than enough to conduct a seminar. Nevertheless, the SPU will also be prepared to engage large groups of people via screenings, lectures and performances.

The SPU is a project directed mainly to cultural workers – thatis, people who work in the arts. However, it will also actively seek to involve people in the areas of sociology, politics, economical thought, religion, biology, etc.

What are the final goals of the SPU?
While we are well aware that the School of Panamerican Unrest may only manage at its best to provide modest or symbolic contributions in the very ambitious task of unifying the cultural voices of the Americas, we do intend to take the utopian nature of this enterprise very seriously. We regard this project as a relevant statement about the locality of influence of culture and the urgent need to create avenues of dialogue between the Americas.

How to receive more information?
Please contact Pablo Helguera at
Phelguera@aol.com

Biography - Pablo Helguera

A native of Mexico City, Pablo Helguera is a New York-based artist whose work spans from photography to drawing, performance to installation.

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The form of Ritual: Interactivity found in Korean Shaman Ritual

by Semi Ryu


I sit in the train and leave for the other place, looking out the window. Sometimes, I find myself deeply engaged in specific objects beyond the window. A red brick warehouse or a strangely gnarled black tree. Sometimes, I can’t bear not breaking the window, running out of the train and touching, smelling and even devouring them. This experience is momentary, gone in just seconds and so impulsive. However, I find myself still sitting in the train, looking through the window, without much disturbance. I stay with regrets but enjoy my weakness. I can’t break the window. I can’t sacrifice myself for the end of this ritual. I choose life with weakness instead of death with satisfaction. My body is full of dreams about the moment of revolution, the breaking of the window. The ritual goes on to call me and return me to my original place sitting in the train, to my life full of heavy irony. People are sitting in the train, looking through the window and performing this ongoing ritual on the unstoppable turning wheels. We are in the same train. This is the form of ritual….

The word “interaction” has appeared broadly in many fields, philosophy, science, art and media. It is one of the significant terms to express our contemporary culture, body and identity. Like Deleuze says, it is no longer a question of each individual entity [1]. Rather, the question is what happens “in between” the communication between different disciplines, cultures and societies. Every individual become a source of movement and interaction. What is important is not the production itself, but emerging properties from interactions with the broader population [2]. In this current of time, computer technology brought the idea of interactivity into the form of media. The idea of interaction has emerged on every surface of contemporary life: art, media and society.

Despite its contemporary omni-presence, however, the idea and desire for interaction can’t simply be new and contemporary. Looking back on history, human desire for interaction has been continuously manifested from the day of primitive ritual to contemporary cyberspace. Our interactive routines have continued, from micro to macro scale, in order to confirm our existence in every day life. This universal repetitive patterns of human activity is “the Ritual.” It is ritual because it is the archetypes of cycles driven by human instinct, regardless of their cultural and historical period.

I have defined “"The Form of Ritual"” based on my experience grown up in Korean shaman culture, to explain this fundamental human process of interaction and becoming. In the form of ritual, spiraling phases of Interaction is the process, the hybrid is an unexpected embodiment from this process, the binary is its profound agent and the shaman is a mediator.



Figure 1: The Eastern calligraphy, “Moo” (whose meaning is shaman)

"Moo", a character in Eastern calligraphy, can demonstrate the structure of the Form of Ritual. In this character, the human figure is represented as a mediator who dances between sky and earth [3]. This is the Shaman. The Shaman can perform the ritual of interaction, based on these two polar opposite components without hierarchy. Paradoxically, this ritual only exists in the separation, even though its goal is to overcome the separation and become one. The Shaman blurs the line between the binary pairs but also returns it to the beginning point—into disunion again. Leaving and returning, fusion and farewell, this continuous movement of two-way actions shapes our form of ritual. Everything comes back to the original order and waits the moment of the next revolution. This significant interactive process occurs all the time, from daily routines to sacred ceremonies. Ritual repeats forever.

Interactive technology is an ongoing expression of human desire. Its essential value could be found in understanding human being, nature and cosmos. Revealing its hidden essence, historical presence and spiritual value would be the next paradigm of interactive art practice.

Notes
[1] Deleuze, Gilles. Negotiations. Columbia University Press, New York, 1995, pp.121. [2] DeLanda, Manuel. ‘Virtual environments as intuition synthesizers’, in Proceedings of International Symposium on Electronic Art 92, in Sydney, Australia, ISEA 92 Committee, 1992, pp.105-106. [3] Cho, Hung-Yun. The History and Phenomena of Korean Shamanism, Min-Jok Sa, Seoul, Korea, 1997, pp.14-15.

Biography - Semi Ryu

Semi Ryu is an a faculty member in the Department of Kinetic Imaging, Virginia Commonwealth University, Richmond, USA.

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Dakar Web: ISEA Partnership project 1999

by Catherine McGovern, Moussa Tine, and Séa Diallo


Dakar Web is archived at :http://www.agencetopo.qc.ca/dakarweb/dakar/index.html


Initiated by ISEA HQ Montréal, the Dakar Web project took place during the month of February 1999 in Dakar, Sénégal. Twenty local artists (painters, sculptors, photographers, writers and musicians) collaborated under the guidance of the ISEA team (Eva Quintas, Michel Lefebvre and, myself Catherine McGovern) in the creation of 5 web fiction projects, the first created in West Africa.

At the time, the Internet was relatively unknown and expensive to access. Only the privileged had computers in their homes or even access to them. During the intense and very rich sessions, the artists discovered web art and, for some, computers and the Internet. Their enthusiasm was only exceeded by their open minded and committed spirit of discovery. Together we were able to open the door on a new form of artistic expression, enabling the Senegalese artists to bring their creative vision to what at the time was a very Western medium of expression.

Story telling is one of the fundaments of African culture and in the context of the dynamic local visual arts scene; Dakar Web offered a wonderful opportunity to begin the process of appropriation of these means of expression. Today access remains an issue in this region and electronic art in general is relatively under exploited by local artists. Nonetheless, many of the artists of Dakar Web were inspired to explore this new territory and here are some of their views.

Moussa Tine, painter, collaborated on the project Amica

http://www.agencetopo.qc.ca/dakarweb/dakar/bio/MoussaTine.html

After having spent some wonderful moments during the multimedia workshop of the ISEA Dakar Web team six years ago, I have finally been bitten by the communications technology bug. This has encouraged me to learn design software such as Photoshop, Flash and Dreamweaver. At the present time, I am able to manipulate photos and other digital images, giving them the best rendering possible and preparing them for presentation on the Web, Cd-Roms, catalogues, posters and other media.

Not being satisfied with the limitations of my skills, I would like to go as far as possible in the area of multimedia. And it is for this reason that I challenge to the initiators of such projects to create these types of workshops more often, in order to benefit the maximum number of people around the world. I would not miss this opportunity to thank the ISEA team who introduced me in the use of communication technology.

Séa Diallo, painter, collaborated on the project le Lait miraculeux – (The Magic Milk)

http://www.agencetopo.qc.ca/dakarweb/dakar/bio/SeaDiallo.html

Dakar Web was for me the follow up to a multidisciplinary dialogue that I experienced in 1996 in the making of the project l'Etendard d'un rêve – (Standard Bearer of a Dream). Under the direction of the studio GRAPHOUI of Brussels at the Blaise Senghor cultural centre in Dakar, the artists were introduced to film animation. Although "Standard Bearer of a Dream" became a fruitful dialogue among the disciplines of poetry, music, painting, and installation, I was left wanting more.

With Dakar Web, the same principle of creating a dialogue among poetry, sculpture and painting was revisited, only with digital creation in place of film animation. And I again remained wanting more. This has left me in a state of permanent reflection, of continual reaching towards the discovery of new horizons. As an artist, I maintain my character as a wandering artist with a distinctive sensibility. Dakar Web allowed me to discover the Internet, the web, the digital in general and their incredible capacity to nourish and stimulate the appetite of an artist in permanent quest for new paths, new shores.

Since then, I have been inspired to continue to learn more about the approaches introduced by ISEA and DakarWeb. My desire as an artist is to move into a more mature work after "Miraculous Milk" because the miracle is there. I am still faithful to my own idea of an artist, that the versatility of being interdisciplinary is to create, die, and be reborn. I continue to search for any artistic opportunity that will give me the chance to create, to die, and to rise again. This was the dynamic that Dakarweb presented, and forced me to confront. And I remain open to any initiative of artists.

Biography - Catherine McGovern, Moussa Tine, and Séa Diallo
Catherine McGovern, Moussa Tine, and Séa Diallo are all artists based in Dakar, Senegal.

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Editorial Introduction to Japanese Texts

by Patrick Lichty


Japanese culture, traditional or contemporary, has had a profound effect on the West over the past century and a half, from inspiring Japonisme in the fin de siecle to pop phenomena such as anime and Hello Kitty. In contemporary high culture this is evident through exhibitions such as “No Ghost, Just a Shell”, and Murakami’s “Superflat” curatorial trilogy featuring Neo-Pop superstars like Yoshitomo Nara, Mr., and Murakami, alongside Godzilla a nd Ultraman.

Because of its political, technological and economic strength, one looking at issues of cultural diversity might be puzzled why Japanese contemporary art would be included here. However, anyone who went to the ISEA 2002 summit in Nagoya, or has even seen the movie “Lost in Translation” should get a glimpse into how much the Western-dominated ISEA can learn from the rich, dense, and different Japanese culture.

As a student of Japanese culture for most of my life, one aspect of Japanese cultural life that has impressed me is its intensity and devotion. Many of the projects discussed by our colleagues Ooenoki and Tsuda concern a phenomenon particular to Japanese contemporary culture called Otaku. In Western pop cultural terms, Otaku is similar to Trekkies, Star Wars fans, or any other obsessed genre fandom.

But in Japanese culture, it has another character. To me, Otaku is less about the obsession, and more about intensity and devotion. This may be a fine distinction, but in the selections below, it may mean taking a concept to its logical extreme or being devoted to a place, where Western obsessiveness seems more about escapism.

These are the intricacies and differences that make Japanese culture so fascinating for me, and why I am glad that our colleagues have joined us for this special issue of the ISEA Newsletter.

Patrick Lichty – Chair, CDC

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Margin of Cultural Diversity: Art & Research of MEDIASELECT after ISEA2002
by Kiyofumi Motoyama



MEDIASELECT remains active in Nagoya, Japan, as its stronghold after the 11th ISEA2002 in Nagoya, and has been working on the continuous study of, and exhibition of the media art. The MEDIASELECT series differs from other movements of the Japanese media arts, such as ICC or YCAM, in that MEDIASELECT is founded on a framework of contemporary art, and hence considers the media arts as related to the contemporary arts.

One could argue that the MEDIASELECT series already embodies cultural diversity, as it takes place in a more local regional of Japan. Furthermore, it differs greatly from the image of Japanese culture expected by the Western world.

The approach of MEDIASELECT, however, goes further, as its objective is to seek out works that go beyond the geographics of cultural diversity, and present works that strive for new possibilities in taking a fine arts approach to new media.

In 2003, an exhibition called ”post”was held in the Nagoya port warehouse which was the venue for ISEA2002. The participants of the show included young artists who participated in ISEA2002, and were the pivotal members of the group. For several months, scholars also participated in research workshops and had a symposium on the results of their research during the exhibition. Some of the works for the show were referenced at the presentation in Helsinki at ISEA2004. Below is an outline of the show.

MEDIASELECT 2003 “post”
November 21(Fri.),2003---November 25(Tue.), 2003
Warehouse No.20, Garden Pier in port of Nagoya,
Artist: AIKAWA Masaru, ITO Akihito, OHIRA Takafumi, KONDO Sayoko,
TANIURA Hiwako, HAYASHI Momoko, FUJIWARA Junpei, HOSHI Takuya, MURAKAMI Fumiaki, MOHRI Yuko

In 2004, the MEDIASELECT exhibition was held at Nagoya University, because the warehouse was no longer available for exhibitions as a result of the commercial development program of the city. At this venue, interdisciplinary lectures by professors of Nagoya University were held throughout the show, alongside the exhibition and performances.

MEDIASELECT2004"COLD_SCHOOL MS004:Art as Lecture"
October 1 (Fri.), 2004- --- October 10 (sun), 2004
Toyoda Auditorium, Nagoya University
Artist: IGAKI Satoshi+TAKAGI Rie+FUSHIKI Kei+YAMADA Tamami, KOHMURA Masao, softpad + Refined Colors, TSUDA Yoshinori, TSUBAKIHARA Akiyo, NAGAO Hiroyuki, NIWA Seijiro, HIRABAYASHI Kaoru, MIZUNO Mikako, MUTO Isamu, YAMAGUCHI Yoshiomi

The Seminars for Contemporary Art & Media, organized by MEDIASELECT, took place in 2003 at the Akiyoshidai International Art Village in Yamaguchi as well as in 2004, at the House of Light (art work by James Turrell) in Tsumari, Niigata. The themes of the seminars were “ Media Education and Moving Image”, and “Web and Communication”, respectively.

For this year, Meme Project was held for EXPO2005 Aichi. Prof. KOHMURA Masao, the president of ISEA2002 Nagoya, participated in this project. Media art exhibitions will also be held by and at Nagoya University of Arts and Aichi Sangyo University, under the auspices of MEDIASELECT.

Biography - Kiyofumi Motoyama
Kiyofumi Motoyama is a representative of MEDIASELECT, and an Associate Professor at Nagoya University.

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Otaku culture

by Jun Oenoki and Yoshinori Tsuda


“Otaku culture” (1) is a Japanese phenomenon that appears to be penetrating deeply into Japanese society, becoming more than just a superficial subculture. “DENSHA-OTOKO” (2) (Train-Man), for example, began as a story on the internet centering around “otaku”. After it was published in book form it became not only became a national bestseller, but was also adapted for the stage and then to a motion picture. The protagonist of the story seems to be “otaku” on the surface, but really is a stereotypical “ordinary Japanese shy boy.” The social ostracization common to the otaku’s collective experience, is politically omitted from the character.

This year, a nationwide certificate examination, the “Nihon Zenkoku Otaku Kentei” (3) (Japanese Otaku Examination) will be implemented for the first time. People will be required to take this exam to be recognized with the designation of “otaku.” Thus, a new critical base, built on a specific body of knowledge, is being established as the core of “otaku culture”, thereby distinguishing it from the general “para-otaku” culture.

One might also argue that the forces of Japanese “power” began to use “otaku” as a quiet device for cultural control. Those of the “otaku race" generally love to view the world through a single paradigm, and are thrilled to push their interpretations to the extreme. Although there is an ominous risk in their philosophical approach, there is nevertheless also a desperate optimism, particularly in the face of the power of industrial capitalism and its attempts to discredit them.“Otaku” people, by becoming aware of these forces, and of Sir Karl Raimund Popper’s criticism of paradigm, might therefore be compelled to reconstruct their own “raison d’etre.”

In taking a critical approach to the study of “Otaku culture”, we are developing a series of actions to reconstruct our identities as “Media Otaku.” With the help of group of our supporters, we installed our experimental project in multi-media communication in Osu, the shopping arcade in Nagoya, during ISEA2002. “Alternative Communication@ OSU” included free radio broadcasting, internet broadcasting, live performance, and “talk ins.” In 2005, we set up our new base (4) in Yokohama city and began developing new projects relating to "Otaku."

1. Professor I.H. ( Project of modeling virtual Prof. Ichiro Haryu)
Ichiro Haryu (5), one of the representative art critics in post-war Japan, is considered the Giorgio Vasari of modern Japan. In this project, Oenoki and Tsuda had 50 to 60 hours of extensive interviews with Ichiro Haryu, and archived his words and voice as digital data. The data was released to public access, and was reconstructed as the virtual Prof. Ichiro Haryu, with voice synthesizing and lip-synchronizing technology. The virtual Prof. will make it possible for people to experience his opinions and words in the future, similar to Professor O’Blivion in the movie “Videodrome” (6).

2. Free Radio Broadcasting project at the Yokohama Triennale2005 (7)
This project, organized by Jun Oenoki, will be held during the triennale exhibition. Many invited guests will participate in the project at the“Radio Stall” that he will install on site. The”Radio Stall” is a mobile system with FM radio transmission and video chat functions, designed by a group of architects called “Mikangumi” (8). A joint event with “WPS1” (9), the streaming station of the PS1 museum in New York is also planned for the project.

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1 http://www.cjas.org/~leng/otaku-p.htm
http://en.wikipedia.org/wiki/Otaku#In_English
2 http://www.geocities.co.jp/Milkyway-Aquarius/7075
3 http://www.otaken.jp/example.htm
4“KITANAKA BRICK WHITE Building” is an office building, renovated from an old warehouse in the Port of Yokohama. The building has a character that many artists and designers like - especially some groups of media artists - and so many maintain space in the building.
5 http://www.keikosato.nl/onjapan/hariu.html
6 http://www.criterionco.com/asp/release.asp?id=248
7 http://www.jpf.go.jp/yt2001/yt2001/en/index.html
8 http://www.mikan.co.jp/
9 http://www.wps1.org/

Biography - Jun Oenoki and Yoshinori Tsuda
Jun Oenoki is a media artist, Associate Professor, Department of Communication Studies,Tokyo Keizai University
oenoki@st.rim.or.jp
Yoshinori Tsuda is a media artist, Associate Professor, Department of Design, Nagoya University of Arts
nua-tsud@tcp-ip.or.jp

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ISEA Newsletter Contributors: Séa Diallo, Collette Gaiter,Pablo Helguera, Roschini Kempadoo, Rosamarie McKeon, Patrick Lichty, Catherine McGovern, Kiyofumi Motoyama, Yun Oenoki, Cynthia Beth Rubin, Semi Ryu, Cynthia Beth Rubin, Moussa Tine, Yoshinori Tsuda, the ISEA2006 Team.


ISEA Newsletter Online Design: René Paré (MAD).


ISEA Board Members:

Peter Anders, Chris Csikszentmihalyi, Nina Czegledy, Gunalan Nadarajan, Anne Nigten, Julianne Pierce, Wim van der Plas, Cynthia Beth Rubin, Mark Tribe.


ISEA HQ:

Nadia Palliser, Coordinating Director

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