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Leonardo Abstracts Service: Top-rated abstracts
2nd and 3rd Quarter 2006
Leonardo/The International Society for the Arts, Sciences and Technology is
pleased to announce the publication of the top-rated abstracts the Leonardo
Abstracts Service Databases during the 2nd and 3rd quarters of 2006.
Leonardo Abstracts Service (LABS), consisting of the English LABS database
and Spanish LABS database, is a comprehensive collection of Ph.D., Masters
and MFA thesis abstracts on topics in the emerging intersection of art,
science and technology. Individuals receiving advanced degrees in the arts
(visual, sound, performance, text), computer sciences, the sciences and/or
technology that in some way investigate philosophical, historical or
critical applications of science or technology to the arts are invited to
submit abstracts of their theses for consideration.
Top-rated abstracts in both the English and Spanish language databases are
chosen on a quarterly basis by peer-review panels under the guidance of
Sheila Pinkel and Pau Alsina and published in the Leonardo Electronic
Almanac. Read their abstracts below.
The top-rated English-language LABS authors of the 2nd and 3rd quarters of
2006 are:
:: Patricia L Adams
:: Anthony Auerbach
::
Jane Evelyn McGonigal
::
Joerg Mueller
::
Andres Vaccari
The top-rated Spanish-language LABS authors of
the 2nd and 3rd quarters of 2006 are:
::
Alessandra Caporale
::
Sergi
Jorda
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:: The Implications for Artistic Expressions and Representations of Corporeality of
the Experimental Techniques of Biomedical Engineering
by Patricia L. Adams
Abstract: While biological scientists justify their research into human genetic engineering on the grounds of its "therapeutic" potential, art - particularly the genre of science fiction (whose origins can be traced to
Mary Shelley's famous tale, Frankenstein) - has acted on the social through
culture to alert us to the perilous repercussions of usurping the role of
the "Creator of Life." Now, at the dawn of the new millennium, the
scientific project of mapping human DNA seemingly complete, the plight of
the genetically engineered human has become an intense focus of cultural
critique. This research project can be differentiated by its focus on
aesthetic inquiry into the implications for expressions and representations
of corporeality in relation to contemporary biomedical engineering. It has
incorporated stem cell research that entails the manipulation and
redirection of adult stem cell fates. The methodology involves practical and
theoretical investigations into cellular responses, and is framed within the
matrices of both an innovative collaborative art/science research model and
the evolving process of practice-led arts research. The exploratory research
is discursively located within the system/environment paradigm. This allows
for boundaries between the philosophic and scientific disciplines of:
• epistemology
• ethics and aesthetics
• biology and technology
to become nodes in a relational network associated with:
• living and non-living
• sentience and consciousness
• conceptions of humanness
The cycle of practice-led research culminates in a body of work that began
with a project entitled apoptosis, and developed into a three part
quasi-scientific vital force series of installations. Each of these
installations references nineteenth-century scientific experimental
processes employed in a search for the essential components of the human
being itself. The series of interactive installations is discussed and the
processual, pioneering research model, whereby the artist becomes the "human
guinea pig" is theoretically and visually articulated. In addition,
time-lapse videomicrograph image data collected through laboratory
experiments is interpreted and recontextualized by the artist-researcher for
representation in the vital force series of immersive installations. In
these installations the implications of the issues raised by biomedical
engineering processes are expressed as a very physical, tactile encounter.
The aim is that these encounters engender a multi-sensory experience for the
individual viewer, who, when immersed in the aesthetic, corporeal,
interactive installations becomes a participant who completes the work
through engagement. Thus, the significance of the study lies in its
re-privileging of the aesthetic experience of corporeality in the discourses
surrounding genetic manipulation.
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:: Structural Constellations: Excursus on the Drawings of Josef Albers c.
1950–1960
by Anthony Auerbach
The dissertation falls into three unequal sections, each exhibiting a series
of documents for analysis, reflection and discussion. The arrangement and
treatment of the topics functions to place historical markers, to assemble
theoretical models and to unfold partial narratives, 'returning in a
roundabout way to its original object.'*
I: On Constellation and Interpretation: Walter Benjamin and Theodor W.
Adorno
The opening section traces the modalities of the term Konstellation as it
was exchanged between the two writers in their historical-philosophical work
and their personal correspondence. The study highlights the shifting
ambitions and alternating spatial and temporal aspects of the concept from
its evocation in Benjamin's study of German Trauerspiel (1925), through its
adoption by Adorno in his programme 'Die Aktualität der Philosophie' (1931),
to its role in the epistemology of the Arcades Project (1935–40), the
epistolary controversies of the same period and the legacy of this
unfinished discussion in Adorno's late work up to Negative Dialektik (1966).
II: On Constellation and Drawing: the semiotics of star maps
This section proposes a semiotic 'assay' of star maps, that is: a test of
their quality and purity as signs. The history of celestial cartography
offers and exemplary archive of how the negotiation between knowledge and
representation is mediated by drawing because, on star maps, a sharp
distinction can be made between the base data (as also contained in the star
catalogues and effectively constant) and the map data (the changing
information and graphic elaboration provided by the map). The graphic
elaborations on star maps are constellations. The study examines moments of
reform (or attempted reform) in the post-Ptolemaic tradition of celestial
cartography, including a treatment of previously neglected
nineteenth-century maps. The interpretation of Peirce's semiotics advanced
here provides analytical tools which are of considerable value in assessing
the epistemological import of operations and devices such as projection and
the grid which came to occupy a visible and central role in artistic
practice with the advent of perspective and became prominent again amid
twentieth-century attempts to reform the Renaissance tradition.
III: On Structure and Representation: epistemological wish-images
That geometry could be both the guarantee and the abyss of representation calls for an historical as much as a structural explanation. This section (nearly twice as long as the other two) considers drawing as the site of the entanglement of art and geometry. Its ten episodes examine the changing role
of drawing in geometry, the role geometry — mediated by drawing — has played
in art and beyond that, what epistemological or ideological claims —
mediated by geometry — have been made by or for art.
1 Geometry and Drawing
2 Dürer and Alberti: Veils
3 Monge: Descriptive Geometry
4 Farish: Isometrical Perspective
5 Haüy: Crystallography
6 Necker: An Optical Phenomenon
7 Cubism: The Gossip
8 Van Doesburg: A New Dimension
9 Lissitzky: The Constructor
10 Albers: Structural Constellations
I. Reprise: Aesthetic Theory
T
he concluding pages of the dissertation pick up where Section I broke off,
introducing discussion of Adorno's last work, Ästhetische Theorie. This
section draws the threads of the foregoing essays together by suggesting a
reading of Adorno's 'structural constellation of the conduct of aesthetics'
after Albers, reflecting on the dialectical patterns deployed by the artist
and the philosopher, the work of language and the notion of 'lateness'.
*Note: 'Method is a digression. Representation as digression — such is the
methodological nature of the treatise. The absence of an uninterrupted
purposeful structure is its primary characteristic. Tirelessly the process
of thinking makes new beginnings, returning in a roundabout way to its
original object.' Walter Benjamin, The Origin of German Tragic Drama, trans.
by John Osborne (London: NLB, 1977), p. 28.
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:: This Might Be a Game: Ubiquitous Play and Performance at the Turn of
the Twenty-First Century
by Jane Evelyn McGonigal
Abstract: This Might Be a Game examines the historical intersection of
ubiquitous computing and experimental game design, circa 2001 AD. Ubiquitous
computing, or ubicomp, is the emerging field of computer science that seeks
to augment everyday objects and physical environments with invisible and
networked computing functionality. Experimental game design is the field of
interactive arts that seeks to discover new platforms and contexts for
digital play. The convergence of these two fields has produced a significant
body of games that challenge and expand our notions of where, when, and with
whom we can play. This dissertation explores how and to what ends these
playful projects reconfigure the technical, formal and social limits of
games in relation to everyday life. To mark the heterogeneity of this
experimental design space at the turn of the twenty-first century, I propose
three distinct categories of ubiquitous play and performance. They are:
ubicomp games, research prototypes that advance the scientific agenda of
ubiquitous computing through game design; pervasive games, performance-based
interventions that use game imagery to disrupt the normative conventions of
public spaces and private technologies; and ubiquitous games, commercial
entertainment projects that replicate the interactive affordances of video
and computer games in the real world. I examine seminal games from each of
these three categories, including Can You See Me Now? (Blast Theory/Mixed
Reality Lab, 2001); the Big Urban Game (The Design Institute, 2003); and The
Beast (Microsoft, 2001) respectively. My discussion draws on original
gameplay media, design statements, and first-person player accounts. My
critical framework is based on close readings of the play and performance
values expressed in the founding ubicomp manifestos of Rich Gold and Mark
Weiser. I argue that the persistent responsiveness developed by players to
potential ludic interaction represents a new kind of critical gaming
literacy. The gamers grow to read the real world as rich with ludic
opportunity, carefully testing everyday media, objects, sites, and social
situations for the positive and negative consequences of inscribing each
within the magic circle of play. I conclude by outlining a course for the
future study of these categories that is based in the pre-digital games
theory of Johan Huizinga, Roger Caillois, and Brian Sutton-Smith. I argue
that as the perceived opportunities for digitally networked play become
increasingly ubiquitous, game designers and researchers must attend more
carefully to the insights of philosophers, anthropologists and psychologists
who historically have explored play as an embodied, social and highly
consequential ritual, always already grounded in the practices of everyday
life.
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:: Aesthetics, Writing, Networked Computers
by Jörg Müller
Abstract: Networked computers are ubiquitous, not just as desktop machines;
they have beeniterally[sulu1] incorporated. From cars to cell phones to clothing to implants, computers
have been spreading ever since the Information Technology Revolution took
off. At the same time, aesthetic concerns abound. Fashion and product
design, the media sphere and personal lifestyle, body art and plastic
surgery indicate to a rising creative imperative. Authors such as Jean
Baudrillard, Paul Virilio, Vilém Flusser and Wolfgang Welsch have long drawn
our attention to this multi-layered processes of aestheticization. Taking
these two developments as a starting point, the present thesis is an inquiry
into aesthetics at the interface of networked computers. Certainly,
aesthetic discourse cannot be limited to its traditional territory of art
production and criticism. To the degree that information technologies have
disseminated into politics, economics, and science and have become the very
fabric human activity is woven into, aesthetics itself is framed by
technical standards, according to Friedrich Kittler. However if information
technology is the signpost of the post-human (Hayles), how should we picture
the post-aesthetic? A similar question follows when considering the leading
paradigm in much contemporary thought, namely that of performance. At its
core there lies an *aisthetic* imperative: to bear witness to the here and
now. However, what happens to the awareness of the present, to
*aisthesis*once the here and now is everywhere at any time? These
questions sketch the
shifting landscape of aesthetics and are all the more pertinent since
traditional notions of aesthetics, creativity and intuition frame in turn
our critical possibilities vis-a-vis intelligent machines. Both poles,
aesthetics and computers, form a problematic and uneasy relation whose
principal dynamic must be traced. Drawing thus on Gilles Deleuze, Henri
Bergson, Jean Luc Nancy and Walter Benjamin, a changing, sensuous geography
emerges that favors in sharp contrast to the immateriality of information
the lower senses of proximity and contact, the corporeality of touch.
However, the sensitivity thereby implied is transformed from contemplative
receptivity to active engagement with technology, and coding in particular.
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:: Machine Metaphysics: Descartes, the Mechanization of Life,
and the Dawn of
the Posthuman
by Andres Vaccari
Abstract: One of the defining features of posthumanism is the
problematization of the ontological boundaries between organism and machine,
nature and art, the living and the technological—the metaphysical
counterpart to a real world proliferation of hybrids, natural-artificial
entities such as cyborgs, artificial life, and genetically modified foods
and animals. Although perceived to be a recent phenomenon, the roots of
posthumanism can be traced to the seventeenth century, to Descartes's
introduction of the machine metaphor in the life sciences (physiology,
medicine and biology) in his Traité de l'homme (first published in 1662).
Descartes is the mythical cradle of rational humanism; yet the Cartesian
human is made possible by an ontological shift that can only be described as
already posthuman. In Descartes's metaphysics, the immanent world of matter
embraces physics, biology and technology, blurring the difference between
these forms of knowledge. I trace the complex rhetorical and theatrical
staging of the body-machine in L'homme through three main dimensions:
ontological, disciplinary and representational / epistemological, examining
the various aspects of the machine (automaton, optical illusion, object of
spectacle and knowledge, among others) as it articulates Descartes' theory
of life. The machine is firstly a metaphysical ploy, predicating a monistic,
immanent identity across the whole of nature (or extension); this is
accompanied by a concerted overturning of the ontological priority of nature
over "art." In turn, if the world is a machine, it means that it can be
understood as such; the metaphysical aspect is followed by a disciplinary
rearrangement in which mechanics is elevated to a new place in knowledge (as
an exemplar of how geometrical / mathematical thinking can be applied to
physics). Finally, there is an epistemological and representational aspect:
the perceptual apparatus is conceived as a machine, and epistemology
grounded on a "machine semiosis" ruling the passage of motions along
mechanisms. It seems, then, that a high-order metaphysical and disciplinary
shift preceded the real world integration of organisms and machines (in a
wide range of industrial, scientific, and military contexts) in the
centuries that followed Descartes. But although the posthumanist shift is
metaphysical, the genesis of the body-machine can be traced to a dense
material-cultural network of early modern technologies: automata spectacles, the microscope, perspective representation, anatomical theatres, machine
treatises, engineering problems, etc. Thus, although we can speak of a
historical break or rupture, from another angle the body-machine is
continuous and commensurable with its cultural and technoscientific milieu.
Although my main focus is on the history of the life sciences, the Cartesian
mechanization of life cuts through a number of dimensions, such as the
notion of "extended" or distributed mind, uncanny simulation, the blurring
of science and science fiction, anxieties about technological control, and
the technological enhancement of bodily and perceptual powers. Overall, I
intend here to treat Descartes as an outstanding philosopher of technology,
an aspect of his thought that is not usually considered.
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Spanish Language Abstracts
:: Video Activism in the Italian Centri Sociali. A Visual Ethnography >
by Alessandra Caporale
Abstract: Este trabajo se abre con una reflexión acerca de como la aplicación de la fotografía y el cine en la práctica etnográfica ha
contribuido a estimular el desarrollo de la actual sensibilidad reflexiva en
antropología. Este ¿giro reflexivo¿ consistió principalmente en el
reconocimiento y énfasis en la construcción social y en el carácter sujetivo
de la representación, sea esta en forma de texto o de imagen. En este
estudio etnográfico investigo la producción audiovisual de los Centri
Sociali Occupati (CSO) italianos a partir del análisis de unos cien videos
realizados durante los años 1991-2001. Utilizando la videocámara como
herramienta metodológica, combino imágenes producidas durante la observación
participante en unos CSO romanos con fragmentos de trabajos realizados por
colectivos de video artistas que tienen sus raíces en la práctica
autogestionaria propia de esta cultura underground. En el marco de una
sensibilidad que ve la comunicación como un nuevo territorio de
experimentación, con formas ¿horizontales¿ de representación política y de
afirmación cultural, los CSO se apropian de los nuevos media adaptándolos a
los principios de autogestione y autoproduzione. Los usos colectivos de la
radio, la fotografía, el audiovisual, la televisión comunitaria e Internet
mantienen un hilo de continuidad con la ética autogestionaria. Al mismo
tiempo, cada uno de los nuevos medios tecnológicos aporta unas
potencialidades, a nivel de producción y difusión, que reconfiguran el
imaginario y las prácticas de los CSO. De la auto-documentación militante se
pasa progresivamente a un uso del video como detonador de situaciones, y a
una variedad de prácticas y estilos que tienen como principio base la
creación colectiva. Finalmente señalo la convergencia entre el cine
etnográfico reflexivo, el videoactivismo, el cine y el video arte respecto
al uso de los medios audiovisuales como instrumentos de crítica cultural.
Todas estas prácticas recuperan y reinventan en cierto modo las experiencias
artísticas de la avant-garde y el pensamiento crítico de los anteriores
movimientos políticos y contraculturales con sus performance y
dramatizaciones colectivas. Los interrogantes acerca de la relación entre
forma y contenido, entre representación y agencia política, entre autor y
público, están en el centro de la reflexión sobre la representación
etnográfica así como de la producción artística. Del dialogo abierto entre
etnografía y prácticas artísticas emergen interesantes convergencias y
diferencias que van abriendo espacios experimentales de creación y
teorización.
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:: Digital Lutherie: Crafting musical computers for new musics¿ performance
and improvisation
by Sergi Jorda
Abstract: Esta tesis estudia el uso del ordenador como instrumento musical,
para la ejecución e improvisación de música en tiempo real. Su principal
objetivo es la construcción de un marco teórico que nos permita evaluar el
potencial, las posibilidades y la diversidad de estos nuevos instrumentos
musicales digitales, con la esperanza de que estas ideas puedan servir de
fuente de inspiración para la construcción de nuevos y sofisticados
instrumentos que nos permitan crear y escuchar nuevas músicas maravillosas,
inauditas hasta ahora. El diseño de nuevos instrumentos musicales digitales
es un campo muy amplio, que abarca áreas altamente tecnológicas (e.g.
electrónica y tecnologías de sensores, técnicas de síntesis y de procesado
de sonido, programación informática, etc.) así como disciplinas ligadas al
estudio del comportamiento humano (e.g. psicología, fisiología, ergonomía,
interacción humano-computadora, etc.), con todas las conexiones posibles
entre ellas. Mucha de la investigación aplicada existente, intenta
solucionar partes independientes del problema. Este planteamiento, que
constituye un enfoque esencial para cualquier progresión verdadera en este
campo, resulta ser también, como demostraremos más adelante, claramente
insuficiente. Estudios integrales, que tengan en cuenta no sólo factores
ergonómicos o tecnológicos, sino también psicológicos, filosóficos,
conceptuales, musicológicos, históricos, y por encima de todo, musicales,
aunque no puedan ser totalmente sistemáticos, son absolutamente necesarios.
En esta tesis se aborda la idea del instrumento digital como un todo,
independientemente de los componentes que lo integran y de sus
características potenciales (e.g. formas de controlarlo, tipo de sonido que
genera, etc.). Se investigan la esencia y los puntos fuertes de estos nuevos
instrumentos digitales, así como los nuevos paradigmas de interpretación
musical y las músicas inauditas que éstos pueden aportar. Existe una
compleja interrelación entre las tareas de imaginar, diseñar y construir
ordenadores musicales, ejecutar e improvisar música con ellos, y analizar y
comprender los resultados. Esta relación solamente se puede entender como un
permanente acercamiento progresivo. Esta tesis es el resultado de quince
años de experiencia como luthier improvisador. En ese sentido, puede ser
considerada como un trabajo teórico o conceptual, a la vez que experimental,
aunque los experimentos que en ella se documenten transcurran a lo largo de
años o décadas.
Access or post to the English-language database: http://leonardolabs.pomono.edu
Access or post to the Spanish-language database: http://www.uoc.edu/artnodes/leonardolabs
More info: http://www.leonardo.info/isast/educators.html
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