Archive pour mars 2009

« Experimental Geography» 

Mardi 31 mars 2009

Le site Rhizome propose une bibliographie « géographie expérimentale» , une expression définie par le géographe Trevor Paglen en 2002, en relation avec une exposition éponyme :

This is the first installment of a monthly column by Rhizome’s Contributing Editor Marisa Olson. « Media Studies»  will explore timely issues within the broader field of technology. Each post will pay specific attention to the relationship between these subjects and artistic practice. For this column, Marisa provides a reading list on the topic of « Experimental Geography» . In recent years, access to geographical tools and data collection has expanded rapidly, allowing many artists to rethink their relationship to the earth and geographical study. This column provides a summation of publications relevant to these developments.

Please join us tomorrow for a panel, organized by Marisa, on « Experimental Geography» . Beginning at 3pm in the New Museum’s theater, Creative Time curator Nato Thompson, who curated an exhibition of the same title for Independent Curators International, will lead a discussion with artists Lize Mogel and Damon Rich. – Ceci Moss

The following is an initial list of readings that might be of interest to anyone researching experimental geography. It includes key theoretical texts on the nature of space, texts on locative media, and works on radical cartography. Many of them cross over into game theory, cyberfeminism, relations between real and virtual spaces, surveillance, tactical media, psychogeography, situationism, sound art, networked cultures, site-specific installation art, and other related sub-themes. It’s tempting to sort these into temporal or topical categories, but to do so might be to inappropriately compartmentalize an ongoing discourse that moves in new directions every day.

Accès à la bibliographie

Le titre « Experimental geography»  provient de l’exposition itinérante du même nom :

Geography benefits from the study of specific histories, sites, and memories. Every estuary, landfill, and cul-de-sac has a story to tell. The task of the geographer is to alert us to what is directly in front of us, while the task of the experimental geographer—an amalgam of scientist, artist, and explorer—is to do so in a manner that deploys aesthetics, ambiguity, poetry, and a dash of empiricism. This exhibition explores the distinctions between geographical study and artistic experience of the earth, as well as the juncture where the two realms collide, and possibly make a new field altogether.

The manifestations of “experimental geography” (a term coined by geographer Trevor Paglen in 2002) run the gamut of contemporary art practice today: sewn cloth cities that spill out of suitcases, bus tours through water treatment centers, performers climbing up the sides of buildings, and sound works capturing the buzz of electric waves on the power grid. In the hands of contemporary artists, the study of humanity’s engagement with the earth’s surface becomes a riddle best solved in experimental fashion. The exhibition presents a panoptic view of this new practice, through a wide range of mediums including sound and video installations, photography, sculpture, and experimental cartography.

The approaches used by the artists featured in Experimental Geography range from the poetic to the empirical. The more pragmatic techniques include those used by the Center for Urban Pedagogy (CUP) in projects made with students and other non-art groups that aim to strengthen peoples’ roles as agents of change in their own environments. See, for example, their map intended to help longshoremen and truckers identify chokepoints in the cargo trade network. In their similarly empirical projects, the Center for Land Use Interpretation (CLUI), a research organization, examines the nature and extent of human interaction with the earth’s surface. CLUI embraces a multidisciplinary approach that forces a reading of the American landscape (such as the disfiguring effects of culling natural resources from the picturesque banks of the Hudson River), thereby refamiliarizing viewers with the overlooked details of their everyday experience.

Experimental Geography is curated by Nato Thompson, curator at Creative Time in New York. It is accompanied by an illustrated catalogue, co-published by iCI and Melville House, that includes essays by Thompson, Jeffrey Kastner, and Trevor Paglen.

Sources :

« Rhizome Media Studies» . In Rhizome [en ligne]. rhizome.org/editorial/2448 (vérifié le 31 mars 2009)

« iCI Travelling Exhibition. Experimental Geography» . In iCI – Independant Curators International [en ligne]. www.ici-exhibitions.org/exhibitions/experimental/experimental.htm (vérifié le 31 mars 2009)

World’s Eyes du MIT SENSEable City Lab

Lundi 30 mars 2009

Le projet The world’s eyes du MIT SENSEable City Lab, se présente comme un exercice de traçabilité des intérêts touristiques en Espagne, par le référencement temporel et spatial de leurs photographies, et présente de fait une cartographie informationnelle positive (présence de photos) /négative (absence de photos) commune à de nombreux autres projets recourant aux données géoréférencées (NetLag de Pleix en 2004) :

(un)photographed Spain
When posting photos online, users of the photo sharing platform Flickr transmit to the world their perspective of a place or event through the lens of a digital camera. Each digital photo file codes both the time when that photo was taken and the location it captures. Analyzing this information allows us to follow the trail that each Flickr photographer travels through Spain. (Un)photographed Spain maps thousands of these public, digital footprints over one year. As photos overlap in certain locations, they expose the places that attract the photographer’s gaze. In contrast, the absence of images in other locations reveal the unphotographed spaces of a more introverted Spain.

< Density and flows of photographers
In 2007, the Iberian Penninsula clearly splits between Portugal and Spain with Barcelona constantly acting as main hub connecting people to Madrid, the Balearic Islands, Andalucia and the Cantabrian Sea in the North.

[Lire les autres aspects développés dans ce projet sur le site du MIT SENSEable City Lab]

Sources :

The world’s eye. [en ligne] senseable.mit.edu/worldseyes/visuals.html (vérifié le 30/03/2009)

Illustrations :  Projet The world’s eyes (source : site du MIT SENSEable City Lab)

“Dix façons de voir Paris en grand” (Le Monde)

Jeudi 12 mars 2009

En attendant l’ouverture de l’exposition qui sera consacrée aux résultats de la consultation internationale sur le Grand Paris, portant plus précisément sur « la métropole du XXIe siècle de l’Après-Kyoto » et « le diagnostic prospectif de l’agglomération parisienne» , au musée de la Cité de l’architecture & du patrimoine du 29 avril au 22 novembre 2009, ainsi que le débat du 17 mars 2009 consacré aux conclusions de ces travaux menés sous l’égide du ministère de la Culture et de la Communication, L’Express diffusent quelques illustrations de plusieurs projets tandis que Le Monde communique un premier avis sur ces propositions qui ont la particularité d’avoir fait appel à des compétences multiples dans un esprit de pluridisciplinarité (l’artiste Daniel Buren a ainsi collaboré à la proposition de Jean Nouvel) :

Le 13 mars, Nicolas Sarkozy recevra les équipes. Le 17, un débat est organisé à la Cité de l’architecture et du patrimoine, qui prépare une exposition pour avril. Le public pourra soumettre à la question chacun des dix experts, parmi lesquels des Français comme Jean Nouvel, Christian de Portzamparc, Roland Castro ou Yves Lion. Les dix équipes (six françaises et quatre étrangères, toutes de renommée internationale) ont été choisies selon des critères opaques. Mais elles ont toutes su réunir un nombre inhabituel de compétences, architectes, urbanistes, géographes, sociologues ou ingénieurs.

[...]

Jean Nouvel a constitué une équipe impressionnante d’artistes et de penseurs. On y trouve l’architecte Patrick Bouchain, le paysagiste Michel Desvignes, l’artiste Daniel Buren, l’Agence des gares AREP… Une vraie moisson d’intellectuels pour aboutir à un rapport titré Naissances et renaissances de mille et un bonheurs parisiens. Paysage par paysage, bâtiment par bâtiment, ils proposent une variété sans fin de méthodes, subtiles ou radicales, pour arriver à des mutations généralisées dans toute la métropole.

Aussi vaillant, le travail de l’équipe Portzamparc reprend des thèmes chers à l’architecte de la Cité de la musique pour penser Paris comme le coeur d’un rhizome, ces plantes comme le bambou ou l’ortie, chères au philosophe Gilles Deleuze, dont les racines envahissent le territoire, surgissant où bon leur semble (dans des pôles que l’architecte appelle « fenêtres» ), sans crier gare. Les gares, justement, et les aéroports sont des éléments-clés dans cette réflexion où les événements architecturaux comme les tours jouent un rôle décomplexé, simultanément à la refondation de l’ordinaire urbain. [...]

[lire l'ensemble de l'article sur le site du Monde.fr]

Sources :

EDELMANN, Frédéric. « Dix façons de voir Paris en grand»  in Le Monde.fr. [en ligne] www.lemonde.fr/societe/article/2009/03/11/dix-facons-de-voir-paris-en-grand_1166407_3224.html (vérifié le 12/03/2009)

« Le Grand Paris dans vingt ans en images»  in L’Express.fr. [en ligne] www.lexpress.fr/diaporama/diapo-photo/actualite/politique/le-grand-paris-dans-vingt-ans-en-images_745158.html (vérifié le 12/03/2009)

Illustration : Aubervilliers (la gare Nord Europe, le quartier d’affaire et l’annulaire), un des centres du Grand Paris dans le projet de Christiant de Portzamparc

World Builder de Bruce Branit

Mardi 10 mars 2009

Terravision d’ART+COM

Dimanche 8 mars 2009

La rétrospective consacrée à ART+COM à l’Ars Electronica Center jusqu’au 30 juin 2009 illustre la capacité qu’ont certains artistes et/ou chercheurs à produire des dispositifs, et, de manière plus spécifiques ici, des représentations de l’espace, susceptibles d’anticiper sur des pratiques qui sont aujourd’hui celles du grand public.

En 1996, le dispositif Terravision présentait l’ensemble des modes de représentation et certaines fonctionnalités (photos aériennes, globe en 3D, couches informationnelles, 4D, etc.) qui font aujourd’hui le succès des différents Virtual Globe, Google Earth en tête :

Terravision is a networked virtual representation of the earth based on satellite images, aerial shots, altitude data and architectural data. It serves as an environment to organise and access information spatially. Users can navigate seamlessly from overviews of the earth to extremely detailed objects and buildings.

Additionally to the photorealistic representation of the earth, all kinds of spatial information-data are integrated. Even historical aerial shots and architectural data are offered in the system; this allows users to navigate not only spatially but also through time. All data are distributed and networked and are streamed into the system according to the user’s needs.

Terravision was the first system to provide a seamless navigation and visualisation in a massively large spatial data environment. In order to navigate this data, three core components were created as an interface. A large sphere referencing the globe to pilot the planet; a 3D mouse to fly around; and a touch screen to interact with objects on the virtual earth.

Terravision is an isochronous realisation of Neal Stephenson’s literary idea in the novel « Snow Crash»  as well as a prequel to Google Earth.

Sources:

« Terravision» . In ART+COM. [en ligne]. www.artcom.de/index.php?lang=en&option=com_acprojects&id=5&Itemid=144&page=6&details=0%C3%A2%C5%92%C2%A9=en (vérifié le 08/03/2009)

Illustration : The interactive installation TerraVision, Intercommunication Center Tokyo 1998 (site ART+COM)

Appel à communication ISEA 2009 (3ème appel)

Mercredi 4 mars 2009

3rd CALL FOR PAPERS (across eight sub-themes) and Panel Sessions

www.isea2009.org

Abstracts for papers – across eight sub-themes – artist presentations and panels are sought for ISEA 2009 that will illuminate both the near and
long term Future of Digital Media Culture. Proposals 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.

The sub-themes:
Citizenship and contested spaces
Interactive storytelling and memory building in post-conflict society

Interactive textiles
Tracking emotions
Posthumanism: New technologies and creative strategies
Positionings: local and global transactions
Transformative creativity – participatory practices
Entertainment and Mobility

DEADLINE FOR PAPERS AND PANELS IS 16th of March 2009
KEYNOTES
*Masaki Fujihata Director, Professor, Graduate School of Film and New Media,Tokyo University of the Arts.
*Josephine Green, Senior Director of Trends and Strategy, Philips
*Yvonne Spielmann, Professor of Visual Media, University of the West of Scotland
*Sadie Plant an independent British author and philosopher.
*Moritz Waldemeyer an independent engineer, who collaborates with architects and fashion designers including Ron Arad, Zaha Hadid and Hussein Chalayan
*Sala Manca – Group of independent Jerusalem-based artists that creates in different fields: performance, video, installation & new media since 2000.
*MIKA ‘Lumi’ Tuomola, Artistic director of Crucible Studio, Teacher, Media Lab University of Art and Design Helsinki.

Go to www.isea2009.org for further detailed information on symposium sub-themes, broader ISEA2009 activities and information on how to submit your paper/panel proposal.

REVIEW PROCESS
All paper and project proposal will be double blind peer reviewed by an international panel and published in the proceedings. Other, more substantial publishing opportunities may arise in due course.

fields of inquiry and practice:

ISEA 2009 accepts submissions from the following fields of inquiry and practice:
electronic art, cultural activism, socially and politically engaged practices, mobile environments, locative media, GIS, interactive and nonlinear storytelling, electronic fiction, hypertext, interactive television and cinema, multimedia, new media, streaming media, cinema and video, video art, video installation, interactive and networked performance, digital aesthetics, theory, history, computer games, games culture, games system design, games theory, bio-art, nano-art, sound, electronic music, interactive architecture, MOOs, MUDs, RPG, augmented reality, virtual reality, virtual worlds

DATES FOR SUBMISSION
Dates for the submission of 500 word abstracts/proposals: 16th of March 2009
If you have any further questions or problems, please don’t hesitate to contact admin@isea2009.org <mailto:admin@isea2009.org>

READ this instruction paragraph carefully
To make your proposal please go to the tab for the 3rd call on our website and follow the instructions on the platform. Only submit a 500 word
abstract for papers, artists presentations and panels, for this deadline. ONLY submit proposals under one topic. Provision for submitting extended abstracts and papers on the web platform is for a later date. You will be given plenty of notice for this by the chair of your chosen panel.

« Videogame Technology Helps With Disaster Planning»  (Wired)

Lundi 2 mars 2009

Un article publié sur le site www.wired.com évoque, à la suite de l’utilisation de Google Earth Pro dans la gestion de la catastrophe causée par l’ouragan Katrina, l’utilisation de Depiction, un soft de simulation de catastrophe dont le coût est minime, pour la gestion de situation de crise en temps réel ou la simulation, à titre préventif, de désastres en tout genre (voir la vidéo « Saving New York City from a Rising Sea Level» ) :

Thanks to disaster-simulation software inspired by videogames, David Friedman has a new family member: Jordan, a yellow Labrador retriever puppy. The software helped emergency workers in Louisiana rescue Jordan — and 15,000 other stranded pets — during Hurricane Gustav.

« Going by boat across a flooded field and parking lot, I saw this little yellow thing in a tree floating in the river,»  Friedman said, a disaster-response coordinator with animal-rescue organization Muttshack. « It was this little yellow puppy.» 

Volunteers like Friedman patched together an escape route for the animals using a disaster-preparedness simulator called Depiction. Friedman combined his amateur radio skills with simulations he had already created of the Baton Rouge area to map open roads, even without an internet connection. Volunteers picked up animals at 19 locations and coordinated 133 tractor trailers.

It’s just one example of how disaster-modeling software can help responders create rescue plans in real time. During Katrina, some emergency workers used Google Earth Pro to map evacuation routes. Others have used MapPoint and XMap in crises.

[Lire la suite sur www.wired.com]

Sources :

PHILIPKOSKI, Kristen. « » Videogame Technology Helps With Disaster Planning»  in www.wired.com. 23 février 2009. [en ligne] www.wired.com/software/coolapps/news/2009/02/disaster_modeling (vérifié le 01/03/2009)