September 28, 2003
Submedia
The Submedia audience isn't just captured. It's locked in place. Voluntarily. And as anyone who's ever been on a subway car will testify, one of the greatest challenges is knowing what to do with your eyes. Most people look out the window. At nothing.
That's where we do our stuff. Suddenly the blackness is broken by an illuminated, animated 20-second show. Your show. Your message. Alone in the space. It catches the eye. Then takes it for a ride.
Our reach is superb. A single Submedia installation in a major metropolitan area can yield two to three million cumulative first-hand impressions per month. (And millions more in second-hand publicity value.)
The audience is definitely downtown. Urban. Youthful. Professional. Trend setters. Commuters. Working people in major markets. And it's refreshed every few minutes during rush hour.
The frequency: daily. On the way to work or the way home. A Submedia show becomes part of the day. And if the entertainment value of your message is high, it becomes an anticipated event. People look for it. What other medium can make such a claim?
Posted by richard ting at September 28, 2003, 10:43 PM
September 22, 2003
If Walls Could Talk, Streets Might Join In

BBC CONVERSATION - At the London offices of the BBC's interactive services group, sidewalk passersby can see and hear live interviews and submit questions by sending text messages by mobile phone.
AITING rooms are boring. You can call them lobbies or reception areas and populate them with magazines, but nothing changes the fact that you are waiting and you are bored.
Yet things are different at the Lisbon offices of Vodafone, the British-based mobile phone company. Step inside and you'll find yourself in a space enclosed on one side by a 260-foot-long glass wall. Visible through the glass is a 13-by-13-foot cube poised above an expanse of water: the side facing you is a liquid crystal display screen programmed with a loop of news headlines, short animations and interactive games. In game mode, the cube prompts visitors to dial a number on their mobile phones or use controls embedded in the furniture to play solo or against one another.
Posted by richard ting at September 22, 2003, 04:42 PM
M E T A P E T
Creative Time Presents: M E T A P E T
In May, 2003, Creative Time is pleased to launch Metapet, an on-line virtual pet game by Natalie Bookchin. With Metapet, Bookchin explores the complex social and political issues surrounding genetic engineering and corporate behavior. Metapet is part of DNAid, Creative Time’s ongoing series of commissions addressing themes and issues related to genetics, and was produced in association with Hamaca.
Posted by richard ting at September 22, 2003, 11:19 AM
PDPal - October 9th

October 9 - December 12, 2003 PDPal: PDPal is a public art project for PDA's (personal digital assistants), the web and 59th Minute created by artist Marina Zurkow, architect Scott Paterson, and technologist Julian Bleecker , in which users can make maps to capture and share moments from their experience in Times Square.
Posted by richard ting at September 22, 2003, 11:18 AM
September 13, 2003
Bass Station
Bass Station - Community Based Information Space

While working in an active and collaborative artistic community one realizes the importance of sharing one's work and seeing the developments of others. Being able to exchange ideas, critique others' work and be inspired by the creations of others allows the artists in such an environment to grow and expand on their own work. Our environment consists of artists that work with digital medias of all kinds including but not limited to video, audio, web art, illustrations, as well as electronic and interactive devices.
The Bass-Station is an idea and device that provides a service for the exchange and distribution of a community's works.
Posted by richard ting at September 13, 2003, 09:31 AM
September 10, 2003
Longwood Cyber Residency
Longwood Arts Project Guidelines
DEADLINE: February 2, 2004
The nine-month Residency begins every fall and provides artists with free access to hardware, software, Internet connectivity, workshops, technical consultants, and artist honoraria (minimum $5,000 per artist) so they may experiment with on-line technologies as creative tools. The Cyber Studio is equipped with five PC workstations networked through an NT hub, high-resolution scanner, digital camera, DVD-CDRW, color printer and a photo quality ink jet printer. Workstations include software such as Flash (animation program), Dreamweaver (web design program), Adobe After Effects (web animation), Adobe Photoshop and Illustrator and Microsoft Office. In addition all stations are equipped with high-speed DSL Internet access. The Cyber Studio is accessible six days a week, Monday to Saturday from 10 a.m. to 6p.m. There is a 10-hour weekly attendance requirement. At the conclusion of the Residency, artists present their completed projects online at www.longwoodcyber.org and/or in an exhibition at Longwood Art Gallery @ Hostos.
Eligibility
The Cyber Residency is open to visual artists working in all media. Some computer knowledge is necessary. NOT ELIGIBLE: Full-time graduate or undergraduate students enrolled in any degree program and recipients of any 2003 - 2004 Bronx Council on the Arts Awards (BRIO, Bronx Writers’ Center Fellowship, or Longwood Cyber Residency).
Application Procedures
Complete the application and return to BCA with complete supplementary materials as requested. Incomplete applications will not be processed. Artists are selected through a peer panel process. Complete applications must be received at BCA by February 2, 2004 . For more information, please call Edwin Ramoran at (718) 401-7866 or Michelle Echevarria at (718) 742-9115.
Posted by richard ting at September 10, 2003, 11:22 PM
IMPAKT ONLINE
Apart from the yearly festival, Impakt also organizes various other projects. One of them is Impakt Online. With Impakt Online we want to contribute to the development of the internet as an artistic medium. Every year Impakt supports six artists to complete a net.art project.
Impakt Online focuses on projects which use the Internet's special characteristics - projects which exist thanks to the interactive, non-hierarchical complexity of the Internet environment, to current developments in networked technology both on the desktop in in the palm of your hand, and to new ways of organizing information which have the possibility to change the way you view your world. This year, Impakt has chosen three themes to investigate: "The Art of the Narrative", "Out of the Box" and "Database Dilemnas". Each of these themes involves a differing set of technologies, approaches and viewpoints about the use of the Internet and the new media technologies which are becoming more and more part of our daily lives. The first two themes, "Art of the Narrative" and "Out of the Box", have their premeires during the Impakt Festival, June 3-9 2003. The last theme, "Database Dilemnas", will launch December 1, 2003, and further themes for 2004 will be announced at the end of 2003.
Posted by richard ting at September 10, 2003, 11:08 PM
Transmediale Festival
::CALL FOR ENTRIES::
::Deadline - Sept 15th
::transmediale.04 and club transmediale.04
transmediale is a festival for art and the creative usage of digital media. The festival shows new and significant projects of digital culture and offers reflections about the role of digital technologies in contemporary society. It is a forum of communication for artists, media workers and
a broad public interested in the arts.
Posted by richard ting at September 10, 2003, 11:05 PM
September 09, 2003
Policy Analysis Market - Wikipedia
Policy Analysis Market - Wikipedia
The Policy Analysis Market (PAM) was a proposed futures exchange developed by the United States' Defense Advanced Research Projects Agency and based on an idea first proposed by Net Exchange[1], a San Diego research firm specializing in the development of online markets. PAM was to be a "a market in the future of the Middle East", and would have allowed trading of futures contracts based on possible political developments in several Middle Eastern countries. The theory behind such a market is that the monetary value of a futures contract would be reflective of the probability of the event it is tied to occurring, as market actors rationally bid a contract either up or down based on reliable information. One of the models for PAM was a political futures market run by the University of Iowa, which has allegedly proven more accurate in predicting the outcomes of U.S. elections than either opinion polls or political pundits. PAM was also inspired by the work of George Mason University economist, Robin Hanson.
Posted by richard ting at September 09, 2003, 09:21 PM
September 08, 2003
Information in places
As global positioning, wireless communication, and mobile display technologies continue to advance, our notion of place will change. Information objects--first geocoded signs and later animated special effects--will begin to populate real physical space on what we call WorldBoard channels. WorldBoard is a proposed global infrastructure to associate information with places and ultimately to provide people with enhanced information perception services. This paper explores the notion of a WorldBoard from four perspectives: historical background, technical feasibility, potential applications, and social implications. Recent developments, ranging from lower-cost Global Positioning System (GPS)-enabled car navigation systems to Casio Electronics' first-of-a-kind GPS-enabled wristwatch, foreshadow increased availability of location-aware information services and products. While significant technical, application development, and social challenges remain before a complete WorldBoard infrastructure can be made broadly, uniformly, and cost-effectively available, some feasible first steps toward this important goal are recommended. Finally, a notion like WorldBoard offers an opportunity to reflect on how technological possibilities unfold.
Posted by richard ting at September 08, 2003, 11:18 PM
September 05, 2003
Black People Love Us!
Posted by richard ting at September 05, 2003, 01:11 AM
Web Design Practices
[courtesy of Daniel Harvey]
Heidi Adkisson is launching webdesignpractices.com this month. She has a sneak peek up for navigation practices (linked above).
Basically, the site takes her Masters thesis study of 75 ecommerce sites and makes it more accessible online. (For the impatient, you can download the 8mb pdf of Heidi's thesis). - http://www.hpadkisson.com/papers/hpa_thesis_final.pdf
I met Heidi at the IA Summit in Portland, and think that this will be a great resource for the community. I'm hesitant about considering common practice to be best practice (as gets implied in surveys like this), but it's good to consider if something really is a de facto standard, and what reasons your own project has for doing things differently.
found on http://www.iaslash.org
Posted by richard ting at September 05, 2003, 01:03 AM
September 03, 2003
Digital Media: The Big Ideas w/Jeff Dachis
Digital Media: The Big Ideas w/Jeff Dachis
Wednesday, September 10th, 6 - 8pm
The New School Swayduck Auditorium. 65 Fifth Avenue
RSVP to cic@newschool.edu
Jeff Dachis, founder and CEO of Razorfish, discusses the current state
of the digital media industry, while introducing a 13-session course he
will teach at The New School this fall. This discussion introduces the
core ideas and practices that have played a formative role in the
technological and cultural evolution of digital media. From GameBoys to
laptops to plasma screens, discussion focus on the variety of issues
determining the specific creative, economic, technological, and social
purposes that necessitate and define digital media and the societal
values that inform such content.
RSVP to cic@newschool.edu
Posted by richard ting at September 03, 2003, 10:25 AM
The Bronx Museum Artist in the Marketplace
OCTOBER 1st DEADLINE FOR The Bronx Museum of the Arts Artist in the Marketplace (AIM) Program - Fall 2003 & Spring 2004 Semesters
The Bronx Museum of the Arts is accepting applications for its Artist
in the Marketplace (AIM) program (Fall 2003 & Spring 2004 semesters). AIM offers career management and professional development seminars, access to arts professionals, networking opportunities, and a group
exhibition to 36 emerging visual artists annually. For an application, please send a self-addressed ($.37) stamped envelope to The Bronx Museum of the Arts, 1040 Grand Concourse, Bronx, NY 10456, or visit
http://www.bxma.org/programs.php









