Workshop Data Table

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Title Symposium Coordinator(s) Category Caption Venue Type Abstract Technical Information Sponsorship Support Keywords
  • Let’s contact something in your brain Workshop
  • ISEA2002: 11th International Symposium on Electronic Art
  • Asana Fujikawa
  • Workshop
  • November 1
    Original title: “Let’s contact with something in your brain”

  • Let’s make a book Workshop
  • ISEA2002: 11th International Symposium on Electronic Art
  • Midoriko Hayashi and Eri Toyoda
  • Workshop
  • November 2

  • Light Painting Workshop
  • ISEA2014: 20th International Symposium on Electronic Art
  • Lina Younes
  • 2014 Overview: Workshops
  • Lobo Listone Gallery
  • Workshop
  • Audience: Public, Level: Foundation

    In this workshop, particpants will paint with light. It will introduce light painting and animation, from the technical to the artistic. Students will use different lights as brush on canvas creating different forms, shapes, images, writings, etc. By the end of the workshop, students will have worked on their own light painting as well as a collaborative one.

  • LISP as a Second Language
  • FISEA: First International Symposium on Electronic Art
  • Peter Desain and Henkjan Honing
  • 1988 Overview: Workshops
  • Center for Art, Media & Technology and Academy Theatre Utrecht
  • Workshop
  • Live Participatory Worldbuilding with GPT-3: A Radio Play and Transmission
  • ISEA2022: 27th International Symposium on Electronic Art
  • Robert Twomey, Stephanie Sherman, and Ash Eliza Smith
  • 2022 Overview: Workshops
  • CCCB: Centre de Cultura Contemporània de Barcelona
  • Workshop
  • With recent advancements in machine learning techniques, researchers have demonstrated remarkable achievements in text synthesis, understanding, and generation. This hands-on workshop introduces a state-of-the-art transformer model (GPT-3) through an interactive event culminating in a live radio show and internet transmission. Participants will gain experience with Open AI’s GPT-3 as members of an AI writers’ room. We will discuss issues of liveness and serendipity; possibilities for human/non-human co-authorship; and relate computational processes to human language, perception, and ultimately how AI can be a tool for creativity and co-creation.

    We are not just interested in what it means to co-author or rather collectivize or share authorship beyond the single human author but rather what the ingredients of liveness, audience participation, live sound scoring, working with actors or performers in the context of AI (GPT-3).
    It is important to note that the language model in this event has been primarily trained on English. What does that mean in a place like Barcelona where Catalan is always adjacent to Castellano? We will relate this to work in Barcelona that has explored GPT-3 such as Barcelona Super Computer Center’s explorations of Catalan question answering.

    The day-long workshop begins with a brief introduction to large language models and generative text; then proceeds through a series of AI writers rooms, gaining experience with prompt authorship and interaction with GPT-3. We will build towards human rehearsals of AI-generated text, culminating in a live radio show performance for both an in-person audience (30-40) and streamed to a large online audience. This final performance will be porous, inviting audience participation and involvement in shaping the development of the human/non-human radio drama.

    Team members:
    Jinku Kim – Johnny Carson for Emerging Media Arts, University of Nebraska–Lincoln, USA 
    www.grayscale64.com
    Agustina Woodgate – Radio Espacio Estación (online, nomadic, multilingual radio station).  agustinawoodgate.com
    Hernan Woodgate – Radio Espacio Estación (online, nomadic, multilingual radio station) radioee.net
    Patrick Coleman – Arthur C. Clarke Center for Human Imagination UCSD, USA  patrickcoleman.org

  • AI co-authorship, speculative worldbuilding, radio, liveness, and roleplay
  • Locating the Flow
  • ISEA2014: 20th International Symposium on Electronic Art
  • Beverly Hood
  • 2014 Overview: Workshops
  • Zayed University - Dubai
  • Workshop
  • For  ISEA2014 Delegates, Level: Intermediate

    The Locating the Flow performance will embed participants within a social network using the Sixth Sense Travel App to explore the flow of objects and information across Zayed University. The aim of this participatory promenade performance is to introduce participants to two new smart phone Apps that demonstrate how network technology can use patterns within existing industrial and social activities to reveal new opportunities for sharing.

  • Long Time, No See?
  • ISEA2013: 19th International Symposium on Electronic Art
  • Keith Armstrong
  • 2013 Overview: Workshops
  • The University of Sydney
  • Workshop
  • Long Time, No See? premieres for ISEA2013.  This collaborative, online artwork focuses audiences upon imagining pathways towards long-term futures. The project seeks to link the local and the everyday with the global and the distant future, generatively mapping the ever-changing relationships between each participant’s ideas and visions. The raw content for the artwork is created by members of the general public undertaking walks in their local communities, assisted by a custom Smartphone App that choreographs and records their creative processes. The online artwork, optimised for broadband,  then presents this content relationally along with other generative media and sound. In these ways the project engages new audiences and participants to collaboratively ‘design’ pathways towards feasible and ‘sustain-able’ long term futures. In Sydney participants will each get the chance to share their visions of long futures and will be enabled to collaborate, imagine, reflect, learn and act for change through optional workshop processes. Come to a workshop at ICE, download the app and take the walk, create new stories for the future, and get out and about in a local ‘walk-shop’! Presented by ISEA2013, Parramatta City Council and ICE (Information & Cultural Exchange).

    The Information & Cultural Exchange (ICE) connects the cultural life of Western Sydney with the rest of Sydney, the nation and the world. A vital and evolving organisation, ICE is the largest non-government community arts organisation at the forefront of cultural engagement and creative practice in Western Sydney.  ice.org.au

    As Creative Director of Long Time, No See?, media artist Dr. Keith Armstrong is leading an interdisciplinary team of artists and designers, including writer and urban practitioner Linda Carroli, interaction designer Dr Gavin Sade (QUT), sound artist and scientist Professor Roger Dean (UWS), designer Robert Henderson, software developer Petros Nyfantis and javascript programmer Johnson Page. The project team’s combined experience crosses the fields of design, arts, science, communication and urban planning, and includes national and international conferences, festivals, exhibitions and publications.

  • This project has been assisted by the Australian Government through the Australia Council, its arts funding and advisory body, QUT Creative Industries and other key partners.

  • Lost Water Ways
  • ISEA2018: 24th International Symposium on Electronic Art
  • Greg Giannis
  • 2018 Overview: Workshops
  • Durbin City Hall/Durban Art Gallery
  • Workshop
  • See the city anew by walking the routes of hidden waterways, using historical and contemporary maps. Participants are invited to a workshop that will include walking and the creation of a visual impression through the use of mobile phones and a dedicated internet site. Questions of urban land use, the environment and issues particular to the location raised during the walk will be discussed after the walk.

  • Low Budget Computer Animation
  • SISEA: Second International Symposium on Electronic Art
  • Ed Ubels and Hans Roos
  • 1990: Workshops
  • SCAN (National Institute for Computer Animation)
  • Workshop
  • Workshop Statement

    This course is meant to serve as an introduction in computer graphics and computer animation. A substantial part of the course is hands-on, using Amiga’s. The Amiga and the Macintosh will be compared.

  • Luminous Green: Reflecting on the role of the arts, design and technology in an environment of turbulence
  • ISEA2008: 14th International Symposium on Electronic Art
  • Maja Kuzmanovic
  • Republic Polytechnic
  • Workshop
  • Machine Typography
  • ISEA2019: 25th International Symposium on Electronic Art
  • Taekyeom Lee
  • 2019 Overview: Workshops
  • Asia Culture Center (ACC)
  • Workshop
  • We have had a long history of handwriting from prehistory up to this day although the importance of handwriting has diminished with the development of digital technology. During the digital age, many analog activities are simulated on screen, handwriting included. My research explores unconventional methods of creating the type with techniques unique to type design by customizing an open source 3D printer as a lettering machine. This project was accidentally found while building and playing with the DIY ceramic 3D printer as a new tool for typographic practice in the post-digital age. This workshop will provide instructions and hands-on experience on how to turn 3D printers into writing machines. Designers have used premade tools as it is not easy to create their own. Designer as a toolmaker, I have built my tools including custom 3D printers to print three-dimensional ceramic type. While I was building my printers, I used a pen to calibrate the printer and realized that the 3D printer could be turned into a lettering machine. The letter forms are drawn by using the G-programming language called G-code that is widely used for computer-aided manufacturing. The G-code could be generated from STereoLithography file or Bézier curve; the code could be manually written or edited as well. For example, to draw a simple 40mm X 40mm square, you can use Rectangle Tool and draw the box in Adobe Illustrator. We cannot see the complex algorithm behind the screen as Illustrator translates the computer language and only show the simplified version. On the other hand, G-code shows the raw data in a different programming language to draw the box. The G-code could be generated and manually written/edited as well. For example, to draw a simple 40mm X 40mm square, one can use Rectangle Tool and draw the box in Adobe Illustrator. We cannot see the complex algorithm behind the screen as Illustrator translates the computer language and only show the simplified version. On the other hand, G-code shows the raw data to draw the box. G-code looks like this:
    G28
    G1 X20 Y20
    G1 Z0.100
    G1 X-20 Y20 Z0
    G1 X-20 Y-20 Z0
    G1 X20 Y-20 Z0
    G1 X20 Y20 Z0
    If the square needs infill patterns, the code would be more complicated and more extended. To generate the G-code, several different pattern options could be used: Rectilinear, Line, Concentric, Honeycomb, 3D Honeycomb, Hilbert Curve, Archimedean Chords, and Octagram Spiral. I found a way to generate custom g-code from Bezier curve using a plugin for Rhino called Grasshopper. There are more advanced options for various letterforms and writing instruments, even brush pens which need upstrokes and downstrokes.
    This workshop will provide a way to translate the digital data into the typographic form, line by line, drawn on paper. Also, the use of digital fabrication pushes the boundary of the medium in typography both regarding concept and materiality.

  • Machinima/Game Art Workshop: Games as Colors and Light on Canvas
  • ISEA2019: 25th International Symposium on Electronic Art
  • Is­abelle Arvers
  • 2019 Overview: Workshops
  • Asia Culture Center (ACC)
  • Workshop
  • In the footsteps of machinima making – the use of video and computer games to direct movies with a game engine or in a 3D environment – games can be perceived as a medium and as a raw material for artists to create hybrids artworks from stop motion, video art, experimental cinema, installations; and can be transformed into colors in order to produce a Mash Up, and a totally new original artwork. This workshop aims to transform an object of mass consumption and entertainment into a means of film production and expression. The workshop intends to create hybrid works with students or professionals interested to push the boundaries between the video and computer games and the art world.

    The Machinima Game art workshop aims to address critically video games and art, as installation, performance, digital painting in motion, gaming, interactivity or video. ISEA2019’s themes of light and darkness will drive us to discover and focus on games related to these themes and will allow attendees to play with games of lights and darkness wandering in dark spaces looking for some light created by the moon or the sun or just reflected by a mirror. They will record these gameplay and then create video artworks or installations escaping darkness to find enlighted spaces. Each step of the workshop can enable everyone to fit into a creative process: games wandering and recording, transforming games spaces into set design, video editing, sound mixing. The exhibition of each artwork will constantly be reminded to participants as a core aspect of their creation.

    The workshop begins with a screening of machinima and game artworks. This screening shows the variety of games used to design films or videos, as well as the variety of approaches, from the fan fiction to the most experimental artworks. Following this presentation of machinima and game art screening, the audience discovers different production techniques of machinima, with dedicated softwares like Moviestorm or Iclone and with video games, like GTA for its video editor or any PC games using FRAPS to capture gameplay in real time. The use of independent and experimental games is also highly recommended in order to benefit from the wide diversity of indie game productions.

    In order to facilitate the discovery of indie and experimental games, Isabelle Arvers will present a selection of games focusing on light and darkness like the games : Reflections, Matter, Beyound perception, Lumini, Mirror moon, One and light, Hyper light drifters, Mountain, Penumbra, One hand clapping. Local indie and experimental games will be added to this selection by Isabelle Arvers thanks to her meetings with the local indie game  scene. The hybrid artworks created by the participants to the workshop will be exhibited in ISEA2019 exhibition. They will be presented as video screenings and video installations. The game art/machinima exhibition will be coordinated and curated by Isabelle Arvers with the help of the ISEA2019 team.

  • Maison du Geste et de l’Image
  • ISEA2023: 28th International Symposium on Electronic Art
  • Rémi Sagot-Duvauroux and Vivianna Chiotini
  • Workshop
  • National Academy of Dramatic Arts, Paris

    The “Rythme(s) d’espaces” workshop is based on a hybrid scenographic device. A physical staircase of four steps and a length of 7.20 meters is reproduced and co-located in a virtual space. Three participants (wearing VR headsets) react to dynamic variations of the virtual staircase, thus influencing their physical presence. The representation of the virtual space(s) inhabited by the participants are projected on a large screen. At times co-present, at times alone, they evolve in fixed or animated environments. The workshop explores the balance between constraints and freedom of movement, contemplation and interactivity and questions the ability of a virtual environment to be a place for the bodies to co-inhabit.

    How do these hybrid spaces give rhythm to the bodies, and how can the bodies in turn give rhythm to the representation spaces ? How to improvise together, connect and mutually transform in a physically identical and virtually different space ? How can our movements co-exist in a symbiotic and enduring manner ? How does the other experience my movements and resonate with me ? By creating a series of variations of the sense of presence of other bodies, the device is put to the test in its common habitability and its ability to create a symbiosis between the three participants. How can we co-evolve in harmony?

    The workshop is based on poetic interplays and transformations between the bodies in relation to the staircase and the spaces in relation to the bodies. By showing relations of augmentation or alienation, we aim to present a critical reflection on the symbiosis between the bodies grappling with our device. The body becomes a point of connection between physicality and virtuality, a hybrid space, an expanding field to be reimagined.

    The workshop will be followed by a performance in the same room.

  • Making Sonic Instruments with Pure Data and Processing
  • ISEA2015: 21st International Symposium on Electronic Art
  • Agoston Nagy
  • 2015 Overview: Workshops
  • Workshop
  • Workshop Statement

    The aim of the workshop is to introduce simple and easy learnable ways to create interactive sounds and music. The workshop is based on two popular, open source languages and the combination of these. Using these free tools it is easy to create user interactions that are targeting the web or mobile devices. By the end of the workshop, each participant will have a general knowledge about (musical, artistic) interfaces and their cognitive extensions, basics of digital sound & interface design.

    Duration: Whole Day.

  • Manual for Image - Object
  • ISEA2011: 17th International Symposium on Electronic Art
  • Dominique Cunin and Mayumi Okura
  • Karaköy C.c.
  • Workshop
  • Workshop Statement

    We propose to examine and observe artistic creation on mobile screens through an actual practice. The goal is to design and build applications mainly for the iPad, and also for iPhone, with not only the intention to produce art works, but also to constitute a kind of mobile screens image-object manual. A specific grammar of the interactive situation, linking the user gesture to the representation reaction, may be defined by this manual. We do not wish to try to innovate by developing new services or utilities for last generation mobile phones, but rather to clarify the potential of these devices in contemporary artistic practices. Nowadays mobile devices permit new relationships (interactive situations) between the user and the representation. Thanks to various embedded sensors, it is possible to use the device’s relative orientation, given by the user’s hand and multitouch interactions, to change the aspect of the represented space or objects and to modify sounds or texts. Therefore, this workshop aims to analyze the different ways a user/spectator can interact with the representation to constitute an interaction-grammar that is specific to mobile displays. Various short scenarios will then be imagined to create applications.  If a certain simplicity is respected for these applications to facilitate their creation and to maintain maximum clarity of meaning, their number could be significant. Each application can be seen as demonstrating a form of interactivity with mobile screens and an aesthetic art work. All applications could then constitute a kind of manual, an object both artistic and demonstrative, even educational.

  • Mapping as Walking as Learning to See in the Digital Age
  • ISEA2011: 17th International Symposium on Electronic Art
  • Roberley Ann Bell and Ayse E. Coskun Orlandi
  • Karaköy C.c.
  • Workshop
  • Workshop Statement

    We walk through the world looking. Sight is the dominant sense with which we are trained to take in the world around us. The focus of the mapping exercise is to amplify our “other” senses. Let’s quickly put forward a premise. What happens with the loss of one of the five human senses  – vision, hearing, touch, smell and taste? The answer is known; the remaining senses take on more depth. Mapping as walking, as learning to see heightens our awareness of seeing with all our senses. The mapping exercises share in expanding traditional conditions of spatial properties by exploring the sensory perceptions of any given spatial locale. The approach provides the participant with the resources for drawing upon the range of sensory experiences to fully “see” the environment. All participants will be asked to record in various media (photographs, writing, moving image, sound) their impressions and perceptions of Cibali-Fener-Balat neighborhood. These subjective narratives -formed in relation to the urban tissue- will be presented as a collective installation. Participants will explore the physical, geographic and cultural area of Cibali-Fener-Balat.  Through systems of observation and methods of recording information they will address interpretations of place. The aim of the workshop is to provide participants with a method for learning to see through their senses the world around them, how to record this information and how it can become the research tool for developing creative projects. Using a specific locale, participants explore the physical, characteristic of place; focusing on seeing with all of their senses, developing the knowledge of the sounds of a space, the feel of a space, the taste of the space and the look of the space. Mapping as walking, as learning to see is an ongoing work, on the move, nomadic and transitory, providing insights that help the artist/designer to see the physical environment in new ways.  It converts the familiar to the unfamiliar and vice versa.  The essence of the project is to make us utilize all of our senses and to learn to see the non-visible. The act of decoding the cityscape through the senses challenges participants to “see” the landscape of the city through motion in real time, moving through the space of the city to experience the sight, sound, smell, taste and feel of the urban environment. It provides a means of interpreting and defining the city as a physical place full of sensory experiences. A momentary encounter with something foreign –architecture, object, food, and a scent- has the potential of crystallizing the experience. Making place more than a set of coordinates. The process of gathering and recording these experiences provides the participant with a reservoir of sensory codes stored for future use in the creative process. The workshop has three stages:

    1. data collection:  the first day of the workshop groups will be sent on walking explorations of the Cibali-Fener-Balat neighborhood. They will be given a “map” that is devoid of any specific markers beyond street directions. Over the course of their day they will become  “familiar’ with the locale and began mapping their sensory experiences.
    2. sharing: day two, each participant will experience the locale with a diffract set of eyes and prior associations these will be critical in the follow up conversation of how we “see “ with our senses.
    3. design outcomes:  The final phase is for the artist /design to take this information into the studio and to use it as the starting point for the creating a project that reflects the essence of place.  We will collect information from participants for months to come after the workshop.
  • Matters of Anticipation
  • ISEA2023: 28th International Symposium on Electronic Art
  • Audrey Brugnoli, Lucile Cornet–Richard, Sophie Larger, Natalia Baudoin, Eva Hardy, and Laury Guillen
  • 2023 Overview: Workshops
  • Workshop
  • experimentation to the participants. These experiments are proposed within the framework of the spatialization of the Cahiers de l ’’Anticipation et de l’Imaginaire, a scientific and cultural publication of the research group Symbiose.

    The participatory dimension through the co-construction of multiple imaginaries with all the participants constitutes the dynamic of the workshop. Initially, each student-researcher brings into play their own research, which then becomes a support for experimentation. In a second phase, the feedback from the experiences will allow the creation of new narratives. Three kits will structure this activity: an action-kit (scenarios), a skênê-kit (imaginary) and a capture-kit (archives).
    1- The action-kit: the participants equipped with the different matters of experimentation will be invited to wander according to a scenario defined by a card game or a generative system.
    2- The skênê-kit: following the retranscription of the spatial and corporal experience, of the sensations and emotions felt, the participants are invited to compose a story turned towards a future imaginary (utopia, dystopia and science-fiction) by relying on the creative methods of the skênê (dramaturgy).
    3- The capture kit: the capture tools (audio recording, photos, video, etc.) will make it possible to
    collect and index the materials at the origin of these stories. The referencing of the image maps, words and terms, and the samples of materials will allow these experiences to be translated into a landscape,then a support for the narrative to come.

    The synthesis writing will have the importance of a reflexive text: questioning through the prism of perception the construction of an imaginary on the one hand, and on the other hand, the analysis of the modalities of indexation of the different proposed matters, created within the framework of a research based on the imaginary understood as symbiotic form.

    These following matters for experimentation will be proposed in connection with the research
    projects: silicone and textile skin grafts by Audrey Brugnoli, mirror objects by Eva Hardy, wood ash materials by Laury Guillien, sound creation based on adolescent words by Lucile Cornet-Richard, Ré-confort objects by Sophie Larger, salt-crystalised objects by Natalia Baudoin.

    The feedback from the participants in these experiential devices will allow the construction of new narratives from a dramaturgical point of view, with the aim of renewing the representations at work with diversified audiences within the broad framework of the workshop proposed here. Indeed, these stories, of all types (narrative, dramatic, documentary, poetic) will not be intended to illustrate the various research subjects but to create rough edges capable of questioning the users of aforementioned research. Thus, a work of fictional synthesis should make it possible to question scientific and artistic approaches from the point of view of experience on the one hand (of the subjects), thus energizing the fields of application through the practice of research- creation by the symbiotic means of crossed imaginaries, between users and content producers.

    The Symbiose group’s research projects focus on contemporary ecological and societal issues in
    various areas: housing, health and wellness, crafts and industry, education, work, and mobility.
    In conjunction with research through art, research through design forms part of what is a
    multidisciplinary, collaborative, and evolutionary approach. Here it is developed through projects that implement a reasonable and sensitive perception of spaces, bodies, objects, and materials, in interaction with user-actors and their living spaces, in symbiosis with the environment. Concerned with a wide variety of scales (space, body, object, material, light, atom), its research involves a large range of skill profiles (designers, artists, engineers, architects, playwrights, sociologists, physicians, anthropologists, etc.).
    Activities are divided into three main fields: health, crafts and semi-industrial production and
    innovative approaches of education. The aim is to understand how the practical application of
    complex materials can lead to a groundbreaking rethink of our society, not as technocentric
    futurology, but as a humanist future in symbiosis with the environment.
    Les Cahiers d’anticipation et de l’imaginaire allow for the exploration of new methodologies through practice and to experiment with new hypotheses about possible futures based on the results of projects undertaken within the research group.

  • Max Brand Synthesizer and Synlab
  • ISEA2010: 16th International Symposium on Electronic Art
  • Elisabeth Schimana, Gregor Ladenhauf, Dirk Reith, and Florian Zwißler
  • 2010 Overview: Workshops
  • Folkwang University of the Arts
  • Workshop
  • This workshop provides in-depth insights into the strategies used in analogue sound synthesis and invites you to use the Max Brand synthesizer and the Synlab Modular system. The Max Brand synthesizer is a unique instrument developed in a ten year long close collaboration between composer Max Brand and sound engineer Bob Moog since the 1950s. The one of a kind Synlab Modular system in the ICEM studio (since 1975), with its comprehensive range of modules and extremely flexible connection possibilities, is one of the most powerful analogue sound generating systems worldwide.

    Sponsored by: Land Niederösterreich, Österreischisches Kulturforum Berlin, IMA Institut für Medienarchäologie, Lender: Max-Brand-Archiv, Langenzersdorf (at), Wienbibliothek im Rathaus, Musiksammlung.

  • Measuring Computational Creativity: Collaboratively Designing Metrics for Evaluating Creative Machines
  • ISEA2020: 26th International Symposium on Electronic Art
  • Eunsu Kang, Jean Oh, and Robert Twomey
  • 2020 Overview: Workshops
  • Workshop
  • How do we make a creative machine? Creativity involves “a multitude of definitions, conceptualizations, domains, disciplines that bear on its study, empirical methods, and levels of analysis, as well as research orientations that are both basic and applied – and applied in varied contexts.”

    This workshop follows a series of studies conducted in the classroom setting at CMU and UC San Diego. To begin, participants were asked to provide a definition of creativity specific to machines. Then more questions emerged: Can we computationally model ambiguity? Would a novelty search result in valuable discoveries? Where is the threshold between randomness and creativity? How do we evaluate the creativity of an algorithm?

    To answer these questions, participants developed sets of criteria to assess their own and peer groups’ creative AI and ML projects. Although such a human-centred method is subjective, participants found that the exercise helped them to better describe and interpret dimensions of algorithmic creativity.

  • Media Literacy Project
  • ISEA2012: 18th International Symposium on Electronic Art
  • Hakim Bellamy, Jessica Collins, and Andrea Quijada
  • 2012 Overview: Workshops
  • Albuquerque Main Library
  • Workshop
  • For twenty years the Media Literacy Project has been creating programs and campaigns that ensure our communities can access, analyze, and create media. This interactive multimedia presentation will provide an introduction to media literacy, share success stories of media production for community engagement, and offer best practices for curriculum development. The first twenty participants will receive Media Literacy Toolbox, a DVD with over 100 media examples that can be used in organizations and classrooms alike.

  • MEMEBRAIN Art Hackfest
  • ISEA2013: 19th International Symposium on Electronic Art
  • 2013 Overview: Workshops
  • The University of Sydney
  • Workshop
  • dLux MediaArts brings to ISEA2013 the inaugural MEMEBRAIN Art Hackfest. dLux MediaArts is partnering with Dorkbot, The Portals Project (Sydney), Darwin Community Arts (Darwin) and Kulchajam (Byron Bay) to bring together artists, designers, techies and more in a cross-locational Hackfest. Collaborators are invited to explore the participatory nature of technology and art. In a unique hot house environment, creative teams will design, play and build prototype projects that challenge the way we use art and digital media to affect cultural perceptions. MEMEBRAIN Art Hackfest will provide an important opportunity for the local Sydney community, partner locations and ISEA2013 delegates to engage in momentous electric exchange in a casual, entertaining and social atmosphere. The general public are invited to interact with the projects online throughout the hack, as well as join the teams on the final day for a closing exhibition and live performances.

  • Mentalista
  • ISEA2023: 28th International Symposium on Electronic Art
  • Bastien Didier and Aurélien Pecheux
  • 2023 Overview: Workshops
  • Workshop
  • Theme: AI – Generative

    Mental Garden is an interactive experience based on the collection of brain waves. The experiment aims to create a collection of stored, shareable and exchangeable mental flowers. The device allows visitors to record a mental memory in a time-stamped digital capsule uploaded on a blockchain to be authenticated through the generation of an unique NFT.

    Thus, each user is invited to equip themselves with the headset and start recording to monitor their brain activity. As he thinks about his memory, his brain activity is translated to generate a digital plant which is the materialization of his thought. With the different creations, a mental garden is created representing the mental memories recorded by the visitors.

    At the end of the experience, the visitor’s creation is minted on OpenSea, the decentralized NFT marketplace. Each visitor then becomes an artist and has the opportunity to share or sell their owned artwork. Through the collection, every creation contributes to a collective artwork.

    The real-time generative design is made possible thanks to brain-environment interfaces allowing everyone, regardless of gender, age or physical condition, to generate their mental flower in an inclusive way.

    Thinking about the garden means having to go back to the foundations of the world and humankind. The garden offers a form of appeasement, calm and serenity. Let’s cultivate our mental garden!

  • MetaMediaLab: Ontohacking & Metagaming in the Algoricene
  • ISEA2017: 23rd International Symposium on Electronic Art
  • Jaime del Val
  • 2017 Overview: Workshops
  • Recinto del Pensamiento
  • Workshop
  • Metamedialab is a citizen lab for exploring and elaborating minor perceptions, a laboratory of research into the ways in which media shape societies not so much at the level of content but of their very structures, particularly in terms of how they organise perception. This is what we will call metamedia: the thinking of the very frameworks and perceptual structures mobilised by media. Ontohacking implies a critical reinvention of such structures, which alters the way bodies move, relate and constitute social ecologies.

  • Metro Television Amiga/MIDI, A Flexible Approach for Sound – Image Correspondence
  • TISEA: Third International Symposium on Electronic Art
  • Don Ritter
  • 1992: Workshops
  • Workshop
  • A half-day workshop introducing a computerised method for corresponding real time computer animation with live music for performance and installation. The workshop includes a demonstration of Ritter’s Orpheus software and videos of live performances.

    As a visual artist, my motivation for creating an interactive video system stemmed from an increasing dissatisfaction with the major limitation of visual media. After finding myself associating with more musicians than visual artists, this limitation became increasingly obvious and an envy developed for musicians and their manner for creating art. These new associations led me to the conclusion that musical media, such as live music, are primarily concerned with life, while visual media, such as painting, drawing and sculpture, are concerned with that opposite state of being, death.

    This difference becomes obvious by comparing the experience of visual media with the experience of live music. In a museum or gallery, for example, visitors calmly stare at inanimate objects on display, rarely speaking and never clapping or cheering in approval. These viewers are like the bereaved at a wake, paying respect to a friend who will soon be entombed in the nether world of a gallery’s storage room. What could be so different from the experience of the visual art than a live music performance? While music performances come in a variety of styles, from classical to new music to rap, they all provoke audiences to clapping, cheering, dancing and a whole range of physical activities which are strictly verboten in a museum of fine arts.

    This goal is being pursued through performances containing large video projected imagery and live improvised music. During these events, image selection and cinematic effects are intricately associated with the music’s formal structure as an attempt to capture the spontaneity of live music with video. The result of the pursuance has been the development of an interactive video system and the presentation of numerous international performances in which audiences witness the birth and existence of an interactive video controlled by live improvised music.

  • MINDtouch: Mobile Video Creativity Workshop
  • ISEA2011: 17th International Symposium on Electronic Art
  • Camille Carol Baker
  • Karaköy C.c.
  • Workshop
  • Workshop Statement

    Come get involved in a participatory performance art project using mobile video with Canadian media artist and curator, Camille Baker. She will guide you through a series of activities using and creating personal abstract videos to explore ways to communicate visually, gesturally and non-verbally repurposing the mobile device’s means of communication and expression. Camille Baker will facilitate participants to explore embodied visual expression through mobile video practice developed from MINDtouch : Embodied Transference, mobile video research workshops for SMARTlab PhD project (2007-2010). This workshop explores mobile video/media on phones for their immediacy, low quality – imperfectness, but with spontaneity that is at the speed of thought – with its rewriting, superimposing, and remixing of ideas, flashes and clashes of images and emotion, layering of meaning and stream of consciousness and equivalent and/or simulation of telepathy and collective (if chaotic) intelligence. The participants invited to participate in the video experience will explore their own consciousness, non-verbal emotional/affective senses and dream states, as well as embodiment and communication, using mobile media tools to express themselves non-verbally. Participants are guided through exercises to create intimate instant video expressions to explore ways to communicate visually, gesturally and non-verbally, repurposing the mobile device’s means of communication and connection. Participants are asked to bring their own video phone or camera phones and an open mind. Participants in a group are led through a 10 minute meditation/guided visualization/exploration of senses as preparation. Each participant then takes their video phone and is given 3-4 separate activities to record, based on themes or goals provided, to represent certain types of internal emotions, thoughts, perceptions and sensations.

  • Mirror Garden 3: Twist, Turns and the Myth of Flying: Sculpting and Building in Second Life, a 4-hour-Workshop
  • ISEA2011: 17th International Symposium on Electronic Art
  • Mechthild Schmidt
  • Karaköy C.c.
  • Workshop
  • Workshop Statement

    Second Life has often been misinterpreted as a game. I prefer the metaphor of an empty stage, suggesting open-ended creativity. This virtual stage lets me take advantage of working independent of gravity or real-world physical laws to create experiences impossible in the real world. In Mirror Garden3: Twist, Turns and the Myth of Flying, I use several ancient myths of Flying to connect digital culture to  analog roots. It is an attempt to use global, virtual tools to remind us of our shared humanity and human desire beyond differences in media, culture and religion. For the workshop we meet in-world on the NYU Island in Second Life inside the installation. You may contribute your associations about flying on an interactive notecard or a parallel blog before learning to build. Building is done using real-time tools included in Second Life. The interactive tools do not require a 3D modeling background. Simple objects become complex with the use of textures, alpha channels and attached physical or interactive behavior. The immersive experience is intensified through voice chat and (remote) collaboration. The workshop has 4 segments: Introduction, Model/Texture, Sculpt/Behavior, Explore: After a 1-hour introduction and a demonstration using installation objects we form small teams to build a simple structure and apply texture maps for detail. In the third hour we use more intricate transformations and modify physical properties for sculptural work. In addition, I will demonstrate how to add scripts and links. The last hour is used for an individual project or to fine-tune the two earlier models. Participants will walk  away with a small library of digital objects, textures, scripts, and landmarks to places with exemplary architecture, art and instruction to return any time for further exploration. To shorten the introductory phase, participants have to register their own avatar prior to starting the workshop. Links: download Second Life (SL) software and install prior to the workshop http://secondlife.com  > “Download Second Life”. Then register your avatar at http://secondlife.com > “Join Now”. Note: Second Life use is free. For this workshop you do not need to register a credit card number. Each participant will be given a small stipend in Linden$ (SL currency) at the workshop introduction.

  • MML 2015: 8th International Workshop on Machine Learning and Music
  • ISEA2015: 21st International Symposium on Electronic Art
  • Rafael Ramirez, Darrell Conklin, and Jose Manuel Iñesta
  • 2015 Overview: Workshops
  • Workshop
  • Workshop Statement

    Description: With the current explosion and quick expansion of music in digital formats, and the computational power of modern systems, the research on machine learning and music has gained increasing popularity. As complexity of the problems investigated by researchers on machine learning and music increases, there is a need to develop new algorithms and methods to solve these problems. Machine learning has proved to provide efficient solutions to many music-related problems both of academic and commercial interest. An example of the later is the application of machine learning techniques to the key challenge in the area of automatic generation of music material. The workshop provides a forum for theoretical discussions on machine learning for music generation, and also encourages performances of generated creative outputs as part of workshop participation. Duration: Half Day

  • MMMAP: Multi-Media Art Platform a project of MARCEL
  • ISEA2023: 28th International Symposium on Electronic Art
  • Don Foresta, Clara Royer, and Benoît Lahoz
  • 2023 Overview: Workshops
  • Workshop
  • Theme: Interactive – Networked – Human Computer Interaction

    This workshop will present MARCEL, its objectives, partners and history in the context of art and the network, the technological development of our platform mmmap, the juridical approach and framework being developed by our legal specialists, partners for a part of the network as a common good for culture and the publication in preparation by our membership.

    The developer of mmmap, Benoit Lahoz, will present the platform in a pre-recorded video demonstrating the platform now in beta-testing, the partners in its future development and its scheduled release.  

  • Mobile Tagging as Tools for Augmented Reality
  • ISEA2011: 17th International Symposium on Electronic Art
  • Martha Carrer Cruz Gabriel
  • Karaköy C.c.
  • Workshop
  • Workshop Statement

    The objective of this workshop is to describe the potentialities of mobile tagging (2D barcodes like QRcodes) as a tool for increasing and spreading the effects of mixed realities in art. In this sense, we will start introducing the main concepts and some examples of mixed realities followed by the concepts and examples of mobile tagging, showing that they are connected and benefit each other. Mixed reality (MR) refers to the fusion of the physical and virtual worlds to produce new environments and visualizations where physical and digital objects co-exist and interact in real time. On the other hand, mobile tagging is the process of reading a 2D barcode using a mobile device camera. Allowing the encryption of URLs in the barcodes, the mobile tagging can add a digital and/or online layer to any physical object, providing several levels of mixed realities related to that object. The uses of these levels of mixed realities have applications in several areas from medicine and engineering to the arts. Although mixed realities technologies have existed for decades, they were expensive and usually confined to the lab. Nowadays mobile devices (cellphones, smartphones, PDAs) can be used as tools for mixed realities. Due to their pervasiveness and low cost their potentiality for increasing the dissemination of mixed realities is enormous and can be leveraged by mobile tagging as described next: There are many types of mobile tags (2D-barcodes), the QRCodes and Datamatrix being the most popular formats. It is possible to encrypt many kinds of data into them: texts, contact information and URLs. Since the mobile tags are simple inexpensive printed tags that can be placed in virtually any physical object or person in addition to the fact that cell phones with cameras have become a very popular and pervasive device, the mobile tagging process can be said to be one of the easiest and simplest ways of creating mixed realities and one of the ways of contributing to the internet of things. In other words, mobile tags work like physical links to the web, allowing virtually anything to be part of an expanded mixed reality environment. In this workshop, the audience will use their own notebooks and mobile devices. People with only mobile devices will be able to participate.

  • MOM: A Body-Shaped Micro Controller Board for E-Textile
  • ISEA2019: 25th International Symposium on Electronic Art
  • Youjin Jeon
  • 2019 Overview: Workshops
  • Asia Culture Center (ACC)
  • Workshop
  • W&T LAB tries to figure how to lower the psychological barrier of beginners to learn/use/enjoy the technologies. MOM (board) is body-shaped board based on ATtiny85 that is a microcontroller chip. Workshop is divided into two parts: the tutorial of MOM and the application of MOM. Participants assemble MOM and learn how to use MOM. And then they design their own product with MOM and prepared materials.

    W&T LAB tries to figure how to lower the psychological barrier of beginners to learn/use/enjoy the technologies. MOM (board) is body-shaped board based on ATtiny85 that is a microcontroller chip. Recently many people learned of a micro-controller specially Arduino, but still is not easy to understand for person who is not familiar with technologies. MOM is designed as a body, so it is easy to understand the concept of pins and each pin’s functions. We don’t normally use all pins of micro-controller and sometimes feel confused what to do with those pins. As a simplified version of micro-controller board, MOM can give basic information on micro-controller. Through assembling it, you can understand how to build a micro-controller circuit. Kids love its unique design that can stimulate them to learn physical computing. MOM has sew-able pads that can be used for e-textiles. E-textile is a good way to appeal women and kid who are interested in making and learning technologies. MOM is a micro- controller board working with 3v and it can connect to diverse inputs and outputs like sensors, speaker and switch that also working with 3v. MOM is programmable and Arduino compatible so you can program and upload it to MOM with Arduino IDE. You can make interesting outputs with MOM such as wearable accessories, tools, toys, musical instruments and craftworks. Workshop is divided into two parts: the tutorial of MOM and the application of MOM. Participants assemble MOM and learn how to use MOM. And then they design their own product with MOM and prepared materials.

  • Multimedia Performances: Exploring Brecht's Theory of Alienation
  • ISEA2000: 10th International Symposium on Electronic Art
  • Christine Bentley, Louise Taube, and Sasha Stella
  • 2000: Tutorials
  • Demo or Tutorial
  • Tutorial Statement (‘Seminar’)

    This seminar will show examples of multimedia performance work produced by drama students in an Australian Secondary School. Digital technology and software were used as the basis for exploration of Brecht’s theory of alienation.

    Emphasis is not placed on the effects of software or technology, but (nevertheless we should investigate) how the teacher and students interact and use it to produce performance and create meaning. Students produced and interacted with: soundscapes, techno music, dance, video, digital images, animated masks, laser transparencies.

    Seminar participants will be invited to experience drama exercises using technology.

  • Multispecies and Urban Spaces: AR and Place-based Learning
  • ISEA2012: 18th International Symposium on Electronic Art
  • Meredith Drum, Rachel Stevens, and Phoenix Toews
  • 2012 Overview: Workshops
  • Hotel Andaluz
  • Workshop
  • Multispecies and Urban Spaces is a series of interactive walking tours made possible by an augmented reality (AR) browser for iPhone/iPad developed by Phoenix Toews. The works (in progress) make visible social, political and ecological histories of multispecies relations in urban spaces. Presenters will explain the tours, and then discuss researching local spaces and hidden histories, and developing technical, aesthetic and conceptual possibilities for an AR, GPS enabled platform, including ways of structuring an active, meaningful experience for the user. In groups, participants will storyboard/design one section of an AR tour regarding human/animal entanglements around Albuquerque.

  • Musical Live Coding
  • ISEA2011: 17th International Symposium on Electronic Art
  • Thor Magnusson
  • Karaköy C.c.
  • Workshop
  • Workshop Statement

    Live coding has become a popular form of performance for audiovisual work in contemporary club and festival culture [1]. In live coding, performers code music or visuals live, whilst projecting their desktop onto a large screen for the audience to follow the proceedings. Various interesting issues are pertinent here, such as the expressivity of the language, musical abstractions, and audience comprehension. Also of interest is the value of this as a performance practice where composition is typically done through an intense improvisation, putting embodiment (and the lack thereof) and/or the skilled practiced body into focus. This workshop on musical live coding will introduce the diverse live coding systems and show audiovisual material of live coding performances by others. Systems that will be covered are SuperCollider, ixi lang, Impromptu, and LuaAV; with references and introductions to Pure Data, ChucK, Fluxus, and other contemporary and/or historical systems. After an introduction of live coding, the workshop will introduce sound synthesis in SuperCollider which will serve as a good introduction for a more serious study of this cutting-edge audio programming language. SuperCollider will be contextualized with reference to the other abovementioned systems and small exercises will be conducted with the participants. Finally, ixi lang will be introduced. ixi lang is a live coding language written in SuperCollider aiming at quick and easy musical performance. This workshop will get users up and running in making music in the ixi lang, whose whole vocabulary can be learned in under an hour. At the end of the workshop, participants will be able to jam together through a networked tempo clock, share code, music and ideas in a creative and fun way. The workshop will suit anyone with an interest in computer music or live coding practises. There are no skills required, but unfortunately the ixi lang is working only on Mac OS X at the moment, although SuperCollider and most of the other systems covered are cross platform.
    vimeo.com/ixi
    supercollider.sourceforge.net/videos
    [1] To engage with this interest, a forthcoming issue of Computer Music Journal is including a DVD on live coding systems, and the International Computer Music Conference (ICMC) 2011 introduces submission categories for live coding, both in the paper and performance tracks.

  • Musical Metacreation
  • ISEA2015: 21st International Symposium on Electronic Art
  • Arne Eigenfeldt and Oliver Bown
  • 2015 Overview: Tutorials
  • Demo or Tutorial
  • Tutorial Statement

    As regular music software adopts generative, autonomous and interactive capabilities, and an increasing number of practitioners involve metacreative processes in their work, musical metacreation has matured from an exploratory field to a more focused and applied one in which usability is a core issue. This tutorial will develop the core themes of musical metacreation in light of contemporary issues of system design from the perspective of creative practitioner, commercial developer and interacting musician. A particular focus will be on emerging applications of MuMe technology.
    We propose to run an introductory tutorial on a range of MuMe topics that will introduce electronic art researchers and students to current issues in the field, and lead on to a structured discussion of current MuMe research questions, particularly those that exhibit a strong overlap with ISEA2015 themes.
    We also propose a series of three curated concerts featuring MuMe systems. We will make available a collection of video and audio documentation of additional MuMe systems. The creators of some of these works will then contribute to the MuMe presentations during the tutorial. Duration: Half Day.

  • Musical Selfies: Feedback and Self-Reflection through Mobile Composition
  • ISEA2016: 22nd International Symposium on Electronic Art
  • Peter Bennett
  • 2016 Overview: Workshops
  • Jockey Club Innovation Tower
  • Workshop
  • This workshop is part of a project that attempts to rethink our relationship with social media by conceiving of mediated social relations in terms of sound and music. It takes off from the assertion that social media continues to display a profoundly visual bias, and that exploring our mediated interactions with others (and ourselves) through sound can expand our understanding of social media. In the workshop we aim to explore a central theme of this work: the notion of the ‘musical selfie’. We see the selfie’s ‘fame’ as an outcome of the visual bias of social media, and seek to challenge some of the presumptions that underlie it by rethinking the selfie sonically.

    In keeping with the ‘noise contra signal’ theme of the festival, this workshop will use the concept of ‘feedback’ to explore the translations between ‘visual’ and ‘musical’ selfies. In a sense, the selfie already is a type of feedback loop. We see ourselves on a handheld display, then adjust our position and facial gestures to improve our self-image, then capture the image that we want to present to the world, and then share it on social media. In this way, the act of taking a selfie can be seen as a kind of ‘self-regulating system’. What happens when we introduce a sound signal or noise into this process? Can the pursuit of interesting sonic effects override the primacy of the self-image, or will there emerge a tension between the two?

    The workshop organisers welcome anyone with an interest in media art, creative technologies, music technologies or social media to take part in this workshop. Prior experience with audio/music is welcome but not necessary and participants are encouraged to bring any sound/noise making apps/gadgets/synths/toys along to the workshop to help aid the lo-fi prototyping and design explorations.

    Details on how the participants should prepare and what to bring

    Workshop participants will be encouraged to create a 10-second audio recording that documents an aspect of their journey to the workshop. We will then use these as the starting point for thinking through the workshop concepts of feedback, self-regulation and self-reflection. For the purposes of this short exercise, we suggest that musical selfies be conceived as micro-compositions that reflect a person’s identity, a place, and a mood, and that can be easily communicated at the workshop. During the workshop we will discuss aspects of creating and sharing musical selfies, reflecting on how musical selfies represent the individual in sound, and how they are transmitted and transformed. We will introduce Echo-Snap (www.echo-snap.com), a series of apps we have designed for exploring musical selfies. We will further explore Hong Kong as a site for taking musical selfies. Finally, we propose to share our findings both at the conference and on a related Website gallery.

    Participant background/profession/prior knowledge/age

    The workshop organisers welcome anyone with an interest in media art, creative technologies, music technologies or social media to take part in this workshop. Prior experience with audio/music is welcome but not necessary.

  • Natural Resistance with the Guerrilla Grafters
  • ISEA2017: 23rd International Symposium on Electronic Art
  • Margaretha Anne Haughwout and Ian Pollock
  • 2017 Overview: Workshops
  • Recinto del Pensamiento
  • Workshop
  • The Guerrilla Grafters graft fruit bearing branches onto non-fruit bearing, ornamental fruit trees. Over time, delicious, nutritious fruit is made available to urban residents through these grafts. We aim to prove that a culture of care can be cultivated from the ground up. We aim to turn city streets into food forests, and unravel civilization one branch at a time.

    For ISEA2017, we demonstrate how to graft urban fruit trees in the Recinto district of Manizales. The Guerrilla Grafters teach participants how to use their internet tools and different kinds of tagging — from graffiti to electronics to attach to branches (disseminating information about the graft to humans and bees), and offer take-home grafting kits. We provoke a discussion on how specific cultivation practices can resist capitalist and colonial regimes of power. Here, conflicts between a variety of fruit eaters might be recast as something to be embraced, and not positioned as the opposite to peace.

    We invite messy, rebellious solutions to the ways information can be shared for the purposes of expanding the urban commons in ways that simultaneously collapse binaries between public and private, nature and culture.

  • Networked Art Practice after Digital Preservation
  • ISEA2020: 26th International Symposium on Electronic Art
  • Sarah Cook and Roddy Hunter
  • 2020 Overview: Workshops
  • Workshop
  • This workshop traces the edges and boundaries of the preservation of both analogue and digital networked art practice. Focusing upon artworks which draw on networks of distribution (such as mail art, and the Internet) as their primary medium of production, we aim to unpack existing digital preservation efforts concerning online and offline exchanges, while also feeling out the present and future implications of the use of machine learning and data mining within preservation strategies and how they affect artistic and curatorial agency and authorship.

    Typically understood as inherently ephemeral (as in the case of mail art) or immaterial (as with internet-based exchanges), networked art practice often, deliberately, resists collection and preservation. Given its linkages to wider networks, knowing what the edge or boundary of the work is, and where to ‘draw a line’ around its preservation is a substantial challenge.

    Workshop participants will collectively identify questions addressing digital preservation (including ‘preventative conservation’ and record-keeping) as it is manifest within the production, distribution and reception of networked art practices. Joined by guest practitioners sharing first-hand insights, participants will then work in groups to develop novel approaches, leading towards a greater understanding of the networked conservation concerns of a diverse range of work.

  • Networking in the Arts
  • FISEA: First International Symposium on Electronic Art
  • Raymond Lauzzana, Roy Ascott, Fred Truck, Carl Eugene Loeffler, Derek Dowden, Jeanelle Hurst, and Mits Mitroupolis
  • 1988 Overview: Workshops
  • Center for Art, Media & Technology and Academy Theatre Utrecht
  • Workshop
  • NEURALinterface: Generative Interactions & Mind Music with your Brainwaves
  • ISEA2011: 17th International Symposium on Electronic Art
  • Luciana Haill and John Holder
  • Karaköy C.c.
  • Workshop
  • Workshop Statement

    Have you ever wondered what your brain sounds like? In this 5-hour workshop participants will explore fascinating ways of augmenting their consciousness with brainwave monitors, using portable EEG interfaces such as IBVA, ThinkGear and MindWaves’. After introducing and exploring the equipment, you will work in small groups to monitor changes in your consciousness with the devices in an interactive experiment, and go onto collaboratively create musical compositions, interactive visuals and even develop an audio/visual performance utilising and augmenting real-time signals from your brains. No prior programming experience is required as we will learn to use and manipulate patches in a visual programming language called Quartz Composer (or MAX/MSP, PureData or MatLab may be accommodated if you are conversant), to access your data from the brainwave monitors and visualisers provided. This workshop is open to composers, computer musicians, performers, neuroscientists, brain hackers and programmers alike as there are no specific prerequisite technical skills. Participants may bring their own laptop computer. You will capture and keep your own recorded brainwaves and creative compositions to take home with you. ibva.co.uk   unnecessaryresearch.org

  • Neuromedia: Enhancing Sensory Perception for Artists and Designers
  • ISEA2020: 26th International Symposium on Electronic Art
  • Jill Scott and Marille Hahne
  • 2020 Overview: Workshops
  • Workshop
  • This workshop is a unique blend of sensor systems lab exercises from neuroscience, media arts and design to context ideas. It was designed by Jill Scott to raise body awareness for those who are interested in neuroscience and cognition. It may help them incorporate users or interactive viewers in the actual processes of construction. Participants will have to apply in pairs so that they can physically work together and develop media art and digital design projects about sensory perception. Then meet virtually with the workshop members to hear presentations and compare their results.

    The workshop pairs will be given exercises based on the understanding and stimulation of three neural systems, the Peripheral Nervous System (PNS), the Central Nervous System (CNS) and the Automated Nervous System. The aim is to help artists and designers think differently about sensory stimuli past simple interaction ideas of cause and effect, and to understand cross-modal sensory interaction and sensory anatomy.

    The following themes will be explored: Sight | Observation, saccade movements, blink and light reflex reaction, the blind spot, visual acuity, eye dominance, visual impairment and photoreceptor adaptation. Taste | Understanding taste receptors, relation of taste to visual, olfactory response, trigeminal (hot, cool). Mechanical contributions to “sapictive” (taste) perception, location, distribution and thresholds of taste. Smell | The act of odour detection, smell and taste, adapted nostrils, somatic mapping, chemo-sensors and the role of cilia. Touch | Reception, distribution of touch receptors, tactile discrimination, temperature, pressure and vibration. Sound | Deafness, localization and eco-location, inner ear interpretation and action potentials, bone conduction and substitution. Proprioception | Balance reflex, relative position from tactility, movement and mind body centring, sensing the bodies edge and environmental effects on the body.

  • No References Workshop
  • ISEA2016: 22nd International Symposium on Electronic Art
  • Miu Ling Lam and Kaho Albert Yu
  • 2016 Overview: Satellite Event Workshops
  • Cattle Depot Artist Village
  • Part of Satellite Event: No References: A Revisit of Hong Kong Video and Media Art from 1985, organised by Videotage

    See: Curator Statement: Su Wei — No References

  • Novel Incentives, Emerging Trends & Hybrid Practice. The Future of Education?
  • ISEA2010: 16th International Symposium on Electronic Art
  • Roy Ascott, Nina Czegledy, Peter F. Stephan, Bernd Robben, Bettina Schülke, Dieter Daniels, Attila Nemes, and Barnabas Malnay
  • 2010 Overview: Workshops
  • Volkshochschule (VHS Dortmund)
  • Workshop
  • In the ISEA2010 Education Workshop the identification and discussion of specific key educational issues initiates the open exchange between educational experts and workshop participants. Roy Ascott’s introduction on pioneering platforms for Ph.D. studies forms the initial base for the exchange. The contribution by knowledge transfer experts concerns relevant learning methods and accreditation, including Ph.D. studies and novel incentives leading to hybrid learning and interdisciplinary practice. While some of the issues are more relevant in a regional context, over the last years an ongoing global discourse became evident on these topics.

    Nina Czegledy – The Future of Education? Novel Incentives, Emerging Trends & Hybrid Practice

    Lately, more and more academic institutions require lecturers with advanced degrees; yet obtaining these qualifications remains a problem in several countries of continental Europe – leading to fierce debates on educational circumstances. What is our role in this environment and how do we proceed? Roy Ascott’s Planetary Collegium initiative is a remarkable example
    of a pioneering international platform for Ph.D. studies. His introduction to the ISEA2010 Education Workshop forms the base of the discussion on the complexity of these issues. It is recognized that the complexities include numerous significant items including packaged e-learning, various business models and social technologies for higher education etc. Within the scope of this workshop however – by pragmatic consideration – the discussion is focused predominantly on various aspects of Ph.D. studies and hybrid learning.

  • Object Oriented Computer Music Programming Languages
  • SISEA: Second International Symposium on Electronic Art
  • Zack Settel
  • 1990: Workshops
  • Groningen Music Conservatory
  • Workshop
  • Workshop Statement

    This workshop includes a basic introduction to the concepts of object oriented music programming languages. The material is presented from a musician’s point of view. Scheduling, event management and problem solving are discussed as well as score and tempo following and the control signal processing. The programs Perform and Max, both developed at IRCAM, will be featured and demonstrated. After the break, participants may apply some of the mornings theory in simple programming exercises.

  • Open Broad Band
  • ISEA2012: 18th International Symposium on Electronic Art
  • Richard Lowenberg
  • 2012 Overview: Workshops
  • Warehouse 508
  • Workshop
  • The U.S. is falling ever further behind other nations with regard to broadband development and its related social, environmental, educational and economic opportunities. The opportunity is at hand for communities, institutions and business partners to take shared responsibility for fulfilling the promise of becoming content-rich, economically vital, quality-of-life enhancing, broadband-based ‘information societies’. This workshop will highlight open broadband initiatives in New Mexico, and will involve the audience in a general discussion of open networking.

  • Open Source Estrogen: Detecting and Extracting Xenoestrogens in Local Ecosystems
  • ISEA2016: 22nd International Symposium on Electronic Art
  • Mary Tsang and Byron Rich
  • 2016 Overview: Workshops
  • Jockey Club Innovation Tower
  • Workshop
  • Workshop Statement 

    Open Source Estrogen combines do-it-yourself science, body and gender politics, and ecological ramifications of the present. It is a form of biotechnical civil disobedience. We do not seek techno-solutionism but instead, through the creation of a DIY estrogen protocol and increased endocrinological know-how, the project becomes a public platform for discussing the ethics of self-administering self-synthesized hormones, and a critique of the institutionalized control apparatus that defines current methods of hormone administration.

    In response to the various biopolitics of hormonal control on female and trans bodies prescribed by governments and institutions, the Open Source Estrogen project is developing a system of DIY/DIWO protocols for the emancipation of the estrogen biomolecule.

    This workshop will give participants the opportunity to detect and extract xenoestrogens from local waterways via a simple endocrine-disruptor detection system and the construction of a reverse-osmosis filtration system.

    In particular we will examine three fundamental questions:

    1. Can we look to bio-technoscientific capabilities for eradicating gender binaries in human society?
    2. What does this say to the current reproductive havoc on aquatic species as a result of endocrine disrupting compounds in industrialized coastal zones?
    3. Can we harness the potential to emancipate not only female, trans, and queer bodies from pharmaco capitalism and institutionalized hormones but also the bodies of non-human species, extending feminist health care across species of our shared environment?

    The workshop is not intended to demonstrate a viable solution, instead offering participants a deepened sense of the complex intersection of culture, ecosystems, and body politics.

  • Please bring a water sample from a local waterway. 500ml-2000ml is suggested.

    No prior knowledge is required.

  • Open Source for Artists
  • ISEA2008: 14th International Symposium on Electronic Art
  • Republic Polytechnic
  • Workshop
  • Open source spatial sound creation and improvisation, particularly with the SuperCollider tool Live 4 Life
  • ISEA2023: 28th International Symposium on Electronic Art
  • Christophe Lengelé
  • 2023 Overview: Workshops
  • Workshop
  • Interactive – Networked – Human Computer Interaction
    Symbiotic Individuations

    Description: Participants will learn how to create and improvise with spatialized sound on multiple speakers using the open source tool Live 4 Life, which the author has been developing in SuperCollider since 2011. After a short introduction to the tool on its goals and possibilities, you will learn 1. how to install and configure the tool, 2. how to interact with the GUI and controllers, 3. how to define your own personal spatial configuration, 4. the code structure in detail, and finally 5. how to send the generated pattern data to another program like Processing via OSC to generate visuals. This workshop is very hands-on. After the presentation of each section of the tool, participants will have some time to manipulate the tool on their own computer. At the end of the workshop, a workshop survey with questions about spatial preferences can be completed on a voluntary basis. The survey takes 5-10 minutes to complete, if you wish to answer all the questions.

    Prerequisites: An interest in spatialization and a basic knowledge of SuperCollider are recommended, but not required, to modify the source code of the tool. All code is available on Github, including the installation and configuration process. Before registering for this workshop, please carefully read the sections on usage, supported platforms, and licensing to see if you will be able to use this tool on your computer.

    The paper (see https://www.isea-archives.org/isea2023_presentation_lengele_gauthier) presents the motivations, evolution, and directions behind the spatial sound performance tool named Live 4 Life. It aims to simplify the creation and control in real time of masses of spatialised sound objects on various kinds of loudspeaker configurations (stereo and particularly quadriphonic or octophonic setups, as well as domes of 16, 24 or 32 loudspeakers). This spatial research, which questions ways of associating rhythmic and spatial parameters, is based on the concept of free and open works, both from the point of view of form (improvisation) and in the diffusion of the code. The tool, which was initiated in 2011 and distributed in open source in 2022, has been conceived as a long-term dream against capitalism and loneliness. Several scenarios between (technical, social) death or symbiosis of this tool (with other programs, works and the visual representation field) are presented.

    During the workshop, the participants will learn how to create and improvise with spatial sound thanks to the open source tool Live 4 Life, that the author has been developing in SuperCollider since 2011 (https://github.com/ Xon77/Live4Life).

    The tool Live 4 Life, mixing rhythm and space, offers a spatialisation control structure, including a library of pre-defined spatial trajectories and rendering algorithms, mixing both channel- and object-based paradigms and abstract and concrete spatial techniques.

    After a small presentation of the tool about its purposes and possibilities, you will learn 1. how to install and setup the tool, 2. how to interact with the GUI and controllers, 3. how to define your own personal spatial configuration 4. the structure of the code in details, and eventually 5. how to send the basic data from patterns to another programme like Processing via OSC to generate visuals.

    f you have any questions about the workshop or the installation of the tool, you can send an email directly to: lengele.christophe[at]courrier.uqam.ca

     

  • Open Sourcing Programmed Art: A Workshop on the Collaborative Re-enactment of Gruppo T’s Kinetic Artworks
  • ISEA2016: 22nd International Symposium on Electronic Art
  • Serena Cangiano
  • 2016 Overview: Workshops
  • Jockey Club Innovation Tower
  • Workshop
  • Workshop Statement 

    Programmed art is the definition given to the body of works by a group of Italian artists active between the end of the 1950s and the beginning of the 1960s. This definition was introduced by Bruno Munari and Umberto Eco in 1961 in the Almanacco Bompiani and used in 1962 on the occasion of an exhibition hosted at the Olivetti show room in Milan, featuring works by the artists of Gruppo T. Gruppo T pioneered the introduction of technology and of an algorithmic approach in the process of artistic production and their artworks embedded the utopia of an interactive democratic art made for everyone and open to everyone’s participation. Started in 2015, the project “Re-programmed art: an open manifesto” aimed at involving a group of digital artists in the process of reprogramming artworks by Gruppo T. The goal was to build prototypes of kinetic artifacts that would translate the main principles of Programmed Art into the codes of contemporary culture, following the tenets of peer production, namely open source hardware and software and digital fabrication technologies.

    The workshop at ISEA2016 aims to open and foster the discussion of the application of open source design and open hardware approaches to support reproducibility, extension and further participatory developments of re-programmed artworks by the public at large. The workshop proposes an interactive format where participants will be involved in the process of creating an open source derivative of a kinetic programmed artwork through collaborative design sessions. The sessions are based on sketching and low-fi prototyping through electronic kits based on Arduino. A special focus will be on the documentation and the sharing through on-line community platforms dedicated to DIY projects. The hands-on activities will be facilitated in order to discuss on the topic of DIY and open source and their impact on interactive art preservation and investigation. The workshop program and the outputs will be documented on the official website of the project: reprogrammed-art.cc.

    Participants have to bring their own laptops. Few technical information might be requested via email to registered participants. The workshop is open to scholars, artists, designers and students interested in the field of interactive art and collaborative practices. In particular, we seek for participants who are investigating or developing projects that reflects on DIY and open source practices in art and design as well as on alternative strategies for preserving and communicating media based art through on-line collaboration and community platforms. Furthermore, knowledge of programming and generative art and design tools is welcome even if the prototyping activities will not involve programming.

  • Ornamental Cactus Design (Cactus Grafting)
  • ISEA2012: 18th International Symposium on Electronic Art
  • Soyo Lee
  • 2012 Overview: Workshops
  • New Mexico Museum for Natural History and Science
  • Workshop
  • Ornamental Cactus Design is a hands-on workshop for learning simple cactus grafting techniques. We will create our own plant sculpture to take home. Cactus grafting, or cutting and pasting two different species of cacti is a common way to propagate the plant. This method is also used for making Moon Cactus – ornamental mini plants you can easily find in garden stores and flower markets. They are mass-produced, short lived, and are designed to look like flowers. We will discuss the history, ethics and aesthetics of this design to come up with our unique versions of it.

  • Our Digital Future: Multi/Media and CD/ROM
  • TISEA: Third International Symposium on Electronic Art
  • Josepha Haveman and City College of San Francisco
  • 1992: Workshops
  • Workshop
  • Overcoming TechnoFear
  • ISEA94: Fifth International Symposium on Electronic Art
  • David Ward
  • 1994: Workshops
  • Workshop
  • Workshop Statement

    David Ward will help participants examine their fears and take steps to overcome them. The success rate is high.

  • P2 Motion Lab
  • ISEA2010: 16th International Symposium on Electronic Art
  • Scott deLahunta
  • PACT Zollverein
  • Workshop
  • Motion Lab is a framework for a public discussion of ideas related to performance, movements and media. Set in studio 3 of PACT, the Lab will feature specially invited guests and contributors who will present their papers and projects. Motion Lab will be facilitated by Scott deLahunta and Christopher Roman and will run thematically alongside and in association with the Synchronous Objects, reproduced installation located next door.

  • Paisajes Reactivos
  • ISEA2017: 23rd International Symposium on Electronic Art
  • Hicham Berrada
  • 2017 Overview: Workshops
  • University of Caldas
  • Workshop
  • A reagent is a substance that produces a chemical reaction the moment it interacts with another. The result is a product with different characteristics and properties. Reagents are the basis for many activities related to applied sciences and are often used to detect or separate specific elements. They are classified according to their purity or specific use: reagents for analysis that are of lesser purity, pure and special used for analysis techniques. Hicham
    Berrada has transferred its use to the field of art, shifting it from science and technology to a visual sphere, where experimentation becomes the center of the work, devoid of hypotheses to verify or substances to unveil. The scientific knowledge that Berrada applies in his visual experiments is naturally bound to his artistic practice, in the same way that a painter is
    involved with supports, pigments and binders. Hicham Berrada will hold a workshop for artists based on their artistic practice, a cross between science and art.

  • Palabras
  • ISEA2006: 13th International Symposium on Electronic Art
  • Sharon Daniel
  • 2006 Overview: Workshops
  • South Hall
  • Workshop
  • An interactive exhibition of videos created in a series of workshops at cultural centers in two impoverished shantytowns in Buenos Aires and in an ISEA organization-based workshop in San Jose. Workshop participants use cheap disposable digital video cameras to document their daily lives and a custom-built web application that allows them to edit, tag and publish their video online. The workshop focuses on strategies for collective self-representation using software designed to allow participants to discover relationships and make connections between their personal stories. Thus, communities not traditionally thought of a scholarly or academic, produce and interpret knowledge using media and information technology.

    Palabras employs the tactics of DIY technology and the philosophy of participatory culture by adapting and developing media and information technologies as tools for collective self-representation for a variety of communities.

    The project was based on the concept of the ‘community computer’, first proposed by activist Bruno Tardieu. The ‘community computer’ is a social and technological system much like a typical computer system in which words can make things happen and associative memory evolves over time. While the ‘personal computer’ provides a communications gateway to the Internet where communities of interest can evolve regardless of distance, the concept of the ‘community computer’ is intended not to bypass, but to strengthen, communities of place?particularly marginalized communities – and to enable and empower them.

    To this end inexpensive disposable digital video cameras were transformed into re-usable cameras (using instructions and free software found on a DIY technology website) and a web application was developed for editing, tagging and publishing the video produced with these cameras online. These tools were designed for use in workshops at two cultural centers that serve shantytown communities in Buenos Aires.

    Workshop participants used the transformed disposable digital video cameras to document their daily lives. The workshop focused on strategies for collective self-representation using software designed to allow participants to discover relationships and make connections between their personal stories. Workshop participants worked in groups using this custom-designed free software to edit and organize their video clips. The workshop focused on strategies for collective self-representation and the software was designed specifically to allow the participants to discover relationships and make connections between their personal stories and images. The interface provides access to the videos through folksonomies (folk + taxonomies) participants create. Thus, communities not traditionally thought of a scholarly or academic, produce and interpret knowledge using media and information technology.

    With  participants from El Envion at Villa Tranquilas and Fundacion Crear Vale la Pena in Buenos Aires, Community Works West, Children of lncarcerated Parents Proiect, San Francisco, CA

    Related ISEA2006 Paper: Sharon Daniel – The Public Secret Information and Social Knowlegde

    • Sharon Daniel (US) with project development team:
    • Michael Dale (US), David Merino (US) & James Khazar (US) in California and
    • Carlos Trilnick (AR) & Cecilia Velasquez Traut (AR) in Buenos Aires
  • Parametric Form Finding, Interaction and Sentience
  • ISEA2017: 23rd International Symposium on Electronic Art
  • Aaron Brakke
  • 2017 Overview: Workshops
  • C.C.C Teatro los Fundadores
  • Workshop
  • We are interested in providing participants an introductory course in parametric and interactive design within an architectural environment. Computation has become ubiquitous, is embedded in virtually every facet of our lives and is currently showing real promise to augment of lives in the way that Engelbart, Sutherland, Beer, Ashby and Pask were dreaming of when they introduced us to cybernetics. Within the field of architecture, the contemporary digital discourse has gained a significant level of maturity over the past 30 years. Computers have been absorbed, adapted, modified and evolved into a robust infrastructure that is changing the landscape of design conception, development, simulation, engineering, management, communication, construction and of planning the life-cycle of a building. It is within this context that this workshop has been developed. The scope includes an introduction to; modeling with Grasshopper in Rhino, digital fabrication processes, and interaction with Arduino. The course is oriented for participants who are new to these technologies. This day long workshop should help each student obtain fundamentals in parametric modeling and interactivity

  • Pass Again Through the Heart: Gesture, Memory, and Food
  • ISEA2020: 26th International Symposium on Electronic Art
  • Immony Mèn and Patricio Dávila
  • 2020 Overview: Workshops
  • Workshop
  • This workshop looks at how knowledge is shared through gestures and feelings by family members. It is informed by an ongoing project that collects recipes from Canadian immigrants and refugees, each touching on acknowledgment and formation of transnational identities within North America. This series explores multi-directional approaches to cultural food practices, the bodies that preserve them, and the media that moves this information within the viewing format of a transmedia essay film.

    Knowledge of practice and feelings are carried across borders. The histories that are shared between parent and child, aunties, sisters, brothers, and chosen family are guided by multi-generational narratives that consist of bodies, things, events, and environments. We wish to highlight commonalities in transnational experiences while expanding on a specific type of intergenerational knowledge sharing— one that, at once, preserves approaches, information, and traditions, creates feeling for processes, smells, taste, as well as transforms, hybridizes and responds to contexts around food as a cultural practice.

    This workshop applies a series of different data recording processes to represent dialogues weaved by collective experience to create an interface for diasporic identities to talk about migration, community, political conflicts, mourning, healing, and transformation. These technologies include photogrammetry, non-optical motion capturing, videography, and audio recording, all these techniques come together to support the oral testimonies, object-centred narratives, and transmedia storytelling. We are exploring the generative and expressive possibilities of recording rather than capturing and domesticating human movement through a scientific management of labour. We take note of how Eduardo Galeano reminds us that to remember (recordar) is to pass again (re) through the heart (corazón).

  • Passage: A Hybrid of Interactive Installation and Performance
  • ISEA2010: 16th International Symposium on Electronic Art
  • Martin Kusch and Marie-Claude Poulin
  • PACT Zollverein
  • Workshop
  • This article analyses passage, a performance-installation project, created by kondition pluriel. It examines the work and the research problematic surrounding an artistic project, which is conceptualized towards the goal of creating a hybrid work oscillating between installation and performance. The text focuses on the creation process in this multidisciplinary project, the technological framework and the artistic and conceptual context. It describes the steps that had to be taken to develop the central element of this work: the socialization between performer and public.

    Full text (PDF) p.  51-52

  • People, Places and Things: A Mobile Cultural Mapping
  • ISEA2015: 21st International Symposium on Electronic Art
  • Glen Farrelly, Bryn A. Ludlow, Martha Jane Ladly, Ana Jofre, and Laura Wright
  • 2015 Overview: Workshops
  • Workshop
  • Workshop Statement

    This practical hands-on workshop will instruct participants in current narrative practices that use locative mobile media and Google Earth mapping tools. Cultural production is about people (both contemporary and historical); places (existing situations, and their connections with the past); and things (artifacts and archives). In this workshop participants will learn how to explore people, places, and things through the creation of personal narratives, in small collaborative groups. They will visit and locate their stories in public spaces at nearby places of cultural significance in the historic Woodward’s mixed-use redevelopment in the old Gastown neighbourhood of Vancouver, participating in the creation of new media works that connect with potential audiences both local and remote, through mobile storytelling, and interactive GPS mapping within the Google Earth dataset. peopleplacesthingsworkshop.wordpress.com

  • Performance and Art as Cyber-Interoceptive Interfaces
  • ISEA2022: 27th International Symposium on Electronic Art
  • Mark-David Hosale and Alan J. Macy
  • 2022 Overview: Workshops
  • Convent de Sant Agustí
  • Workshop
  • This workshop incorporates bioinformatic measurement technology to explore new modes of artistic expression that directly incorporate the senses as part of the medium of the work. The focus of this endeavour involves the tracking of a participant’s emotive inclination for use as an interactive modality in performance and computational art.

    Emotional state data is gathered from a biosensing acquisition system and analyzed using custom software and hardware tools built on poplar platforms such as, Arduino, Max/MSP, SuperCollider, Ableton Live, TouchDesigner, and Processing. Physiological measures, such as Electrocardiography (ECG, heart rate), Electrodermal Activity (EDA), Electromyography (EMG, muscle), Electroencephalography (EEG, brain waves), Electrooculography (EOG, eye movement), and Respiratory effort (RSP, breathing) can be read. The tools explored provide the ability to control the presentation of audio-visual and haptic stimuli and monitor the physical reaction as nuanced by emotional state, blurring the line between auditory and visual virtual content and physical experience.

    The workshop provides participants with a hands-on experience with our tools and methodologies that allow participants to explore several layers of activity within this work including:

    1)The connection between the individual and physiological data, to see if it is possible to discover awareness with the systems of the body that are normally consciously ignored.
    2)The connection made between two people, to see if there is a way that one can influence the embodiment of the other, and if the experience of embodiment can be shared.
    3)The psychosocial potential of the combining of embodiment and physiological data by looking at how this technology could be used to explore group experiences, and the ability of a performer to affect the audience.
    4)The role of affect and the environment, and how the participant or performer can have a biofeedback relationship with the audience and environment of an installation or performance.

  • Interactive Performance, Biophysical Sensing, Emotional Affect Assessment, Data Visualization, and sonification
  • Performing Identity through Wearable Sensing
  • ISEA2015: 21st International Symposium on Electronic Art
  • Camille Carol Baker and Kate Sicchio
  • 2015 Overview: Workshops
  • Workshop
  • Workshop Statement

    [Remark: the Workshop was XXLD]

    Description: The current corporate technology fervour over wearable technology that collects everyone’s intimate body data, under the pretence of medical or fitness monitoring, highlights that it is time to ask critical questions and raise concerns around the ethics of corporate ownership of this data for a consumerism and surveillance agenda.

    As part of a larger collaboration by the authors, this workshop aims to draw the performance community into the development, evolution of, and conversation around wearable technology, data collection ethics. It is meant to bring performers and researchers together to develop methods of using both commercial and handmade wearable sensing and smart textiles-based devices that transmit physiological data, to create unique interactive performances. It also aims to engage performers actively in exploring ways in which wearable technologies might enhance performance, while making playful, challenging and thought-provoking performance works.

    This workshop is an all day workshop with a focus on the performance making process, while incorporating physiological data into the final performance, as a way to express identity. It will feature exercises with performers, and have them work with pre-created DIY soft circuit sensors, as well as a selection of commercial devices, in order to move or control an output, such as sound, visuals or video. The day will be organised around introductions to wearable technology, improvisation activities, and exercises to enable performers to create interactivity with devices and sensors, and a short devising activity to allow participants to perform their own ideas.

  • Perils of Obedience
  • ISEA2010: 16th International Symposium on Electronic Art
  • Sofy Yuditskaya, Valeria Marraco, and Damian Frey
  • PACT Zollverein
  • Workshop
  • A performance in two acts wherein the authority of the spectacle justifies complicity between controlling viewer and puppet actor or embedded technologies display for your education and amusement hidden systems of social control.

    Full text (PDF) p.  59-60

  • Petal Antenna: An Knitted Textile EMF Sensor
  • ISEA2022: 27th International Symposium on Electronic Art
  • Erin Lewis, Felecia Davis, Farzaneh Oghazian, and Berfin Evrim
  • 2022 Overview: Demos
  • CCCB: Centre de Cultura Contemporània de Barcelona
  • Demo or Tutorial
  • This demo presents a single knitted textile cone (i.e. a petal) of the electronic sculpture-installation work by the authors entitled Flower Antenna, exhibited in Spring 2021 at the Museum of Modern Art, New York City (MOMA). The work operates as a large receiving antenna that senses electromagnetic fields in the gallery space. Using a logarithmic amplifier circuit, electromagnetic fields are converted to sonic expressions heard in the installation space, revealing the site-specific electromagnetic atmosphere of the gallery. The demo presents textile antenna samples and EMF-sensing circuits designed throughout the development of the work.

  • Electromagnetic waves, architecture, smart textiles, computational textiles, and antenna
  • Pillows For Dubai
  • ISEA2014: 20th International Symposium on Electronic Art
  • Linda Duvall
  • 2014 Overview: Workshops
  • Zayed University - Dubai
  • Workshop
  • Audience: Zayed University Students Only, Level: Foundation

    Create a representation of a place in Dubai by working with the Artist to frame a scene and use still images to develop a series of commemorative cushions. Become part of a larger conversation about the implication of rapid development for all who live in Dubai.

  • Pioneer DVJ
  • ISEA2004: 12th International Symposium on Electronic Art
  • Charles Kriel
  • 2004 Overview: Workshops
  • Workshop
  • Playing Creative Games with Technology
  • ISEA2004: 12th International Symposium on Electronic Art
  • Marcus Neustetter
  • Workshop
  • CRITICAL INTERACTION DESIGN/PUBLIC SPACE PROJECT

    The workshop takes place in a local community center Kontupiste at a suburb called Kontula in Helsinki. The focus of the workshop will be to introduce the participating primary school kids to a new way of playing with technology.

    The workshop begins the engagement from traditional media forms and moves towards more interactive and networked media. The main issue that is addressed through the workshop is to understand ways in which we perceive technology and information via technology and how we understand others through them.

    The process of the workshop will be on experiments and playful engagement with high and low technology. The emphasis is on fun and creative games working with content from popular culture, mass media and personal interests.

    The intention is to illustrate a range of outcomes that are small and quick in order to keep the attention span of the kids through short experiments and immediate results.

  • Poetry in Motion
  • ISEA2014: 20th International Symposium on Electronic Art
  • Myfanwy Ashmore
  • 2014 Overview: Workshops
  • Zayed University - Dubai
  • Workshop
  • Zayed University Students Only. Level: Foundation. Opportunitiy for students of Zayed University to learn from international electronic artists and thinkers.

    An intensive workshop for women who are new to and/or interested in combining gaming and poetry as a medium for expression. Participants will create games or gamified experiences to elicit simple poetic expressions, personal narratives and kinetic textual poems through the game platform. This workshop is geared towards those who are new to programming and art games. The focus would be  on creating poetry that is interactive in some way, using the platforms’ inherent qualities.

  • Professional Aerial Photography with a Micro-drone
  • ISEA2014: 20th International Symposium on Electronic Art
  • David Gallacher
  • 2014 Overview: Workshops
  • Zayed University - Dubai
  • Workshop
  • Audience: ISEA2014 Delegates, Level: Intermediate

    Learn how a multi-rotor drone can be used to produce commercial grade video and still photography from the air. Use of a Sony NEX7 camera mounted on an octocopter will be demonstrated. Post-processing of stills into 3D digital models and orthorectified photomosaics will also be demonstrated. The workshop will have time to discuss alternative configurations, and new opportunities that the technology may provide.

  • Programming Interactive Image, Sound and Quicktime Stacks in Hypercard
  • FISEA'93: Fourth International Symposium on Electronic Art
  • Stephen Wilson
  • 1993 Overview: Workshops
  • Workshop
  • Projects and Discussion on collaborative art-science practice
  • ISEA2009: 15th International Symposium on Electronic Art
  • E-mobileart lab, Laura Fernandez, and Marcos Garcia
  • PS2: Express Yourself/City
  • ISEA2018: 24th International Symposium on Electronic Art
  • Elwira Wojtunik, Popesz Csaba Láng, Lorenz Potthast, and Stephan Siegert
  • 2018 Overview: Workshops
  • KZNSA
  • Workshop
  • The aim of the workshop is to work on methods of participatory urban re-design and create slides and animations including art and cultural phenomena for the re-design of Durban city spaces. During the 3-4 hour workshop, participants will get information about video mapping techniques and learn about the animation creation for facade projections.

  • PS2: Soundscapes Research and Design of a Sonic Space
  • ISEA2018: 24th International Symposium on Electronic Art
  • Aura Neuvonen
  • 2018 Overview: Workshops
  • Denis Hurley Centre
  • Workshop
  • The workshop approaches what soundscape research is, history, the present, and change in sonic environment, soundscape design vs. sound design, how to use mobile tools in soundscape research, designing a soundscape, lectures, hands-on exercises, and discussion. From the research point of view the target of the workshops is to raise knowledge about soundscapes, sound memories and soundscape design. The sonic experience is a complex entirety but yet we all have similarities in experiencing sounds.

  • PS2: Trails of Memory
  • ISEA2018: 24th International Symposium on Electronic Art
  • Michael Bertram, Fabian Buntig, Christoph Vogel, Ivana Druzetic, Anastasia Treskunov, Christian Geiger, and Janna Lichte
  • 2018 Overview: Workshops
  • KZNSA
  • Workshop
  • The city map of Durban has unfolded itself in a virtual space. Step into it and stop time by inscribing your urban memory on its virtual pavement while your body is being 3D-scanned and crafted into a city sculpture.   smartsculpture.eu

  • PS2: Virtual Graffiti
  • ISEA2018: 24th International Symposium on Electronic Art
  • Michael Bertram, Fabian Buntig, Christoph Vogel, Ivana Druzetic, Anastasia Treskunov, Christian Geiger, and Janna Lichte
  • 2018 Overview: Workshops
  • Streets of Durban
  • Workshop
  • Paint Durban together with Durban! Weather by writing a message, making a drawing or a simple abstraction, people will be given the possibility to create their own mark in a public space with the help of digital tools. The collective painting will be made on a virtual background by using VR glasses and a controller, while simultaneously visible for the observers as a projection on a real nearby wall. By using a camera connected to the VR glasses, the users will be able to shoot a photo in the endless pallet of their real surrounding and choose local sights, objects, faces or random details as patterns for their painting. The city impressions will this way be inscribed in the very ink of their authors. Drawing on the symbolism of graffiti art, this participative public activity offers an opportunity for personal expression in urban space. However perishable and ephemeral on brick-and-mortar, we are wondering – can this virtual tool reproduce the contested terrains of the city walls while avoiding the controversies often attached to it? Can the virtual walls be vandalised? Can the virtually extended space be appropriated? Or do you just want to play? It´s your wall!

  • Public Workshop with Adobe
  • ISEA2014: 20th International Symposium on Electronic Art
  • Joe Karkour
  • 2014 Overview: Workshops
  • American University in Dubai
  • Workshop
  • Two worlds, two spaces or cross borders – these titles bring us to the same concept about shifting between environments. Many changes could happen like changes in visuals, sounds and time. In this shift we will see many visions that can change our thoughts visually and conceptually and through these elements we will build our Machinima projects.

  • Publications: A Designers’ Update
  • ISEA2011: 17th International Symposium on Electronic Art
  • Petr van Blokland
  • Karaköy C.c.
  • Workshop
  • Workshop Statement

    Developments in the production of all kinds of publications increase in speed and impact. Yet most traditional publication designers (books, newspapers, magazines, corporate identities) and their customers are not aware of these recent dramatic changes. Even designers for new media, such as blogs, websites, apps and e-books tend to see their work as local and separate. With a modest guessed increase in speed of 2.5 times, the next 10 years are comparable with the change, 25 years ago, from photo-typesetting to desktop publishing. These changes will continue, offering less time for users, customers, designers and producers to adapt their knowledge, experience and behavior. This will very likely result in a “shake-out” of designers- where the difference between the have and have-nots in knowledge becomes obvious. Designers that are not fully aware of these changes will find it hard to make their work needed in the future. Where by definition it is impossible to predict discontinued developments, it is feasible to envision technology driven developments by extrapolating what has happened in the past years. The workshop will address these issues from the perspective of the future of design (what will students be doing 40 years from now?) and the increasing wide range of platforms and devices (“tablet computers require new thinking and new methods of design and production”). Design the design process. The designer as integrator, instead of artist defining the color of the buttons. Some projects and cases are presented as optional directions. Based on inheriting object definitions in programming languages like Python and JavaScript it is possible to add abstraction layers to any publishing project. This way a clear separation can be made between the generic functions, reusable in other projects, and the small part of functions that are specific for one particular project. In general designers and programmers hardly take the effort to make this separation, resulting in local solutions that only work for one project. In the past years the Python library Xierpa (http://www.xierpa.com) has been developed as a publishing platform (often compared to a box of technical Lego) that allows rapid and flexible development of web-applications for publishing in print, online and apps. A standard XML descriptor file defines style, layout and behavior on a generic level, independent of platform and output device. The cases described in the workshop all fit the following set of requirements:

    1. (Publishing) project must be compliant to all relevant standards;
    2. Achieve as much separation as possible between content, design and technique;
    3. The design should know/recognize user behavior and respond appropriate;
    4. All unique information should only exist once.

    Publishing solutions that fit all of these points cannot be file based. Only online tools that automate design on a high abstraction level will survive. And this does require designers to adapt to new thinking about their processes and tools. And this inevitably must lead to changes in design education.

  • Pure Data
  • ISEA2004: 12th International Symposium on Electronic Art
  • Miller Puckette
  • 2004 Overview: Workshops
  • Workshop
  • Queer and Biophilic Approach of the Cutaneous Microbiome
  • ISEA2020: 26th International Symposium on Electronic Art
  • Nathalie Dubois Calero
  • 2020 Overview: Workshops
  • Workshop
  • This workshop will allow the general adult public to experience their cutaneous microbiome (micro-organisms that live on and in our skin) in a haptic -visual/olfactive- and intellectual reflection about our ubiquitous relationships of hate/love with this part of ourselves.

    Participants will soak a piece of fabric in a culture broth and inoculate it with their cutaneous microbiome. We will use our lactobacilli to lacto-ferment vegetables and produce some safe and personal sauerkrauts, kimchi, and hot sauces. In the meantime, I explain principles from microbiology- and traditional cooking- to get safe cultures. Scientific data about our cutaneous microbiome will open a discussion on our physical relationships with it. Two weeks previously the workshop, participants will receive a shortlist of material to get before the activity and the culture broth recipe (it takes 30 min to prepare from ingredients found in any grocery store).

    To illustrate possible troubleshooting with lacto-fermentation, I will show healthy and dubious cultures done a week before. The exploration of some pieces of fabric with microbial colonies from different microbiomes will allow us to enjoy their beauty and diversity. We will broadly determinate their microbial composition and interpret it. We will also explore our love/hate for our microbiome. We hate it, it is our smell, animality, but it wraps us from birth to death, protecting us, intimately connecting us to the outer world, and to itself (ourselves) in a queer relationship.

  • Radio Chigüiro: Public Broadcast
  • ISEA2012: 18th International Symposium on Electronic Art
  • Esteban García Bravo
  • 2012 Overview: Workshops
  • National Hispanic Cultural Center
  • Workshop
  • Radio Chigüiro was a social platform for the distribution of Lafayette, Indiana’s “glocal” culture. It operated as a community radio, exploring youth practices associated with parties, live music shows, and free radio workshops by using a web site as a medium for contact, production and participation. Using basic computers, participants will learn to produce their own radio programs. The objective of the workshop is to instruct in easy and free resources for audio recording, editing and broadcasting.

  • Radio Play: Live Participatory Worldbuilding and Performance with GPT
  • ISEA2023: 28th International Symposium on Electronic Art
  • Robert Twomey, Miller Puckette, Jinku Kim, and Ash Eliza Smith
  • 2023 Overview: Workshops
  • Presented by Robert Twomey & Ash Eliza Smith

    With recent advancements in machine learning, researchers have demonstrated remarkable achievements in natural language understanding and synthesis. This event introduces large language models (LLMs) through a participatory workshop culminating in a live radio show and internet broadcast. We explore aspects of liveness and serendipity; possibilities for human/non-human co-authorship; and relate emerging computational tools to human language and perception, ultimately considering how LLMs can be tools for creativity, co-creation, and live performance.

    The day-long workshop begins with an introduction to LLMs and generative text, then proceeds through a series of AI writers rooms, gaining experience with prompt authorship and interaction with GPT. We build towards human rehearsals of AI-generated text, culminating in a live radio show performance for both an in-person audience (30-40) and streamed to a large online audience. In this iteration, we build on previous workshops with the addition of live foley and real-time speech and voice synthesis. The final performance will be porous, inviting audience participation and involvement in shaping the development of the human/non-human radio drama.

    Together these elements extend our research into performative AI and narrative systems design. As artists and researchers we are interested in how we might co-author and co-perform with AI in a meaningful way, hinging on liveness and collective entropy. We are not just interested in what it means to collectively co-author (beyond the individual), but rather what the ingredients of liveness, audience participation, live sound scoring, and acting and performance bring to creative and performative AI.

    Our work ranges from real-time performance of audio and performance, speculative design, collective storytelling, live-action-role-play, and machine imagination.

  • Re-embodiment & Dis/abilities: Performing River
  • ISEA2022: 27th International Symposium on Electronic Art
  • Johannes Birringer, Michèle Danjoux, Zhi Xu, and Doros Polydorou
  • 2022 Overview: Workshops
  • Mercat de les Flors
  • Workshop
  • Re-embodiment & Dis/abilities: Performing River is a workshop that explores immersive, ritualized, intimate movement experiences for mixed-ability participants willing to wear Oculus Quest2 VR headset as well as wearable sensors or fabrics. The participants are invited to examine their responses to sounds and tactile images (imagined relations) of water, river, flow, movement, liquidity – extending body (in whatever restricted, limited or possible way) to an interface between the real there, and the virtual nature drawings we shall instigate through our VR software and physical movement ideas.

    We also plan to create experiments in inter-action – extending the notion of illustrating/drawing into the relationship between Oculus Quest headset wearer (performer) and illustrator/guide who hold the Oculus controllers and draws, in real time & in real flow. We understand such architectures as “kinetic atmospheres” which open up participatory scenarios, composed with fabrics, paper, drawing materials (graphite) as well as wearables, “design-in-motion” accoutrements or costumes created by Michèle Danjoux. Choreographic proposals (Xu, Birringer) emphasize sensorial and affective ritual engagements between performers and participant observers.

    Performing River is ritual: The ethical questions raised by river/water – its availability, pollution, infrastructural dimension for local and wider trade – highlight that water is not just a metaphor of thinking practices, it is a site of deep contention and political crisis, as currents, floods, currencies, ecologies and economies flow together or collide. By exploring river (and flooding) as elemental, and water as vital infrastructure and inspiration for design as well as climate activism and consideration of habitats and ecospheres, this workshop reflects creatively on the function and circulation of this special medium in various cultures, examining its potential in fostering collective imaginaries.

  • Re-embodiment and Dis/abilities: Performing River
  • Re-orienting bodies: Unfolding Sensorial Unknowns
  • ISEA2022: 27th International Symposium on Electronic Art
  • Celia Vara, Florencia Marchetti, Katja Philip, and Magdalena Olszanowski
  • 2022 Overview: Workshops
  • CCCB: Centre de Cultura Contemporània de Barcelona
  • Workshop
  • How far into others/ beyond ‘you’ can your body extend in the hybrid worlds we inhabit?  What web-based conditions can provide a coalescing of varying practice and languages? What happens when they do? This workshop proposes three interrelated exercises to explore the involvement of the sensing body in machine-breathing-drawing-moving gestural entanglements from a critical and feminist standpoint that will culminate in a collective exhibition:

    1)Kinesthesia: participants engage in corporeal explorations of stillness and movement to bring new forms of being in our bodies. Kinesthetic empathy can engage in and with another’s movement or sensorial experience of movement (Sklar). We will practice with performances by the Catalan artist Fina Miralles
    2)Surrealists’ exquisite corpse: participants will draw parts of bodies, one by one without seeing the parts of the whole they will become part of. This will enable already collective or in-between fragmented states, playing with the possibility of entangling unconscious processes.
    3)Mediated-Internet Body: participants will explore collective embodied compositions created through the collective mediated body. We will attempt this with a variety of gestural elements based on the previous 2 exercises and consider what we do and where we look while researching (note taking, shifting in our seats, managing browser tabs, etc.), using Zoom play: faux green screen, layering screenshot, etc.

    This techno-body-experience workshop invokes series of minor gestures (Manning, 2016): gestures of care, of centering, body, self, hand drawing and playful engagement. It follows Sara Ahmed-ian lines such that each practice hones in on digital interaction and subsequently changes the affective response to each other—a re-orienting of our bodies. She points out: “when we follow specific lines, some things become reachable and others remain or even become out of reach” (2006, p.14). We co-compose a Bretch like-performance with multiple entry points of affective resonances and tonalities.

  • Sensing bodies, Kinesthesia, gestures, hybridity, and Feminisms
  • Real-Time Audio Morphing
  • ISEA96: Seventh International Symposium on Electronic Art
  • Cort Lippe and Zack Settel
  • 1996: Workshops
  • Workshop
  • Workshop Statement

    As a sound processing technique, Audio Morphing has existed for many years. However, with the recent increases in computing power this technique has become available in real time for musicians (non-engineers), providing them with an opportunity to explore unusual sound processing algorithms empirically, while offering additional signal processing choices for live performance situations. The authors have developed a real-time Audio Morphing application on the IRCAM Signal Processing Workstation (ISPW). The application features an intuitive and straightforward user interface, and is intended for musicians (sound designers etc.). The application’s signal processing algorithms make use of Fast Fourier Transform-based re-synthesis (FFT, iFFT), and provide for high quality time-stretching, filtering, dynamic range processing, spectral shaping, cross-synthesis, and spatialization. These techniques allow users to project various features of one sound onto those of another, thus creating a new sound or “morph” which resembles the original sound–often in unexpected ways.This workshop is intended to provide participants with information and experience in Audio Morphing. The authors will present an overview of the technique and its applications, explaining the basic concepts in terms familiar to non-engineers with some studio experience. During the workshop the participants will have an opportunity to explore the techniques mentioned above, creating “audio morphs” of provided sound examples while following the tutorials developed by the authors.Just as morphing tore through the video world, audio-morphing has given electronic musicians and composers just as much to consider. This workshop given by prominent electronic musicians Zack Settel and Cort Lippe, begins to unravel the mysterious nature of the this new technology in REAL-TIME. Given in two half-day sessions.

  • Reality as a Medium: Context Engineering Hybrid Ecology Framework
  • ISEA2016: 22nd International Symposium on Electronic Art
  • Carl H. Smith and Marcel Schwittlick
  • 2016 Overview: Workshops
  • Jockey Club Innovation Tower
  • Workshop
  • Workshop Statement 

    Context Engineering is concerned with the technological extension of the human condition through the investigation of the ethical use of emerging technologies to enhance human and cognitive capacities. The power to rapidly shift our perspective is becoming a new form of currency. Context Engineering provides the ability within one field of view, to be both in the world and to see yourself in it, the power of looking through and occupying, your own field of vision (Gibson, E. J. 2006).

    Hybrid technology can directly shape how our brains interpret and experience reality.

    The practice of Context Engineering produces ‘experience coders’ who manufacture content as direct sensory experience (context). One of the core concerns of Context Engineering is whether we can gain a significantly greater capacity to develop and influence our brain function and crucially if that will then help us to better understand the reality that the brain creates. As a result there is an ethical responsibility to context engineer with as much knowledge of the affordances and dangers of these technologies and techniques as possible.

    This workshop on Contextual Engineering will investigate hybrid technologies and techniques that combine the affordances of the analogue with the digital to enable a new era of Hyper Function, Sensory Augmentation and Perceptual Adaptation. Context Engineering will give us new abilities, control over our senses and the ability to develop new forms of perception, providing us with a new type of self-control. HCI that relies predominantly on vision alone or the engagement of a limited range of senses can cause individual (and by implication – societal) dissonance creating a diminished rather than an augmented reality. To counteract this, making more of the context available for human centred augmentation is crucial. Greater immersion (involving all the senses) will lead to entirely new states of awareness. The game ‘Blood Sport’ increases the sense of immersion by removing actual blood from your body in the physical space whenever you get hit or killed in the virtual space. Context Engineering only actually occurs when that blood is then donated, to activate the societal benefit. This example provides a potential working definition for Context Engineering: when the content introduced has the power to completely augment the whole context then Context Engineering is achieved.

    Context engineering creates a new economy where we focus less on transforming content (as the primary activity), and more on how we can make our own perception the ‘content’. This is made possible by new advances in various fields including biotech, neuro-electronics and mixed reality technologies meaning that the lenses through which we experience the world are becoming more adjustable than ever. Products are being developed to intentionally manipulate various components of our own physiology. For instance f.lux modifies the computer’s display colour wavelength to shift with the natural external light, reducing potential circadian rhythm problems that can develop from using devices at night. These subtle shifts can produce real changes in our bodies. Other examples and applications of context engineering include: New auditory systems, new visual systems, combining senses, adjustable senses.

    Timetable

    The session will start with the exploration of Hybrid (VR and AR) technologies to enhance our perception and help us see, hear, and feel our environments in new and enriched ways. During the second half of the workshop we will create resources, collaborative processes and methodologies for the design of hybrid (analogue and digital) interventions.

    Interaction

    The core problem is how to (re)design a workable balance between digital and analogue modes of interaction. Without thoughtful design, digital interventions are simply distracting people away from meaningful engagement with the learning opportunities and social situations that they are actually designed to augment. This workshop will enable the exploration of potential methodologies, structures and actions between the participants. The overall intention is to use hybrid technologies, techniques and methodologies to deeply analyze how a Hybrid Ecology Framework can be developed.

    Takeaway

    The take away will include the Context Engineering Hybrid Ecology Framework which will evolve in relation to the following questions for workshop: How adaptable is our perception? How neuro-plastic is the brain, what are the biological risks of Context Engineering? How can hybrid technological devices, of often-prosthetic alienation, help us to reconnect to ourselves and to the surrounding environment? How important is immersion for over coming and subverting the human condition? To what extent can content create context? How can we find an appropriate balance in this hybrid environment?

    Outcomes

    This workshop will look beyond augmented reality to the latest hybrid technologies and techniques that are enabling a new era of Sensory Augmentation, Perceptual Adaptation and Context Engineering. The ability to alter our senses and develop entirely new ones provides us with the possibility of creating new forms of pedagogy and knowledge. The outcomes of the session will be distributed amongst the participants and placed online

    Interests in hybrid/trans tech, post-humanism and exploring the human condition are relevant and useful but not a requirement.

  • Recent Artist’s Projects
  • TISEA: Third International Symposium on Electronic Art
  • Joachim Sauter
  • Workshop
  • Recombinat ORAI
  • ISEA2002: 11th International Symposium on Electronic Art
  • Melentie Pandilovski, Adam Zaretsky, Liljana Simjanovska, and Georgi Stoilokov-Gogo
  • Workshop
  • The workshop Recombinant ORAI is concentrated on the influence of technoscientific change upon society, hence the ideological, social and ethical discourses of Genetic Engineering (GM Food, Human Genome Project, etc.), and the cross-issues of biotechnological research, informatics, industrialization, and techno-utilization. The project also takes into account the spreading of Bio-Sciences (including flourishing biobusiness, genetic databanks, security issues) and the reception by media, and the public. The workshop takes into consideration the Nagoya Orai book. This will represent a successful immersive educational experience for interested participants.To sum up, the proposed workshop will culminate in the construction of a random and collaborative sequence of DNA that would come up from the Nagoya Orai book, which will then, inserted into the K-12 E. Coli genome (or similar).

  • RECOMBINAT ORAI
  • ISEA2002: 11th International Symposium on Electronic Art
  • Adam Zaretsky, Melentie Pandilovski, Liljana Simjanovska, and Georgi Stoilokov-Gogo
  • 2002 Overview: Workshops
  • Nagoya Harbour Hall
  • The workshop Recombinant ORAI is concentrated on the influence of technoscientific change upon society, hence the ideological, social and ethical discourses of Genetic Engineering (GM Food, Human Genome Project, etc.), and the cross-issues of biotechnological research, informatics, industrialization, and techno-utilization. The project also takes into account the spreading of Bio-Sciences (including flourishing biobusiness, genetic databanks, security issues) and the reception by media, and the public. The workshop takes into consideration the Nagoya Orai book. This will represent a successful immersive educational experience for interested participants.To sum up, the proposed workshop will culminate in the construction of a random and collaborative sequence of DNA that would come up from the Nagoya Orai book, which will then, inserted into the K-12 E. Coli genome (or similar).

  • Recycle or Die: A Virtual Reality Application to Encourage Positive Behavior
  • ISEA2022: 27th International Symposium on Electronic Art
  • Brittany Garcia-Pi, Soowan Chun, and Jinsil Hwaryoung Seo
  • 2022 Overview: Demos
  • CCCB: Centre de Cultura Contemporània de Barcelona
  • Demo or Tutorial
  • On average Americans throw away seven pounds of trash a day causing the US to make up 30% of the trash in the world. By educating individuals on the ways to properly recycle we can reduce this amount. We present the VR game Recycle or Die where users are forced to recycle. In this game we provide various recyclable and nonrecyclable materials accompanied with information on how to properly recycle these materials. User study results indicate that the game is enjoyable and informs on various items that can and cannot be recycled.

  • Virtual Reality, Education in Virtual Reality, and Recycling
  • Reflecting Place
  • ISEA2014: 20th International Symposium on Electronic Art
  • Deborah Cornell and Richard Cornell
  • 2014 Overview: Workshops
  • Zayed University - Dubai
  • Workshop
  • An installation and workshop that fuses geophysical and cultural mapping to create a multi-level locative vision of an expansive present.

  • Reinventing the Vernacular
  • ISEA2014: 20th International Symposium on Electronic Art
  • Anna Klingmann
  • 2014 Overview: Workshops
  • American University in Dubai
  • Workshop
  • Audience: Public, Level: Foundation

    The Reinvention of the Vernacular is envisioned as an interactive workshop on site-specific interventions merging historical architecture with contemporary art and new media. While much has been written on the iconicity of art and architecture as globally branded phenomena, this workshop proposes a strategic reversal of emphasis to examine the deeper and more perplexing issue of the local in a context in which particularities of both person and place are under immense pressure. How can art, design and architecture contribute to a unique local identity in an age of global branding? How can we achieve a synthesis between regional culture and global impact by bridging new media, ancient techniques and advanced technologies? How can we challenge image-oriented art in favor of spatial and experiential interventions that relate to place? And most importantly, how can we utilize site-specific interventions to create an aura of mystery, discovery, and a sense of arrival in that particular place in that particular country? This workshop focuses on the Reinvention of the Vernacular by taking the Asir Region in Saudi Arabia as an area of intervention. As a pioneer bridge building project, we envision to transform one abandoned village in the Abha region of Asir into a multi-sensorial art installation animated by projections, color and sound. This installation will be powered by solar energy and operate ‘off the grid’.

  • Rengo: Context, Experience, Process
  • ISEA2004: 12th International Symposium on Electronic Art
  • Mika Raento, John Evans, Markus Ort, Andrew Gryf Paterson, Iiris Konttinen, Meri Laitinen, Niko Pyrhönen, and Susanna Neiglick
  • 2004 Overview: Workshops
  • Workshop
  • WIRELESS EXPERIENCE

    Renga is a practice originating from medieval Japan, based upon collecive activity and linked-verse – each person contributes a poetic fragment which, when combined, creates a whole poem. Aware present their own contemporary experience of a renga session in the immediate surroundings of Arabiaranta.

    The collaboration between our multi-disciplinary group of 7 persons (John Evns, Iiris Konttinen, Meri Laitinen, Susanna Neiglick, Renita Niemi, Andrew Paterson, Niko Pyrhonen) began with sessions in June/July 2004, introducing renga rules, collaborative tools, self-documentation, design practice, mobile Media projects and systems.

    In mid-July, we shifted into an intensive workshop at a summer cottage, near Turku. Here we experimented with rapid-prototyping, exploring rules, logic and wireless media engagement. During this period, sonic media artist Sophea Lerner (AU/FI) joined the process as a ‘renga mistress’ for the group. Upon our return to Helsinki, we took part in renga sessions over limited time durations, in a specific location – Arabiaranta. These were archived using the Aware platform, including the significant contextual metadata of the activity.

    We invite small audience groups to the situated context of engagement for a guided tour (30-45 minutes) based on the group’s experience and memory of the collaborative session, a practice we call ‘rengo’.

    Aware developed as a multidisciplinary project initiated by John Evans (UK/FI), Markus Ort (CH/DE), Aki-Ville Poykio (FI) & ndrew Paterson (UK/FI)at Media Lab, University of Art and Design Helsinki. Mika Raento (FI), CONTEXT group researcher at the Helsinki Institute for Information Technology, contributes to the rengo project as a technical collaborator.

  • Response is the Medium (including Videoplace demo)
  • TISEA: Third International Symposium on Electronic Art
  • Myron W. Krueger
  • Workshop
  • Resurrecting data as a phenomenological and spatial object
  • ISEA2022: 27th International Symposium on Electronic Art
  • Thomas Asmuth and Domani Turner-Ward
  • 2022 Overview: Demos
  • CCCB: Centre de Cultura Contemporània de Barcelona
  • Demo or Tutorial
  • There is often an epistemic disconnect between the steps of field studies, laboratory analysis, and data communication in scientific and academic studies. This project addresses this disconnect by creating a sculpture that reveals environmental data as a spectrum and references the environment where it was recorded. Planes is a proposed artwork that displays data from a specific ecological study. The design is for a sculpture that depicts hydrogeochemical data as color on laser-etched panels. An LED and microcontroller system illuminate these fins. The artists’ aesthetic is a response to previously ineffective  two-dimensional graphs that held information but failed to communicate on a broad level. Planes intends to reunite the data with the spatial world and connect it with the phenomenological. Rather than the language of mathematical symbolism, this work explores what is possible when information is presented using color. As a sculptural piece, this work goes beyond the world where most data representation resides and innovates the way data is communicated, creating a space for experimentation and variability. This method provides a more meaningful way to communicate the results of a specific scientific study and acts as an exploration of conceptualization methods that can apply to other issues.

  • Data Visualization, Deleuze, hydrogeochemistry, Multiplicity, and phenomenology
  • Rethinking Arts and ‘Open Data’ as Social Dimensions to Environmental Intelligence
  • ISEA2013: 19th International Symposium on Electronic Art
  • Thomas Bristow
  • The University of Sydney
  • Workshop
  • INVITED COMMENTARY

    City councils are getting smart to the idea that our relationship to the world is partly determined by how we construct the world in our imaginations. Progressive cities of the 21st century are alive to the cultural advantages that can spring from creative channeling of public funds into community engagement.
    The challenge that the City Data Slam in Sydney presented to artists was to make flat and uninspiring data – drawn from a variety of council databases – meaningful. The council was looking for new ways to enthuse, amuse and inspire the public to keep them on a long journey. Eight projects were established at the data slam by different artist teams and facilitators.
    While these projects demonstrate the capacity for collectivised artistic practice, they also clarify a number of issues that governments and councils could keep in mind when considering the question of system feedback. Ordinary infrastructure can become green infrastructure if it is designed for environmental intelligence reporting. Moreover, better community engagement can arise from consideration of the following ‘data slam’ findings: (i) vital data is often hidden, illegible, or insensible; data is often lost in labyrinthine websites; data needs to be released and expressed in the public domain; (ii) to make data more tangible and environmentally literate, the question of ‘place’ and ‘community’ can be understood as triggers to incentivise sustainable behaviour.
    How we identify scales of positive cooperation by creatively interpreting data sources is key to understanding how we identify with communities, how we share space and share destiny. This is the touchstone for moving from data to intelligence, to move from numbers to narratives. It is also central to the move from local to global scales of perception as a means to engage communities and create contexts for environmental behaviour change, placemaking, and connections with governments and politics. The Carbon Arts ‘data slam’ offered guided narratives with freedom to explore the consolidated and freshly aggregated data sets. Such ethical treatment of publically owned and yet inaccessible information could be read as one aspect of ‘open data’.
    Two philosophical points became apparent during conversations held at the slam: (i) data is not an end in itself, it is an artefact that performs a mediating role between stakeholders; (ii) data can be represented in two forms: explanatory and exploratory. The first creates a narrative to behaviours behind the resultant findings as understood within the parameters of the project. The second encourages the extensive use of data, for it to be passed on to other interpreters and to remain alive and of use with distinct modes of inquiry.
    At the Vivid Festival of Light, Music and Ideas, Jonathon Harris suggested that ‘beautiful’ data is not measurement but illumination. To illuminate is to be sensitive to context, to history; Harris: ‘data is the memory of our evolving human super-organism.’ While proactive councils are working to improve their monitoring systems, modes of measurement, and forms of benchmarking, progressive councils are thinking more expansively on ways in which they can incorporate the micro and the macro. They are critically reflecting on the related processes of data collection and aesthetic representation of data. The next step is to identify limited emotional responses to absolute data, and to articulate the empowering capacity of open data sets charged by seasonal patterns.
    The Carbon Arts data slam – a dynamic, innovative and engaging interpretation of static data – understood that there are many complexities to the idea that knowledge is created once the extraction of information from data becomes evident to the imagination and the senses.

  • Revealing and Sonifying Living Capsules
  • ISEA2023: 28th International Symposium on Electronic Art
  • Ned Barker, Joana Burd, and Nikolas Gomes
  • 2023 Overview: Workshops
  • Workshop
  • Living Capsules is the umbrella name we give to our art pieces. These are being born out of an ongoing cross-disciplinary collaboration between haptic and sound artists and a sociologist who share interests in the relations between senses, bodies, and technologies. In this workshop we reflect on how we are blending our practices through material and sensory engagements. In doing so we share some of our recent research together.

    Our workshop would be presented in two parts. First we will enter a conceptual space of biohybrid and biofabricated systems of the future. Encountering the critical question: how might we come to live with Living Machines? We will reflect on our process of revealing that guided our explorations, generating new data from biomaterials that we sonified. We shall experiment with modes of listening and hearing with immersive audio practices.

    Secondly, we will teach some sonification techniques that we used to bring new life to our biomaterials. You will have the opportunity to create sounds, individually or in groups, using the diversity of data collected – or working with pre-given sets.

    During the workshop we will create sound pieces as Living Capsules. We will listen to, and hear, these work-in-progress pieces together at the end of the workshop. The idea of our sonified Living Capsules is to express futures where data and machines differently inhabit or intimately relate to our bodies. The aim of this experiment is to disrupt how our audiences sense technology as living and/or non-living and critically reflect on body–technology–society relations, both now and in the future.

  • Reversing Globalisation: A movie on the Mechanical Turk, played by Mechanical Turk workers
  • ISEA2011: 17th International Symposium on Electronic Art
  • Stephane Degoutin and Gwenola Wagon
  • Sabanci University
  • Workshop
  • Workshop Statement

    During this workshop in Istanbul, we will question the “Mechanical Turk”, the strange online service offered by Amazon since 2005. If the history of the Mechanical Turk goes back to the 18th century, it has for the moment nothing to do with Turkey. The name comes from a chess player automaton dressed in an oriental costume. The Turk could play, and even beat his human opponents. It was only after a few decades that the trick was revealed: a human chess player, hidden in the false bottom of the table, was moving the pieces. Amazon’s Mechanical Turk takes up this idea, metaphorically, with the concept of “artificial artificial intelligence”. An online interface allocates the tasks to anonymous human beings, known as “Turks”, who complete “HITs” (Human Intelligence Tasks). Under the guise of an experiment on the intelligence of crowds, the Mechanical Turk democratizes the tools of ultralberalism. It is the most famous of the online labour markets, known as “webshoring” systems. These are often described as “virtual sweatshops”, since they allow anyone the possibility of having work done for a trivial sum, shifting the site of employment without any regard for regulation or social rights. This used to be possible only for the multinational companies. By choosing the name “Mechanical Turk”, Amazon clearly indicates where they see the employee: hidden and huddled up inside the machine. This phony human-powered AI represents the cutting-edge of a globalised lumpenproletariat, a world in which more and more useless human beings hide inside machines that exploit their intelligence. The Mechanical Turk turns the workforce into a dystopian science-fiction. During the workshop, we will use the Mechanical Turk backwards, to produce its own political critique: a film played by modern slaves. We will ask Turks to film themselves, using their webcam. They will act and read texts on relocation and outsourcing, the virtualization of work, and multitasking. Participants to the workshop will cast and direct the actors. They will help choose the texts and question this new form of globalisation. To paraphrase Jean Cocteau: Seeing as these things are beyond us, let’s pretend to organise them. The script will be written by Stéphane Degoutin and Gwenola Wagon, based on a selection of excerpts taken from various sources, including the Mechanical Turk worker’s “union”, newspaper articles, texts by classic economists, stories of Mechanical Turk workers blogs, but also texts by Amazon AI researchers etc.

  • Revisiting The Spam Folder: Using 419-fiction For Interactive Storytelling: A Practical Introduction
  • ISEA2015: 21st International Symposium on Electronic Art
  • Linda Kronman and Andreas Zingerle
  • 2015 Overview: Workshops
  • Workshop
  • Workshop Statement

    This workshop will be offering the participants both a theoretical and practical introduction to interactive narratives in ‘419-fictional environments’ created by scammers and scambaiters. We seek to understand different sides of online fraud and through creative storytelling reflect on issues like online privacy, virtual representation and trust within networks. We also draw parallels to other practices and cultures like: gaming, transmedia storytelling or creative activism. Through a participants take the first steps of creating their fictional characters and infiltrating a scammers storyworld to observe and interrupt their workflow. We explore how persuasive narratives are setup, how characters are designed and how dialog is exchanged to build trust between the acting parties. We will use social media and various content generators and other tools to orchestrate internet fiction, creating entrance points to a story world and spreading traces of information online. By reflecting on scam bait experiences we enter a discussion around the topic of interactive narration connecting to the participants’ and their general work in this field. Duration: Half Day

  • S+T+ARTS Geo-Llum
  • ISEA2022: 27th International Symposium on Electronic Art
  • Samira Benini Allaouat
  • 2022 Overview: Workshops
  • CCCB: Centre de Cultura Contemporània de Barcelona
  • Workshop
  • Within the framework of ISEA 2022, the artist Samira Benini Allauoat will present “GEO-LLUM”, an artistic research project part of S+T+ARTS Residences Repairing the Present / CCCB.

    The purpose of this residence is the development of a public installation/sculpture that will generate energy through collaboration with bacteria that live in the soil (Geobarcters), being in turn a device that lights up the city and a soil decontaminant.

    As part of the presentation, we will develop an open talk with the artist and a group of specialists linked to the investigation. This talk will be moderated by the curator María Ptqk – Doctor in Artistic Research specializing in the intersections between art and science – who is the S+T+ARTS-CCCB advisor for the “Cities of Microorganisms” call. They will participate in the talk: Carmen Tanaka – representative of Akasha Hub – collaborating institution of the project and venue of execution of the artistic residency; Lorenzo Patuzzo, engineer specialized in industrial design; and José Carvajal Arroyo, microbiologist from the BIOE research group, a laboratory focused on studying the scientific bases and applications derived from the interactions of electroactive microorganisms.

    Then we will carry out an educational workshop guided by the artist and the microbiologist José Carvajal from the Bioe Laboratory (Alcalá). This activity will explain how we can use electroactive bacteria (Geobacters) to generate electricity, through the construction and explanation of the operation of an MFC – Microbial Fuel Cell (microbial battery). This presentation will be accompanied by a graphic explanation with the fundamentals of the workshop. The public will be invited to interact, learn and see the many simple components that are part of this process.

  • San Jose Remixed
  • ISEA2006: 13th International Symposium on Electronic Art
  • Steve Anderson
  • 2006 Overview: Workshops
  • Workshop
  • full-day hands-on workshop

    Introduces participants to the Korsakow System, an easy-to-learn program for creating sophisticated interactive narratives, which does not require an actual database, or programming knowledge.

  • Science Art Hackathon
  • ISEA2015: 21st International Symposium on Electronic Art
  • David Harris
  • 2015 Overview: Workshops
  • Workshop
  • Workshop Statement

    Make and plan collaborative science art! This hack day will apply the hackathon methodology to science art. Participants will collaborate with others to design and make science art projects with a view to continued development beyond the ISEA2015 conference. To participate all you need is an interest in science art and a willingness to think creatively and collaboratively. Participants will work individually or in small teams to propose science art works that can be pursued following the conference. If participants have materials available on hand, they will create works during the hackathon. Participants will have the opportunity to present their proposals or works to the gathering at the end of the day.

  • Scrapyard Challenge
  • ISEA2009: 15th International Symposium on Electronic Art
  • Jonah Brucker-Cohen and Katherine Moriwaki
  • Waterfront Hall
  • Workshop
  • Workshop Statement

    Data Workshop 4.0: Scrapyard Challenge meets E-Waste (build electronic projects out of found or discarded junk)

    The Scrapyard Challenge (by Jonah Brucker-Cohen / Katherine Moriwaki)
    The Scrapyard Challenge Workshops are intensive workshops where participants build simple electronic projects (both digital and analog inputs) out of found or discarded ‘junk’ (old electronics, clothing, furniture, outdated computer equipment, appliances, turntables, monitors, gadgets, etc..). No electronics skills or any experience with technology is necessary to participate in the workshops.
    scrapyardchallenge.com

  • Seaboard: A brief history of the evolution of fortepiano
  • ISEA2014: 20th International Symposium on Electronic Art
  • Rami Kayyali
  • 2014 Overview: Workshops
  • The Fridge
  • Workshop
  • Audience: Public. Level: Intermediate Musicians

    The workshop is geared towards play and experimentation with a new instrument called “Seaboard” and is targeted towards musicians and electronic artists. Discussion on the potential uses of the Seaboard as an expressive instrument for other mediums, such as light and physical objects connected via MIDI, will lead to a jam session, where musicians can experiment with the Seaboard and play with their fellow musicians.

    Musicians are free to bring their own instrument, provided it is not a bassoon.

  • Searching Darkness
  • ISEA2019: 25th International Symposium on Electronic Art
  • Marcus Neustetter
  • 2019 Overview: Workshops
  • Asia Culture Center (ACC)
  • Workshop
  • In a search for the dark corners of lit cities we find ourselves searching the spaces between the rigidity of the organized systems and the city grids. We look for the respite from the connected, surveilled and illuminated spaces in an attempt to find and celebrate darkness and silence. Part of this search is to experience these found spaces, attempt to capture them in image and sound, acknowledge their juxtaposition to their surrounding activity, map them onto the city grid and publish these findings. This performative workshop and performance installation is in line with a trajectory of the artist’s 10 years of light interventions and community engagement projects questioning the meaning of darkness and silence in the context of South Africa, across Africa and Europe. The play of darkness and light is one that is not only easily accessible to participants and audiences, but can be read as highly critical of social conditions and behaviour, the power of politics and propaganda, and evidence of control and surveillance.

  • SenseStage. Low Cost Open Source Wireless Sensor Infrastructure for Live Performance and Interactive Real Time Environments Workshop Statement
  • ISEA2010: 16th International Symposium on Electronic Art
  • Chris Salter and Marije Baalman
  • PACT Zollverein
  • Workshop
  • SenseStage is a new, open source wireless sensor network hardware and software infrastructure designed specifically for artists, designers and architects who are working in the arena of real time applications. The infrastructure consists of (1) a small, wireless sensor board that can be programmed based on the needs of its application and (2) an open source software environment that facilitates the creation and practice of collaborative interactive media art works, by making the sharing of data (from sensors or internal processes) between collaborators easier, faster, and more flexible.

    Full text (PDF) p.  53-55

  • Sensing Sydney Address
  • ISEA2013: 19th International Symposium on Electronic Art
  • Jenny Green
  • The University of Sydney
  • Workshop
  • We now collect huge amounts of data – about energy and water usage, about waste and about the various programs we have like green roofs and car sharing. It’s vital information, and we duly publish it on our website and in regular reports. But frankly, it’s hard to get people interested or excited by it. So this is where artists come in. For the City Data Slam we asked twelve artists to bring the figures to life in ways that illuminate and celebrate our collective efforts to deal with environmental challenges.

    The City Data Slam at ISEA2013 has been one giant jam session, with the brief to turn boring data into beautiful art. It’s about finding ways to engage people, to make them care, to show how all those tiny, almost invisible actions can actually amount to significant changes in our world. Artists can play a key role here, opening our minds to new possibilities, as recognised in our recently released Creative City discussion paper.

    The City of Sydney was delighted to have joined with ISEA2013, with Carbon Arts and Object Gallery to launch Sensing Sydney, a project to communicate sustainability through the arts, open data and public space. I’d like to thank all of the participants in the City Data Slam and indeed, in this international symposium on electronic art. Artists really do make a difference.

  • Sensing Sydney: City Data Slam Workshop
  • ISEA2013: 19th International Symposium on Electronic Art
  • Jodi Newcombe
  • 2013 Overview: Workshops
  • Object Gallery
  • Workshop
  • Hack days or ‘hackathons’ are events that bring together people from diverse backgrounds to create something new for a short space of time. They are essentially creative events designed to create new projects that aim to solve common or shared problems. This is the model of the City Data Slam. What set this event apart from your average hackathon was its focus on tackling the challenge of communicating sustainability via the arts. City Data Slam is a key component of the City of Sydney and Carbon Arts’ project ‘Sensing Sydney: communicating sustainability through the arts, open data and public space’. The Sensing Sydney project explored different pathways for creative use of data and technology to engage the public in an active dialogue on environmental issues and citizen engaged action, and culminated in a public art commission produced as part of Art & About Sydney in September – October 2013.

    Data representation, an emerging new medium for artistic expression, has the potential to fundamentally challenge the way we view, and interact with, the world around us. Data providers such as the City of Sydney, The Climate Institute, the Museum of Contemporary Art and Buildings Alive came together to provide data for invited Australian and international digital artists to use as creative material. The Data Slam coincided with ISEA2013 (the International Symposium on Electronic Art), as well as the announcement of the winner of a new public art commission for Sensing Sydney.

    UK-based artist and entrepreneur Usman Haque, creator of the Xively open data platform and advisor to the Sensing Sydney project was invited to be the Data Slam facilitator. For Haque, it’s not just about making the data public, it’s about engaging the public in making the data, as this leads to a greater sense of engagement and responsibility for what’s being measured. The wealth of strategies deployed by artists during the Slam – from citizen science to speculative design and exploratory data visualisation – brings fresh perspective to engage stakeholders in the journey towards sustainable urban living in Sydney and globally.

    The publication CITY DATA SLAM REPORT (carbonarts.org/wp-content/uploads/2013/05/CITY_DATA_SLAM_REPORT_web2_lr.pdf) presents the results of the City Data Slam drawing on materials gathered and developed during the three-day event, including interviews, articles and recordings prepared by Jason McDermott, Thomas Bristow and Zacha Rosen. A post-event evaluation survey sent to all event participants feeds into an evaluation of the project, and recommendations for next steps, in particular a call for the City Data Slam to become a regular event in the City’s calendar. This is one of two publications reporting back on the experience of the Sensing Sydney project. The second publication focuses on the winning Sensing Sydney public art commission, Building Run, by artist Keith Deverell. Together these publications seek to assist the City of Sydney in understanding the outcomes of the project, and guide in the development of similar initiatives of this nature.

  • Server Farms
  • ISEA2018: 24th International Symposium on Electronic Art
  • Nathaniel Stern, Sam Tan, Jenna Marti, and Olivia Overturf
  • 2018 Overview: Workshops
  • KZNSA
  • Workshop
  • Turn e-waste into contemporary planters! Server Farms are, in their simplest form, computers and other technological equipment repurposed as planters. A gutted iMac, face up, where the screen and motherboard are replaced with wheat grass. A Mac Pro growing cacti and succulents, embedded in sand. A Dell, filled with house plants. Each of these is pictured above. We root trees in laptops, grow molds and fungi in and around tablets, inject watches, phones, and cameras with spores and microscopic life – then let each flower, flourish, incubate, and spread. What life may spur, how might techno-minerals diffuse? Bring your old computers, phones, and tablets, some plants, dirt, and/or seed, and we will help you along!

    Along with Phossils and Re:Cyclings (forthcoming), Server Farms are part of The World After Us: a new series and exhibition of media sculptures that materially speculate on what our devices – phones and tablets, batteries and displays, etc – might become, over thousands or millions of years. Through research, experimentation, and craft, the team, led by Nathaniel Stern, along with Jenna Marti, Sam Tan, and Olivia Overturf, has tried to turn phones into crude oil, coal, or other fossil fuels – and put the results on exhibit, in beakers and tubes (Phossils). We attempt to mimic geological time, as pressure and heat, with earth and clay – through chemical interactions or specialized machinery – on laptops and tablets, then display where that potential lies, as petrified-like LCDs or mangled post-exploded batteries, on pedestals in a gallery (also Phossils). We will also turn ground phones into usable supplies – for example, color for ink and pulp for paper – and put these to use in these new forms: in the cases given, as fine art prints (Re:Cyclings).

  • Sex and Tourism in a Virtual World
  • TISEA: Third International Symposium on Electronic Art
  • Nancy Paterson
  • Workshop
  • Shoptalk: Field Tools for Critical Making
  • ISEA2017: 23rd International Symposium on Electronic Art
  • Glenda Drew, Beth Ferguson, Jiayi Young, and Sara Dean
  • 2017 Overview: Workshops
  • Recinto del Pensamiento
  • Workshop
  • Shoptalk: Field Tools for Critical Making engages participants to practice methods of thinking and making to promote social resiliency, art for social change, and participatory action for peace. This halfday workshop will give participants the opportunity to collaborate and build their own submissions for the Field Tools for Peace ISEA exhibition and online gallery, and explore new approaches to making. Workshop leaders will start with short presentations about their own community arts practices and case study overviews. Workshop participants will then have the opportunity to introduce themselves and brainstorm topics and mediums to create projects with. Methods for collaboration through rapid prototyping and problem solving will include creative acts of listening, and shared narratives and visions of possible futures in both digital and public art installation.

    Shoptalk: Field Tools for Critical Making looks beyond solo authorship to explore and practice processes for collaborative making; identifying and establishing new toolkits for peace and safety; tools for engaging digital communities in meaningful ways; creating practices of identity and disguisement in precarious situations; and creatively exploring and establishing practical and theoretical relationships with peace and nature. This workshop will be translated into both Spanish and English by one of the bilingual workshop facilitators.

  • Signal | Process
  • ISEA2006: 13th International Symposium on Electronic Art
  • Sophea Lerner
  • 2006 Overview: Workshops
  • Workshop
  • For artists working with sound technologies ‘signal processing’ is a familiar concept, which refers to the ways in which we mechanically or electronically manipulate an audio signal to change the sounds we hear. But how is sound involved in the social processes and signals we send each other in public spaces?

  • Signs of Life: Robot Incubator – an Afternoon with the Robots
  • ISEA2011: 17th International Symposium on Electronic Art
  • Kathy Cleland, Mari Velonaki, John Tonkin, and Kirsty Boyle
  • Cumhuriyet Art Gallery
  • Workshop
  • Workshop Statement

    Join us for an afternoon with the robots in the Signs of Life: Robot Incubator exhibition. This special event takes you behind the scenes with the robots, artists and curator and will include artist talks, robot demonstrations and special activities. Get acquainted  with Mari Velonaki’s humanoid robot Diamandini and contribute to the next stage of her development. Psycholanalyse John Tonkin’s nervous robots and the other robots in the exhibition. Watch a special performance of Kirsty Boyle’s robot tree ceremony and interact with her hand crafted fragment robots. This project has been assisted by the Australian Government through the Australia Council for the Arts, its arts funding and advisory body.

    1. Mari Velonaki – Diamandini (2011-2013)
      Diamandini is a 155cm tall custom-made humanoid robot incorporating an omni-directional wheeled motion platform; cameras, laser scanners and computers for real-time tracking and installation control. The humanoid robot is being developed through a five year research project between Mari Velonaki and robotics scientists at the Centre for Social Robotics, Australian Centre for Field Robotics, the University of Sydney. Diamandini will be making her first exhibition appearance in the Signs of Life: Robot Incubator exhibition as a work in progress. Spectators enter an installation space where a kinetic sculpture is moving about in a smooth, choreographed manner. The kinetic sculpture is a robot that resembles a small-scale female figure that does not bear any elements that would classify her as a typical android robot. The texture that covers the robot from her head to the hem of her long dress is porcelain-like, and makes her look more like a floating figurine rather than a robot. Her movement is accompanied by soundscapes generated from within her. When a spectator approaches the figurine she responds physically by turning towards the person and gently moving closer to them. Supported by: Australia Research Council and Centre for Social Robotics/ Australian Centre for Field Robotics, The University of Sydney.
    2. John Tonkin – nervous robots (2011)
      The robots are from John Tonkin’s nervous robots series. He is interested in how cybernetics has been used to construct computational models of different mental processes. His dysfunctional robots will explore some of these computational models of mind, awkwardly hybridising bottom-up AI approaches with more classical symbolic approaches that draw from a folk psychology conception of the mind as being the home of internal mental processes such as motives, desires, phobias and neuroses. attached/detached consists of two small autonomous robots that go through an ever shifting interplay of neediness and dismissiveness; with occasional moments of mutual happiness. These robots are primarily focussed on seeking or avoiding each other and will be oblivious to the audience. They draw on research by John Bowlby and Mary Ainsworth into attachment styles in adult romantic relationships. These different styles (secure, anxious-preoccupied, dismissive-avoidant and fearful-avoidant) corresponded to different combinations of a person’s attitudes (positive or negative) towards themself and towards their partner.
    3. Kirsty Boyle – tree ceremony (2011) and fragment (2009-2011)
      Tree ceremony involves a robot interacting with a tree, creating an environment exploring how technology might bring us closer to nature. The work was commissioned by the Tinguely Museum and the Kunsthaus Graz for the touring ‘Robot Dreams’ exhibition, and comes direct to Istanbul from the ‘Puppen – Projectionsfiguren in der Kunst’ exhibition at museum villa rot in Germany. Fragment is a series of interactive modular robots, handcrafted in a range of different materials.  During the Signs of Life  exhibition a new series of robots will be developed that explore a range of differing aesthetic and gestural representations of artificial life manifested as performance machines.
  • Simulation Techniques for Computer Animation
  • SISEA: Second International Symposium on Electronic Art
  • Michael Girard and Susan Amkraut
  • 1990: Workshops
  • SCAN (National Institute for Computer Animation)
  • Workshop
  • Workshop Statement

    Several simulation techniques, and especially the use of physically based modelling and robotics, will be explained. The artistic application of these simulation techniques will be discussed. An introduction in several of these animation techniques will be followed by hands-on sessions on a network of Apollo workstations at SCAN, using mainly in-house software.

  • Softimage-NAD
  • ISEA95: Sixth International Symposium on Electronic Art
  • Robin Tremblay
  • 1995: Workshops
  • Centre NAD
  • Workshop
  • An overview of Softimage 3D graphics software version. 3.0 by Microsoft and its different modules, including modeling, animation and image rendering.

  • Software Environments for Creating Interactive Sound Art on Macintosh Computers
  • FISEA'93: Fourth International Symposium on Electronic Art
  • Michael Pelz-Sherman
  • 1993 Overview: Workshops
  • SolarCircus
  • ISEA2012: 18th International Symposium on Electronic Art
  • Tiffany Holmes
  • 2012 Overview: Workshops
  • OFFCenter
  • Workshop
  • SolarCircus (2009-2012) is an interdisciplinary platform for eco-dialogue about the future of renewable energy. At ISEA2012, SolarCircus will take the form of a fun, two-hour, hands-on workshop. The workshop facilitator, Tiffany Holmes, will introduce participants to the mysteries and potentials of solar power in the first 15 minutes. All participants build a solar toy from a kit and then “hack” it to create a one-of-a-kind kinetic sculpture. In the last fifteen minutes, the class will assemble the sculptures outdoors as a sun-powered street intervention.

  • Solarpunk Futures: A Workshop for Utopian Remembrance
  • ISEA2023: 28th International Symposium on Electronic Art
  • Nick Lyell, Max Puchalsky, and Beau Green
  • 2023 Overview: Workshops
  • Workshop
  • This 90-minute participatory session engages participants in a process of visionary social storytelling around the collective struggle required to win our utopia — utilizing the artist’s tabletop game, Solarpunk Futures. The game employs backcasting in a “Festival of Remembrance”, whereby Assemblies for the Future (groups of 4-6 players) play for 40 minutes from the perspective of a future utopia in which they collectively “remember” how their Ancestors utilized Tools and Values to overcome a real-world Challenge. Assemblies will report back on the form of their utopian scenarios, insights gained along the way, and how their experiences might inform their present-day actions.

    Through the game, players engage in the serious yet joyful play of dialogue on the nature of the Challenges we face (e.g. Hunger, Water Crisis, Police Violence), the role of individual Ancestors, the constraints and opportunities presented by different Tools, the forces of opposition the Ancestors had to face, the ways different Ancestor roles, Values, and Tools emergently interweave, and more. Players embody positions of historical consequence while — via Tool cards featuring quotes from figures such as Rosa Luxembourg, Fred Hampton, Murray Bookchin, and Ursula K. LeGuin among many others — engaging with contemporary and historical revolutionary concepts from our global legacy of freedom.

    Solarpunk Surf Club (est. 2020, United States) is an artist collective that creates and curates egalitarian platforms for surfing the waves of still-possible worlds. We elaborate on social ecological aesthetics AKA solarpunk in order to politicize, historicize, and demystify our collective utopian future. Solarpunk Surf Club has presented projects internationally in galleries, museums, festivals, conferences, libraries, activist gatherings, and forest occupations. In 2022, our collective received the Future Art Award: ECOSYSTEM X from MOZAIK Philanthropy (Los Angeles) for our artist’s game, Solarpunk Futures.  

  • Some Notes on Sound: Non-Music Digital Soundscaping
  • ISEA98: Ninth International Symposium on Electronic Art
  • Tosh Ryan
  • 1998: Workshops
  • Run Run Shaw Creative Media Centre
  • Workshop
  • ISEA98 Associated Event. Places for up to 15 trainees, four weeks from late August ’98.

  • Sonic Explorers Workshops
  • ISEA2012: 18th International Symposium on Electronic Art
  • Leah Barclay
  • 2012 Overview: Workshops
  • Workshop
  • Sound Dialogues: From acoustic to gestural
  • ISEA2017: 23rd International Symposium on Electronic Art
  • Gustavo Alcaraz, Gonzalo Biffarella, and Julio Catalano
  • 2017 Overview: Workshops
  • C.C.C Teatro los Fundadores
  • Workshop
  • In this workshop we will approach critically towards data, considering it as a human political construct and learning to connect several representations of it: numerical, symbolic (code) and graphical (visualization) to speak and potenciate citizen voices, which is becoming more and more important in these times of data collection and releasing and in the particular context of post-conflict and the peace building efforts to come. We will code and create data visualizations and use them to show twitter voices of several actors related with peace building in Colombia.

  • Sound with Vision
  • ISEA94: Fifth International Symposium on Electronic Art
  • David Ward
  • 1994: Workshops
  • Workshop
  • Workshop Statement

    A one day workshop focusing on recording problems and studio techniques from the visual artist’s point of view.

  • Southern Identities Laboratory
  • ISEA2018: 24th International Symposium on Electronic Art
  • Cecilia Vilca, Francesco Mariotti, Elisa Arca Jarque, and José-Carlos Mariátegui
  • 2018 Overview: Workshops
  • KZNSA
  • Workshop
  • ATA (Alta Tecnología Andina/High Andean Technology) is a non-governmental, non-profit, cultural organization. ATA was created in 1995 with the purpose of contributing to the formation of activators in all the fields of human activity that use technology as a main tool to develop and expand the frontiers of knowledge and to achieve the growth of research in an integrated form in society.

    ata.org.pe

  • Spatio-Temporal Anomalies Workshop: Detritus and Meaning
  • ISEA2013: 19th International Symposium on Electronic Art
  • Miguel F. Valenzuela
  • 2013 Overview: Workshops
  • The University of Sydney
  • Workshop
  • Keywords: experimental, abstract, media art, spatio, temporal, anomalies, circuit bending

    Spatio-Temporal Anomalies is an ongoing collaborative interactive hybrid media installation project between installation and sound artist Nick Wishart (Toydeath) and video/installation artist FMGrande. A workshop based on the project and its conceptual framework was held as part of ISEA2013 at the University of Technology Sydney, supported by the MediaLab in the Faculty of Arts and Social Sciences. This workshop attempted to explore the juncture between object, sound and modes of visual representation where humans interact with objects in a given time and space. It provided a hands-on approach to media art practices, utilizing modified objects, projections and soundscape. Participants were guided through ways of converting objects within a space into elements of an interactive milieu of triggered sounds, live feedback video loops and interactive experiences which could be used and incorporated into their own art practice.

    Full text (PDF) p. 182-184

  • StoryMUPE
  • ISEA2004: 12th International Symposium on Electronic Art
  • Nokia Team and HIIT University
  • 2004 Overview: Workshops
  • Workshop
  • Strategic Preservation of Online Communities
  • ISEA2023: 28th International Symposium on Electronic Art
  • Lee Tusman
  • 2023 Overview: Workshops
  • Workshop
  • Artist-run spaces, also called DIY Spaces or Alternative Spaces are creative communities operating on the margins of cultural institutions. They exist in a precarious space, affected by the economy, pandemic, and gentrification.

    While artist-run communities of pre-internet eras are documented through physical media such as photographic prints, video, and publications, recent communities are primarily promoted and documented online. This very nature makes it hard to preserve their activities. As platforms alter their business models, websites go down, and browsers change their settings and standards over time, the activities and exhibits of artist-run spaces are in danger of disappearing forever.

    Archiving Artist-Run Spaces is a project to preserve these communities in the era of born-digital media, providing tools, models for preservation and partnerships with longstanding archives invested in digital preservation. The project consists of created digital archives and a toolkit for artist-run organizations providing information, training, tools and other resources.

    This project proposes and demonstrates a model of digitally archiving artist-run spaces, created with nascent concepts and practices of permacomputation to build modular, resilient, duplicated and networked archives both for the micro communities on their own as well as for a general public, artists, researchers and historians.

  • Supporting a Network of Excellence in Interactive Ar
  • ISEA2011: 17th International Symposium on Electronic Art
  • Panagiotis Kyriakoulakos
  • Karaköy C.c.
  • Workshop
  • Workshop Statement

    In 1988, we co-organised with Anne-Marie Duguet, Maurice Benayoun and other colleagues from the University of Paris 1 the international symposium PLEIAS (Perspectives de Liaisons Europeennes Images  et Arts de Synthese). The symposium was held at La Sorbonne (Amphitheatre Richelieu) and assembled all important European Scholars and Artists at the time, giving birth to multiple collaborations in the field of Computer Arts. Participants in this symposium are now heads of important Art and Research Centers worldwide and actively participate in joint activities. During 2010, we proposed to four European Laboratories to dress an international panorama of these activities and build a reference portal to support a network of  excellence in interactive art.  These laboratories are the following (in parenthesis the name of the active researcher supporting the project):

    1. Laboratoire des Arts et Medias -LAM, University of Paris 1 (Anne-Marie Duguet)
    2. CITU- University of Paris 8 (Maurice Benayoun)
    3. LECAD – EPEOT, University of Thessaly (George Papakonstantinou)
    4. Interaction Design, University of the Aegean (P. Kyriakoulakos)

    Our intention is to broaden the normally bilateral aspect of these collaborations into an international network of excellence in interactive arts in order to provide artists, curators, scholars and researchers with a reference meeting point for design and implementation of ambitious projects. ISEA2011 in Istanbul could offer the opportunity to launch this network of excellence by giving the tribune to 12-20 leaders of university laboratories worldwide to present their actual activities, present their goals for the future and set the standards for the operation of this network. In order to participate in this workshop, researchers will be invited to present their laboratories, the technological infrastructure, research directions, previous work with artists, and their operational capacity for international cooperation. A limited number of interactive artists will be invited in the workshop in order to present the artistic point-of-view regarding the implementation of the artistic work in a research framework. After short presentations of the laboratories (10 min max per participant), a discussion will focus on operational issues: cooperation agreements, appropriate procedures to launch projects, financing issues, implementation schedule, measurable goals and deliverables for a pilot period. Thanks to the contributions of all participants and attendants, the new PLEIAS (Peering Laboratories in Europe for Interactive Art Synergies) network should be able to schedule and implement a project with two main objectives: provide a large database on interactive art and motivate collaborations between artists and researchers through the realisation of interactive art projects.

  • Swarm_Istanbul
  • ISEA2011: 17th International Symposium on Electronic Art
  • Antti Tenetz and Kristian Ekholm
  • Karaköy C.c.
  • Workshop
  • Workshop Statement

    Momentous places and stories become a visual network of stories in the megacity Istanbul and blogosphere. Swarm Istanbul is an interactive movie about being in Istanbul. Emotional map presents life and living.  Swarms of people, short stories and streaming resources networks city with energy that will be presented through an interactive map. The workshop connects physical cityscape to virtual cityscape and allows people to navigate through localized videos to referring videos of same place and similar kind of events in social media and videos. It can be navigated through webpage with laptop or mobile. Participants will learn to do own visual and auditive content from their important places and embed them to their own maps and data streams. The philosophy of documenting the environment is partly derived from ideas based on work of R. Murray Schaeffer and the subject of acoustic ecology. Core idea of the workshop is to hack the notion of city towards self generated geographical and mental map of place rather than environment or notion of public space controlled by authority and media. The work  adopts its background from open source and DIY approach. It allows and hopefully encourages people to build similar kinds of documentary inspired works and maps from their own urban territories. Groups of people in theworkshop will explore the city of Istanbul from their own perspectives with personal mobile cameras and/or tools that can be provided by organizers. Collected visual and sonic data is edited and located to modified map through a collaborative work process. Collection of short films ranging from abstract short glimpses of notions of city to short stories of individual important places is placed to web via google maps, to present a collection of personal views growing as unique small interactive movie about Istanbul. Participants need laptops and mobile devices with cameras or/digital cameras.

  • Synchronous Objects and "what else"
  • ISEA2010: 16th International Symposium on Electronic Art
  • Norah Zuniga Shaw
  • PACT Zollverein
  • Workshop
  • From dance to data to objects, Synchronous Objects (published on-line in April 2009: synchronousobjects.osu.edu reveals the interlocking systems of organization in William Forsythe’s ensemble dance One Flat Thing, reproduced (2000). Those systems were quantified through the collection of data and transformed into a series of objects – synchronous objects – that work in harmony to explore those choreographic structures, reveal their patterns, and reimagine ‘what else’ they might look like. In this Motion Lab exchange, Synchronous Objects co-creative director Norah Zuniga Shaw and philosopher Erin Manning will explore how the ideas in the project have circulated in the year since its launch and consider what philosophical enquiry might bring to bear on the topic of ‘what else’.

    Full text (PDF) p. 132-135

  • Tactile Noise Machines
  • ISEA2011: 17th International Symposium on Electronic Art
  • André Castro
  • Karaköy C.c.
  • Workshop
  • Workshop Statement

    This workshop will be dedicated to constructions of touch-reactive noise machines. Such devices, based on a simple amplifier chip, are able to produce a variety unexpected tones and textures, depending on the position, humidity and pressure of the fingers touching its circuits’ contact-points. The body becomes part of the machines’ electrical flux, and is directly responsible for the generation of sound.  Such characteristics turn them into amusing sonic puzzles open to sensorial exploration. By the end of the workshop, apart from taking home an instrument of their own design, guaranteed to put and end to the neighbours’ peace, participants will become familiar with basic knowledge of electronics and circuit building. Participants are asked to bring non-metallic objects, such as boxes, buckets, tupperwares, etc, to house their tactile noise machines.

  • Tales from the City: Mapping the Multicultural Landscape of Istanbul
  • ISEA2011: 17th International Symposium on Electronic Art
  • Dr. Esra Özkan, Lara Kohl, and Ercüment Görgül
  • Karaköy C.c.
  • Workshop
  • Workshop Statement

    The workshop will provide participants an overview of mapping technologies and give them the opportunity to use these technologies to explore, analyze and represent urban spaces. Using locative media, we will capture and collect spatial, visual and audio data on multiple aspects of multiculturalism such as how different cultures stratify at a specific location and contribute to the mosaic of urban architecture and lifestyle. Areas of focus will include the environs of Tophane, Cihangir and Galata.  We are interested in exploring how new technologies might help to create a more context-aware experience of multicultural urban space and culture. The data collected in this workshop will be visualized to explore how technology enables the collection of different data and new forms of representation.  The primary objective of the workshop is to see how new media and location-based technology can enhance our capacity to represent and understand multiculturalism in Istanbul’s urban spaces. However, we are also interested in using the workshop to collect information  on how to develop and refine innovative tools and their concomitant  protocols, so that they might be used for surveying and visualizing any urban area.

  • Taxi Takes on the World Part I and Part 2
  • ISEA2012: 18th International Symposium on Electronic Art
  • Vandana Sood Giddings
  • 2012 Overview: Workshops
  • New Mexico Museum for Natural History and Science
  • Workshop
  • This workshop will feature a presentation of “The Taxi Takes on the World” followed by a hands-on workshop of citizen journalism. The participants will be divided into groups of journalists and shooters. These groups will be expected to hit the streets of Albuquerque together to film their conversations with a driver inside taxis. This footage will be screened at the second session on September 24th. The second workshop will also provide training for another group of participants to pair up for training to shoot. All of the footage collected during and after these workshops will be used in the global online project.

  • Terminus: Archives, Ephemera, and Electronic Art
  • ISEA2015: 21st International Symposium on Electronic Art
  • Kate Hennessy, Trudi Lynn Smith, Craig Campbell, Fiona P. McDonald, Thomas Ross Miller, Stephanie Takaragawa, Glenn Alteen, and Tarah Hogue
  • 2015 Overview: Workshops
  • Workshop
  • Description: Since 2009, the Ethnographic Terminalia Curatorial Collective has staged annual exhibitions in major North American cities (Washington D.C., Chicago, New York, San Francisco, Montreal, New Orleans, Philadelphia) that explore the intersections of art and anthropology. Archives, ephemera, and Indigenous articulations of new media, identity, culture, language, and resistance have emerged as central themes in contemporary art-ethnographic practice and as a central interest to the curatorial work of the collective. New technologies, both materially and conceptually, present opportunities to push theoretical, disciplinary, and aesthetic boundaries. However, the implications of digitization and circulation of archival information present particularly interesting challenges for artists and scholars who seek to both represent and exploit the potential of digital archives. Building on the collective’s recent exhibitions, and in conjunction with an exhibition of new media artist Geronimo Inutiq’s Arctic Noise project, co-curated for ISEA 2015 at the grunt gallery in Vancouver (Terminal City), Ethnographic Terminalia invites workshop participants to demonstrate and discuss electronic art works and theoretical frameworks that disrupt material, figurative, discursive, cultural, and political manifestations of the archive, broadly conceived. Duration: Whole Day

  • Test Workshop for Group Pod Connection
  • ISEA2004: 12th International Symposium on Electronic Art
  • Workshop
  • This is a test for connection to the group pod.

  • Text Invader
  • ISEA2011: 17th International Symposium on Electronic Art
  • Onur Yazicigil
  • Karaköy C.c.
  • Workshop
  • Workshop Statement

    In 1996, Adobe collaborated with Microsoft on developing a format for scalable computer fonts. This new format, named OpenType, was intended to expand the use of typographic behaviors as well as to provide a platform where all the world’s writing systems could be managed in a single font file. It is a cross-platform format which is recognized both in MAC OSX and Windows operating systems. OpenType fonts allow around a hundred specifications for typographic behavior. This provides the typesetter with the choice to apply various glyph substitutions in order to enrich the content like, small caps, ligatures, text figures, scientific numerals, and alternative glyphs, which are just five specification features out of the many available variables. These OpenType features are programmed in Fontlab where much of the type-design work takes place. The workshop intends to use Fontlab’s OpenType panel as a creative medium to generate typefaces that modify the intended use of common typographic behaviors. It aims to experiment with the possibilities that are provided by the OpenType format to create the unexpected rather than the established conventions of typesetting. In other words, to interfere with the conventions that serve for linguistic flow. As the name suggests, Text Invader aims to generate fonts that can attack and infect the ‘content’ in search for a pattern that may alter the context ironically or metaphorically. We will implant the Text-Invader ‘virus’ as various visuals: graphic images, letters, and abstract forms, which will be generated as an OpenType font format. Virus images will not be used arbitrarily to alter the look of the content. It will rather substitute the images with certain repetitive letters, words and even lines of text in search for creating a meta-text: Text in which the author’s intentions have been intermediated by the typesetter. This will further open a discourse and discussion about the author’s and designer’s roles in typesetting.

  • Texture Beyond Type
  • ISEA2022: 27th International Symposium on Electronic Art
  • Giorgia Scavo and Angelo Stitz
  • 2022 Overview: Workshops
  • EINA Bosc
  • Workshop
  • What does it mean to be a creative practitioner in the age of algorithms and surface-less media?
    New media plays a crucial role in relation to the fragmentation of information so that they provide us with only some versions of the world. For instance, the way information is formatted and styled has an effect on how information is received and interpreted.

    We believe in this age it is necessary to re-evaluate the capabilities of human imagination, and that this can by done by exploring the relationship between executing control and being controlled by a machine.
    However, creative practitioners are sense makers imagining the possible rather than being satisfied with the probable. Often they distil intentions which are not perceivable to others.

    In this workshop participants are invited to use a text-editor as a tool to create visual textures from typographic symbols. We will start with an initial input to then produce possible outcomes, to then collaboratively will explore its aesthetical, historical, and social values to re-work them from alternative perspectives, and produce a final outcome.

    As a theoretical framework, our focus will be on creative methodologies that attempt to sabotage the functioning of tools and media or, on the contrary, collaborate with it. Here artists and designers capture, or rather provoke, improbable and unexpected results, exploring how to expand the field of the possible in contrast to that of the probable, putting in value the remains and the margin of error of the devices, as opposed to the regular and anticipated operation of those.

    We will look at the thinking of the Czech philosopher Vilém Flusser, and other philosophers who have focused their research on questioning the role that tools and media play in the configuration of our perception and experience of the world.

    The workshop will take place at EINA Bosc, a new space form EINA University School of Design and Art of Barcelona that allows the centre’s educational programme to be expanded from a perspective of permanent innovation and creative dynamics. EINA Bosc houses workshops and versatile creative spaces open to non-disciplinary experimentation, digital and traditional graphic arts, sets for audiovisual practices and spaces to carry out exhibition and performance programmes, and has all the spatial, human and logistical support necessary to develop the school’s offer at all levels of training.

  • The Active Text Project: Text Organ
  • ISEA2000: 10th International Symposium on Electronic Art
  • Jason Lewis
  • 2000: Workshops
  • Workshop
  • Workshop statement (‘Seminar’)

    The Concrete Poets of the ’60s, and their Dada and Futurist forebears, treated the visual appearance of text as a principal participant in the production of meaning. Their interests in such experimentation grew out of a deeply held belief that traditional forms of written communication, with its clean spacing, rectilinear layout, and sober letterforms, no longer could speak to the cultural schizophrenia of the modern age.

    As concrete poets practicing at the beginning of a new century, Arts Alliance Laboratory has embarked upon the ActiveText Project. The ActiveText Project is an on-going experiment in radical ways of treating and interacting with the visual appearance of text in ways which reflect our post-millennial data devotion. Users can set glyphs, words, or entire passages in motion, pull them apart, blow them up, infect them with dynamic behaviors and even reconstitute them, in an attempt to deconstruct standard notions of text presentation and reception. Arts Alliance Laboratory use these behaviors to write digital poetry, create whimsical web pages and do performance art in dance clubs.

  • The Art Collider (TAC)
  • ISEA2011: 17th International Symposium on Electronic Art
  • Maurice Benayoun and Robin Gareus
  • Karaköy C.c.
  • Workshop
  • Workshop Statement

    The Art Collider is a project for real-time online connected-creation of audiovisual art around the globe with classes and workshops being taught at art-schools internationally. A demoshow is currently following the workshop. The TAC concept offers the infrastructure for artists to exchange, share and collaborate on multimedia projects in unprecedented ways; The Art Collider is based on interconnexion of real and virtual spaces or distant places. Basically it is a social network for connected creation, connecting works and peer to peer streaming, realized using open standards, with the implementation provided as open-source. It bears similarities with existing platforms – such as soundcloud or even the youtube remixer – but it is set apart by unique features like the real-time monitoring system and the openness of content and non-commercial availability. On the social side, TheArtCollider also stands on the shoulders of giants, learning from platforms such as locusonus.org or  as wj-s.org or as goto10.org with which we have close relations. TAC/ISEA2011 Istanbul proposal is for a 2/3 days workshop with students, artists and researchers to get into the flowmixer software, as well as a theoretical approach to connective art, and a démo-show of the online platform including works by students, artists and researchers  from Istanbul ISEA2011. TAC/ISEA2011 will be the next step, the 5 th édition of event linked to this Platform for collaborâtive création, after INOUT 2006(Paris), INOUT x.o  2008 (Paris, Nancy, Poitiers) and The Art Collider 2010 (Paris, San Francisco, Linz), Paris  Futur en Seine 2011. citu.info/#projet_123_1  and  theartcollider.org  Artists, students and reserachers from Istanbul participant to ISEA 2011, will be invited to participate to the workshop run by researchers from CITU/Paris 8 university. This workshop will provide reflexion on connective création and acces to the specific tool « flow mixer » developed at CITU. Participants to the The Art Collider Workshop or ISEA organization has to provide Mac Computers. TAC is based on interconnexion of real and virtual spaces or distant places. Located in different places it twill show works developed by students and artists during the workshop, in interconnection withs works already on The Art Collider . Images, sounds, multimédia they are interconnected to one another as trade flow data or peer to peer. They are also interconnected with the existing TAC platform, already enriched by online contributions. Performances, installations or simple on-screen presentation, the scenography of these flow works is defined according to the technical environment.

  • The Calligraphic Line: Expressing Yourself in Letterforms
  • ISEA2011: 17th International Symposium on Electronic Art
  • Brody Neuenschwander
  • Karaköy C.c.
  • Workshop
  • Workshop Statement

    Writing, calligraphy, mark-making: these may seem like out-dated concepts. But nothing could be further from the truth. The world is growing together. The cultures of China and Islam are part of the global artistic debate. And these cultures are fundamentally calligraphic in their views of art and design. It is therefore urgent that users of the Latin alphabet increase their understanding of writing as a living process. Calligraphy is a deeply rooted source of meaning and communication. Letterforms are not static shapes living a changeless cyber-life. Text is a living, changing organism. Writing by hand is the fastest and most flexible way of designing text. Contemporary artists often make use of text. From Duchamp and Dada to the Conceptualists, from Cy Twombly, Bruce Nauman and Jessica Diamond to Jenny Holzer and Shirin Nishat, text has become a standard feature of modern art. Why is it there in paintings and installations? What forms does it take? What letterforms are used by artists? These are questions of great urgency, as they determine the look and meaning of visual language for designers and typographers. In this workshop we will explore a number of ways to create new letterforms by making variations on traditional scripts. Some experience of Italic calligraphy would be useful, but the workshop will be designed for all levels. Time will be short, so this workshop can only give a basic introduction to the principles of designing letters by hand. We will first use a traditional broad-edged pen to write a text in Italic script. But this traditional script will then be subjected to a series of changes intended to produce stronger graphic and expressive effects. Students will be given experimental writing instruments and asked to produce writing with a personal feeling. The principles of variation will be explained, such as varying the weight, height and density of the writing, but also the quality of the line, the level of legibility and the use of text to fill specific spaces. If time permits, we will also make experiments combining Arabic and Latin scripts. The two traditions may seem very far apart, but both are phonetic systems with a limited number of signs, and both use a traditional broad-edged pen. A cross-pollination of the two traditions could lead to new insights. The teacher will demonstrate the use (and abuse) of traditional and unconventional writing tools to produce new qualities of line. The demonstrations will take the form of debates between the students and teacher: students will be asked to challenge the teacher to make spontaneous marks and letterforms. This should make clear that there are no limits to experimentation. It is also designed to bring questions of function, legibility and meaning to the foreground. The teacher has worked for many years with film director Peter Greenaway. In Greenaway’s films, operas and installations, Neuenschwander’s calligraphy has played a prominent role. In this workshop we will look at how calligraphy has moved from paper to screen, from hand to mouse, and from the intimate scale of the drawing board to the vast scale of buildings and public spaces. We will discuss the strengths and weaknesses of various Greenaway projects and investigate how new technologies can be integrated with traditional hand techniques.

  • The Center for Art and Exhibit Design Electronics (CAEED) Microcontroller and Sensor
  • ISEA2012: 18th International Symposium on Electronic Art
  • Stanley Cohen
  • 2012 Overview: Workshops
  • New Mexico Museum for Natural History and Science
  • Workshop
  • The Center for Art and Exhibit Design Electronics (CAEED) was created to support people who are using or considering the use of electronics in exhibits and art-installations. This workshop will provide a hands-on look at fundamentals for manipulating and using electronic sensors with microcontrollers typically used for exhibits and art installations. Participants will work with an Arduino microcontroller and a remote sensor “shield” for building projects. Each participant will take home the microcontroller and electronics sensor board. Strategies to make a re-usable and scalable program will be explored. We will consider both electronics and programming techniques.

  • The Free Store Project
  • ISEA2012: 18th International Symposium on Electronic Art
  • Kim Paton
  • 2012 Overview: Workshops
  • Hotel Albuquerque
  • Workshop
  • The Free Store Project explores the viability of creating sustainable long-term food redistribution networks. Moving well beyond traditional models of corporate responsibility and charitable ‘gift giving’. The Free Store project investigates how ‘unlikely’ relationships between the commercial and creative/social sector can produce projects that create sustained and productive innovation that benefits all parties. The Free Store workshop for ISEA2012 will reflect on the New Zealand Free Store projects, throwing some radical economics into the mix the workshop will investigate grass roots ways communities can address the growing disparity between the commercial imperatives that drive food waste and the dilemma of food security.

  • The Gambiologia
  • ISEA2018: 24th International Symposium on Electronic Art
  • Fred Paulino
  • 2018 Overview: Workshops
  • KZNSA
  • Workshop
  • Gambiologia is a Brazilian creative hub which adopts the country’s tradition of “gambiarra” as a source of inspiration for works on art and technology. This term is commonly translated as “jury rig” or “life hack” and refers to makeshift repairs or temporary contrivances, made only with tools and materials that happen to be on hand. Gambiologia is thus “the science of gambiarra”. Through a vigorous creative production and a set of collective initiatives, the project investigates how the Brazilian tradition to adapt, improvise, find simple and smart solutions for everyday problems can be applied to the context of electronic art.        gambiologia.net

  • The Game of Dobble Debate: Play, Difference, and Coexistence
  • ISEA2017: 23rd International Symposium on Electronic Art
  • Nina Czegledy, Judith Doyle, Lynne Heller, Anna Lew, and Martin Shook
  • 2017 Overview: Workshops
  • Recinto del Pensamiento
  • Workshop
  • The Game of Dobble Debate: Play, Difference, and Coexistence is a research-creation project that investigates learning through design iteration, humor and play in the form of a card game, in order to encourage discussions about difference. Differing abilities are traditionally designated as disabilities but they could also be extraordinary ability, such as synesthesia. In the last decade, the role of game as a catalyst became foregrounded in various fields particularly in education and healthcare. This workshop aims to elucidate the difference and difficulties that is elicited through using play and humor rather than traditional play strategies. The Dobble Debate concept and practice was developed at OCAD University in Toronto. In addition to practice tests and successful introductory local workshops it was also presented at Transitio_MX06, Mexico City, the 17th Annual Convention of the Media Ecology Association 2016, Bologna Italy, and Multimedia, Cognition, – Art Therapy 2016 in Guanajuato, Mexico. Our aim is to improve the literacy of our workshop participants through this active participation creating a broader awareness. This will eventually contribute to grassroots participation in policy making. The goal is to create a deeper and more informed understanding and concern for different abilities – hopefully effecting positive societal change.

  • The Human Search Engine: a millennial toolkit 4 associ@ive explor@ion
  • ISEA2020: 26th International Symposium on Electronic Art
  • Carmel Barnea Brezner Jonas and Gabriel S. Moses
  • 2020 Overview: Workshops
  • Workshop
  • Each and every one of us is seeking something they cannot find. But is algorithmic online searching really the best way to do it?

    This workshop is aimed at participants looking for a middle-ground approach towards online-life. We offer a toolkit to those who wish to neither disconnect nor let habit-forming technologies run their lives. We believe we can “deprogram” these technologies in a way that empowers us we will kick things off with a discussion on the ways in which habit-forming search technology shapes our daily pursuits. We will then split into pairs for two main exercise rounds—one per day. Their goal: becoming a human search engine.

    ROUND#1“mapping things out”: using a new and disruptive, rank-free search engine called Shmoogle, pairs will turn their most personal online exploration into a free-associative game.

    ROUND#2 “cruising via proxy”: pairs from round#1 will go on an online date, using Shmoogle as their guide. Together, they will explore each other’s neighbourhoods in hope to rediscover them through a fresh pair of eyes and a little bit of unhinged free-association.

    We will wrap things up with a feedback round: “make the internet human again?” pros and cons.

  • The Mandala Authoring System
  • TISEA: Third International Symposium on Electronic Art
  • Susan Wyshynski
  • Workshop
  • The Networked Virtual Museum
  • TISEA: Third International Symposium on Electronic Art
  • Carl Eugene Loeffler
  • Workshop
  • The OWL Circle - A Magic Technology Creation Process
  • ISEA2011: 17th International Symposium on Electronic Art
  • Kristina Andersen and Danielle Wilde
  • Karaköy C.c.
  • Workshop
  • Workshop Statement

    “How will you go about finding that thing the nature of which is totally unknown to you?”
    – Meno, from Plato’s dialogue (in Solnit, 2005)
    We invite dedicated participants to join us at OWL circle pop-up workshops in cafes and other community places around Istanbul. Each circle is a structured gathering in which participants examine, through the making process, a relationship their body has to desire. Where do desires live in our bodies? How might our desires be supported by yet to be imagined technologies? How might such technologies be conceived of and developed – sufficiently that they may be evaluated – if we do not yet know what they are? OWL circles are 2 hours long, during which time you are supported to create a personal exploratory device. The device is not designed in any traditional sense, rather it emerges from an open making process that combines art and design ideation techniques with scientific curiosity and retrospective ethnographic evaluation. You will create, present and document your outcomes during the circle. We bring tools and materials for making. We ask you to bring your imagination and desires. The OWL circle is part of a larger project that is predicated on Arthur C. Clarke’s third rule of technology prediction, that “any sufficiently advance technology is indistinguishable from magic”. It began with a series of exploratory body-props that were used to examine emergent body-technology desires in participants from a range of socio-cultural backgrounds. From this work the OWL circle naturally emerged.

  • The Place of Difference in the Digital Humanities
  • ISEA2012: 18th International Symposium on Electronic Art
  • Micha Cardenas
  • 2012 Overview: Workshops
  • Workshop
  • An example of an approach to scholarship that centers embodied community based practices, Local Autonomy Networks, or Autonets, seeks to develop networks of communication to prevent violence against queer and trans people, women and people of color. These networks will include mesh networked wearable electronics, low-fi alternative mechanisms and face to face agreements between people, inspired by community based, prison abolitionist responses to violence. As part of Autonets, I have facilitated three collective design workshops. These workshops build on “particle group”’s Science of the Oppressed, Gloria Anzaldúa’s conciencia de la mestiza, Michel Foucault’s subjugated knowledge and Lisa Duggan’s Femme Science.

  • The Soundwalk as an Art Form: Building Bridges to Peace
  • ISEA2017: 23rd International Symposium on Electronic Art
  • Andrea Williams
  • 2017 Overview: Workshops
  • Recinto del Pensamiento
  • Workshop
  • The Soundwalk as an Art Form: Building Bridges to Peace presents an overview of the history of the participatory walk as an art form, including the soundwalk and its key concepts and development, while providing a theoretical tool box for creating ones own soundwalk as a transformative art experience. When leading a soundwalk we are combining the perceiver and the perceived, the participant and observer in an improvisatory way in the physical environment. Soundwalks guide us on a path primarily created by our ears. Sound artist, Andrea Williams, will lead a 45-minute soundwalk at Recinto del Pensamiento, located in Kilometro 11 Vía al Magdalena, an open space consisting of flower gardens, urban structures, and a small square for events. The park has been created to “eliminate segregation and contributing to healthy living”. The soundwalk will focus on: How can we be in peace and harmony with our surroundings? What does peace sound like? How do we feel connected non-verbally to other beings? How can observing other species bring us a sense of peace that we can translate to being at peace with fellow human beings? Following the walk, there will be 45 minutes of break-out groups for discussion posted on the URL.

  • The SoundWalk as Art Form
  • ISEA2015: 21st International Symposium on Electronic Art
  • Andrea Williams
  • 2015 Overview: Tutorials
  • Demo or Tutorial
  • Tutorial Statement

    The Soundwalk as an Art Form presents an overview of the history of the participatory walk as an art form, including the soundwalk and its key concepts and development at Simon Fraser University, while providing a theoretical tool box for creating ones own soundwalk as a transformative art experience. When leading a soundwalk we are combining the perceiver and the perceived, the participant and observer in an improvisatory way in the physical environment. Soundwalks may disrupt a once familiar sense of place, and instead guide us on a path created by our ears rather than by the imposed visual cues of the urban environment. Sound artist, Andrea Williams, will lead a brief half-hour soundwalk around the still controversial Woodward Building to provide one of many examples of how one might begin to work within a community to create one’s own soundwalk. Following the walk, there will be an hour of break-out groups for discussion. Duration: Half Day.

  • The Street Plugin: Playing People and Infrastructure
  • ISEA2020: 26th International Symposium on Electronic Art
  • Viktor Bedö and Ida Marie Toft
  • 2020 Overview: Workshops
  • Workshop
  • A city operates on different scales: bikes, people, houses on street level; traffic and communities on neighbourhood level; infrastructure on the city level.

    This workshop playfully investigates transformations and frictions that occur when instruments that help to make sense of higher scale phenomena are introduced. When the focus shifts from lives of individuals to pedestrian flows, qualitative methodologies give way to modelling. Agent-based computer models (ABM) are instruments of scale as they allow observing higher-level behaviour with large numbers of agents (scaling up in number) throughout a longer time span (scaling up in time). Creating computer agents inherently involves the omission of the original ecological, social or political entanglements of the modelled agent, as modelling sacrifices ‘resolution’ for ‘scale’.

    The workshop hosts 15 participants and includes some small activities on the street. We will analyze a simple ABM that addresses community-based infrastructure maintenance. We will set up a simple distributed game in which some participants enact computer agents in urban space and will be connected via messaging app or mobile video stream with other participants in the Zoom call. During the game we will record the discrepancies and sympathies between the resolution of human experience and agent behaviour. The workshop closes with a discussion about scale critique, modelling, infrastructure, ableism, embodied knowledge and research through games.

  • The Use of HMSL to design live intelligent interactive computer music software
  • SISEA: Second International Symposium on Electronic Art
  • Phil Burk
  • 1990: Workshops
  • Groningen Music Conservatory
  • Workshop
  • Workshop Statement

    HMSL is an object oriented programming language designed for experimental music. It is an extension to Fourth and is available on the Macintosh and the Amiga. HMSL is the result of ongoing research in algorithmic composition and interactive performance. It is being used to teach computer music techniques in many colleges and universities worldwide. As part of the workshop, several compositions will be performed and analysed in detail.

  • The Wicked Problem
  • ISEA2013: 19th International Symposium on Electronic Art
  • Usman Haque
  • The University of Sydney
  • Workshop
  • To get the teams started Usman asked the data artists to work within a conceptual framework centred on dilemmas, rather than focusing on a particular problem like the choice between reusable and deposable coffee cups. Usman asked artists to discover the broader dilemmas underlying the problems.
    In the keynote that Julian Assange gave at this ISEA2013 Conference, he asked the uncomfortable question to artists: What are we actually doing as artists, are we doing anything that is important, that’s serious? Later on, he spoke about trying live through your principles and through your principles expose your work. And that’s what we’re trying to achieve at the Data Slam. To do meaningful work that has the potential to truly affect the ways people live, work and love in cities.
    The idea of the data hackathon is a quite common around the world these days, so we wanted to do something a little different. Because often what happens is you get a bunch of people in a room and you give them a data set and they’re supposed to find some insight that the experts haven’t been able to see yet. The problem with that is this kind of format is that you put so much emphasis on simply presenting and beautifying the data and so little emphasis on what were the problems that were posed when the data was captured.
    How was it captured? Why was it captured? What was not captured, what was excluded? You end up with a 24 hour solution that is nice and cute but not fundamental to anything lasting. In fact I don’t know of any hackathon that has contributed anything meaningful to how a city actually works. So we very intentionally wanted to do something different here. Which was to think more carefully about the complexity of the urban context. How we can act upon it in order to do something concrete about it?

  • The World-Producing Body
  • ISEA2010: 16th International Symposium on Electronic Art
  • Sarah Drury
  • PACT Zollverein
  • Workshop
  • This workshop explores performance projects that use sensed movement to control live media as an instance of non-binaristic embodiment, also considering the performance languages of this extended embodiment. I will look at the use of physical interfaces linked with media projection in the mutual production of identity and environment, drawing on the Bergsonian idea of the body as a perceptive interface that is also continuous with matter—produced by and producing the world. How does the experimental process of displaced physicality and image-building reflect this non-duality of body and world?

    Full text (PDF) p.  45-47

  • Theta Lab
  • ISEA2013: 19th International Symposium on Electronic Art
  • James Brown and George Poonkhin Khut
  • 2013 Overview: Workshops
  • The University of Sydney
  • Workshop
  • Theta Lab will host a special 4-hour workshop for ISEA2013 delegates. Methods and strategies used in the project will be discussed, together with an opportunity for participants to get some hands-on experience with the tools and mapping processes at the heart of the work. Theta Lab is an experimental art research project combining neurofeedback with participatory art, electronic music and ‘slow design’ to explore and document qualities of attention and subjectivity facilitated by Alpha/Theta brainwave biofeedback. Electronic soundscapes modulated by changes in Theta and Alpha brainwave amplitude will assist participants to voluntarily shift their mental activity to a state of deep, hypnogogic stillness, a state of consciousness between wakefulness and dreaming. The aim of the project is to explore new contexts for aesthetic interactions, and to document the range of experiences afforded by this unusual form of human-computer interaction.

  • Three Stage Drawing Transfer
  • ISEA2022: 27th International Symposium on Electronic Art
  • Robert Twomey
  • 2022 Overview: Demos
  • CCCB: Centre de Cultura Contemporània de Barcelona
  • Demo or Tutorial
  • This work creates a visual-mental-physical circuit between a generative adversarial network (GAN), a co-robotic arm, and a five-year-old child. From training images to the latent space of a GAN, to a live human interpreter, it establishes multiple translational stages between human and non-human actors playing out through the medium of drawing.

    The title refers to Dennis Oppenheim’s 1971 performance ‘Two Stage Transfer Drawing’, a direct inspiration for this work. In that piece, Oppenheim staged a photographic performance with his son, reconceiving drawing as a form of intimate, embodied, inter-generational touch-based communication. I have added additional stages to the exchange: from the host of absent children contributing training images to the blackbox neural network (GAN); through the robotic arm drawing with the child; to my son’s eyes where they are seen, named, and rendered through his own hand and imagination.

    The neural network at the center of this artwork is a StyleGAN2 architecture trained on a collection of over 7,000 children’s drawings gathered by Rhoda Kellogg. As visual subject matter, these “early graphic expressions” recall Claude Debuffet’s Art Brut (1948) or raw art. I am interested in children’s art not just for being outside of convention and learned expression, but for how it shows drawing and graphical expression in its moments of development. Perhaps a better reference for this endeavor are the Surrealists, who also sought to escape the personal bounds of language and subjectivity through sleep deprivation, mind-altering substances, and games of chance and collaboration.

    These questions of where we seek the other; where we grant agency, autonomy and intelligence; and why we might wish to escape our own subjectivities speak to the design and use of emergent AI. Experimental interactions between humans and non-humans have the potential to produce mutual revelation, this project is one model for that.

  • human-robot interaction, GANs, Imagination, family, and domestic automation
  • Timbre as a Function of Control Signal Processing
  • SISEA: Second International Symposium on Electronic Art
  • Zack Settel
  • 1990: Workshops
  • Groningen Music Conservatory
  • Workshop
  • Workshop Statement

    In this workshop the main emphasis is placed on the role of dynamic parameter change (instrument behaviour) in the synthesis of “timbre”, that is, the great importance of the control (MIDI) interface in electronic instruments.

  • Time in the Eye of the Needle, Behind the Scenes (Virtual Sensing Technologies in Interactive Media Dance Performance)
  • ISEA95: Sixth International Symposium on Electronic Art
  • John D. Mitchell, Robb E. Lovell, and Michael Montanaro
  • 1995: Workshops
  • Espace Libre
  • Workshop
  • A behind-the-scene look at the virtual sensing technologies developed by the Institute for Studies in the Arts (ISA) of Arizona State University and used in the interactive media dance performance Time in the Eye of the Needle presented by Montanaro Dance.

  • Tools for Gestural Control of Sound Synthesis
  • ISEA2000: 10th International Symposium on Electronic Art
  • Benjamin Thigpen and Emmenuel Fléty
  • 2000: Workshops
  • Workshop
  • Workshop Statement (‘Seminar’)

    This seminar will present musical applications demonstrating various types of interaction between a musician’s gestures and computer-generated sounds. The following tools will be presented: Max/MSP (Ircam/Opcode/Cycling74), a graphic programming environment used for the interactive creation and manipulation of Midi and audio data; and AtoMICPro (Ircam), the voltage-to-Midi converter which serves as the connecting link between gestural and the computer. Theoretical explanations of sound synthesis, Midi control and sensor technology will complement these practical demonstrations.

  • Totem teller as digital archaeology
  • ISEA2022: 27th International Symposium on Electronic Art
  • Alexander Swords, Benjamin Kerslake, and Jerry Verhoeven
  • 2022 Overview: Demos
  • CCCB: Centre de Cultura Contemporània de Barcelona
  • Demo or Tutorial
  • Totem Teller is a digital game exploring folk tales categorised ATU 327: The Children and the Ogre, and ATU 450: Brother and Sister and their variants. It demonstrates a digital archaeological process using poetry, glitch aesthetics, processed art and gameplay including exploration, discovery, dialogue, removal of digital grime and experimental composition. The player will act as archaeologist in uncovering elements, contemplating their meaning, and then in understanding the meaning they’ve created, understand the role of inspiration, stories and more about themselves.

  • digital, narrative, archaeology, transcendental, and Poetry
  • Touchstone Audio Exciter Workshop
  • ISEA2011: 17th International Symposium on Electronic Art
  • Thomas Asmuth and James Stone
  • Karaköy C.c.
  • Workshop
  • Workshop Statement

    In this workshop, participants will learn to build a wearable audio technology experiment proposed by the partners of Mr. Bricolage. The Touchstone is a mobile and tactical media broadcast platform worn on the hands of performers and activists. Touchstone is a strategy for contesting the urban/performance landscape rather than a product. The workshop will consist of demonstrations, discussions about strategies for use, and most importantly a hands on workshop to build Touchstone devices. The culmination of the workshop will be a local performance and/or action. The workshop is open to all levels of experience in electronics (beginners are very welcome). We also encourage local activists, artists, and performers to contact us if they are interested in participating, but may have limitations to attending. The technology of Touchstone is built upon audio exciter circuits embedded in gloves which transform the hands of an agent into broadcast transmitters. Touchstone agents activate objects as  temporary/ad-hoc public address systems, by simply pressing their palms against it. Touchstone is a discrete technology platform: (1) it is virtually invisible on the garb of a performer/agent and (2) it is light and flexible; agents or performers can easily move (or escape). Moreover, it is a cinch to produce; the system does not require advanced electronics knowledge and is easily assembled from surplus, inexpensive, and/or widely available consumer technology. A limited number of additional kits may be available for workshop participants at cost. mr-bricolage.us

  • Transformative Creativity with Fritzing
  • ISEA2009: 15th International Symposium on Electronic Art
  • Brendan Howell
  • Waterfront Hall
  • Workshop
  • Workshop Statement

    Fritzing is an open-source initiative to support designers and artists to take the step from physical prototyping to actual product. We have created the Fritzing software in the spirit of Processing and Arduino, creating a tool that allows the designer / artist / researcher / hobbyist to document their Arduino-based prototype and create a PCB (printed circuit board) layout for manufacturing. The complementing Fritzing website helps users to share and discuss drafts and experiences as well as to reduce manufacturing costs.

    Fritzing is essentially an Electronic Design Automation software with a low entry barrier, suited for the needs of  designers and artists. lt uses the metaphor of the breadboard, so that it is easy to transfer a hardware sketch to the software. From there, it is possible to create a circuit foot print for turning the circuit into a PCB. The PCBs can be fabricated by the user or sent out to a manufacturer for production. Thus, the Fritzing process will leave the designer with a robust circuit, which they can use for permanent installation or even batch production of a project.

    Fritzing challenges the conventional model of both electronics production and those who produce electronics by providing open source, intuitive electronic fabrication tools for non-engineers. We are eager to see what type of projects will result from our new tool and how the aesthetics of electronic design will change.

  • transmission+interference
  • ISEA2015: 21st International Symposium on Electronic Art
  • David Strang
  • 2015 Overview: Workshops
  • Workshop
  • Workshop Statement

    This ‘transmission+interference’ workshop is a 2-day event where participants will explore the transmission, interference and playful aspects of sound through various uses of light. Participants will build a device that transmits sound within light and explore the various ways to interfere with signal the generate new sound / rhythm. You will also get to explore previously built / hacked / appropriated devices with which to develop new sound and light instruments with the aim of a group performance involving all of the participants of the workshop. This can / may include the use of motors, mirrors, laser pointers, elastic bands etc…

    The workshop will include soldering and the use of various bits of electronics (integrated circuits and Arduino) and is open to beginners and skilled users. In addition to these skills we will encourage discourse around the ideas of live performance, improvisation and experimental music.

    Duration: Two Days

  • Transmission+Interference: DUST
  • ISEA2019: 25th International Symposium on Electronic Art
  • David Strang
  • 2019 Overview: Workshops
  • Asia Culture Center (ACC)
  • Workshop
  • This ‘transmission+interference’ workshop is a full day event where participants will explore the transmission, interference and playful aspects of sound through various uses of light and objects. Participants will investigate devices that transmit sound within light and explore the various ways to interfere with signals that generate new sound. It is this point of ‘in-between’ that is essential to understand in order to develop new sounds and the focus of this workshop will be based on the fine material of dust – the dirt and noise of everyday spaces. Through methods of diffraction (light) and transduction (sound) the materiality of air, dust and object are investigated through resonance and vibration to reveal the creative potential held within. As currents of air shift and circulate, assemblages of dust are formed across territories and surfaces that shape both sound and light resulting in a performative output. The aim is to move away from areas of dust as annoyance and instead actively engage with it as sonic material. The work draws upon current theory around vital / vibrant materialism (Bennett, Barad, Coole) and object-oriented ontology (Harman, Morton, Bryant). Participants will also get to explore previously built / hacked / appropriated devices with which to develop new sound and light instruments with the aim of a group performance involving all of the participants of the workshop. This can / may include the use of motors, mirrors, laser pointers, elastic bands etc…

    The workshop will include soldering and the use of various bits of electronics (integrated circuits and Arduino) and is open to beginners and skilled users. In addition to these skills we will encourage discourse around the ideas of live performance, improvisation and experimental music.

  • Transparent City
  • ISEA2006: 13th International Symposium on Electronic Art
  • Lotte Meijer, Matthew Biederman, Adam Hyde, and Erin Moore
  • 2006 Overview: Workshops
  • Workshop
  • In the workshop local participants will be invited to record stories of their neighborhood onto audio-postcards.

  • Turbidity Paintings: Water Testing
  • ISEA2018: 24th International Symposium on Electronic Art
  • Sara Gevurtz
  • 2018 Overview: Workshops
  • Umgeni River, Durban
  • Workshop
  • The project “Turbidity Paintings” proposes a new visualization methodology to record images and collect data on water quality. The core of this is to develop a system of image collection using an image based system to go alongside with traditional water testing equipment. In this workshop, participants will learn about the various aspects that affect water quality and take their own measurements at the Umgeni River, which is one of the most contaminated rivers in the region and is the primary source of water for more than 3.5 million people. “Turbidity Paintings” explores and challenges the divide between the arts and the sciences and directly questions the role of the artist when dealing with science and scientific data. Art and science are not so vastly different in their approaches. The role of the artist and the art in this project is to create an experimental model by which to develop new ways to create a dialogue around, in our example, water quality.

  • Tweeter the Workshop: Practice in Writing
  • ISEA2015: 21st International Symposium on Electronic Art
  • Anastasios Maragiannis and Janis Jefferies
  • 2015 Overview: Workshops
  • Workshop
  • Workshop Statement

    We are currently at a transition between being completely overwhelmed by mass production of technological innovations and trying to understand the “concealed” value or our role in this process. Will explore the use of typographic elements and text through interdisciplinary screen based design practices. It is based on the user experience captured through a series of experimental workshops driven by key design principles: readability, usability, and interaction; and focusing on an in-depth analysis of the screen in relation to type, and its use not only for reading purposes, but also on our role through this interaction process: “the human screen relationship”. A tweeter approach that will allow the participants to explore new ways of reading and writing. Duration: Half Day.

  • Type Design with FontLab® and the Most Important OS
  • ISEA2011: 17th International Symposium on Electronic Art
  • Alessandro Segalini
  • Karaköy C.c.
  • Workshop
  • Workshop Statement

    This workshop aims to introduce the craftsmanship behind all the steps that are taken during the design and production of a font – from the initial hand drawn sketches to the digitization process; from the establishment of the metrics architecture to the generation of a useable font – ‘passing on’ and instilling design skill and technique. I want to win attendees’ hearts and minds, fire their imagination and intellect, with discipline and freedom working in tandem. I will try to inspire fresh students and first encounters with enthusiasm, erudition, and technical veracity, to extraordinary heights of competence in the space of a single seminar as workshop. Type is the element. In regards to education, I believe that knowledge is constructed by the learner through action; it is mediate, not immediate. Action initiated by the learner himself is the indispensable ingredient of the act of knowing, and art is with us to give structure to reality. Paul Standard in 1947 wrote: “Geometry can produce legible letter but art alone makes them beautiful. Art begins where geometry ends, and imparts to letters a character transcending mere measurement.”
    Herman Zapf a few decades later said: “A lot of mathematics and technical knowledge are involved in our work today. I would not call us artists any more. I think ’alphabet designer’ is more accurate, and our comrade is no longer the punch cutter but the electronics engineer. If the technician learns that he doesn’t have to work with a crazy artist, and the designer learns a little about electronics, they will make an ideal team. It is still teamwork as it was in the good old days of metal type.”
     
    One of the great promoters of communication, typography invites us to meditate on, not only the form of letters but also on the vicissitudes of the cultural memory of the people. The opening provided by the rapidly extending design of digital fonts is forcing us to pay attention to the sounds that characterize our individual languages. “And there is the fact that content is always embodied in its form, and so to make form is also to shape content”. Lettering is, in many ways, the opposite of type design. Whereas type design creates letters that must function under the broadest possible circumstances, lettering is created for the most narrow of applications. A type designer does not draw letters; a type designer designs words and words are structures that contain patterns of black and white shapes, form and counter-form. It is a game that deals with space and rhythm. Typography is two-dimensional architecture, based on experience and imagination, and guided by rules and readability. The purpose of typography is the arrangement of design elements within a given structure to allow the reader to easily focus on the message, without slowing down the speed of reading.  The prerequisites for this workshop are two: the completion of a Graphic Design and/or Typography course, and a clear determination in lettering. The required materials are: sketching and tracing paper, drawing pen and pencils, a pencil sharpener, an eraser, a ruler; a laptop running Mac OSX or Windows OS – FontLab®, Adobe® Illustrator™ and Photoshop™; a digital camera and connecting cable; a mouse or a tablet. The expected outcomes are – to be able to:

    1. Describe the process of letter-making and system-making where each glyph is used in harmony.
    2. Explore and create type drawings.
    3. Design a method to generate fonts able perform in various applications and contexts.

    We may conclude that a mathematical approach to the design of alphabets does not eliminate the artists who make them.

  • Typography in Design Curricula
  • ISEA2011: 17th International Symposium on Electronic Art
  • Karel van der Waarde
  • Karaköy C.c.
  • Workshop
  • Workshop Statement

    In order to position ‘typography education’ within a curriculum of visual communication, it would be beneficial to start from a description of professional practice. Based on research in a city in the Netherlands, a description of the professional activities of graphic design was developed. This description shows that graphic designers make decisions about three fundamental visual areas. Firstly, graphic designers consider visual elements (text, images, schematic elements, and combinations) and their relations. Secondly, graphic designers consider the visual strategy and try to achieve the maximum effect to achieve specific aims. And thirdly, graphic designers consider the position of the commissioner in relation to the position of the observer/reader/user/beholder. The combination of these three activities, which can be described as ‘visual logic’, ‘visual rhetoric’ and ‘visual dialectics’ can be seen as a form of ‘visual argumentation’. All graphic designers – whatever their individual preferences or specialisms – seem to provide visual arguments for their commissioners. However, the development of these visual arguments is only part of the services that graphic designers provide. Based on the work of Donald Schön, another eight ‘reflections in action’ are essential for a professional practice. Apart from the specific knowledge and skills to consider visual configurations, it is essential to organise projects, critically consider the approach, guide a project all the way to its realization, and consider the effects on personal and company positions. All nine reflections directly influence each other, and any design decision will affect the other reflections. These nine reflections are considered fairly simultaneously in a non-specific order. The order probably – and this remains to be investigated – depends on project characteristics and the individual characteristics of a designer. Based on this description of professional graphic design practice, it is possible to look again at the position of typography within graphic design education. In the first place, it is possible to review the role of typography in each of the nine reflections. This reveals how deeply engrained typography is for the profession of graphic design. Secondly, it is possible to consider the role of typography as part of the development of a visual argument. This approach makes sure that typography is situated at the appropriate positions within a visual communication curriculum. This position must directly reflect professional practice as well as relate directly to visual theory and practice based research.

  • Typotoons
  • ISEA2000: 10th International Symposium on Electronic Art
  • Frank Alsema
  • 2000: Workshops
  • Workshop
  • Workshop Statement (Seminar)

    Play and listen on Internet, write a story with a famous children’s author, design a television set, experience a multi-user 3D game. ln TypoToons, everything is possible! This VPRO (Dutch public broadcaster) project for young people includes Internet, TV and a game element. The programme involves children who interactively make up a story and a TV show. The project is made up of three parts. Each part features animated TypoToons, the 26 letters of the alphabet, who play the leading role.

    The three parts are :

    1. TypoBox (lnternet game)
    2. TypoTV (Animation on TV)
    3. TypoTeam (Multi-user game)

    Produced by VPRO-TV (NL) Youth Department / Frank Alsema. Idea and development in co-operation with IJSFONTEIN Interactive Media (NL). Programming/design letter animation: NOB Virtual Productions (NL). Game development, Androme (B).

  • Untitled (Mechanics of Place)
  • ISEA2011: 17th International Symposium on Electronic Art
  • Hana Iverson and Sarah Drury
  • Karaköy C.c.
  • Workshop Statement

    “Untitled” (Mechanics of Place) draws from a database of video streams made specifically for this work, in multiple locations at different times, layering these moving images onto specific locations in the streets of Istanbul.  When the camera recognizes a predetermined location on the street, it plays the corresponding video that has been assigned to that co-ordinate, layering it architecturally into the site. This is a three day workshop, followed by a roundtable discussion. Participants in the workshop are welcome to join for 1 – 3 days. Each day we will review the parameters of the project and the specifications for shooting and editing video.  Workshop participants will go into Istanbul to shoot and edit video that we will upload to the Mechanics of Place database.  Each day we will we will test the project on-site and then assess the experience through a round-table discussion on 9/16.  The results will be coalesced into a paper and presented at the CAA 2012 Centennial conference, Los Angeles, in the session:  The Aesthetics of Mobile Network Culture in Placemaking. “Untitled” (Mechanics of Place) will be situated in the neighborhood of Tophane, a district of Istanbul that is in a state of cultural transition and is the location of Istanbul’s vibrant art scene. In the 1800’s the area was largely Greek and Armenian, filled with laborers who worked in the industrial facilities of the port.  It is now a mostly Muslim neighborhood, as the ethnic minorities were expelled when the Republic of Turkey was established in 1922.  The video poems in this project are intended to reflect the issues of cultural disjunction of Istanbul, its volatility and remix of religious and ethnic tensions. These small films draw upon the transitional urban context to fully achieve their meanings.  The final walking route will follow an algorithmically designed path that has multiple hot spots where the videos will be seamlessly laid into the landscape.
    The title of the project references the conceptual puzzles of the artist Felix Gonzalez-Torres, and engages the narrative strategy of superimposition. Further, it alludes to the mechanical science of the Byzantine Empire where a unity between the real and the ideal was understood as a space that combined concrete elements and abstract notions.  The great Byzantine mathematician Anthemius, one of the architects of the Hagia Sophia, considered doors and windows as structures through which the sun’s rays enter and become geometrically mirrored toward a single surface, materializing the relationship between structure and path of light. Following this connective geometry, “Untitled” (Mechanics of Place) transmits a different kind of light: video luminosity virtually layered onto the architectural surfaces of the streets of Istanbul, echoing the illumination on the interior walls of the grand church/mosque of Anthemius’s design.  In “Untitled” (Mechanics of Place), the small screen videos create a relationship between distant narrative and current moment, artist/collaborator and pedestrian participant. The remixed image becomes a mediated fragment nested into reality, positioning itself between public and private and creating a nexus between history, social circumstances, memory and ephemera. The cameraphone in this project serves as “burning mirror”, accessing these video streams stored in the data-sphere and redirecting them to the doors, windows and framed architectural elements of the current location. The participants in the project are made up of local inhabitants and visitors to the areas where the project is authored and displayed.  The project facilitates new forms of collective participation and unpredictable collaboration between itinerant viewers and their surroundings. The ephemeral events that take place in these walks generate opportunities for unexpected encounters with familiar places and reveal the potential for artistic engagement in a new participatory medium.

  • Urban Media Art Academy: City of Intersecting Rituals
  • ISEA2018: 24th International Symposium on Electronic Art
  • Susa Pop and Tanya Ravn Ag
  • 2018 Overview: Workshops
  • Denis Hurley Centre
  • Workshop
  • Since ancient times and through many different cultural and spiritual traditions, rituals have been part of everyday life as gestures of tradition, repetition and performance – from eating, celebrating and praying, to codes of human interaction. Rituals are codes of co-existence but also mechanisms of governance, fixity and maintenance of diversion. In public space, rituals of different times, cultures and realities intersect. In Durban, public space is a complex reality of social, economic, political, cultural, religious, and geographical interpretations and origins. In this program we will discuss the intersecting rituals of Durban, their origins and meaning for Durban’s urban development, and explore how urban art and creativity can interrupt, adjust or affect urban situations in which rituals intersect. We will dive into questions relating to urgent needs and conditions of fixity and transformation of Durban, especially how local creativity can address those needs and empower citizens through bottom-up art and innovation initiatives. The program examines art in the urban domain in terms of what it does rather than what it is, as a processual impulse implicated with urban change; and which acknowledges how ‘actors’ in the urban field (artists, designers, architects, curators, creative city makers, and others) engage knowledge systems of different sectors and cultural contexts in creative engagement with urban change.

    The Urban Media Art Academy is a networked, global educational initiative that investigates and intermediates urban media art as an interdisciplinary domain of practice, theory and knowledge sharing. It is realised through a worldwide partner network of artists, art curators, urban activists, scholars and creative thinkers and develops in between universities, arts and culture organisations, NGO’s, cultural centres, city labs and media architectural initiatives, drawing upon knowledge, experience and methodologies in an interdisciplinary environment. The Academy is founded and directed by Dr. Tanya Toft Ag and Susa Pop in cooperation with the Goethe-Institut.    urbanmediaart.academy

  • Urban Playgrounds: Developing Ludic Strategies and Interfaces for Participatory Practices in Urban Space
  • ISEA2010: 16th International Symposium on Electronic Art
  • Margarete Jahrmann and Verena Kuni
  • 2010 Overview: Workshops
  • Festival Centre
  • Workshop
  • Location: N 51° 27’ 22” E 6° 43’ 56”
    Code: C

    This is a game. This is not a game. Do you want to play?

    UPLAY is a workshop for artists and researchers involved in the development of ludic strategies and interfaces for forms of social/participatory/political (inter-)action in urban space. Issues include locative strategies and tools for urban play, potentials and problems of participatory formats and collaborative/distributed/networked game development. Participants were not only invited to present and discuss their own projects, but to collaborate on the development of a game(-level) located in Duisburg-Ruhrort. A public lecture-presentation by the workshop leaders was followed by closed workshop-sessions for applied participants; game sessions were open to the public.

    Artists, researchers and other people with professional interest and background in game design, game studies and related fields were invited to hand in a short statement (“letter of interest”, ca. 1.000 – max. 2.500 characters) and a brief C.V. with contact data (e-mail, phone, URL homepage). In case they would like to present/discuss your own project(s), they needed to include a related info-sheet (max. 3.000 characters, project URL/URLs). kuniver.se and konsum.net

    Full text (PDF) p.  514-516

  • Urban Sensoria Workshop
  • ISEA2008: 14th International Symposium on Electronic Art
  • Alejandro Jaimes-Larrarte
  • The Salon
  • Workshop
  • Urban Sensoria is an experimental method of experiencing and exploring the city. It is also a theoretical inquiry into cities, culture, memory, experience, and how it relates to traditional media and new technologies. A multimedia, sensorial exploration of the structured, repetitive, random, personal, cultural, space-and-scale of the city. The WORKSHOP schedule is COMPLETELY flexible (to allow attendance to ISEA events). Most important is the initial meeting, after which we will arrange other meetings to discuss our experiences. Participants from Singapore are encouraged as much as participants from abroad. The previous Urban Sensoria workshop was held in Barcelona as part of the Barcelona International Contemporary Arts Festival. A talk related to the workshop will be given at the ISEA symposium.

  • Using LISP to Express Musical Ideas
  • FISEA'93: Fourth International Symposium on Electronic Art
  • Peter Beyls
  • 1993 Overview: Workshops
  • Workshop
  • Using Multichannel Biosignal Input Devices for Controlling Computer Graphics and MIDI Music Applications
  • FISEA'93: Fourth International Symposium on Electronic Art
  • Tim Desley
  • 1993 Overview: Workshops
  • Workshop
  • Velasquez: The Collaborative Garden
  • ISEA2014: 20th International Symposium on Electronic Art
  • Yara Rondon Guasque Araujo and Vanessa Maia Ramos-Velasquez
  • 2014 Overview: Workshops
  • Zayed University - Dubai
  • Workshop
  • Audience: ISEA2014 Delegates, Level: Foundation

    Participants are taken outside of the Dubai ZU campus, they research its specimens and reopen the collaborative networks involved in the park accessing the exchange of correspondence among botanists and naturalists, examine the origin of specimens, whether they are genetically modified or not, learn about contractors hired for the construction and maintenance of the park, and then “plant “an inscription of the technoscience network, whether in digital or analog media, or plant the species themselves.

  • Video Game/Video Art
  • ISEA2014: 20th International Symposium on Electronic Art
  • Ahmed El Shaer
  • 2014 Overview: Workshops
  • American University in Dubai
  • Workshop
  • Two worlds, two spaces or cross borders – these titles bring us to the same concept about shifting between environments. Many changes could happen like changes in visuals, sounds and time. In this shift we will see many visions that can change our thoughts visually and conceptually and through these elements we will build our Machinima projects.

  • Villages of the world workshop: an aesthetic technological mediation of identities and territories
  • ISEA2017: 23rd International Symposium on Electronic Art
  • Paola Cuartas, Sebastian Gonzalez, and Paola Fernanda López
  • 2017 Overview: Workshops
  • The workshop “Villages of the world”, a technological aesthetic mediation of identities and territories, consists of the creation of a video installation based on the collective construction of contents based on identity, memory and heritage.

    The video installation seeks to generate new ways for the habitants of the San José sector of the city of Manizales, Caldas, Colombia (known for their problems of territorial organization) to relate to each other and to their territory through technological mediation, collective construction and participatory approach to community social empowerment.

    “Las Aldeas del Mundo” consists of three moments (diagnosing and reflecting, questioning and doing, concluding, proposing and visualizing) characterized by experiential dialogues about identity, memories and heritage in relation to the territory, generating the video installation as a product.

  • Virtools: Authoring Tools to Create Behavioral 3D Environments
  • ISEA2000: 10th International Symposium on Electronic Art
  • Francois Dujardin and Hillary Goidell
  • 2000: Tutorials
  • Demo or Tutorial
  • Tutorial Statement (‘Seminar’)

    Digital artists and authors seek to create richly interactive worlds. Such environments evolve over time, challenge spatial conventions, and generate unexpected events and experiences.

    With this in mind, Virtools 3D software gives authors a means of bringing their ideas to life with drag-and-drop building blocks and a graphical interface. Give media objects, characters and sounds individual behaviors: they become actors in their own right alongside the author and his or her audience. Events, whether triggered by users or the application itself, generate complex and intuitive interactions.

    This seminar will show several projects created with Virtools authoring tools, to demonstrate how the software adapts to an author’s specific needs and goals. The range of works covers CD-Roms, online creations and an exhibit installation. The seminar will take you behind the scenes of one project to see step-by-step how Virtools technology transforms 3D models, images and sound into interactive and behavioral environments.

  • Virtual Museum of Su Embroidery
  • ISEA2022: 27th International Symposium on Electronic Art
  • Tristen Revells
  • 2022 Overview: Demos
  • CCCB: Centre de Cultura Contemporània de Barcelona
  • Demo or Tutorial
  • Virtual Reality
  • ISEA2016: 22nd International Symposium on Electronic Art
  • Christian Clark, Tobias Klein, and Tomás Laurenzo Coronel
  • 2016 Overview: Satellite Event Workshops
  • Workshop
  • Participants will acquire the basic knowledge needed to create immersive experiences using affordable Virtual Reality (VR) technologies. We will explore the aesthetics of VR as well as the main problems designers and artists are facing when creating interactive content within this new medium.
    We will present a post-mortem technical analysis of the performance AWKWARD CONSEQUENCE, and give tutorials on some of the technologies involved: Cardboard-based VR, Unity, and OpenFrameworks.

  • Satellite Event: Smart Cities and Media Architecture. Presented by Microwave, Co-presented by Kll

  • Virtual Soundscape
  • ISEA96: Seventh International Symposium on Electronic Art
  • Mari Kimura
  • 1996: Workshops
  • Workshop
  • Workshop Statement

    Violinist/composer Mari Kimura will give a lecture/demonstration using Zeta MIDI violin and interactive computer system. She will demonstrate the integration between live performer and technology, and discuss the issues and perspectives for the future.

  • Visual Residuum: Whatsapp Cinema
  • ISEA2016: 22nd International Symposium on Electronic Art
  • Gabriel Menotti Gonring
  • 2016 Overview: Workshops
  • Jockey Club Innovation Tower
  • Workshop
  • This workshop proposes an experiment of minor archaeology with the participants’ personal media devices, in an attempt to discover what kind of visual residuum they might retain. The activity works as a crossover between group therapy session and cinematographic self-performance, in which the public will plug their mobile phones directly to a big screen and navigate their unfiltered content under the gaze of one another. By doing so, we mean to explore the imagery resulting from everyday practices such audiovisual annotation and instant messaging.

    The production of audiovisual media by personal devices has taken an undeniable political and aesthetic magnitude. On the one hand, it became instrumental for the demos that have been sweeping across the world since the beginning of the decade, by allowing for dissident coverage that challenges hegemonic discourse. On the other, it has given rise to manifold photographic practices that take to an extreme the idea of a cámera-stylo. Images are now often used as a means to take and send notes, hyperdocument everyday life, and produce ephemeral self-representations.

    It is tempting to acknowledge these phenomena as a renewal of traditional genres, such as photojournalism and self-portraiture. However, to consider them as mere “versions 2.0” of what was already being done might overshadow the fact that these images exist in a very particular condition within the dynamics of network communication. They are not made as visual totalities to be contemplated or interpreted autonomously.

    Rather, they are a collateral effect of our increasingly mediated social interactions: mothers wishing a good day; friends showing where they are; a love interest suggesting a date.

    In this context, pictures seem no longer to be performed as objects of memory but rather as fleeting speech acts, utterances delivered by instant messaging applications such as Whatsapp and Snapchat. Most of them are made to be forgotten, and indeed they are. Nonetheless, many remain carelessly stored on our mobile phones. Long after they have lost all original meaning, they might still be there, taking space among our family pictures: the noise of bare life piling over the decisive moments we have chosen to collect from it. These residual images are rarely made public; when they come to surface, it’s often due to an accident, the medial analogue of a Freudian slip.

    This workshop means to dive into this collective unconscious of contemporary visual culture. The organizer will work alongside the public in order to bring forth the construction of History and identity that takes place within their mobile archives, beyond the scrutiny of social media platforms. By the means of dialogue, we will try and make sense of these fortuitous collections, sharing what was not meant to be shared in the first play. On the way, we hope to spot the neglected aesthetics of photography as a means of sharing experiences.

    Details on how the participants should prepare and what to bring

    The participants should bring their smartphones / mobile media devices and come prepared to explore these devices’ audiovisual content. If they have any special AV adapters for their phones, it would be helpful if they could bring these as well.

    Participant background/profession/prior knowledge/age

    The workshop is meant for the general public. The target audience can be anyone who uses mobile instant messengers and/or is interested in multimedia social networking. Particularly, the activity will interest media students, academics, and professionals.

  • Voice and Technology: A Spoon is Technology
  • ISEA2012: 18th International Symposium on Electronic Art
  • The Outpost Performance Space
  • 2012 Overview: Workshops
  • Tricklock Performance Laboratory
  • Workshop
  • Participants discuss and experience ideas of technology and non-technology; voice and objects; black boxes and out-ofthe-boxes. David Moss, considered one of the most innovative singers and performers in contemporary music, says, “Consider this: a spoon is technology; your vocal chords are technology; a song is technology…technology is transfer of power.” Presented by The Outpost Performance Space. Workshop open to youth and adults.

  • Walkingtools Concepts: Locative Media Art
  • ISEA2011: 17th International Symposium on Electronic Art
  • Cicero Inacio da Silva and Brett Stalbaum
  • Karaköy C.c.
  • Workshop
  • Workshop Statement

    Spatialized location is not new – it is a fundamental aspect of human wayfinding cognition. From ancient and early historical practices such as song lines, Polynesian maritime navigation and religious pilgrimage routes that link one shrine to the next holy site, networks of nodes and scattered cues assisting navigation seem to be beyond culture. Researchers in the field of human cognition would generally agree: although it is a coarse statement in light of the finer granularity of knowledge of human spatial cognition, our species is fundamentally a navigator of networks of spatial nodes, or cognitive maps. Maybe for the first time in the history of knowledge, in the beginning of the hypertext era (what we can also call the Internet) the idea of having multiple points of information that could share many parts of the same text, image or video provided, came into use as tools to organize all human content in terms of information. The hypertext is a means of questioning the idea of the total point of view, i.e. it is impossible to find or know the complete version of some fact, artifact, or experience. In this sense, when we transport this idea to the world through geospatial hypertext, we invite others to share a highly subjective point of view with us, through open means of sharing knowledge about our geographical location or place of residence to invent a new subjective relation between the space and the information. The Walkingtools and the HiperGps Projects (2009, Silva and Stalbaum) are aimed at providing desktop production tools that enable creative people to produce mediated routes for others to play back or follow using their own mobile phones. It allows creators to produce searchable and easily sharable walks. In the history of locative media, early innovators such as Teri Rueb (1999) invented their own systems that enabled them to create mediated walking experiences. Geo-annotative projects such as Handheld Histories as Hyper-Monuments (2007) by Carmin Karasic, Rolf van Gelder and Rob Coshow furthermore allowed users to add their own thoughts and interpretations to an artist-designed, hot spot triggered, mediated geospace. Open source platforms for the production and sharing of such mediated walks have yet to emerge. HiperGps addresses the production tool of such hybrid, peripatetic media. In conceptual terms, this type of media is actually very simple. Imagine a device that can guide you through the world by pointing you in the right direction. In fact, these Global Positioning System devices are now rather ubiquitous and well understood for the purposes of automotive navigation. Now imagine that that media (audio, for example,) can be triggered at points along the way (waypoints). And then imagine that the prerogative to create this kind of triggered content was egalitarian in nature, that everyone with a computer and Internet connection can produce and share such content, and that others can find this content using only their internet connected mobile phones.

  • Water - Testing, Purification and Creating Art Workshop/Special Activity
  • ISEA2012: 18th International Symposium on Electronic Art
  • Marybeth Howe
  • 2012 Overview: Workshops
  • National Hispanic Cultural Center
  • Workshop
  • With our purified water, we will tend to the plants at our site and talk about a variety of ways to save on the water we use for gardening. We will then explore the use of water in art, through two projects based on water. In the first project, we will draw pictures with water on paper, and then make the images visible by adding ink to the water. In the second project, we will mix water with sand to make molds that depict machinery or technology. In this interplay between art, nature and machine, we will use a natural element (sand) to illustrate technology.

  • Web Radio and Audio Streaming Primer
  • ISEA2002: 11th International Symposium on Electronic Art
  • Tarikh Korula
  • Demo or Tutorial
  • This tutorial will cover the ins and outs of internet radio, from setting up your own station, to understanding current copyright law and putting together the proper equipment for an effective webcast.

  • Web Radio and Audio Streaming Primer
  • ISEA2002: 11th International Symposium on Electronic Art
  • Tarikh Korula
  • 2002 Overview: Tutorial
  • Nagoya Harbour Hall
  • This tutorial will cover the ins and outs of internet radio, from setting up your own station, to understanding current copyright law and putting together the proper equipment for an effective webcast.

  • Websites as Project Tools
  • ISEA96: Seventh International Symposium on Electronic Art
  • Nik Williams, Victoria Vesna, and Judith Donath
  • 1996: Workshops
  • Netherlands Design Institute (Amsterdam)
  • Workshop
  • Workshop Statements

    Judith Donath:    

    A website is a virtual neighborhood. It is an information space that gathers people with common concerns and interests, or in the case of a project, a common task to accomplish. Certainly a website can be a repository of information, a fast efficient method for international publication. Yet a website can be much more: it can evolve as it is used and it can be a center of activity and communication. My focus in this workshop will be on the social aspects of designing websites as project tools. How do the participants get to know each other?

    Victoria Vesna:      

    We will examine and critique a number of existing web sites, working towards a deeper understanding of the impact of visual representation, anonymity, pseudonymity, ephemerality, etc. on the social norms that evolve within the site The web is a communal, collaborative public space – how do we contribute to this environment without uploading yet another static documentary of work? What kind of effect does existing software, and the speed with which we access resources, have on the interaction and aesthetic of web-based projects? What happens to work that attempts to bring the web into physical public spaces? In what ways do online works need to be modified when taken offline? How might the space work is experienced in influence audience interaction, and how may web projects reinforce local community relations? In this workshop, I will give a conceptual overview of available web technologies, and how they are being un/successfully used in both on and offline projects. I will address the aesthetics of navigation and interactivity in effort to illustrate how one prepares for using the web as the primary location of a project, as well as a secondary site to projects that exist outside of networks. We will view and critique works that reside solely on the web, as well as projects done with other media that have a web component as part of their concept. Our discussion will also focus on the changing relationship between artist/audience, and how this transformation effects both on and offline spaces. By placing our discussion in a larger historical framework of artists working outside the confines of institutions, we will discuss the implication of the web on public exhibition/interaction processes.

    Nik Williams:      

    The internet is a primordial soup of opportunity and change comprised of competing protocols, platforms, hacks and cracks. Beyond its physical structure, the internet speaks to our deeply rooted desire as a species to extend its capacity to communicate intimately across an ever widening venue. This an egalitarian, universal quest which is tempered increasingly by the local laws of supply and demand. No matter how you feel about the socio-political ramifications of so called “market driven” problem solving, the fact is that the structure of the internet is shaped by economic interests willing to spend whatever it takes to dominate and/or facilitate the nature of art and popular culture in the next millennium. Many “cybernauts” jumped on this helter-skelter bandwagon bright-eyed, open-hearted and flush with ideas waiting to be loosed on a receptive, like-minded world. Some have been buoyed by success, others are less enthusiastic. Will we generate the requirements for sustainable, intelligent life on the net or will the forces of greed and corporate entropy pull the evolution of what some have called the greatest democratic tool ever created into the black hole of mediocrity? Taking the state of the network as a given is not unlike the reaction of a patient who is diagnosed with a serious illness. It might be bad news but thank heaven one has insurance. I hope to encourage the examination of some root misconceptions regarding the capacity of the net to deliver dreams in tact and to discuss issues which will effect the quality of life our network communities might hope to achieve. Suffer not the slings and arrows of outrageous Fortune 500 companies. Understand a little more about how tools are made, what art requires of all of us and put aside the notion that 18 hour days make you a better anything.

    Remark: this ISEA96 Workshop  was organized in co-operation with The Netherlands Design Institute and held at the Institute in Amsterdam.

     

  • Weird/Wonderful Street Fair
  • ISEA2011: 17th International Symposium on Electronic Art
  • Audrey Samson, Anne Nigten, Kristina Andersen, Loes Bogers, Emoke Majohunbo Bada, Inge Ploum, and Berit Janssen
  • Karaköy C.c.
  • Workshop
  • Workshop Statement

    With the Weird/Wonderful Fair we want to direct our attention to openness, flow and co-creation. We invite the local residents of Istanbul to explore with us in a mixture of interactive workshop, intervention and collective art piece. The Fair attempts to transgress the conference’s boundaries and incorporate the city’s public space, transforming the streets of Istanbul into an open space classroom. Instead of the conventional teacher-student approach which still dominates our educational systems, we propose a mobile peer-teaching format, a more subversive structure where we can use simple DIY projects to facilitate insights. Armed with these educational project kits, we will share knowledge with anyone in exchange for their spare time. We will bring invisible ink, simple robots and other surprising objects to build and understand. We will move through the city ‘selling’ these experiences like street vendors. Once you have completed a session with us, you will be invited to help us continue teaching, in a process we hope will help us cross boundaries of language and preconceptions. By accentuating the social and fluctuating aspects of knowledge production and exchange, the Fair embodies an attitude of “learning by making” and “learning by playing”. Our aim is to facilitate a series of moments where meeting and making together allows us to explore the larger unknown. Each daily journey will have four planned stops: Taksim Myd (1), the harbor quay in front of Istanbul Modern (2), the sidewalk of the Puente Galata bridge (3), and the Spice Bazaar (4).

  • Wetware Hackers Discussed
  • ISEA2006: 13th International Symposium on Electronic Art
  • Paul Vanouse, Natalie Jeremijenko, Beatriz da Costa, and Oron Catts
  • 2006 Overview: Workshops
  • Workshop
  • Wetware Hackers Discussed is a responsive/reflective discussion of Hands-On How-To Workshops on Biotech Art and Wet Lab Procedures. In addition to the issues of using biotech within an art practice, teaching biotech procedures presents additional issues that differ from teaching within an electronic/computational paradigm. The panel will generate, problemmatize, discuss and record observations of informal biotech instruction, specifically responding to the “Wetware Hackers” ISEA2006 workshop conducted by the panelists.

  • What Does Your Mobile do for You?
  • ISEA2004: 12th International Symposium on Electronic Art
  • Ben Jones, Dave Marsden, and Fee Plumley
  • 2004 Overview: Workshops
  • Workshop
  • WIRELESS EXPERIENCE/MOBILE CONTENT WORKSHOPS

    The-phone-book Limited commission creative minds across all media to create innovative content for mobile phones, and pro-actively give away three years of knowledge through a series of workshops.

    Through inspirational content collections and our hands-on educational approach, we aim to encourage the broader community whether they consider themselves ‘artists’ or not – to make better use of their phone, and fill the otherwise empty wireless data space…before it is filled with adverts and sporting clips!

    the-phone-book.com is a digital publishing project that commissions international new works of ultra-short fiction for quarterly distribution by wireless and traditional internet. the-phone-book. corn was conceived by creative director Ben Jones and production director Fee Plumley from the-phone-book Limited.

  • What’s Real About Virtual Reality?
  • TISEA: Third International Symposium on Electronic Art
  • Mike Gigante
  • Workshop
  • When Crafting Leads to Hacking: Magnetic Materials Workshop
  • ISEA2011: 17th International Symposium on Electronic Art
  • Jennifer Leary
  • Karaköy C.c.
  • Workshop
  • Workshop Statement

    What happens when design research evolves into scientific enquiry, and ends up in potentially criminal territory? I am a material designer using magnetism as an ingredient. Recently, I have begun to use the magnetic field of credit card stripes in my research work. This followed a chance encounter with a magnetic engineer on a London tube line, and other twists of plot that sound stranger than fiction. The workshop tells the story of how magnetic materials transcend boundaries between technology and art. Workshop participants will be asked to take a leap of faith and employ their credit cards in a design technique. Using latex, cornstarch and iron powder, we will copy the body of the credit card and hack into the magnetic field stripe. The participants will learn the language of ANSI/ISO 16-character bit code. We will look at the magnetic field pattern and decode it to find the information concealed. What starts out as a craft process will result in a demonstration of scientific principles, and an exploration of how private information is securely protected.

  • Word of Mouth: When Our Lips Speak Together
  • ISEA2022: 27th International Symposium on Electronic Art
  • Sarah Ciston, Noa Kaplan, Fidelia Lam, Szilvia Ruszev, Lisa Müller-Trede, and Holly Willis
  • 2022 Overview: Workshops
  • MACBA - Convent dels Àngels
  • Workshop
  • Our session nestles into a gap between misreading and citation, between ways of knowing prompted by sound, sight and those facilitated by touch. The misreading? The word “gap” can also be “gape” thanks to their shared roots in the German word “gaffen,” which means to gape, to open the mouth wide, to yawn. And the citation? “When Our Lips Speak Together” is the title of philosopher Luce Irigaray’s seminal 1977 essay in which she both models a form of critical thought that speaks the body while also calling for a tactile poetics that moves beyond a binary logic of conflict.

    We will attend, therefore, to the mouth, to word of mouth, to lips moving together and to the circles that spiral from in and out of the mouth.
    Our workshop invites participants to feel their mouths and bodies, to gape and yawn, pucker, lick, laugh, gnash, breathe, and hum — moving from the lips inwards to teeth and tongues and deeper into the throat and lungs through a series of guided provocations. We ask who speaks, what speaks, who is allowed to speak, and what gets spoken. While “word of mouth” points to a generally maligned oral tradition, how might we reclaim it together, passing ideas along mouth to mouth?

  • embodiment, sensous knowledge, artistic research, creative critical writing, and praticipatory practice
  • Zagreb-Dubai RTC Peer Connection
  • ISEA2014: 20th International Symposium on Electronic Art
  • Maja Kalogera and Martina Mezak
  • 2014 Overview: Workshops
  • Thejamjar
  • Workshop
  • Audience: Public, Level: Advanced

    WebRTC is an open project that enables web browsers with Real-Time Communications (RTC) capabilities via simple JavaScript. Participants will create an online real-time performance.

  • Zoetrope Animation
  • ISEA2014: 20th International Symposium on Electronic Art
  • Tin Wong
  • 2014 Overview: Workshops
  • American University in Dubai
  • Workshop
  • Audience: Students, Level: Foundation / Intermediate

    This workshop explains the principle of Zoetrope Animation and invites participants to create their own Zoetrope Animations. Participants will design 2 motions to create their own Zoetrope Animation, both 2d and 3d. 2d motion will be drawn on a vinyl record-size drawing board with 16 sequences. The 3d motion will be paper-fold, play-clay or action figure toys. Both to be placed on-top of the record player to be viewed and recorded with a video camera using a high shutter speed.

  • “Ars Combinatoria” and the emergence of Metatextuality
  • ISEA2022: 27th International Symposium on Electronic Art
  • Artur Matuck and Jeane Cooper
  • 2022 Overview: Workshops
  • CCCB: Centre de Cultura Contemporània de Barcelona
  • Workshop
  • This workshop traces the evolution of ‘Ars Combinatoria’ from the perspective of its cultural histories manifested in various visual arts, music, writing, and design combinatory systems.

    Syllabaries and the alphabet are systems designed to synthesize written propositions, but the first text that can be considered as using combinatorial principles was the I-Ching with its binary-based language.

    In the 13th century, Ramon Lull produced a series of concentric movable wheels considered to be the first textual sentential machines. Lull was read by Giordano Bruno, in the 16th century, and both were later read by Leibniz, inspiring his Dissertatio de Arte Combinatoria.
    The ancient pattern poetry, the literary methods of Mallarmé, the typographic works of Tristan Tzara, the puns and language games of Lewis Carrol, the portmanteau words of James Joyce, the potential literature of the French group Oulipo, or the cut-ups of William Burroughs, can trace a literary history of Ars Combinatoria. Wassily Kandinsky and Paul Klee have developed generative processes for their creative and teaching strategies. Klee’s pedagogical notebooks provide designed diagrams on visual combinatorial principles.

    All those historical procedures have been re-conceived as elements of an evolutive process since the emergence of the computer as a semiotic machine, able to recombine signs through mathematical algorithms. This computational writing methodology proposes creative dialogues between the manifested linguistic structures and the possible modifications they can introduce through algorithms specially designed to work as machinic, digital, and/or net-based authors.

    The interconnection between the meta-authored text and the resulting work could be analyzed through a form of genealogy. How does the original project resurface visually and/or conceptually in the final product? The meta-discourse may reappear as an index, but sometimes it is wholly precluded. Then, the outcome does not reveal its genetic diagram which could remain secret, lost, or inaccessible.

  • 'Ars Combinatora', meta-textuality, collaborative art, semiotic machines, and diagrammatic languages