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	<title>NeRVi &#187; theory</title>
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		<title>Social Murmurs</title>
		<link>http://www.neorealismovirtuale.com/2010/01/social-murmurs/</link>
		<comments>http://www.neorealismovirtuale.com/2010/01/social-murmurs/#comments</comments>
		<pubDate>Wed, 06 Jan 2010 16:46:35 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[artworks]]></category>
		<category><![CDATA[people]]></category>
		<category><![CDATA[performance]]></category>
		<category><![CDATA[theory]]></category>
		<category><![CDATA[interactive architecture]]></category>
		<category><![CDATA[socil computing]]></category>
		<category><![CDATA[ubiquitous computing]]></category>

		<guid isPermaLink="false">http://www.neorealismovirtuale.com/?p=327</guid>
		<description><![CDATA[Social Murmurs (image above, video below) by Kyle Philips is a socially-aware portable bench surface built using Processing and Arduino: ]]></description>
			<content:encoded><![CDATA[<p><img class="alignnone size-medium wp-image-328" title="social-murmers" src="http://www.neorealismovirtuale.com/nervi-fakepress/wp-content/uploads/2010/01/social-murmers-300x167.jpg" alt="social-murmers" width="300" height="167" /></p>
<p><a href="http://vimeo.com/groups/physicalcomputing/videos/3811568" target="_blank">Social Murmurs</a> (image above, video below) by <a href="http://workofkylephillips.com/" target="_blank">Kyle Philips</a> is a socially-aware portable bench surface built using Processing and Arduino:</p>
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<p><a href="http://vimeo.com/3811568">Social Murmurs</a> from <a href="http://vimeo.com/hapticdata">Kyle Phillips</a> on <a href="http://vimeo.com">Vimeo</a>.</p>
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		<item>
		<title>Visual Voltage Workshop</title>
		<link>http://www.neorealismovirtuale.com/2010/01/visual-voltage-workshop/</link>
		<comments>http://www.neorealismovirtuale.com/2010/01/visual-voltage-workshop/#comments</comments>
		<pubDate>Wed, 06 Jan 2010 15:59:48 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[event]]></category>
		<category><![CDATA[people]]></category>
		<category><![CDATA[theory]]></category>
		<category><![CDATA[alternative]]></category>
		<category><![CDATA[consumism]]></category>
		<category><![CDATA[critical]]></category>
		<category><![CDATA[energy]]></category>
		<category><![CDATA[experience]]></category>

		<guid isPermaLink="false">http://www.neorealismovirtuale.com/?p=321</guid>
		<description><![CDATA["If you cannot measure it, you cannot improve it." — Lord Kelvin]]></description>
			<content:encoded><![CDATA[<p>from <a title="Visual Voltage Workshop" href="http://www.visualvoltageworkshop.de/" target="_blank">http://www.visualvoltageworkshop.de/</a></p>
<p>The Workshop</p>
<p>&#8220;If you cannot measure it, you cannot improve it.&#8221; — Lord Kelvin<br />
<img class="alignnone size-medium wp-image-322" title="leftside_02" src="http://www.neorealismovirtuale.com/nervi-fakepress/wp-content/uploads/2010/01/leftside_02-76x300.jpg" alt="leftside_02" width="76" height="300" /><br />
Through Design we can turn an invisible activity of energy consumption into a process that can be experienced, thereby potentially altering awareness and leading to a change in behaviour.</p>
<p>Following this line of thought, the Visual Voltage exhibition presents a set of objects specially designed to help visitors reflect on how they consume energy.</p>
<p>To deepen the discussion about this topic, the Stockholm-based Interactive Institute, together with Berlin-based design-research firm IxDS, will be hosting a one-and-a-half day workshop addressing professional designers and product manager.</p>
<p>The goal of this workshop is to discuss, share and invent design strategies for raising awareness about energy-efficiency, without imposing the “gloomy feeling of guilt” (Régine Debatty); and for changing our consuming behaviour without making us feel like energy-saving martyrs.</p>
<p>The Visual Voltage Workshop is an extension to the <a title="Visual Voltage Exhibition" href="http://www.visualvoltage.se/" target="_blank">Visual Voltage Exhibtion</a>.</p>
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	<georss:point>52.5234051 13.4113999</georss:point>	</item>
		<item>
		<title>Common Sense</title>
		<link>http://www.neorealismovirtuale.com/2009/09/common-sense/</link>
		<comments>http://www.neorealismovirtuale.com/2009/09/common-sense/#comments</comments>
		<pubDate>Tue, 08 Sep 2009 23:21:39 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[theory]]></category>
		<category><![CDATA[air quality]]></category>
		<category><![CDATA[common sense]]></category>
		<category><![CDATA[device]]></category>
		<category><![CDATA[handheld]]></category>
		<category><![CDATA[mobile]]></category>
		<category><![CDATA[oakland]]></category>
		<category><![CDATA[san francisco]]></category>
		<category><![CDATA[sensors]]></category>

		<guid isPermaLink="false">http://www.neorealismovirtuale.com/?p=306</guid>
		<description><![CDATA[Common Sense: what if every mobile device had an air quality Sensor?]]></description>
			<content:encoded><![CDATA[<p><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="300" height="225" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="flashvars" value="offsite=true&amp;lang=en-us&amp;page_show_url=%2Fphotos%2F39040553%40N05%2Fsets%2F72157619166499634%2Fshow%2F&amp;page_show_back_url=%2Fphotos%2F39040553%40N05%2Fsets%2F72157619166499634%2F&amp;set_id=72157619166499634&amp;jump_to=" /><param name="allowFullScreen" value="true" /><param name="src" value="http://www.flickr.com/apps/slideshow/show.swf?v=71649" /><param name="allowfullscreen" value="true" /><embed type="application/x-shockwave-flash" width="300" height="225" src="http://www.flickr.com/apps/slideshow/show.swf?v=71649" allowfullscreen="true" flashvars="offsite=true&amp;lang=en-us&amp;page_show_url=%2Fphotos%2F39040553%40N05%2Fsets%2F72157619166499634%2Fshow%2F&amp;page_show_back_url=%2Fphotos%2F39040553%40N05%2Fsets%2F72157619166499634%2F&amp;set_id=72157619166499634&amp;jump_to="></embed></object></p>
<p><strong>Common Sense: what if every mobile device had an air quality Sensor?</strong></p>
<p><a title="Common Sense" href="http://www.communitysensing.org/index.php" target="_blank">[ home page ]</a></p>
<p>We are developing mobile sensing technologies that help communities gather and analyze environmental data. We hope that this hardware and software will empower everyday citizens to learn more about their environment and influence environmental regulations and policy.</p>
<p>We have developed various research prototypes, which are being used in studies such as a deployment on street sweepers in San Francisco and a deployment of a handheld device in West Oakland. Right now we are focusing our efforts on air quality sensing. Our hope is that our research prototypes will demonstrate the utility of embedding environmental sensors in commercial commodity devices such as mobile phones.</p>
<p><strong>The Common Sense Team:</strong></p>
<p><strong><a href="http://www.paulaoki.com/" target="_blank">Paul M. Aoki</a></strong> (<em>Intel Labs Berkeley</em>)<br />
<strong><a href="http://www.cs.berkeley.edu/%7Eprabal/" target="_blank">Prabal Dutta</a></strong> (<em>U.C. Berkeley Electrical Engineering and Computer Sciences</em>)<br />
<strong><a href="http://berkeley.intel-research.net/rennals/" target="_blank">Rob Ennals</a></strong> (<em>Intel Labs Berkeley</em>)<br />
<strong><a href="http://www.cs.berkeley.edu/%7Ehonicky/" target="_blank">R.J. Honicky</a></strong> (<em>Nokia Research Center</em>)<br />
<strong>Neil Kumar</strong> (<em>U.C. Berkeley Electrical Engineering and Computer Sciences</em>)<br />
<strong><a href="http://berkeley.intel-research.net/mainwaring/" target="_blank">Alan Mainwaring</a></strong> (<em>Intel Labs Berkeley</em>)<br />
<strong><a href="http://www.isopoddesign.com/" target="_blank">Chris Myers</a></strong> (<em>Isopod Design</em>)<br />
<strong><a href="http://www.paulos.net/" target="_blank">Eric Paulos</a></strong> (<em>Carnegie Mellon University</em>)<br />
<strong><a href="http://people.csail.mit.edu/rahimi/" target="_blank">Ali Rahimi</a></strong> (<em>Intel Labs Berkeley</em>)<br />
<strong>Nima Reyhani</strong> (<em>U.C. Berkeley Department of Statistics</em>)<br />
<strong><a href="http://www.simplysushmita.com/" target="_blank">Sushmita Subramanian</a></strong> (<em>Intel Corporation</em>)<br />
<strong><a href="http://www.eecs.berkeley.edu/%7Ewillettw/" target="_blank">Wesley Willett</a></strong> (<em>U.C. Berkeley Electrical Engineering and Computer Sciences</em>)<br />
<a href="http://www.allisonwoodruff.com/" target="_blank"><strong>Allison Woodruff</strong></a> (<em>Intel Labs Berkeley</em>)<br />
<a href="http://berkeley.intel-research.net/rxiao" target="_blank"><strong>Rui Xiao</strong></a> (<em>Intel Labs Berkeley</em>)</p>
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	<georss:point>37.772323 -122.214897</georss:point>	</item>
		<item>
		<title>Fake Press: Ubiquitous Publishing</title>
		<link>http://www.neorealismovirtuale.com/2009/06/fake-press-ubiquitous-publishing/</link>
		<comments>http://www.neorealismovirtuale.com/2009/06/fake-press-ubiquitous-publishing/#comments</comments>
		<pubDate>Wed, 10 Jun 2009 00:25:18 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[theory]]></category>
		<category><![CDATA[augmented reality]]></category>
		<category><![CDATA[ecology]]></category>
		<category><![CDATA[etnography]]></category>
		<category><![CDATA[fake press]]></category>
		<category><![CDATA[interaction design]]></category>
		<category><![CDATA[location based media]]></category>
		<category><![CDATA[Luca Simeone]]></category>
		<category><![CDATA[open-ended]]></category>
		<category><![CDATA[Salvatore Iaconesi]]></category>
		<category><![CDATA[shopping narratives]]></category>
		<category><![CDATA[social responsibility]]></category>
		<category><![CDATA[ubiquitous anthropology]]></category>
		<category><![CDATA[ubiquitous publishing]]></category>
		<category><![CDATA[voices]]></category>

		<guid isPermaLink="false">http://www.neorealismovirtuale.com/?p=169</guid>
		<description><![CDATA[Ubiquitous publishing and Ubiquitous Anthropology. The next-step in publishing practices and platforms, united with a research on the possibilities offered by location based technologies and by novel approaches to knowledge dissemination, communication and expression. ]]></description>
			<content:encoded><![CDATA[<p><a title="Ubiquitous Publishing on Art is Open Source" href="http://www.artisopensource.net/2009/06/10/ubiquitous-publishing-fakepress-frontiers-of-interaction-v/" target="_blank">From Art is Open Source:</a></p>
<p>Back again. After the overview on <a title="Frontiers of Interaction V 2009" href="http://frontiers.idearium.org/2009/" target="_blank">Frontiers of Interaction V</a> in the <a title="Frontiers of Interaction @ Art is Open Source" href="http://www.artisopensource.net/2009/06/09/frontiers-of-interaction-v-june-2009/" target="_blank">previous article</a> we’ll present our contribution to the event.</p>
<p><a title="FakePress, Ubiquitous Publishing" href="http://www.fakepress.net" target="_blank">Fake Press. Ubiquitous Publishing.</a></p>
<p><strong>Ubiquitous publishing</strong> and <strong>Ubiquitous Anthropology</strong>. The next-step in publishing practices and platforms, united with a research on the possibilities offered by <strong>location based technologies</strong> and by novel approaches to <strong>knowledge dissemination</strong>, communication and <strong>expression</strong>. We (Luca Simeone and Salvatore Iaconesi) presented our research at <strong>Frontiers of Interaction V</strong> in Rome (June 2009), together with the first two applications and an <strong>open call</strong>.</p>
<p><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="320" height="240" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="allowfullscreen" value="true" /><param name="flashvars" value="config=http://frontiers.dolmedia.tv/frontiersconfig.xml&amp;file=http://frontiers.dolmedia.tv/xml/video/443" /><param name="src" value="http://frontiers.dolmedia.tv/js/player.swf" /><embed type="application/x-shockwave-flash" width="320" height="240" src="http://frontiers.dolmedia.tv/js/player.swf" flashvars="config=http://frontiers.dolmedia.tv/frontiersconfig.xml&amp;file=http://frontiers.dolmedia.tv/xml/video/443" allowfullscreen="true"></embed></object></p>
<p>Everything starts off from the idea of a contemporary <strong>evolution of publishing practices</strong>. Technologies, the possibility to create platforms to enable <strong>relation, expression and emotion</strong> and the availability of tools to share, <strong>disseminate </strong>and interact on knowledge and cultural productions, are all factors that made us feel the fundamental importance of designing new concepts and practices.</p>
<p>The scenarios described by <strong>location-based media</strong>, by the possibility to mix and cross the borders across different media, and the <strong>infinite spaces</strong> created by augmented reality were the influences that shaped our research.</p>
<div id="__ss_1556607" style="width: 425px; text-align: left;"><a style="font:14px Helvetica,Arial,Sans-serif;display:block;margin:12px 0 3px 0;text-decoration:underline;" title="Fake Press, Ubiquitous Anthropology" href="http://www.slideshare.net/xdxd/fake-press-ubiquitous-anthropology-1556607?type=powerpoint">Fake Press, Ubiquitous Anthropology</a><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="425" height="355" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="allowFullScreen" value="true" /><param name="allowScriptAccess" value="always" /><param name="src" value="http://static.slidesharecdn.com/swf/ssplayer2.swf?doc=ubiquitousanthropologyreduced-090609163748-phpapp01&amp;stripped_title=fake-press-ubiquitous-anthropology-1556607" /><param name="allowfullscreen" value="true" /><embed type="application/x-shockwave-flash" width="425" height="355" src="http://static.slidesharecdn.com/swf/ssplayer2.swf?doc=ubiquitousanthropologyreduced-090609163748-phpapp01&amp;stripped_title=fake-press-ubiquitous-anthropology-1556607" allowscriptaccess="always" allowfullscreen="true"></embed></object></div>
<p>We investigated on how technologies and new forms of <strong>interactions </strong>with other people and with places, time, architectures and objects would change the ways in which information can be created, communicated, shared and distributed. From an anthropological point of view we asked ourselves where would <strong>faces and voices</strong> emerge from, the self-expressions and representations of people and of their identities. And we also questioned the destinations for these informations, observing the <strong>fluid, mutating scenarios</strong> that surround us, with wireless, localized, immaterial, augmented <strong>layers of reality</strong> stratifying on top of the merely-physical one, creating totally new worlds in which information can become part of bodies, of architectures, of spaces, walls, trees, objects.</p>
<p>Displays, interstices, coordinates, tags And gestures, natural interfaces and moving, walking. Using the <strong>body</strong> to move through space as in an action of <strong>reading</strong>. We were truly intrigued by the transofrmation of space, by its augmentation with <strong>new narratives</strong>, new possibilities for the expression of the <strong>multiple voices</strong> and points of view that constitute the world.</p>
<p>So we designed our very own interpretaton for the idea of <strong>Ubiquitous Publishing</strong>. Cross-device, cross-medial, multi-author, emergent narratives.</p>
<p>The first idea was <a title="iSee on FakePress" href="http://www.fakepress.net" target="_blank"><strong>iSee</strong></a>, an application that allows for the creation of <strong>narratives on logos </strong>and brands. The application allows people to use their mobile phones to extract information directly from logo images: take a picture of your favourite detergent and, if the logo is already part of the collaborative database, you can get information from it.</p>
<p><strong>Logo identifies brand, identifies company.</strong></p>
<p>We suggested some possibilities, showing informations on <strong>social responsibility</strong>, on environmental policies, on the pollution rates connected to product manufacturing. Products come alive and communicate, in a simple, accessible form of augmented reality in which information is embedded into objects.</p>
<p>The second idea was <a title="Ubiquitous Anthropolog on FakePress" href="http://www.fakepress.net" target="_blank">Ubiquitous Anthropology</a>.</p>
<p>A <strong>location-based platform</strong> allows for the positioning of the expressions, emotions and perspectives of multiple voices. These can be accessed through mobile technologies directly from the geographical locations, allowing people to experience and come in contact with other’s points of view and ideas.</p>
<p>In this form <strong>the world itself becomes “readable”</strong>. Reading by crossing spaces and architectures.</p>
<p>Reading other people’s texts, watching the images and videos they captured with their cameras, observing their evolution through time an through relations with other people.</p>
<p>The first application shown on this theme, was created by positioning onto the territory the results of a foundamental research by professor <a title="Massimo Canevacci, Antropologia in Fiamme" href="http://www.archphoto.it/arte/canevacci.htm" target="_blank"><strong>Massimo Canevacci</strong></a> and several students and researchers, who travelled many times to <strong>Mato Grosso, Brasil</strong>, and performed researches on the <a title="Bororo" href="http://en.wikipedia.org/wiki/Bororo_people" target="_blank"><strong>Bororo</strong></a>. Videos and images created by the Bororo were positioned onto the geography, thus <strong>creating a layer of interpretation</strong> of land, events and relations that is not covered in any way by classical media, and that allow us to <strong>“read” directly on the territory</strong> how the members of these populations interpret their land, the other populations they interact and relate with, their culture.</p>
<p><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="400" height="300" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="wmode" value="opaque" /><param name="FlashVars" value="file=http://www.nstreet.it:8000/video/152bd35785e5b46bb10f8a293c9a3976.mp4&amp;streamer=lighttpd&amp;image=http://www.nstreet.it:8000/thumb/152bd35785e5b46bb10f8a293c9a3976_0_b.jpg&amp;logo=http://www.nstreet.it/watermark.png&amp;author=daniela ranieri&amp;title=Ubiquitous Anthropology: Luca Simeone e Salvatore Iaconesi&amp;description=La presentazione @ Frontiers of Interaction in esclusiva per Nstreet&amp;rating=5&amp;autostart=false" /><param name="src" value="http://www.nstreet.it//player.swf" /><param name="flashvars" value="file=http://www.nstreet.it:8000/video/152bd35785e5b46bb10f8a293c9a3976.mp4&amp;streamer=lighttpd&amp;image=http://www.nstreet.it:8000/thumb/152bd35785e5b46bb10f8a293c9a3976_0_b.jpg&amp;logo=http://www.nstreet.it/watermark.png&amp;author=daniela ranieri&amp;title=Ubiquitous Anthropology: Luca Simeone e Salvatore Iaconesi&amp;description=La presentazione @ Frontiers of Interaction in esclusiva per Nstreet&amp;rating=5&amp;autostart=false" /><embed type="application/x-shockwave-flash" width="400" height="300" src="http://www.nstreet.it//player.swf" flashvars="file=http://www.nstreet.it:8000/video/152bd35785e5b46bb10f8a293c9a3976.mp4&amp;streamer=lighttpd&amp;image=http://www.nstreet.it:8000/thumb/152bd35785e5b46bb10f8a293c9a3976_0_b.jpg&amp;logo=http://www.nstreet.it/watermark.png&amp;author=daniela ranieri&amp;title=Ubiquitous Anthropology: Luca Simeone e Salvatore Iaconesi&amp;description=La presentazione @ Frontiers of Interaction in esclusiva per Nstreet&amp;rating=5&amp;autostart=false" wmode="opaque"></embed></object></p>
<p>The system has provided as a incredibly useful tool to communicate these population’s <strong>political instances</strong>. The Bororo are <strong>not represented</strong> in Brasil’s institutions, allowing for unlimited exploitation of their lands and people. The possibilities offered by the platforms allowed us to <strong>write Bororo’s political instances</strong>, their desires and expectations, directly in the “places of power” of Brasil’s government. In <strong>Brasilia</strong>, several institutional buildings have been tagged with the videos and texts of their political demands, thus creating the only form of institutional presence that is currently allowed and accessible for them. In the idea that giving people the control on media and on their own expression and communication is possibly the only viable way to freedom and auto-determination.</p>
<p><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="400" height="300" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="flashvars" value="offsite=true&amp;lang=en-us&amp;page_show_url=%2Fsearch%2Fshow%2F%3Fq%3Dfrontiers09%26s%3Drec%26ss%3D2%26ct%3D6&amp;page_show_back_url=%2Fsearch%2F%3Fq%3Dfrontiers09%26s%3Drec%26ss%3D2%26ct%3D6&amp;method=flickr.photos.search&amp;api_params_str=&amp;api_text=frontiers09&amp;api_tag_mode=bool&amp;api_safe_search=3&amp;api_content_type=7&amp;api_media=all&amp;api_sort=date-posted-desc&amp;jump_to=&amp;start_index=0" /><param name="allowFullScreen" value="true" /><param name="src" value="http://www.flickr.com/apps/slideshow/show.swf?v=71649" /><param name="allowfullscreen" value="true" /><embed type="application/x-shockwave-flash" width="400" height="300" src="http://www.flickr.com/apps/slideshow/show.swf?v=71649" allowfullscreen="true" flashvars="offsite=true&amp;lang=en-us&amp;page_show_url=%2Fsearch%2Fshow%2F%3Fq%3Dfrontiers09%26s%3Drec%26ss%3D2%26ct%3D6&amp;page_show_back_url=%2Fsearch%2F%3Fq%3Dfrontiers09%26s%3Drec%26ss%3D2%26ct%3D6&amp;method=flickr.photos.search&amp;api_params_str=&amp;api_text=frontiers09&amp;api_tag_mode=bool&amp;api_safe_search=3&amp;api_content_type=7&amp;api_media=all&amp;api_sort=date-posted-desc&amp;jump_to=&amp;start_index=0"></embed></object></p>
<p>The two examples constitute real <strong>applications </strong>that will be made available and downloadable online on the FakePress website in just a few days from the date of creation of this post. They are currently being enhanced to form functioning frameworks that can be used for these and other projects.</p>
<p>Some of the application’s content is already available on <a title="FakePress, Ubiquitous Publishing" href="http://www.fakepress.net" target="_blank">FakePress</a>, and the full applications for web and iPhone will be available for download in a couple of days.</p>
<p>We are curently promoting the <strong>call for participation</strong> to the project, stimulating the discussion on the next products to publish with Fake Press.</p>
<p>So, if you have a book, research or other content you are going to publish, and you want so explore with us the possibilities to publish it in these ways, don’t hesitate to contact us.</p>
<p>- below a surreal interview I had to suffer from at the end of the show <img src='http://www.neorealismovirtuale.com/nervi-fakepress/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' />    -</p>
<p><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="320" height="240" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="allowfullscreen" value="true" /><param name="flashvars" value="config=http://frontiers.dolmedia.tv/frontiersconfig.xml&amp;file=http://frontiers.dolmedia.tv/xml/video/431" /><param name="src" value="http://frontiers.dolmedia.tv/js/player.swf" /><embed type="application/x-shockwave-flash" width="320" height="240" src="http://frontiers.dolmedia.tv/js/player.swf" flashvars="config=http://frontiers.dolmedia.tv/frontiersconfig.xml&amp;file=http://frontiers.dolmedia.tv/xml/video/431" allowfullscreen="true"></embed></object></p>
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	<georss:point>41.897645392151055 12.50293493270874</georss:point>	</item>
		<item>
		<title>S1/S2</title>
		<link>http://www.neorealismovirtuale.com/2008/10/s1s2/</link>
		<comments>http://www.neorealismovirtuale.com/2008/10/s1s2/#comments</comments>
		<pubDate>Wed, 08 Oct 2008 17:58:59 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[theory]]></category>
		<category><![CDATA[activism]]></category>
		<category><![CDATA[AHA]]></category>
		<category><![CDATA[art]]></category>
		<category><![CDATA[ecosystem]]></category>
		<category><![CDATA[event]]></category>
		<category><![CDATA[hacking]]></category>
		<category><![CDATA[identity]]></category>
		<category><![CDATA[infrastructural squatting]]></category>
		<category><![CDATA[Netsukuku]]></category>
		<category><![CDATA[networks]]></category>
		<category><![CDATA[p2p]]></category>
		<category><![CDATA[paper]]></category>
		<category><![CDATA[peer to peer]]></category>
		<category><![CDATA[relation]]></category>
		<category><![CDATA[S1/S2]]></category>
		<category><![CDATA[Salvatore Iaconesi]]></category>
		<category><![CDATA[xdxd.vs.xdxd]]></category>

		<guid isPermaLink="false">http://www.neorealismovirtuale.com/?p=146</guid>
		<description><![CDATA[S1/S2 a peer to peer (p2p) social network built on a parallel internet, implementing a true relational ecosystem assessing the issues in terms of privacy, control, user exploitation ]]></description>
			<content:encoded><![CDATA[<div class="wp-caption alignnone" style="width: 810px"><img title="S1/S2 at the AHACamping, SALE Docks" src="http://www.artisopensource.net/ahaCamping/fotosmaller/tn_39.jpg" alt="S1/S2 at the AHACamping, SALE Docks" width="800" height="533" /><p class="wp-caption-text">S1/S2 at the AHACamping, SALE Docks</p></div>
<p>This:</p>
<p><a href="http://www.artisopensource.net/network/artisopensource/wp-content/uploads/2008/10/s1_s2_doc_v1.pdf">s1_s2_doc_v1</a></p>
<p>is the PDF of the research Salvatore Iaconesi &amp; Oriana Persico presented at the AHACamping: <strong>S1/S2</strong> a peer to peer (<strong>p2p</strong>) <strong>social network</strong> built on a <strong>parallel internet</strong>, implementing a true <strong>relational ecosystem</strong> assessing the issues in terms of privacy, control, user exploitation currently found in classic social networks such as Facebook, Youtube and the others like them.</p>
<p>You can find a first, fast report in the rest of the post, below.</p>
<p><span id="more-238"> </span></p>
<p>Special focus was put on the critical approaches to social networking.</p>
<p>We (xDxD.vs.xDxD and penelope.di.pixel) presented <a title="S1/S2 workshop at the AHACamping" href="http://isole.ecn.org/aha/camper/doku.php?id=s1_s2_-_testo_per_il_workshop" target="_blank">S1/S2</a>, the first phase of an experimental project featuring a social network built on the <a title="Netsukuku Home page" href="http://netsukuku.freaknet.org/" target="_blank">Netsukuku</a> network: a meshed network that redefines the classical internet protocol stack to create a new network that is piggy-backed on the internet. This technique allows users to escape the control operated by service providers and by governments, as the parallel network is peer to peer and encrypted, and it is separated from the providers’ areas of control.</p>
<p>Or, to say the least, Netsukuku makes monitoring users a real tough job (practically impossible).</p>
<p>S1/S2 is a social network that is being implemented on the Netsukuku network. It has been presented at the AHACamping for a specific case study dealing with the possibility to implement a collaborative History of the Arts, but it really is a more generalized project.</p>
<p>S1/S2 approaches two main issues:</p>
<p>- infrastructural squatting</p>
<p>- the relational ecosystem</p>
<p>By <strong>infrastructural squatting</strong> we designate all those techniques through which an internet user can use the physical connectivity in ways that guarantee users autonomy, privacy and self-determination in terms of the posibility to define who can what/when/where a person can do something on the network, and in terms of being able to decide who can observe our informations, our relations, our interests and, in the end, our lives. Netsukuku has been chosen as the base platform to perform infrastructural squatting.</p>
<p>By <strong>relational ecosystem</strong> we describe the lives of the users on the S1/S2 environment. Everything is oriented to create the tools to enable people to freely define their own identities and to establish relationships, processes, services, information and content exchange. S1/S2 deeply differs from classic social networks: there is no “profile”, no authentication, no centralized service. There actually is no website, as S1/S2 is designed as a set of tools through which people can define their own data, store it on their computers or servers, and connect and communicate with others by using a peer to peer network built on Netsukuku. Identities are self-defined (even for everything that concerns the structure of data), as is content. Both can interact and be integrated, creating structures and relationships described by networks of identities, concepts, multimedia, informations, communication channels.</p>
<p>S1/S2 also introduces the concept of <strong>networked welfare</strong>, defining the tools through which the network can collaboratively enact processes whose aim is to create services that can be used by the collectivity, with specific concern for the weaker components of the ecosystem: content persistence, high availability and reliability, communication facilities, distributed, co-hosted stored facilities, virtualized systems to serve specific purposes and internet gateways that will allow for publication of people-selected contents on the “regular” web.</p>
<p>S1/S2 is currently under development, and our estimates indicate that there will be a first usable release of the environment in about 3 months.</p>
<p>We are currently looking for support. If the you find the concepts behind S1/S2 and Netsukuku interesting, and if you feel like contributing in any way you can (develop, execute beta installations and tests, explore the nexts steps…) you are truly welcome to do so, and you can contact me at:</p>
<p><strong>xdxd.vs.xdxd [at] gmail [dot] com</strong></p>
<p>Here is the document (only in italian for now: check back in a week or so for the english version) presented at the AHACamping for a case study of an S1/S2 application: a social network created to support a <strong>collaborative Art History</strong>.</p>
<p><a href="http://www.artisopensource.net/network/artisopensource/wp-content/uploads/2008/10/s1_s2_doc_v1.pdf">s1_s2_doc_v1</a></p>
<p>The event was took place at the <a title="SALE Docks home page" href="http://www.sale-docks.org/gui/" target="_blank">SALE Docks</a> and it featured talks and performances on art, hacking, activism and critical theories on technology and on the ways in which they are transforming our lives in the contemporary era.</p>
<p><a title="AHACamping pictures" href="http://www.artisopensource.net/ahaCamping/" target="_blank">Here are some pictures</a></p>
<p>Here is a review on <a title="AHACamp on ArtsBlog" href="http://www.artsblog.it/post/2404/in-esclusiva-per-i-lettori-di-artsblog-reportage-sullahacamping-3-5-ottobre-magazzini-del-sale-a-venezia" target="_blank">ArtsBlog</a></p>
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	<georss:point>45.4306911 12.3329458</georss:point>	</item>
		<item>
		<title>DpSdC – Degradazione per Sovrapposizione di Corpi – the theory</title>
		<link>http://www.neorealismovirtuale.com/2008/09/dpsdc-%e2%80%93-degradazione-per-sovrapposizione-di-corpi-%e2%80%93-the-theory/</link>
		<comments>http://www.neorealismovirtuale.com/2008/09/dpsdc-%e2%80%93-degradazione-per-sovrapposizione-di-corpi-%e2%80%93-the-theory/#comments</comments>
		<pubDate>Wed, 24 Sep 2008 11:02:17 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[theory]]></category>
		<category><![CDATA[copyright]]></category>
		<category><![CDATA[Degradarte]]></category>
		<category><![CDATA[degradazione per sovrapposizione di corpi]]></category>
		<category><![CDATA[design]]></category>
		<category><![CDATA[DIY]]></category>
		<category><![CDATA[DpSdC]]></category>
		<category><![CDATA[emotion]]></category>
		<category><![CDATA[inhibition]]></category>
		<category><![CDATA[installation]]></category>
		<category><![CDATA[interaction design]]></category>
		<category><![CDATA[perception]]></category>
		<category><![CDATA[text]]></category>

		<guid isPermaLink="false">http://www.neorealismovirtuale.com/?p=142</guid>
		<description><![CDATA[Degradazione per Sovrapposizione di Corpi (DpSdC) investigates on interaction mechanisms created using low cost DIY technologies, aiming at the creation of emotional environments that can be used to break the users’ inhibitory barriers to narratively access dialogue on socio-political issues]]></description>
			<content:encoded><![CDATA[<p>Here below you can find the text that presented at <a title="(re)Actor3" href="http://www.digitalliveart.com/" target="_blank">(re)Actor3</a> and <a title="HCI2008" href="http://hci2008.org/" target="_blank">HCI2008</a> explaining the theories and concept of the <strong>DpSdC </strong>installation and of <a title="DegradArte" href="http://degradarte.beyourbrowser.com/" target="_blank">DegradArte</a>.</p>
<div id="attachment_229" style="width: 410px;"><a href="http://www.artisopensource.net/network/artisopensource/wp-content/uploads/2008/09/degradazione1.jpg"><img title="degradazione1" src="http://www.artisopensource.net/network/artisopensource/wp-content/uploads/2008/09/degradazione1-400x266.jpg" alt="people using DpSdC" width="400" height="266" /></a>people using DpSdC</div>
<p><strong>ABSTRACT</strong></p>
<p>Degradazione per Sovrapposizione di Corpi (DpSdC) investigates on interaction mechanisms created using low cost DIY technologies, aiming at the creation of emotional environments that can be used to break the users’ inhibitory barriers to narratively access dialogue on socio-political issues.</p>
<p><strong>Categories and Subject Descriptors:</strong></p>
<p>J.4.3 [Computer Applications]: Social and Behavioral Sciences – Psychology, Sociology.</p>
<p><strong>General Terms:</strong></p>
<p>Algorithms, Performance, Design, Economics, Experimentation, Human Factors, Legal Aspects.</p>
<p><strong>Keywords:</strong></p>
<p>interaction, emotion, design, copyright, perception, inhibition.</p>
<p><strong>Links:</strong></p>
<p><a title="report from (re)Actor3" href="http://www.artisopensource.net/2008/09/22/degradazione-per-sovrapposizione-di-corpi-back-from-liverpool/" target="_blank">the report from (re)Actor3 with some videos</a></p>
<p><a title="Degradazione per Sovrapposizione di Corpi" href="http://www.artisopensource.net/2008/05/29/dpsdc-degradazione-per-sovrapposizione-di-corpi/" target="_self">the original version of the installation</a></p>
<p><span id="more-228"> </span></p>
<p><strong>INTRODUCTION</strong></p>
<p>In DpSdC common household gestures become extraordinary ones. DpSdC is an experiment in interaction design using an emotional approach to technology to break the inhibitory barriers commonly found in the visitors of an exhibit. Classical arts and media left their mark on the fruition processes of contents and experiences: visitors embrace passive roles and limit themselves to visually browsing what they see shown in the museum, festival, or movie theater. This passive condition propagates to everyday life, where the audiences of the information flows (be them on television or on the internet) only partially grasp the possibilities for interaction. Socially, interaction with information and with experiences means the possibility for critical mindsets to form in the users’ perception. Contemporary technologies offer the possibilities for these forms of social activeness to develop and to be truly accessible. Yet streams of inhibitory and practical barriers have to be bypassed to let these possibilities be broadly available. This is true for all the parties involved. The developers of technologies must gain the technical competences needed to create effective products. The skills involved are not only to be found in the technical knowledge needed to create hardware and software, but also the ones needed to research on the neuro-psychological levels of user interaction, on product design, on the economic and production models that the new technologies enact. Also, technologies can be expensive, and the alternative, more accessible techniques, often embracing “Do It Yourself” production paradigms, can only be learned by social interaction of some kind with other developers, building communities and communication channels based on open source practices and free licensing schemes.<br />
The users of technologies are often faced to systems/interfaces/artifacts that they don’t technically or conceptually understand, or that they find boring or only partially engaging, or that don’t confront with issues that they perceive as relevant or, even, interesting. Or, on the other side, they are sometimes simply used to having passive experiences with contents and information. DpSdC is an experiment trying to assess all of these issues. A low-cost, low-technology, recycling, DIY approach is used to create an interactive environment that uses common, well-known household gestures to create a fun, entertaining, engaging tool that is used to establish a dialogue on the international debates on the issues related to copyright and intellectual property.<br />
DpSdC has been shown for the first time at the Live Performers Meeting 2008 in Rome, where it was used by hundreds of visitors, with amazing results.<br />
<strong>Technique</strong><br />
Visitors can approach the installation from all sides.<br />
The floor of the space is filled with an overhead projection, coming from a standard Personal Computer running a custom software. A standard, low-quality, webcam connected to the PC looks at the installation floor. The camera’s optics have been prepared by removing the infrared (IR) filter, and replacing it with a small square of black photographic film, effectively turning the webcam into a basic, low-cost, IR-sensible device. The scene is lighted by the standard light provided by the projection, by the rest of the environment’s lighting, and by a custom-built IR light source, created by assembling the printed circuit boards (pcb) of 5 recycled television remote controls, hooked to a simple on/off switch and to a power source created by using a series of 9V batteries and a couple of simple electronic components (resistors, capacities, an inductor).</p>
<div id="attachment_230" style="width: 276px;"><a href="http://www.artisopensource.net/network/artisopensource/wp-content/uploads/2008/09/degradazione2.jpg"><img title="degradazione2" src="http://www.artisopensource.net/network/artisopensource/wp-content/uploads/2008/09/degradazione2-266x400.jpg" alt="Cleaning up art history" width="266" height="400" /></a>Cleaning up art history</div>
<p>As visitors approach the installation’s floor they are presented with various common household tools: a broom, an ironing board, a feather duster, a vacuum cleaner. Visitors could freely grab any one of these tools to perform the simple gestures we all performed once in every while to tidy up our homes.<br />
The gestures of sweeping the floor, of ironing a t-shirt, of dusting a piece of furniture, were immediately and reactively captured by the installation’s software – constituted by a truly simple set of motion capture algorithms – and mapped to curves and strokes of varying pressure and width on the projection.<br />
The calculated strokes were rendered on the projection by cutting up pixels from the digital images of the paintings coming from the last 300 years of Art History. A stroke with the broom would mean, for example, the “magical” appearance of an equal stroke of a painting by Andy Warhol or by Salvador Dali, as if removing the dust from the floor revealed the paintings underneath. Continuous interaction created a progressive overlay process, revealing the parts of the (about) 1500 paintings included in the installation, creating visual remixes that the users created, in delight, by brooming the floor, ironing, dusting and vacuuming.<br />
<strong>Emotions and aesthetics</strong></p>
<p>The first exhibition of DpSdC was in a very specialized setting: an international VJ meeting. People walking around the event space expected to see very “standard” presences: MIDI controllers, laptops, projectors, knobs, DJs, VJs. Arriving at the installation space, and confronted with a broom and with a vacuum cleaner, various expressions emerged from their faces, showing curiosity, interest, laughter and, sometimes, diffidence. The question clearly appearing along their facial traits was: “What the hell is this?”.</p>
<div id="attachment_231" style="width: 410px;"><a href="http://www.artisopensource.net/network/artisopensource/wp-content/uploads/2008/09/degradazione3.jpg"><img title="degradazione3" src="http://www.artisopensource.net/network/artisopensource/wp-content/uploads/2008/09/degradazione3-400x266.jpg" alt="the installation" width="400" height="266" /></a>the installation</div>
<p>The installation was anything but neutral. The presence of household objects that were immediately recognizable within a setup that had definite aural components created different  kinds of approaches: people asking for explanations; other people asking if they could “touch it”; some other people asking what the “objective” was. Everyone eventually grabbed the broom or the feather duster and started dusting the floor and the furniture.<br />
As soon as this happened the change in attitude was immediate. The simple gestures became extraordinary: the way in which well-known material actions acted on the immaterial plane created by the installation was fascinating, and had a light psychedelic feel to it.<br />
The interaction was captivating and people stayed at the installation for dozens of minutes, eventually returning, hours (or even days), later bringing their friends with them to show the “magical” installation.<br />
The installation was designed so that the technological elements disappeared from perception. The resulting environment featured a minimalistic representation of a house, with two recycled TV sets taken out from their case, with the circuits exposed, a small cabinet with the feather duster on top, and the projected floor with the broom and the vacuum cleaner. No technology was visually present to distract the visitors from the household setting. The projection and interaction were, thus, perceived as additional, immaterial, levels of a physical reality to which they were accustomed. The familiarity and “friendliness” of the aesthetics immediately lowered inhibitions: once they started interacting, people just kept on going, even starting to experiment with lighters, or by rolling their bodies on the installation floor to see what effects it would produce.</p>
<p><strong>Copyright</strong></p>
<p>When asking for information visitors were greeted with the explanations about the basic mechanisms making the installation work, and with the description of the conceptual themes of the installation, regarding the use of interaction design and of emotional approaches to technologies to discuss issues related to copyright and to intellectual property.<br />
The installation allowed to create content by using in creative ways existing contents, bringing them to new forms of life and value through collaborative, accessible practices. This approach was explained as being the metaphor for what is currently happening in the global re-definition of the concepts of intellectual property, of knowledge, of creativity and of legality.<br />
The avant-gardes of the XX century artistically materialized the contexts produced by the industrial revolutions, as described in Walter Benjamin’s theories: art has radically changed, becoming an entity that is characterized both by aura and by reproducibility. The post-industrial revolution brought this change to exponential levels of growth, with the emergence of the communicational metropolis to point out a definitively new concept of production and merchandise.The “remix” has become a formal artistic and creative tool. William Burroughs’ cut up, pop art, conceptual art, situationism, street art, net art, advertising, contemporary literature, performative arts, video-art, DJ-ing, VJ-ing have extensively approached the concepts of re-elaboration, of de-structuralization/re-structuralization, of the “false” and of the “reproduced”, of the augmented and of the degraded, transforming them into practices that are at the foundation of contemporary arts.<br />
Stepping away from arts, and entering into more general contexts, digital technologies have created entire new methodologies that are globally used in cultural production and content fruition: streaming, peer to peer networks, virtual realities, hyperlinking, multimedia processing are all techniques that are used to create content. Many (most) of the times by simply creating new structures, elaborations and connections with existing content. This power, provided by digital technologies in contexts that are social and, potentially, universally accessible, is of fundamental importance for the cultural practices of the contemporary era: knowledge sharing, collaborative processes, free circulation of information and contents are the keys that will enable future philosophical and economic models. Even more, these practices are the only ones that are recognizing the true essence of content, information and production in the contemporary era, providing feasible business models that are rewarding and sustainable, and democratic practices that bring the population to face the need for critical approaches to information and knowledge, and to embrace usable tools to appropriate these spaces and practices.</p>
<p>DpSdC proposed all of these concepts through a simple, interactive experience. By collaboratively interacting on pre-existing (and, in some cases, copyrighted) contents, using widely available, autonomously obtainable, simply enactable technologies they could create beautiful compositions and democratically share a living space together with the other participants.<br />
People had fun and learned many things about fine arts: some people were clearly more acknowledged to the history of arts than others, and could guess a Pollock from a Botticelli with just a few strokes of the broom, revealing even small handfuls of pixels in the global composition of remixed paintings. This proved to be a very interesting collaborative educational experience (”oh! that’s a Hopper!”) in which the “game” was effectively (and autonomously) being used as a tool for knowledge sharing.<br />
People were actually gratified by the beauty of the creations they could achieve by remixing with such a simple technique the paintings of Picasso or by De Chirico. They immediately recognized the importance and value of the original content, but they clearly identified the collaborative compositions as “new” products, as different in essence and in their definition of value itself: an entity created by interaction and communication, by an immaterial level of reality, and “meant” to be shared and communicated.</p>
<p><strong>Conclusions</strong></p>
<p>Exhibiting DpSdC has been a wonderfully rewarding experience. The installation was extremely successful in implementing a simple mechanism with infinite dialectic possibilities. Two unexpected, and welcomed, results have proven to be quite interesting among the others exposed in the previous sections: the educational perspectives emerged during the interactions and the opportunities to expand the collaborative processes at the base of the creation/implementation of such technologies.<br />
On the educational side the exhibition at the LPM 2008 created the will to define an experimental project to be executed with children of all ages in which the “game” dimension will be expanded to create learning processes that are based on interaction, collaboration and sensorial perceptive levels. On the production side, people clearly felt the value of the DIY methodology: The availability of technologies that are structurable and enactable by individuals and by communities with few financial resources was immediately perceived as a tool that was truly democratic and of fundamental importance. These considerations have produced the ideas to expand on these areas of activity towards the creation of something that, now, is taking the form of an experimental laboratory in which consumer electronics and widely available technologies are (conceptually and physically) disassembled and reassembled in new ways, in a process of “social reverse-engineering” of technology.</p>
<p><strong>ACKNOWLEDGMENTS</strong></p>
<p>We wish to thank all of the people that made the first exhibition of Degradazione per Sovrapposizione di Corpi possible: the staff and organization crew of Live Performers Meeting 20082, Flyer Communications3, DelirioUniversale.com4, PhagOff5, all of the artists at DegradArte6, Nova1007 of the “il Sole 24 Ore” and Art is Open Source.</p>
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		<slash:comments>0</slash:comments>
	<georss:point>53.3949253 -2.9788103</georss:point>	</item>
		<item>
		<title>Torrent Raiders</title>
		<link>http://www.neorealismovirtuale.com/2008/09/torrent-raiders/</link>
		<comments>http://www.neorealismovirtuale.com/2008/09/torrent-raiders/#comments</comments>
		<pubDate>Wed, 17 Sep 2008 00:56:37 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[theory]]></category>
		<category><![CDATA[Aaron Meyers]]></category>
		<category><![CDATA[bit torrent]]></category>
		<category><![CDATA[infoaesthetics]]></category>
		<category><![CDATA[network visualization]]></category>
		<category><![CDATA[p2p]]></category>
		<category><![CDATA[USC Interactive Media Division]]></category>

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		<description><![CDATA[Torrent Raiders is a dynamic network visualization of the Bit Torrent protocol that employs idioms and aesthetics of video games to underscore the legal battle being waged by the entertainment industry against its consumers.]]></description>
			<content:encoded><![CDATA[<p>Torrent Raiders was created by <a href="http://interactive.usc.edu/members/adm/">Aaron Meyers</a> for his MFA thesis project at the <a href="http://interactive.usc.edu/">USC Interactive Media Division</a>. Some of Aaron&#8217;s other recent projects are the <a href="http://labs.digg.com/swarm">Digg Swarm</a> visualization and <a href="http://mobzombies.com/">MobZombies</a>.</p>
<p>The 3D modeling in Torrent Raiders was done by <a href="http://semulon.com/">Corey Jackson</a>, who currently makes all kinds of pixel magic happen at <a href="http://faketown.com/">Faketown</a>.</p>
<p>Contact: <a href="http://interactive.usc.edu/members/adm/">Aaron Meyers</a> | admeyers [at] usc [dot] edu</p>
<p>&#8212;-</p>
<p>Torrent Raiders: Imagining Aesthetics for a Politicized Protocol</p>
<div>Aaron Meyers<br />
Interactive Media Division &#8211; University of Southern California<br />
2276 South Figueroa Street<br />
Los Angeles, CA 90007<br />
213.308.2347<br />
admeyers [at] usc [dot] edu</div>
<div>Abstract</div>
<div>
<p>Torrent Raiders is a dynamic network visualization of the Bit Torrent protocol that employs idioms and aesthetics of video games to underscore the legal battle being waged by the entertainment industry against its consumers. Players of Torrent Raiders assist in the distributed surveillance of torrent swarms, populating a central database with information collected by the Torrent Raiders software. In the first two sections of this paper, a history of file-sharing and several influential works of data visualization art are discussed to give greater context to design considerations made in the creation of Torrent Raiders. In the final section, the author discusses the experience and design of the Torrent Raiders software.</p></div>
<div>A Brief History of File-sharing</div>
<div><strong> The Beginning</p>
<p></strong>Since the advent of the Internet, information has freely traveled from one node to another on a worldwide network of computers. Early Internet protocols like HTTP and FTP facilitated the transfer of files from one computer to another. The newsgroups of Usenet became a popular early locus for the exchange of files with an emphasis on media including music and software. By these and other early protocological means, the practice of file-sharing gained a dedicated following that remained limited by the relatively involved processes required.</p>
<p>The groundswell moment for file-sharing came in 1999 with the release of Napster, the first of many P2P (peer-to-peer) file-sharing programs. In previous methods of file-sharing, the files in question were hosted and downloaded from a central server. Napster changed all this by introducing a distributed approach where files are transferred directly between the peers on its network. Napster&#8217;s server kept a centralized list of connected peers and the list of files they were sharing, giving way to an enormous searchable database of music. While Napster focused entirely on music files in the mp3 format, a slew of other P2P networks followed, allowing files of all formats to be shared.</p>
<p><strong> Enter the RIAA</p>
<p></strong>Napster&#8217;s quickly rising usage garnered it the most attention of the P2P networks, leading to a lawsuit filed by the Recording Industry Association of America in December 1999. Recording artists Metallica and Dr. Dre followed with their own lawsuit in 2000. While the latter case reached an eventual settlement, the RIAA lawsuit resulted in an injunction requiring Napster to shut down its entire network in July 2001. Only several months before in February, Napster had reached its peak usage with more than 26 million users worldwide, with roughly half of that number coming from the United States. Napster&#8217;s number dwindled in the face of its imminent demise as users flocked to competing file-sharing networks, but the numbers made it clear that file-sharing was a phenomenon that no lawsuit would easily purge.</p>
<p>The next landmark in the short history of file-sharing came in 2003. Not satisfied with the results of a number of lawsuits against various file-sharing networks, in July of 2003 the RIAA announced a new campaign targeting the file-sharers themselves. By September 2003, the RIAA issued more than 1500 subpoenas to ISP&#8217;s demanding the identities of alleged copyright violators. The lawsuits claimed damages based on an estimated worth of $750 per song shared per user. With many of these damages running upwards of $100,000 per case, the majority of the defendants settled out of court for anywhere from $3000 &#8211; $11,000. [1] By October 2005, the RIAA had filed 14,800 lawsuits against individual file-sharers, yet their ceaseless litigation ostensibly did nothing to stem the tide of file-sharing. [2] According to P2P traffic analysis done by BigChampagne, the number of persistent file-sharers in the United States more than doubled from 3,847,565 to 8,888,436 during the two year period after the RIAA launched its consumer-targeted campaign in July 2003. [3]</p>
<p><strong> Bit Torrent</p>
<p></strong>Over the same period, the landscape of P2P was undergoing huge changes. While the first P2P networks kept a centralized index of peers and files, the next crop to show up introduced a more distributed network model. Services like Gnutella and eMule operated on a distributed network of server nodes. This model made the newer networks more difficult to shutdown since there was no one central server being relied on. In the summer of 2002, a new protocol called Bit Torrent appeared and it did things a bit differently and was more decentralized than other previous offerings.</p>
<p>With Bit Torrent, web servers host a .torrent meta-file that contains information pointing to server called a &#8220;tracker&#8221;. This tracker keeps a list of users corresponding to each .torrent meta-file linked so that the user can obtain a list of other users with which to attempt to connect to. In this way, each .torrent meta-file corresponds to an ad-hoc network of users referred to as &#8220;peers&#8221;. The network that they collectively form is referred to as a &#8220;swarm&#8221;. The file or files that the .torrent file points to are broken up into small pieces that are the effective unit of exchange on the swarm. Once a peer has completed a piece, they are eligible to upload it to any other peer on the swarm that requests it. This proved to be an extremely efficient and reliable model for the transfer of enormous files that took much longer with P2P solutions that came before it.</p>
<p>With the combination of increasingly common broadband connections and Bit Torrent&#8217;s ability to move around immense amounts of data, the transfer of video files such as television shows and movies, which are much larger than the music that was so common on the first P2P networks, reached a new level of viability. In late 2002 Suprnova.org, the first big Bit Torrent search engine appeared and helped to establish Bit Torrent as the king of file-sharing protocols. Two years later, Suprnova.org shut down in the face of legal threats, but other sites sprang up to take its place and today, Bit Torrent remains an exceedingly popular choice for file-sharers all over the world.</p>
<p><strong> Enter the MPAA</p>
<p></strong>In November 2004, the Motion Picture Association of America (MPAA) followed in the footsteps of the RIAA and announced a legal campaign against individual file-sharers accompanied by a calculated propaganda campaign. This included an ominous advertisement depicting a huge list of user names and IP addresses with bold red text stating &#8220;IF YOU THINK YOU CAN GET AWAY WITH ILLEGALLY TRAFFICKING IN MOVIES, THINK AGAIN.&#8221; followed by &#8220;LAWSUITS BEGIN THIS WEEK.&#8221;. This strong statement set the current tone in the industry&#8217;s relentlessly misguided battle against their own customers that rages on today.</p>
<p><img src="http://www.torrentraiders.com/paper/fig1.jpg" border="1" alt="" /></p>
<div>Fig. 1: An advertisement that accompanied the MPAA&#8217;s campaign against file-sharers</div>
</div>
<div>Dynamic Data Visualization</div>
<div><strong> A New Cultural Form</p>
<p></strong>Perhaps part of the RIAA and MPAA&#8217;s protracted attempts to frame file-sharing as a malignant cancer on their respective industries are the result of a failure to appreciate the complex dynamics of the networked world. In our age of the Internet, information throughput both on computer networks and our own grey matter-based computing devices continues to rapidly increase. Today, the socially-driven trends of Web 2.0 have more and more of parts of our personal life intermingling over the Internet leaving a gleaming trail of data in its wake. With this surge of information comes a desire to understand it, interpret it and create with it. This desire has led to what theorist Lev Manovich suggests is a &#8220;genuinely new cultural form enabled by computing&#8221;: dynamic data visualization. [4]</p>
<p>In his essay &#8220;Counter Cartographies&#8221;, Brian Holmes poetically asserts that &#8220;the Internet is the vector of a new geography&#8221; and goes on to say that &#8220;networks have become the dominant structures of cultural, economic and military power&#8221;. [5] Dynamic data visualization is a form that has emerged as a response to this cultural climate of pervasive networks. Its the way that we can derive meaning from this new geography of the Internet. Visualization, in the broader sense, has a longer history in scientific fields, medicine and mathematics. Only recently has visualization taken on a greater presence in the cultural sphere where it has historically been &#8220;confined to 2D graphs and charts in the financial section of a newspaper&#8221; and other similarly dry contexts. [6]</p>
<p>More recently, data visualizations have increasingly been met with enthusiasm on the Internet and elsewhere. Many contemporary websites built on user-generated content feature XML feeds of their data which is easily fed into any number of development environments for visualization. This has given way to web-based visualizations for popular websites like Flickr and del.icio.us that allow users to experience and explore their own data in revealing ways.</p>
<p>At the same time, a movement of art has formed around data visualization where the rapidly churning information of the Internet becomes the source material for deeply aesthetic experiences. The work of many data visualization artists has been a clear influence on my work. In the following section, I examine several such works.</p></div>
<div>Works of Influence</div>
<div><strong> Carnivore</p>
<p></strong>My first encounter with network visualizations was Alex Galloway&#8217;s Carnivore project in 2002. The core of Carnivore is a piece of software called Canrnivore PE (Personal Edition) that takes inspiration from the FBI&#8217;s recently abandoned electronic wiretapping technology also known as Carnivore. Galloway&#8217;s Carnivore was intended as a platform for network-based art making with CarnivorePE as the backbone. The CarnivorePE sniffs packets on a local network and exposes them to &#8220;clients&#8221; written for the Carnivore platform. To date, more than twenty clients have been created, each unique visualizations based on data fed in from CarnivorePE.</p>
<p><img src="http://www.torrentraiders.com/paper/fig2.jpg" border="1" alt="" /></p>
<div>Fig. 2: Jonah Brucker-Cohen&#8217;s POLICESTATE Carnivore client</div>
<p>What struck me about the Carnivore project was how each client managed to sculpt the same kind of source data in its own way revealing different characteristics about it. One client, World Wall Painters by Area3, depicts two graffiti artists who spray paint flags onto a wall, depicting the geographical origin of a packet from CarnivorePE. After a while, the cops come and chase them away, some other guys arrive and clean the entire wall and the whole process repeats. In Entropy8Zuper&#8217;s Guernica, an explicit reference is drawn to the surveillance theme that the Carnivore project implies. Packets from different protocols sniffed on the network spawn different animated objects in a dystopic war-torn world. Jonah Brucker-Cohen&#8217;s POLICESTATE is an installation featuring a fleet of miniature radio-controlled police cars that move in patterns triggered by police codes that the software client associates with domestic terrorism-related keywords. According to Brucker-Cohen, &#8220;the data being &#8217;snooped&#8217; by the authorities is the same data used to control the police vehicles. Thus the police become puppets of their own surveillance.&#8221;. [7]</p>
<p><strong> Organic Information Design</p>
<p></strong>In his master&#8217;s thesis entitled Organic Information Design, Ben Fry advances strategies for visualizing dynamic data using techniques that simulate organic phenomenon. Fry&#8217;s visualizations that demonstrate his methodology are aesthetically impressive, but he also gives ample consideration to the utility that can be derived from his approach. To this end, he outlines a number of organic properties that can contribute to a self-organizing system that can help designers tame the often unruly nature of dynamic information sources.</p>
<p><img src="http://www.torrentraiders.com/paper/fig3.jpg" border="1" alt="" /></p>
<div>Fig. 3: Ben Fry&#8217;s Anemone visualizing activity on the MIT Aesthetics and Computing Group website</div>
<p>In Fry&#8217;s project Anemone, the usage structure of the pages of a website reveals itself as a trembling organism. Rather than display the entire website, Anemone reveals only the pieces in usage. A popular page getting a lot of attention grows larger and larger, while a page that goes neglected eventually atrophies and dissolves out of the visualization. The structure of the organism represents the links between the pages on the site, but features an additional layer which expresses the hierarchical structure of the pages on the server.</p>
<p><strong> We Feel Fine &amp; Listening Post</p>
<p></strong>The Internet may be a giant network of cold, unfeeling computers, but much of the data that courses through it is very human. People on the Internet are chatting, communicating and emoting. Two pieces of art stand out to me for their elegant ways of bringing a deeply human element to data visualization.</p>
<p>In We Feel Fine by Jonathan Harris and Sep Kamvar, an algorithm sifts through thousands of blog entries in search of strings of text that begin with the words &#8220;I feel&#8221; or &#8220;I am feeling&#8221;. Harris and Kamvar have taken on the insurmountable task of visualizing how everyone on the Internet is feeling. When you open the visualization, a swarm of multi-colored particles explodes out from the center and buzz about the screen, each representing a feeling someone has blogged in the last few hours. Click a feeling and it forms into the words from the blog posting where the feeling was found.</p>
<p>There are a number of different &#8216;movements&#8217; that We Feel Fine can run in and it is highly configurable: if you want to read about women in their 30&#8217;s feeling groovy in sunny weather, you can easily modify the settings. Some of the movements take on a more statistical form, plotting out the most common feelings, but for me, the most effective is Murmurs. In this movement, the particles all gravitate to the top of the screen and one by one, they scroll down to reveal their feeling. Its startling how poignant and personal the words contained in each little particle are. The Internet contains a myriad of blogs and a great many of them may be filled with ranting noise, but We Feel Fine distills this chaos into the raw emotions of human beings. It is deeply affecting.</p>
<p><img src="http://www.torrentraiders.com/paper/fig4.jpg" border="1" alt="" /></p>
<div>Fig. 4: Listening Post installed at the San Jose Museum of Art in 2006</div>
<p>Listening Post, which Harris and Kamvar cite as an influence on their approach to We Feel Fine, is an installation that takes textual data harvested from public chat rooms and bulletin boards on the Internet. These texts are the source material for a stunning audiovisual treatment in six movements that takes place across a vast, arcing array of more than two hundred suspended small LCD displays while synthesized voices intone the text into a harmonious choral.</p>
<p>Like We Feel Fine, the text taken from the Internet is parsed for key phrases, in this case phrases beginning with &#8220;I am&#8221; which leads to similarly powerful statements of human self-assertion. Taking these statements out of their original context and bringing them back to life with a computer voice has an equalizing effect that powerfully suggests the infinite bond of our collective human nature. Without a face or context to associate with these quotations, we are left to interpret them as raw feelings. Taken with Listening Post&#8217;s austere and musical presentation, which itself references the matrix structure of the Internet, the text takes on an operatic quality as it washes over the viewer.</p></div>
<div>Torrent Raiders</div>
<div><strong> Origins</p>
<p></strong>I initially arrived at the concept for Torrent Raiders in the wake of the Bush administration&#8217;s wiretapping scandal in the Spring of 2006. It had been uncovered that George W. Bush had authorized the National Security Agency to conduct wiretapping and other forms of surveillance without a warrant. Since the passing of the PATRIOT Act in 2001 shortly after the attacks of 9/11, there has been much public alarm regarding the steady erosion of civil liberties in the name of homeland security. One particularly controversial section of the PATRIOT Act authorized the FBI to obtain a secret warrant to obtain the library records of suspects. In response to its abuses of civil liberties, eight states and nearly 400 cities and counties passed resolutions condemning the PATRIOT Act.</p>
<p>Domestic surveillance has long been a topic of interest for me. Shortly after learning about Carnivore, I built a surveillance-themed video game client for it called Carniforce, the name being a reference to Lifeforce, an 8-bit era scrolling shooter which had an aesthetic influence on my client. For my thesis project, I envisioned a sprawling surveillance game that spanned numerous protocological settings on the Internet. One level would have you interacting with people in chat rooms, while another would be generated by data culled from MySpace page-scraping. As I whittled down my sprawling video game surveillance opera down into a project I could conceivably execute in the allotted time, I grew more and more interested in a level that I had conceived around the Bit Torrent protocol.</p>
<p><strong> Existing Visualizations</p>
<p></strong>The way that the Bit Torrent protocol functions is a truly novel use of the interconnectedness of the Internet. People from all over the world spontaneously form a temporary network, all in the name of acquiring the same file. Its a powerful concept that conjures up strong images in my mind. My interest led me to search for any and all visualizations that had been created for Bit Torrent. The results of this search were disappointing.</p>
<p>Best known is probably the 3D View plugin for the popular cross-platform Bit Torrent client Azureus. In 3D View, peers on the swarm are represented by cylindrical volumes. Another cylindrical volume representing your computer is in the center and animated smaller cylinders representing data packets go to and from the central cylinder as data moves between your computer and others on the swarm. Its a functional visualization, but the way it spatially configures the peers makes it nearly impossible to keep track of an individual. From an aesthetic perspective, its quite bland.</p>
<p>A OS X-specific client called Bits on Wheels features a similar 3D visualization that is mainly distinguished by a more saturated color palette and more configurable display options. BTSim, a visualization built with Processing doesn&#8217;t actually use real Bit Torrent data but simply illustrates the distributed method of file transfer. Despite the middling aesthetics of these three visualizations, they have each garnered a considerable amount of attention. The 3D View plugin for Azureus has been downloaded 135,473 times as of this writing. Bits on Wheels and BTSim&#8217;s respective websites have both enjoyed enormous surges of visitors from mentions on high traffic blogs. Clearly, an enthusiastic crowd of Bit Torrent users are eager to see their beloved protocol visualized, but they have yet to be properly served.</p>
<p><strong> A Motivated Visualization</p>
<p></strong>While my initial idea for a surveillance-based video game focused on the civil liberties abuses of the federal government, my idea for a Bit Torrent visualization had become more focused on the MPAA and their own war on file-sharers. My intention was to visualize the functionality of Bit Torrent, but where previous visualizations had portrayed it in an objectively schematic manner, I wanted to evoke the heavily politicized current state of the protocol itself. Also, I wanted to make it look way cooler.</p>
<p>A common critique of data visualization art is that often the mapping of data into a visual form seems arbitrary. Since there are such a myriad of possibilities in translating information into image, data visualization art can often be perceived as unmotivated. Lev Manovich refers to this tendency as the &#8220;dark side&#8221; of data visualization art, going on to say, &#8220;By allowing us to map anything into anything else, to construct infinite number of different interfaces to a media object, to follow infinite trajectories through the object, and so on, computer media simultaneously makes all these choices appear arbitrary � unless the artist uses special strategies to motivate her or his choices.&#8221;. [8] This is a concern that all data visualization artists should take to heart. All the works that I&#8217;ve mentioned in the preceding section stand out to me as pieces of art that exhibit a more than sufficient level of authorial intent and they are stronger for this. In Torrent Raiders, I go about motivating the visualization by foregrounding it in the context of the MPAA and their war on file-sharers.</p>
<p><img src="http://www.torrentraiders.com/paper/fig5.jpg" border="1" alt="" /></p>
<div>Fig. 5: An early 3D model of the Torrent Raiders ship resembling a riot helmet</div>
<p>Torrent Raiders is a visualization, but employs idioms and aesthetics of video games in order to engage the user in a fiction. The &#8220;player&#8221; of Torrent Raiders is put in the role of an operative tasked with surveilling Bit Torrent swarms. To move around and interact with the visualization, the player uses their ship (i.e. Raider), which bares a resemblance to a riot helmet, to traverse the planet and hunt down packets of data as they make their way to and from peers to the players computer. The visualization is set around the orbit of a representation of the Earth. The geographic location of each peer in the swarm is determined and represented through the use of a geolocation database. This is the basis for the spatial organization that I arrived at after experimenting with several less meaningful alternatives. I was actually quite surprised to find that no one had previously bothered to create visualizations of the geographic distribution of peers on Bit Torrent swarms since I believe that this brilliantly underscores its powerful distributed nature.</p>
<p><img src="http://www.torrentraiders.com/paper/fig6.jpg" border="1" alt="" /></p>
<div>Fig. 6: A screenshot from the Torrent Raiders prototype, December 2006</div>
<p>More information about individual peers can be gleaned by passing a targeting reticle over the peers. When the host computer begins downloading from a peer, objects representing packets, which vaguely resemble big rig trucks with a payload, begin to shoot out at a rate corresponding to the actual speed of transfer with the peer. When the player begins Torrent Raiders, they are told that their objective is to intercept and scrutinize as many of these packets as possible as a means of collecting evidence against individual file-sharers. The mechanism used to accomplish this is projectile weaponry.</p>
<p>After successfully shooting a packet, it is visually designated as having been intercepted and the player is awarded points. All packets travel up to a mothership, meant to represent the file being built on the players hard drive, that hovers ominously above the Earth. When enough evidence is collected against a peer, the player can shoot the peer with a special &#8220;subpoena blaster&#8221; weapon, effecting an overall litigation score against that peer. There is no game over, danger or opportunity to take damage, but scoring higher and damning more and more peers to hellish, albeit fictional, litigation can be rewarded with a spot on a global high score board.</p>
<p><strong> Distributed Surveillance</p>
<p></strong>One difficulty in visualizing Bit Torrent comes from its distributed architecture. It is only possible to visualize the swarm in relation to the host computer that Torrent Raiders being run on. As a means to create a broader visualization of a given swarm, information that the Torrent Raiders client collects as it is run gets sent to a database residing on the Torrent Raiders central server. Later, the aggregated information in this database will be fed into a Processing applet that will allow users to visually explore it inside a web browser.</p>
<p>This will only be useful if many Torrent Raiders users run the visualization on the same torrent swarms. To help facilitate this, TorrentRaiders.com will feature a message board where players can post &#8220;bounties&#8221; on specific torrents which will include direct links to .torrent meta files. I hope that this will help build a community around Torrent Raiders and foster a competitive element, giving players some agency in conducting traffic and surveillance to torrents of their specification.</p></div>
<div>Conclusion</div>
<div>
<p>As a dynamic data visualization of Bit Torrent, Torrent Raiders goes beyond an objective view of the protocol at work and casts it in the light of the current politics surrounding Bit Torrent&#8217;s pervasive usage to download copyrighted material. More than just a visualization, Torrent Raiders is a fully functioning Bit Torrent client with a fiction of its own that invites its players to play the role of the organization they most likely hate. While committing virtual violence on the packets of data they are policing, they are too complicit in the process, creating a complex and provocative aesthetic experience of information.</p></div>
<div>Acknowledgements</div>
<div>Thank you to my family, my classmates, Julian Bleecker, Michael Naimark, Mark Allen, Jeff Crouse, Alex Galloway, Ben Cerveny and Stamen Design.</div>
<div>References</div>
<p>[1,3] Electronic Frontier Foundation. &#8220;RIAA v. The People: Two Years Later.&#8221; <em>EFF.org</em>. 3 November 2005. 19 February 2007<br />
&lt;<a href="http://www.eff.org/IP/P2P/RIAAatTWO_FINAL.pdf">http://www.eff.org/IP/P2P/RIAAatTWO_FINAL.pdf</a>&gt;</p>
<p>[2] Baldas, Tresa. &#8220;Music piracy defendants fighting back.&#8221; <em>The National Law Journal</em>. 10 October 2005. ALM Media, Inc. 19 February 2007<br />
&lt;<a href="http://www.law.com/jsp/nlj/PubArticleNLJ.jsp?id=1128675912177">http://www.law.com/jsp/nlj/PubArticleNLJ.jsp?id=1128675912177</a>&gt;</p>
<p>[4,6,8] Manovich, Lev. &#8220;The Anti-Sublime Ideal in Data Art.&#8221; <em>Manovich.net</em> 2002. 19 February 2007<br />
&lt;<a href="http://www.manovich.net/DOCS/data_art.doc">http://www.manovich.net/DOCS/data_art.doc</a>&gt;</p>
<p>[5] Holmes, Brian. &#8220;Counter Cartographies.&#8221; <em>Else/Where: Mapping &#8211; New Carotgraphies of Networks and Territories</em>. Eds. Janet Abrams and Peter Hall. Minneapolis, MN: University of Minnesota Design Institute, 2006. 20-28.</p>
<p>[7] Brucker-Cohen, Jonah. &#8220;Police State: Protect, Serve, Subvert&#8221;. <em>Coin-Operated.com</em>. 19 Februay 2007<br />
&lt;<a href="http://www.coin-operated.com/projects/policestate">http://www.coin-operated.com/projects/policestate</a>&gt;</p>
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		<title>We Are Not Alone</title>
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		<description><![CDATA[2 part article on DigiCult Magazine by xdxd.vs.xdxd and penelope.di.pixel

It deals with identity, body, artificial intelligence, avatars, cyborgs, and digital ecosystems.

It’s the first article in which they spoke about NeoRealismo Virtuale [NeRVi]]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.artisopensource.net/network/artisopensource/wp-content/uploads/2008/09/wanalone.jpg"><img title="wanalone" src="http://www.artisopensource.net/network/artisopensource/wp-content/uploads/2008/09/wanalone-399x240.jpg" alt="" width="399" height="240" /></a></p>
<p>2 part article on DigiCult Magazine<strong> by xdxd.vs.xdxd and penelope.di.pixel<br />
</strong></p>
<p>It deals with identity, body, artificial intelligence, avatars, cyborgs, and digital ecosystems.</p>
<p>It’s the first article in which they spoke about NeoRealismo Virtuale [NeRVi]</p>
<p>feel a bit less alone by reading the article at DigiCult magazine:</p>
<p><a href="http://www.digicult.it/digimag/article.asp?id=1164" target="_blank">&gt; Part 1</a></p>
<p><a href="http://www.digicult.it/digimag/article.asp?id=1182" target="_blank">&gt; Part 2</a></p>
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		<title>Computer Art Congress 2</title>
		<link>http://www.neorealismovirtuale.com/2008/03/computer-art-congress-2/</link>
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		<pubDate>Sun, 30 Mar 2008 04:57:12 +0000</pubDate>
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		<description><![CDATA[Art is Open Source and NeRVi present Angel_F project in Mexico City at the Computer Art Congress 2.]]></description>
			<content:encoded><![CDATA[<p><img src="http://www.artisopensource.net/CACIcon.jpg" alt="" width="78" height="78" /></p>
<p>Art is Open Source and NeRVi present Angel_F project in Mexico City at the Computer Art Congress 2.</p>
<p>The international meeting researches on the evolution of digital practices as they affect arts and society.</p>
<p>I presented there the <strong>Angel_F</strong> project, together with <strong>penelope.di.pixel</strong>.</p>
<p>check out the informations about CAC2 at</p>
<p><a href="http://europia.org/CAC2/" target="_blank">&gt; CAC2 website</a></p>
<p><a href="http://paragraphe.univ-paris8.fr/" target="_blank">&gt; Laboratoire Paragraphe</a></p>
<p><a href="http://www.itesm.edu/wps/portal?WCM_GLOBAL_CONTEXT=" target="_blank">&gt; Tecnológico de Monterrey</a></p>
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