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Art & Culture Papers

Cybernetic Arts:

Metaphoric Networks in "Lexia to Perplexia"
N. Katherine Hayles
English Department
University of California, Los Angeles
Los Angeles, California 90095 USA
+1.310.835.3534
hayles@humnet.ucla.edu

Talan Memmott's "Lexia to Perplexia" reveals the co-originary status of subjectivity and electronic technologies. Instead of technologies being created by humans, this work imagines digital technology as present from the beginning, with subjects and technologies producing each other through multiple recursive loops.


notime: Identity and Collaboration

Victoria Vesna
Department of Design | Media Arts
University of California, Los Angeles
1300 Dickson Art Place
Los Angeles, California 90095 USA
+1.310.825.0925
vv@ucla.edu

This essay elaborates on conceptualization and development of a large networked art work: "notime". Although it describes the piece, it focuses mainly on the issues that inspired the project, the ideas that informed it, and the shifting meaning of collaboration.


Art in the Information Age: Technology and Conceptual Art

Edward A. Shanken
Department of Art & Art History
112 East Duke Building
Duke University, Box 90764
Durham, North Carolina 27708-0764 USA
+1.919.684.2224
+1.919.684.4398 fax
giftwrap@duke.com

This paper challenges disciplinary boundaries that obscure significant parallels between conceptual art and art and technology. Correspondences shared by these artistic tendencies offer grounds for rethinking the relationship between them as part of larger social transformations from the machine age of industrial society to the information age of post-industrial society.



Narrative Games:

A Preliminary Poetics for Interactive Drama and Games
Michael Mateas
Carnegie Mellon University
Computer Science Department
5000 Forbes Avenue
Pittsburgh, Pennsylvania 15213 USA
+1.412.268.3070
+1.412.268.5576 fax
michaelm@cs.cmu.edu

A theory of interactive drama that combines Aristotle's analytic categories with those of Janet Murray.


Rethinking Agency and Immersion: Videogames as a Means of Consciousness-Raising
Gonzalo Frasca
Georgia Institute of Technology
710 Peachtree Street North East #404
Atlanta, Georgia 30308 USA
+1.404.575.5614
frasca@jacaranda.org

This paper proposes a modified version of "The Sims" that would allow players to create behavioral rules for their characters that reflect their personal opinions. Like in Boal's Forum Theater, this game would foster critical discussion about social and personal problems.

Towards Computer Game Studies
Markku Eskelinen
Provosoft
PL 276, 00531
Helsinki, Finland
+358.9.7734495
markku.eskelinen@kolumbus.fi



Conversation Agents:


Dialogue With a Monologue: Voice Chips and the Products of Abstract Speech

Natalie Jermijenko
Center for Advanced Technology
New York University
710 Broadway, 12th Floor
New York, New York
10003 USA
+1.212.998.3382
+1.212.995.4122 fax
nat@cat.nyu.edu

This survey of the use of voice chips in consumer products and a competition for speech recognition interfaces to existing products demonstrates what we can learn from listening to our products and ourselves talking to them.

What Does A Very Large-Scale Conversation Look Like?
Warren Sack
University of California, Berkeley
SIMS
314 South Hall
Berkeley, California 94720-4600 USA
+1.510.643.3904
sack@sims.berkeley.edu

What does a conversation look like? This paper examines existing and emerging work on visualizing online conversations.


Schizophrenia and Narrative in Artificial Agents
Phoebe Sengers
Media Arts Research Studies
Institüt für Medienkommunikation
GMD Forschungszentrum
Informationstechnik GmbH
Schloss Birlinghoven
D-53754 Sankt Augustin, Germany
phoebe.sengers@gmd.de

This paper explores what it means for an agent to be designed and built with respect to a socio-cultural environment. It terms this way of doing AI "socially situated AI," differentiates it from the approaches taken in classical and alternative AI, and assesses its impact.





The Pleasures of Immersion and Engagement: Schemas, Scripts, and the Fifth Business
J. Yellowlees Douglas
Department of English
University of Florida
Gainesville, Florida 32611 USA
+1.352.392.0777 x301
jdouglas@nwe.ufl.edu

This essay, presented at the ACM Hypertext Conference, is the basis for an ongoing consideration of the aesthetic, cognitive, and design principles involving interactive narratives, games, and fiction.


Thick & Thin: "Direct Manipulation" & The Spatial Regimes of Human-Computer Interaction
Terry Harpold
Department of English
4008 Turlington Hall
University of Florida
Gainesville, Florida 32611-7310 USA
+1.352.392.6650 x 282
tharpold@acm.org

A discussion of representation of space in interactive games.






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