maryflanagan.com


UPCOMING
2011

–Talk at the Hood Museum, Hanover NH at the new Fluxus exhibition (likely May/June), “Fluxus and the Essential Questions of Life.”

–Talk at the AIGA Chicago, Design Thinking 2011 series

23-25 May  2011  / Gaming as Gateway to Computing for Girls and Women, NCWIT Summit on Women and IT: practices and ideas to revolutionize computing, NYC

6th May 2011  / Metadata Games for Archives and Libraries,” American Council of Learned Societies, Washington DC May

info{at}maryflanagan{dot}com

PAST

2011

2nd April 2011  /“Developing and Open Source Metadata Games System for Archives and Libraries,” New England Archivists, Brown U, Providence April

23 March 2011 / NHIP Conference Manchester, 7:30-4:30
Tiltfactor launches its New website, and new Immunization game!

7th – 8th March 2011 / University of Maryland
Digital Cultures and Creativity (http://dcc.umd.edu), Visit and Talks

4th – 5th March 2011 / Technologies of Meaning Conference
Johns Hopkins University and Maryland Institute College of Art
Exhibition of works in the [borders] series , Maryland Institute College of Art

3rd March 2011 (11:30am Thurs March 3) / Digital Media and Learning
Designing Learning Futures Conference, LA
Workshop: Real World Games (for Civic Action Platforms) with Susanna Ruiz, Benjamin Stokes

http://dmlcentral.net/conference2011

28th Feb – 2nd March 2011 / Game Developer’s Conference
Education Summit Panel, San Francisco
Building and Growing a Game Lab

16th February 2011  / Mary Flanagan Artists Talk
Bloomfield College, New Jersey.

14th February 2011  /“Relational Aesthetics + Mediation: Rule systems” Parsons MA in Media Studies program talk

12th February 2011  / Participant, Art/Technology Global Sample, a centennial panel at the College Art Association, curated by Mark Tribe and Chris Csikszentmihályi

30th January 2011 / Mary Flanagan Artists Talk
Writing Machine Collective Exhibition, Youth Square, Chai Wan Hong Kong

15th – 30th January 2011 / Exhibition of three works in the [borders] series
Computational Thinking in Existing Art Forms WMC_e4
(Writing Machine Collective) Youth Square, Chai Wan Hong Kong

15th – 23rd  January 2011 / Thinktank
METAL culture, Southend on Sea UK
with Artist, Author, and Organizer Ruth Catlow, Furtherfield.org and Rachel Lichtenstein, Artist and Author

October 8,9,10 / Speaking at Indiecade

September 6-7 / Trinity College Dublin

August 13-14/ Games for Girls WorkshopChicago

2010

May 24/ Games for Change Games 101 Workshop NYC, at Parsons/The New School

May 14 / Digital Humanities Symposium at Dartmouth College Hanover NH

June 7-9 / Trinity College Dublin

May 6-7 / Values in Design Workshop NYC, at NYU

April 12-16 / Keynote Speaker DIGITEL 2010 Taiwan, The IEEE 3rd International Conference on Digital Game and Intelligent Toy Enhanced Learning

March 14th / Keynote Speaker, Playing the City/Giocando la città, Modena Italia

2009

November 16 / Montreal International Games Summit panel

November 2 /MIT Gambit Lab and in the Purple Blurb lecture series

November 3 / Hood Museum Gallery Talk, Hanover NH

August 2009 / Show of perfect.city
South Korea

May 27-29 / Games for Change

March 27-April 1 / I will be in Hong Kong giving a series of consultations and talks

March 23-27 / Game Developers Conference 2009

March / L.A. Alumni group talk

February 2009 / Talk at the Transart Institute

2008

November / Talk at RISD

November / Talk at DIGRA NYC

October 30 – Nov 3 / Talk at Computer Space, Sophia Bulgaria

October 17 – 19 / Keynote at Future and Reality of Gaming

Sept 13 2008 / Massively Multiplayer Game Launch @ Conflux Festival

August / UC-Santa Clara Values in Design Workshop

July / Games, Learning and Society workshop

June / Games for Change NYC Panel

May / V2 Lab Talk, Rotterdam

April / Cornell Talk

March / Brooklyn Poly Panel

March / AERA Panel

February / GameLab Talk NYU

February / GDC Panel

January / Savannah Talk

January / Georgia Tech Talk

2007

October / Cinekids talk, Amsterdam

October 4 / Beall Center exhibition with GrandTextAuto folks

September 24-28 / Presentation of “A Method For Discovering Issues Around Values in Digital Games” at Digital Games Research Association (DIGRA), Tokyo

September / Presentation of “Locating Play and Politics: Real World Games and Political Action” at The Digital Arts and Culture Conference, Perth Australia

July / Maine College of Art visiting artist

June / MacDowell Colony Residency, New Hampshire

April / Game Design Heuristics for Activist Games, Full Paper, CHI (Computer Human Interaction Conf.)

April / Women in Games Conference, UK

April / Artists Talk, Rutgers University

April / Heading in Different Directions, Emerging Terrain in Games and Simulation Symposium, RPI

April / Artists Talk, University of Wisconsin Milwaukee Film Program

March / Artists Talk, School of Visual Arts March

March / eVALUating Games, NYU Workshop, NYC

March / [giantJoystick] in Feedbach, [domestic] in Gameworld, Laboral Art Center Inaugeral Show, Asturias Spain

February / Feminist Visualities conference, Cornell University

January / Graduate Colloquium and Exhibition Talk, Georgia Institute of Technology January

2006

December / Women Making Science: Problem, Progress, Power with The Feminist Press

June / panel organizer, “Trailblazers” at Games for Change conference, NYC

April-Maydistinguished visiting scholar at BTH Blekinge Institute of Technology, Sweden

April / Keynote Speaker, Code Conference Miami Ohio University

April / Artist’s presentation at the Neuberger Museum of Art

March / Serious Play presentation and Panel organizer, Serious Games Summit, GDC

March / Presentation at Living Game Worlds: Design Processes and the Future of Expressive Computing, Georgia Tech

January / American Folk Art Museum Panel, “I Taught Myself Everything I Know: Autodidacticism in New Media Art” organized by Mark Tribe, Brown U.,

December 2005 – 2006 / Residency, creative material group Portland Oregon

Speaker at College Art Association, Boston

Guest speaker at Columbia University, Women in Computing, NYC

The Virtual 2006: designing digital experience, Södertörn University, Stockholm

Nordic Games Conference, Malmo Sweden

exhibition of [giantJoystick] at HTTP gallery, London

Premier of collaborative work on Turbulence

Reading of e-texts in October

Artist’s Talk, Bowling Green State Univ. Ohio in conjunction with gallery installation

2005

October / Microwave International Media Festival Exhibition, Hong Kong

September / AIGA Design conference

June 1-10 / Guest and Keynoter at ICT summer school, Stockholm

April / Juror for Southshore Arts Center TechArt II show, part of Cyberarts Boston

March / keynote speaker at U FL games conference

February / juror on the New York State Foundation for the Arts grant program

February / speaking at St. Louis Museum

February / showing [domestic] at ARCO in Milan

Residency in December at iPark, CT

UW-Milwaukee Film Program Colloquia inaugeral speaker for critical studies program

two papers given at DIGRA

conference in Vancouver

speaking about game design for girls at  the Btween International Festival in the uk, http://www.btween.co.uk/

Co-curating an art and games show to coincide with digra spring 2005

visiting speaker/visiting critic this spring at Pace University, Parsons, Georgia Tech, MassArt, nd Stockton College in New Jersey

2004

November / I’ve just been to UNIVERSITÉ PARIS IV-SORBONNE to give a paper called “Playculture: Work, Leisure, and the Digital Vernacular” at the Leisure and Liberty in North America conference

2003-2004 / I was an invited speaker at the Inter Society of Electronic Arts conference in Helsinki, University of Auckland (multiple engagements), Emerson college, Columbia University, The Art Institute of Chicago, MIT Media Lab, the Plaything Conference Keynote speaker in Sydney Australia, and the NY Law School. Upcoming engagements include University of Maine, St. Louis Center for Contemporary Art, the Steirischer Herbst festival in Austria, the British HCI conference, + the Sorbonne in Paris, among others.

October 2004 / showed work and speaking at the steirischer herbst festival in Graz Austria.

Sept 2004 / spoke at the University of Maine, “Code & Creativity IV Games: Making & Unmaking the World.”

August / Talk with collaborator ken perlin at InterSociety of Electronic Arts (ISEA) conference, Helsinki, “Cultural Softwares: Artistic Tools & DIY Networks;”

August / [ineffable] at siggraph

August / invited to BANFF canada new media summit/thinktank on mobile technologies

July / speaking at Teacher Institute for Contemporary Art at the Chicago Art Institute

June-July / [domestic] @GiganticArtSpace, NYC

June / National Womens Studies Assn conf panel

April / University of Auckland International Strategic Opportunities and Research Collaborations visit

Also article on subversive use of computer games going online at the New York Law School Review (peer reviewed journal) www.nyls.edu/lawreview

March 18 – May 16 / [phage] at the Guggenheim, Seeing Double show, panel discussion May 8th

March 24 / Presidential Roundtable, Gender and Computer Games

March 17 / Talk at Emerson College

Talk at Columbia’s Digital Media center

2003

Visit to Mitch Resnick’s Lifelong Kindergargen program, MIT Media Lab

Plaything, Sydney Australia October – premiere of [domestic] game project

December / Artist’s talk, UC-Colorado Springs

November 4-6DiGRA Conference in Utrecht

May 19 – 23 / Showing work at the Digital Arts and Culture Conference, Melbourne

May 19 / [search] opening

May / Visiting Artist and Artist Presentation, State Library of Victoria, Melbourne, Australia

April 16-19 / “SIMple and Personal: Domestic Spaces and The Sims” Joint meeting of the Popular Culture and American Culture Associations, New Orleans

Feb 27 – Mar 1 / “[search]-ing” 9th Biennial Symposium for Arts and TechnologyAmmerman Center for Arts and Technology at Connecticut College

February 7 – 9 / INTERACTIVE FUTURES: New Stories, New Visions Victoria Independent Film and Video Festival – http://www.vifvf.com/ University of Victoria, British Columbia, Canada

The State of Play: Panel at NY Law School

Harvestworks Residency

NY Law School-Information Society Project at Yale Law School State of Play conf

Carbon Versus Silicon: Thinking Small/Thinking Fast Banff New Media Summit

2002

December / Co-host at Melinda Rackham’s subtle.net

November 23 / 2002 [contamination] installation at MotelHaus, Eugene OR

November / Artist talk at U Washington

October 10 – 16 / [phage] at the Moving Image Center, Auckland

July – Aug / The Physics Room, New Zealand- Installation

May / Showed work + gave talk at Experimenting Arts and Sciences Conference, Aarhus Denmark

April / Showed work in “Northwest Documenta” in Salem OR showcasing Pacific NW contemporary art

February 7 – 9 / Gave a paper “The ‘Nature’ of Networks: Space and Place in the ‘Silicon Forest’” at the Nature and Progress: Interactions, Exclusions, Mutations Conference, University of Paris-Sorbonne

[remotion] Internet Artwork at CODEDOC, Whitney Artport

[search] Internet Artwork premiers “Mapping Transitions” exhibit, University of Colorado, Boulder

FutureScreen 2002 Sydney Australia – in the “all star data mappers” show

[collection] in the Whitney Biennial

2001

Santa Cruz Art League showcases work in arts and technology show

Talk at the UAAC in Montreal in October about transgenic art and feminism

September / [rootings] premiering at turbulence.org website

August / Showed [collection] at The Banff Centre New Media Institute

April – July / Visiting Professor, Interactive Artist Computer Science + Information Engineering, National Taiwan University, No. 1 Sec. 4 Roosevelt Rd, TaipeiWork on multidisciplinary human-computer interface projects

March / “Artist’s Talk” Reina Sophia Museo Nacional Centro de Arte, Madrid

January 21 / [The Perpetual Bed] Stuttgart Filmwinter Special 3D exhibition, Stuttgart Germany

February 28-March 3 / College Art Association, “The Surreal, the Hyperreal, and the Virtually Real” Panel Participant

2000

June – December / DIGITAL2000: International Competition and Exhibition New York and Philadelphia. The exhibition of the winning works will travel to the following venues: Central Fine Arts Gallery in SoHo, NYC, the Technology Gallery at The New York Hall of Science (NYHOS) (Sept.18-Nov.26), and Silicon Gallery in Philadelphia (Dec.1-31). Showing [phage]. Juror: John Ippolito, Guggenheim.

July 23-28 / Siggraph 2000 New Orleans

July 22-27 / work going to be at VRML show at Art Gallery at Siggraph 2000, New Orleans

August 2- 4 / Digital Arts & Culture Conference, Bergen Norway showing installation

21-24 February / ACM SIGGRAPH sponsored Web3D/VRML Symposium Monterey, CA, USA

VRML Art 2000 – VRML-ART 2000 shows important advances in the content and structure possible in the Web 3D medium. The works amplify a new wave of creative output by artists and designers, who have specialized on internet

February 21-24 / Web3D-VRML 2000 Monterey, CA, USA

April 14 – 15 / Urban Girls Conference, Buffalo NY

May 21-27 / 6th annual Computer Arts Festival, Maribor, Slovenia



SOME HIGHLIGHTS

ARTnews 2011 piece on game-related art, featuring Flangan’s work and others

A 2011 video interview about the POX game

Rick Ganley’s 2011 NHPR Morning Edition interview with Flanagan on POX

Stephanie Clifford’s piece on the new Monopoly game from Hasbro in the New York Times.

A 2010 interview with Vermont television about Metadata games; also here

With E. Navas for a gallery show at CalIT2

In a Podcast with MIT for Critical Play

Speaking in podcast with the Brainy Gamer

Caught the 2008 SXSWi conference in Austin TX

In an artist’s talk at Columbia University

Glimpsed in a video about a nifty robot show she co-curated in 2004.


2011
Miranda, Carolina A. Let the Games Begin: Artists are designing or adapting to video games to comment on politics, art, and games themselves. ARTnews, April 2011, pp. 79-85.

Plenda, Melanie. “POX: Play the game, save the people.” New Hampshire Union Leader, 8 April 2011, B1

HealthNewsDigest.com spreading the word on POX, “Game Developed at Dartmouth Helps Players Understand Infectious Disease Control.”

Ganley, Rick. “POX: The Board Game.” New Hampshire Public Radio Morning Edition, 4 April 2011.

Clifford, Stephanie. “No Dice, No Money, No Cheating. Are You Sure This Is Monopoly?” The New York Times, Business Section 15th Feb 2011.

2010

Interview on Resonance FM, London Oct 27.

Barber, Bonnie. “A Humanist Approach to Game Design.” Dartmouth Now, June 5, 2010

In 18 minutes, TEDx tackles issues, By Linday Brewer Published on Monday, April 19, 2010

Profs. discuss ‘digital humanities’, The Dartmouth, by Annie Jones, Monday, May 17 2010

Sullivan, Adam. “Can Videogames Help Kids?” (Metadata games) WCAX.com (Print and Video) 29 September 2009

2009

Book Review: Critical Play, in I.D. The International Design Magazine /
October 2009

Slam Multimedia
(in German)  /

October 2009

Dartmouth Professor Creates Recession-Inspired Video Game. Wired Campus: Chronicle of Higher Education. /
March 2009

Games Magazine /
October 2009
Labeling Library Archives Is a Game at Dartmouth College by Marc Beja /
August 2009

2008

FLYP  /  Move over Whitman, there’s a new poetry in town
by Chris Bravo & Lindsey Schneider

Nashua telegraph  /  New endowed humanities professor at Dartmouth has got game
by Dave Brooks

NotesOnGameDev  /  Mary Flanagan: Designer, Tiltfactor
by Beth A. Dillon

How Video Games Can Help in the Classroom, and in the World, Chronicle of Higher Education/ Mary Flanagan: Designer, Tiltfactor
by David Debolt

Concord Monitor  /  ‘Social activist’ with a joystick
by Martin Downs

2007

El Comercio, Spain  /  Por fin, un museo del siglo XXI Part 1, Part 2
by Miguel Moran Gijon

Nueva Espana, Spain  /  El motor del la Ciudad de la Cultura se pone en marcha

El Mundo, Spain  /  La Laboral pone a Gijon en vanguardia
by Patricia Del Gallo

ABC, Spain  /  Gijon apuesta por el arte y la tecnologia con un pionero laboratorio de ideas
by Natividad Puldo

La Razon, Spain  /  Los videojuegos ganan la partida al arte
by J. Ors

La Voz de Asturias  /  Laboratorio para el arte
by Blanca A. Gutierrez

[giantJoystick] featured at Indycade 2007

2006

Mary Flanagan featured in “8 Bit”, a documentary film about art and video games

ABC News  /  Turning 8-bit Video Games Into Art (video)

We Make Money Not Art  /  [giantJoystick] review
by Regine

Make Magazine  /  [giantJoystick] Review

The Guardian UK  /  Giant Joystick on Exhibition in UK

GAMASUTRA  /  Event Wrap Up: Girls ‘N’ Games
by Beth A. Dillon

ineffable in New Media Art
by Mark Tribe (Editor), Reena Jana (Editor), Uta Grosenick (Editor)

Rhizome  /  A new Play-List
by Irene Wu

BBC Online  /  The Taking Part that counts!
by Ryan O’Riordan

Make Magazine Online  /  Giant Atari 2600 Joystick
Entry posted in Blog by Phillip Torrone

Creative Europe  /  Game/Play
Entry posted by Gillian White

Aeropause  /  Giant Atari Joystick

Bernie DeKovan, Of Art and Fun  /  The Game/Play Blog
Posted by Pat Kane

Weird Gizmos  /  Top 5 Strangest Atari Gadgets
Posted by Tina

Gay Gamer  /  Joystick Envy

Resonance  /  Micro Clear Spot (radio)
15 min slot on Tuesday 15 September at 13.45

Haringey Gazette  /  week 31
National Newspaper Supplement

Guardian Guide North and London  /  Preview
by Robert Clark

National Art and Architecture Magazine
Saturday 29 July 2006

Blueprint Review
October 2006 issue

2005

neural.it  /  ineffable review
by Eleonora Calvelli

2003

Fine Art Forum  /  reload Review
by Linda Carolli

Syndey Morning Herald, Australia  /  Quite Contrary
by Jacqui Taffel

2002

Newsweek  /  Are Museums Obsolete?
by Michael Rodgers

Eugene Weekly  /  The Space Between Edges
by Lois Wadsworth

k Reviews Archive  /  Reload: Rethinking Women + Cyberculture
Reviewed by Michael R. Mosher

Afterimage  /  Reloading Cyberfeminism. – Reload: Rethinking Women and Cyberculture – book review
by Katie Mondloch

The New York Times  /  Never Mind the Art Police, These Six Matter
by Holland Cotter

I Love You Virus Show  /  Virus Charms and Self-Creating Code
by Alessandro Ludovico

Looking for Art in All the Wrong Places
by Jon Ippolito & Joline Blais

2000

The Montreal Gazette /
True Role Model in Cyberspace: University Professor invents Free Internet Game to Empower Young Girls.

By Kate Swoger
2nd November 2000

The Chronicle of Higher Education  /  Professor Creates a Web-Based Game for Girls
By Nina Willdorf

1999

UB Today  /  Daring Digital Artist, Part 1 / Part 2
by Patrick Klinck











En Brief: Mary Flanagan is an innovator focused on how people create and use technology. Her groundbreaking explorations across the arts, humanities, and sciences represent a novel use of methods and tools that bind research with introspective cultural production. As an artist, the collection of over 20 major works range from game-inspired systems to computer viruses, embodied interfaces to interactive texts; these works are exhibited internationally. As a scholar interested in how human values are in play across technologies and systems, Flanagan has written more than 20 critical essays and chapters on games, empathy, gender and digital representation, art and technology, and responsible design. Her three books in English include Critical Play (2009) with MIT Press. Flanagan founded the Tiltfactor game research laboratory in 2003, where researchers study and make social games, urban games, and software in a rigorous theory/practice environment. She is the Sherman Fairchild Distinguished Professor in Digital Humanities at Dartmouth College.

http://www.maryflanagan.com; http://www.tiltfactor.org

+ + +

More Information:

Known for her theories on playculture, activist design, and critical play, Mary Flanagan has achieved international acclaim for her novel interdisciplinary work, her commitment to both theory and practice, and her ongoing pioneering contributions to the field of digital art. Her research examines the boundaries between the personal and the public, perception, power, and what technology can teach people about themselves. Using the formal language of the computer program or game to create systems which interrogate seemingly mundane experiences such as writing email, using search engines, playing video games, or saving data to the hard drive, Flanagan reworks these activities to blur the line between the social uses of technology, and what these activities tell us about the technology user themselves. Her artwork ranges from game based systems to computer viruses, embodied interfaces to interactive texts; these works are exhibited internationally at venues including the Laboral Art Center, The Whitney Museum of American Art, SIGGRAPH, Beall Center, The Banff Centre, The Moving Image Center, Steirischer Herbst, Ars Electronica, Artist’s Space, The Guggenheim Museum New York, Incheon Digital Arts Festival South Korea, Writing Machine Collective Hong Kong, Maryland Institute College of Art, and venues in Brazil, France, UK, Canada, Taiwan, New Zealand, and Australia.

As a researcher, she focuses on popular culture, digital studies, and computer games to look at issues of representation, behavior, equity, and process. In the field of creative writing, Flanagan is known as a writer of electronic literature, and she is also a poet, with work in The Iowa Review, Barrow Street, Saranac Review, Mudfish, and other books & periodicals. She has written more than 20 critical essays on digital art, cyberculture, and gaming in periodicals such as Art Journal, Wide Angle, Intelligent Agent, Convergence, and Culture Machine, as well as several books. Her books in English include reload: rethinking women + cyberculture (2002), re:SKIN (2007), and Critical Play (2009), all with MIT Press. She writes about popular culture and digital media such as computer games, virtual agents, and online spaces in order to understand how they affect and reflect culture. She is also co-author with Matteo Bittanti of Similitudini. Simboli. Simulacri, on the game The Sims (in Italian, Unicopli 2003).

Flanagan is the founding director of he theory/practice laboratory she founded in 2003, Tiltfactor, focused on the design of and research on computer games, board games, urban games, and other software that fosters a joyful commitment to human values. She is also the creator of “The Adventures of Josie True,” the first web-based adventure game for girls.

Mary Flanagan holds MFA and MA degrees from the University of Iowa, a BA in Film from the University of Wisconsin-Milwaukee, and a Ph.D. in Computational Media from Central Saint Martins College of Art and Design, University of the Arts London UK. Flanagan’s work has been supported by commissions, the National Endowment for the Humanities, the American Council of Learned Societies, Microsoft Research, and she has been PI or co-PI on six National Science Foundation research grants. Flanagan is the founder of techARTS, a not-for-profit program in Buffalo to encourage girls’ use of technology by exploring the arts with computers. She is the Sherman Fairchild Distinguished Professor in Digital Humanities at Dartmouth College,. http://www.maryflanagan.com; http://www.tiltfactor.org.

Flanagan on wikipedia here.

Blog: the lovely GrandTextAuto.org

See more at Mission to Learn+ Games4Change

My creative practice investigates human relationships with systems — technological, representational, linguistic, and experiential — from my position in a technologically-infused society. In my work I explore the relationship between such systems and their intersections with everyday life. Therefore, games, computer viruses, search engines, cell phones, email — seemingly boring or ordinary computationally-driven systems — become for me extraordinary and revealing artifacts representing themes of human desire, intimacy, secrecy, language, and the conceptual spaces of machines themselves.

I use technologies such as computer game engines and networked databases as materials by which to explore the cultural impact of digital technology as it permeates everyday life, while it in turn is continually reshaped. The process of creating the work feeds from ‘internet culture’ and ‘computational customs’, investigating how flippant trends become ongoing conceptual and physical ‘truths.’ Making these works is a way of creating alternate systems which reach a peace with the both the impermanence of the medium and its forms: the simultaneous fleeting nature of bits and bytes and conversely, the way these forms forge more lasting conceptual systems. The work manifests in a variety of forms: web-based media, computer applications, games, software, and social convention — forms governed by rule sets which render possible worlds, yet each system involves serendipity and accident as aleatoric, experiential interventions. These eruptions of chance operations work entirely within the way systems offer flexibility in their construction of rules. within the very code that paradoxically is to create can be programmed to create situations of extreme variability. To me, works based on algorithms need such accidents to ‘humanize’ the planned, calculated precision of the program in the development process, even if this results in a very precise final outcome. Each of the works represents a blend of research, process, procedure, and performance/execution. In this way these conceptually driven works form a hybrid of research, process, and performance.



book_criticalplay

“In Critical Play, Flanagan uncovers a secret history of games buried deep inside folk culture, experimental media, and the world of art. Critical Play should be required reading for anyone who cares about the cultural importance and future potential of games.”
—Eric Zimmerman, game designer and co-author of Rules of Play

“Mary Flanagan has written a marvelous book in Critical Play. As an artist and scholar, Flanagan examines play through sources that range from the Mexican Revolution of 1910 and Johan Huizinga to Marcel Duchamp and the often-overlooked Roger Caillois. Flanagan examines games and play from dollhouses to board games, from Alberto Giacometti to Fluxus, enabling us to see what it is that makes play critical. The core issue of the book is creating forms of play that ask important questions about human life. After a grand romp through the territory and history of play, Flanagan provides a crisp practical theory in her game design model. What a book! I’m ready to shake the dice and start again.”
—Ken Friedman, Professor, Dean, Faculty of Design Swinburne University of Technology, Australia

CRITICAL PLAY: RADICAL GAME DESIGN

2009

For many players, games are entertainment, diversion, relaxation, fantasy. But what if certain games were something more than this, providing not only outlets for entertainment but a means for creative expression, instruments for conceptual thinking, or tools for social change? In Critical Play, artist and game designer Mary Flanagan examines alternative games—games that challenge the accepted norms embedded within the gaming industry—and argues that games designed by artists and activists are reshaping everyday game culture.
Flanagan provides a lively historical context for critical play through twentieth-century art movements, connecting subversive game design to subversive art: her examples of “playing house” include Dadaist puppet shows and The Sims; her discussion of language play includes puns, palindromes, Yoko Ono’s Instruction Paintings, and Jenny Holzer’s messages in LED. Flanagan also looks at artists’ alternative computer-based games, examining projects from Persuasive Games and Gonazalo Frasca and other games created through the use of interventionist strategies in the design process. And she explores games for change, considering the way activist concerns—among them Darfur, worldwide poverty, and AIDS—can be incorporated into game design.
Arguing that this kind of conscious practice—which now constitutes the avant-garde of the computer game medium—can inspire new working methods for designers, Flanagan offers a model for designing that will encourage the subversion of popular gaming tropes through new styles of game making, and proposes a theory of alternate game design that focuses on the reworking of contemporary popular game practices.
Read the first chapter and see more at the MIT Press website.


book_reskin

re:skin

2006

re:skin is a collection of fiction and theory engaging with issues that surround the technological manipulation of the body. From plastic surgery to fur implants, from illegal tattooing to skin grafts, the use of technology to alter the physical body is, for women writers, less a tool for empowerment than a means to construct alternative, multiple selves. Bodily boundaries are malleable, and bodily markers which distinguish bodies are reprogrammable. The pieces gathered reskin claim that the technologically mutable body is neither simply liberating nor limiting, but offers instead narratives of ways of living in, and adapting to, a technological culture.
Preview the table of contents, and see more at the MIT Press website.

book_reloadcover

reload: rethinking women + cyberculture.

2006
Cambridge MIT Press, 2002

The co-edited collection reload is a volume which mixes
women’s cyberpunk fiction with theoretical investigations into
cybercultural aspects such as web communities, fan culture, subjectivity in computer games, cinematic representations of cyborgs, and artists’ technological projects. MIT Press website

book_simscover

Similitudini. Simboli. Simulacri:(SIMilarities, Symbols, Simulacra)

Bittanti, Matteo + Flanagan, Mary
Milan: Edizioni Unicopli, 2003

This co-authored book, in Italian, explores domestic space, player experience, and the fan culture of The Sims.

Values At Play

Values At Play

2011

The book Values at Play with Helen Nissenbaum is in production with MIT Press.

Book of Jing: Withholding Agent

Book of Jing: Withholding Agent

2011

The Book of Jing: Withholding Agent is Book One of The Book of Jing graphic novel series, with Jonathan Jay Lee.

Exploring the Creative Potential of Values Conscious Design: Students’ Experiences with the VAP Curriculum. Eludamos: Journal for Computer Game Culture
with Jonathan Belman, 2010.


Designing Games to Foster Empathy.
Cognitive Technology, 14(2).
with Jonathan Belman (in press).

Instructional Methods and Curricula for Values Conscious Design. Loading: The Official Journal of the Canadian Games Studies Association, 3(4).
with Jonathan Belman and Helen Nissenbaum (2009).

Play, Participation, and Art: Blurring the Edges.
Context Providers.
Margot Lovejoy, Christiane Paul, Victoria Vesna, eds. Bristol, UK: Intellect Press, 2010

An Appreciation on the Impact of the work of Sonia Landy Sheridan.
The Art of Sonia Landy Sheridan.
Hanover, NH: Hood Museum of Art, 2009, 37-42.

Anxiety, Openness, and Activist Games: A Case Study for Critical Play.
Proceedings of the Digital Games Research Association
with Anna Lotko, Uxbridge UK, 2009

Creating Critical Play
Artists Rethinking Games.
Eds Ruth Catlow, Marc Garrett, and Corrado Morgana. Liverpool: Liverpool University Press, 2010, 49-53.

A private correspondence to David Theurer: Written by H. P. Lovecraft, 12th January 1919, released by Mary D. Flanagan.
Well Played.
Ed. Drew Davidson. Pittsburgh: Carnegie Mellon/ ETC Press, 2009

The Sims: Suburban Utopias.
Space Time Play. Synergies Between Computer Games, Architecture and Urbanism
Eds. Friedrich von Borries, Walz, Steffen P. Walz, Mattias Böttger. Birkhauser Publishing, Basel Boston Berlin, 2007, 150-152.

RAPUNSEL: How a computer game designed based on educational theory can improve girls’ self-efficacy and self-esteem.
Proceedings of the American Educational Research Association
Plass, J. L, Goldman, R., Flanagan, M., Diamond, J., Dong, C., Looui, S., Hyuksoon Song, H., Rosalia, C. & Perlin, K.
Chicago, April 2007

Locating Play and Politics: Real World Games and Political Action
Proceedings of the Digital Arts and Culture Conference
Perth Australia Dec 2007

A Game Design Methodology to Incorporate Social Activist Themes.
Proceedings of CHI 2007
Flanagan, Mary, and Nissenbaum, Helen.
New York, NY: ACM Press, 181 – 190

Rethinking the F Word: A Review of Activist Art on the Internet
National Women’s Studies Association Journal (Special Issue: Feminist Activist Art) Volume 19, Number 1
Flanagan, Mary and Looui, Suyin
Spring 2007, 181-200

Feminist Art Activist Roundtable
National Women’s Studies Association Journal (Special Issue: Feminist Activist Art)
Volume 19, Number 1, Spring 2007.

My Profile, Myself in Playculture
Exploring Digital Artefacts
Johan Bornebusch and Patrik Hernwall, Editors. M3 Publication, 2006, 20-29

Making Games for Social Change
AI & Society: The Journal of Human-Centered Systems
Springer London: Springer, 20(1), January 2006

The ‘Nature’ of Networks: Space and Place in the Silicon Forest
Nature et progrès : interactions, exclusions, mutations
Ed. Pierre Lagayette. Paris : Presses de l’Université. Paris-Sorbonne, 2006

New Design Methods for Activist Gaming
Proceedings from DiGRA 2005
Mary Flanagan, D.C. Howe, Helen Nissenbaum
16-20 June, Vancouver, BC, Canada

Troubling ‘Games for Girls’: Notes from the Edge of Game Design
Proceedings from DiGRA 2005

16-20 June, Vancouver, BC, Canada

Values at Play: Design Tradeoffs in Socially-Oriented Game Design
Proceedings of the CHI 2005 conference on Human factors in computing systems
Mary Flanagan, D.C. Howe, Helen Nissenbaum
CHI 2005, 2-7 April, Portland, Oregon

Une Maison de Poupee Virtuelle Capitaliste? The Sims: Domesticite, Consommation, et Feminite
Consommations & Sociétés: Cahiers pluridisciplinaire sur la consommation et l’interculturel
Ed. Mélanie Roustan et Dominique Desjeux

the bride stripped bare to her Data: information flow and digibodies
Data Made Flesh
Thurtle et al. 2003

Next Level: Women’s Digital Activism through Gaming
Digital Media Revisited
Edited by Andrew Morrison, Gunnar Liestøl & Terje Rasmussen, Cambridge: MIT Press, 2003, 359 – 388

Developing Virtual Performance Spaces
American Puppetry
Ed. Phyllis T. Dircks. New York: Theatre Library Association, 2004

Hyperbodies, Hyperknowledge: Women in Games, Women in Cyberpunk, and Strategies of Resistance
reload: rethinking women + cyberculture
Cambridge: MIT Press, 2002, 425-454

navigable narratives: gender +narrative spatiality in virtual worlds
Art Journal
Vol 59 no. 3, Fall 2000, 74 – 85

Response to Celia Pearce: About Computer Gaming
First Person
Ed. Noah Wardrip-Fruin and Pat Harrigan. Cambridge: MIT Press

Mobile Identities, Digital Stars, & Post-Cinematic Selves
Wide Angle: Issue on Digitality & the Memory of Cinema
21:3, 1999

Digital Stars Are Here to Stay
convergence: the journal of research into new media technologies
Eds. Julia Knight + Alexis Weedon, University of Luton, Summer 1999. Print and Internet

Spatialized MagnoMemories
Culture Machine 3 – Virologies: Culture and Contamination
Eds. David Boothroyd and Gary Hall. 2001



software / controller / computer

[domestic] uses a software engine normally used to generate violent first-shooter video games in order to reconstruct a remembered childhood space where a dramatic event has taken place: a house fire.

The participant navigates an oddly constructed domestic space. Spaces alternate between claustrophobic hallways and rooms with seemingly endless ceilings, breaking with the visual conventions of 3D gaming in its more predictable interpretation of physical space. In [domestic], participants encounter an ambiguous rendering of scale. Family snapshots and shifting, morphing unstable texts line the surfaces of the space. The snapshots, soft-focus images of typical domestic scenes, are projected overwhelmingly large, bringing the perceived scale of doorways and rooms into question. The perfectly crisp and squared walls typical of computer game geometries further abstract the sense of space.

Players encounter fire in the space and are able to shoot “coping mechanisms” at the walls and at the growing fire in order to contain these as they threaten to consume the world and the player. These mechanisms are manifested as book covers from romance novels, popular as an escape from the mundane aspects of domestic life.

[domestic] functions as both a virtual, interactive installation and a flexible means of storytelling, where the navigator is free to explore and linger. There is a subtle anxiety between traditional 3D game conventions and discovery in the highly stylized nature of the [domestic] experience.The ‘house’ depicted is less a physical space as a psychic one, a container for memory, with texts lining and extruding from walls. Recalling simple childhood memories (“it was springtime. A little muddy”), the world offers conflicting impressions and suggests a gap in memory (for example, a staircase built from the word ‘reconstructed’).

The work provokes the questions, what are the ways space and memory are cognitively tied and can such ties be re-experienced? What role, if any, does narrative and memory have in contemporary computer games? How can we ‘see’ memory?

[domestic] premiered at the Playthings Exhibition in Sydney Australia in October 2003, organized by DLux media|arts.

Read about [domestic] in the 2006 book New Media Art

Additional credits:
Andrew Gerngross, weapons designer



software / controller / computer


[six.circles] is a 2 player conceptual game exploring cooperation and competition through the construction of simple geometic objects.

The goal is to be the first to construct a series of 6 circle forms while fending off viruses seeking to infect each piece. Players are obliged to periodically attach infected pieces to their chain of forms and have to negotiate and sacrifice to cooperatively prevent the spread of the disease, all while attempting to win the game. While one player generally wins, the structure of the game explores themes of cooperation, interdependence and conflicting goals in play.

If the player finds the case that all of the pieces of a given chain are infected, the infection changes with each turn to a full blown diseased piece which can no longer be assimilated into a circle. If an entire chain is diseased, it spawns new disease pieces with each turn. 

The game is inspired by the Six Circles mathematical theorem which states: within any triangle, any chain of circles that touch both their circular neighbors as well as two of the sides of the triangle is limited to a maximum of six circles. This dry geometric law subtly suggests a mathematical proof supporting the need for balance in any given community. Any large circle leaves less room for the remaining circles, suggesting sustainability. This theorem provides an approach towards collaboration within a community.  

Originally commissioned by the Wooloo (link to the site) organization for the show ‘Thank You’, an HIV awareness project raising funds for the creation of an HIV Education Center in the township of Khayelitsha, South Africa via online interactions with the art work.

[six.circles] premiered at Artists’ Space, SOHO NYC in December 2004.

Special thanks to Ruth Catlow & Joline Blais for their indispensable input
Technical Engineering + Additional Design: Christopher Egert
Game server hosting generously provided by the
Rochester Institute of Technology’s
Collaborative Multimedia Experience group
Information Technology Department

Many thanks to Jon Ippolito, Joline
Blais, and the University of Maine’s
Code & Creativity v3.0 :
“Games: Making and Unmaking the World”



software / network / computer

When it was proclaimed that the Library contained all books, the first impression was one of extravagant happiness. All men felt themselves to be the masters of an intact and secret treasure… At that time it was also hoped that a clarification of humanity’s basic mysteries […] might be found. …
There are official searchers, inquisitors.
I have seen them in the performance of their function: they always arrive extremely tired from their journeys; they speak of a broken stairway which almost killed them; they talk with the librarian of galleries and stairs; sometimes they pick up the nearest volume and leaf through it, looking for infamous words.

Obviously, no one expects to discover anything.

–Jorge Luis Borges, “The Library of Babel” (1)

Information technology has become an indespensible element in communication, play, and work. For example, a recent study shows that a typical office worker relies more on e-mail communication than face-to-face contact to share knowledge.(2) Almost every computer user relies upon Internet search engines to gather information, seek entertainment, and find pleasure. Search engines are deeply embedded into daily activity-they are the primary way people in the 21st century seek information …”we depend upon them so utterly.” (3)

Searching the internet, however, is regularly confusing and chaotic. Like Borges’ inquisitors mentioned in the passage above, searchers are regularly besieged with lists of thousands of results, and no systematic keyword system has yet developed to standardize the language of the search.(4) Searching can be frustrating, and the material discovered is often inaccurate. Searchers themselves offer to the mix complicated requests, misspellings, and odd X-rated content descriptions; the kinds of things people search for might seem disturbing, petty, or peculiar.

Search engines map, through phrase-like inquiries, our desire to find knowledge. Monitoring such desires allows us to read and live through other people’s interests.(5) To further explore this very critical aspect of Internet life, I developed [search]. [search] is an internet-based application which explores the human desire for information and knowledge through real-time monitoring of internet search engine inquiries from around the world. This research ties in specifically with my internet-based artistic practice, pushing the performative, live, and user-influenced aspects of pieces such as [remotion] (2002), [collection] (2001) and [rootings] (2001).

The work conceptually explores everyday life: how do people use technology in their daily lives? What are the commonalities of human desire? How is the desire affected by the internet’s inherent immediacy? What kinds of language do people bring to search engines? Does the kind of language used by searchers tell us something about how people view the internet and technology? Do people search for material or experiential items? How much time do people spend searching for sex, drugs, or money? Do people spend an equal amount of time searching for friends, god, and spirituality? Are our human values exposed through search engines? What is the data most sought after?

[search] is programmed using the Lingo programming language. Users click on words in the live search feed as they find words in others’ searches which interest them. These words separate, and conduct their own searches on themselves. Users can drag two words together which interest them to produce associative searches.

At this point, who is the searcher? What is being searched?

Acknowledgements:

-This project was funded by a commission from the University of Colorado @ Boulder.
-Special thanks to Brian Brantner, software engineer on the project. He can be found at http://www.marcotte.com.
-AskJeeves.com is used for the search engine feed
-EAT: Edinburgh Associative Thesaurus, a psycholinguistic database, is used to search joint searches from dragged “wordcloud” items

____________

1 Borges, Jorge Luis. “The Library of Babel.” Labyrinths. New York: New Directions, 1964, 55.

2 “Survey Shows Office Workers Rely More Heavily On E-mail Than Face-to-Face Contact to Share Knowledge; AIIM Attendees Surveyed on Work Practices.” Business Wire March 7, 2002, 2393.

3 Toto, Christian. “Web Wise.” Insight on the News, Dec 10, 2001.17:46, 32-34.

4 Guernsey, Lisa. “The Search Engine as Cyborg.” The New York Times. Technology Sect. Jn 29 2000.

5 Garrity, Bronwyn. “Some Cyberspace of Her Own: Escapes From the Dark Horrible Sucking Trail of the Lost Voice.” The Nation, March 19, 2001. 272:11, 25.



online software application

[the perpetual bed] is an online world that emulates my 91 year old grandmother’s experience during a hospitalization where she floated in and out of consciousness and coherence. The environment allows the participant to explore boundaries between the real world and a dreamlike state using animated photographs of people and places from my grandmothers life. Users can interact with each other from within a navigable, surrealistic narrative situated in the world of my grandmother’s dream-state. A hybrid between video, interactive art, installation, and animation, the game relies on the movement of the user to encounter experiences with transparent yet tangible beings, memories, and places engaged with when seeing space in alternate patterns.

[the perpetual bed] tells a story in an altogether different way — by allowing the participant to move through a story, to “happen” upon a scene, and to find his or her own meaning in this ever-enacted place. In this way, it is as though film fragments were taken from the cutting-room and suspended in space with a particular organizational logic.

Created using VRML coding, an early internet format for creating 3D objects and worlds online with which multiple viewers can directly interact across a range of networks, the project was well received in the interactive media/digital art/performance arena. A custom VRML browser was built to facilitate real-time performances where participants around the globe could leave artifacts, texts, and interact with others. Thus, participants in these performances can then leave their mark and become part of the story– through hints, impressions, dialogue –for the next viewer. This residue becomes part of the world, ready for the next participant to discover.

Included in VRML-ART 2000, an internationally juried show of VRML artwork. Other venues include the Web3D-VRML Symposium in Monterey California (2000) Siggraph (2000) and Alterites: Interdisciplinarite & Pratiques “Feminines” de l’espace Conference at Ecole d’Architecture Paris-Villemin (1999).



software

[phage] is an application that scans the user’s hard drive and randomly selects images, snippets of text, sounds and other content to create a continually shifting visual spatialization of the user’s information. Dredging through countless images, sound files, cached web files, and emails, the program creates a living visual and sonic memory map. These maps reflect numerous overlapping relationships and cultures: the mechanics of the machine and technology are visible through the thousands of invisible files necessary to run common software. Usually ignored and unknown to most users, these obscure bits of text and code, in the non-hierarchical selection process of [phage] are as likely to be highlighted as the family photos or downloaded articles. Artifacts from the participant’s interaction with the machine and the content stored within are also reflected in these free-form maps.

In creating continually shifting audio-visual sculptures from our own data, [phage] distributes authorship between programmer, operating system, and users. The participant experiences in surprise the contents of the computer’s memory — and by extension, revisits their own activities: a palimpsest of their life experiences emerges. [phage] questions the command and control paradigms which created the computer in the first place.  [phage] levels the playing field for every bit of data, wrestling creative control from the hierarchical tyranny of the operating system. The free form, sometimes dream-like results present a portrait equally compelling and mundane.

[phage] does not harm the user’s system and operates on the principal of bacteriophage, a type of constructive virus preying on bacteria and thought to be the most widely distributed and diverse entities in the biosphere.  Unlike bacteriophage, the digital [phage] participants must consent before allowing their system to be ‘infected’.

“Mary Flanagan’s [phage] offers an alternative visualization of electronic information–but instead of browsing the Internet, it browses your hard drive. A…program that thinks it’s a psychoanalyst, _Phage_ dredges up random images, texts, and sounds from the nooks and crannies on your C drive. You’ll be surprised what’s lurking in the depths of your computer’s unconscious.”

–Jon Ippolito, curator of Media Arts, Guggenheim Museum, NYC, 2000.

“…The human mind…operates by association. With one item in its grasp, it snaps instantly to the next that is suggested by the association of thoughts, in accordance with some intricate web of trails carried by the cells of the brain…the speed of action, the intricacy of trails, the detail of mental pictures, is awe-inspiring beyond all else in nature. Man cannot hope fully to duplicate this mental process artificially…to equal the speed and flexibility with which the mind follows an associative trail, but it should be possible to beat the mind decisively in regard to the permanence and clarity of the items resurrected from storage.”

–Vannevar Bush, As We May Think, The Atlantic Monthly, July 1945

[phage] was a winner in the DIGITAL 2000 International Competition & Exhibition sponsored by
Art & Science Collaborations, Inc. (ASCI)



Email is now so pervasive and so essential to our lives that it’s difficult to remember how we communicated prior to its emergence. The ramifications of the nearly wholesale replacement of our physical voice with a detached written text continues to be felt everywhere email is used, whether connected to work or play, intimate exchange or legal agreements. How do we sound to those reading our emails, and how does the email from others sound to us? How do these voices shift when the recipient or the subject matter changes, and why?

As system designers, we are interested in the myriad of ways computer technology permeates and shapes our everyday lives. Email, easily the most widely used and standardized form of new media communication, has changed us in ways we are only beginning to examine, particularly in its complex effect on our relationship to language.

[ineffable] is a computer application which interprets emails between two correspondents and creates audio and visual ‘maps’ of language from the words used. The program reveals how our repeated phrases and stock answers encode the kinds of sounds we make, exposing the varied ‘voices’ we employ within the digital realm. The aggregate of our message’s phrases and the timeline in which they are sent and received constitute a potential map of interpersonal experiences (the external world) as well as how the user relates to the context of digital communication. The program uses all of these factors to generate distinctive portraits of our day to day communication. It functions as an experimental system which reconstitutes the “sound in one’s head” created when reading and writing as a synaesthetic experience. The viewer encounters a set of dynamic sonifications and visualizations from each set of correspondences in a split stereo sound environment.

HOW [ineffable] WORKS:

The application analyzes multiple factors from a cache of email messages. In addition to using the words, it also examines the chronology (including frequency and gaps between messages) as well as the length of each communication. [ineffable] then creates a pair of digitally animated maps representing each half of the conversation, switching between a moving line map and a ‘voice organism’ color collage generated by the system. The moving line map illustrates sound structures encountered by the system. It shows the frequency of the phonemes created by the email in the line’s thickness and color. The program’s voice organism visualizes time and the change in voice through time. It increases and decreases in complexity and transparency depending on the dates in between correspondences. Consistency of the ‘sound voice’ results in a consistent visual mapping, as derived from the general phonemic sounds found by the system. Changes in the ‘sound voice’ change the organism. The program also locates ‘sound signatures’ within the texts and generates a representative word from the aggregate of a user’s most frequently used sounds. For example, if a writer uses many “mmm”s and “ers” the word generated could be “murmur”. These are displayed under the visualization and change over time.

To generate the audio component, several tracks are created in response to the email data. First, phoneme sounds are assigned to an “instrument” created in the programming API Jsyn. Phonemes sampled from human voices are also played back in the rhythm of the email’s syllabic structure.

{it is unnecessary to add info here about you, as it’s available elsewhere on the site. Info on your collaborator is more relevent}:

COLLABORATORS:

This project is a collaboration between New York artist-scientists Mary Flanagan and Andrew Gerngross. Gerngross is a full time writer with a background in film-making and software engineering, among other talents.

[ineffable] premiered at the SIGGRAPH computer graphics Art Gallery in August 2004.



the habituation cage was a 24 hour, site specific performative experiment organized and masterminded by Sara Diamond of Code Zebra and enacted at the Dutch Electronic Arts Festival in Rotterdam, March 2003.

I was locked in the paraSITE structure for 24 hours with Tom Donaldson, another inventor.

In our time together, we detailed many possible inventions, approaches, formulae, and artworks for exploring issues surrounding technology and intimacy, time and space in games, and other fabulous topics.

Tthe Dutch Electronic Art Festival is an international and interdisciplinary bi-annual festival organized by V2_Organisation in Rotterdam (Netherlands), the Institute for the Unstable Media. DEAF presents an exhibition of interactive installations, WWW-sites, CD-ROMs and live performances, seminars, workshops and an academic symposium. The event brings together a varied group of visitors, artists and critics from home and abroad and attracts a growing and diversifying audience. DEAF has established itself as one of the major European media art events. It is a showcase for recent, in part specially commissioned artwork, as well as a forum for critical debate. The festival creates synergies between different art disciplines and fields like robotics, architecture, bio-technology or economics.



created by Mary Flanagan, Wu Fu Che, + Ho Chien Chang

Cyberspace is a socially mediated construction, made clear through the use of avatars, or personal representations in virtual worlds. By putting ourselves into digital worlds, we lose the self and become one with virtual spaces’ new elements. It seems that an aspect of identity is released as an electronic element. By putting ourselves into digitally constructed realities, we call into question the nature of the self in a digital culture and the ways the new selves are created. What are the elements which construct that reality? What is our relationship with the virtual personae and figures we create in online space? What is our relationship to our own data, our bodies sampled with the latest digital technology?

But what is, in fact, natural? Digital culture’s dominance, and ultimately, construction of landscapes and bodies has been a way to create new cosmologies, new elements. The creation and discovery of elements is a fundamentally human endeavor, as are the creations of new systems of representation, identities, and experiences in VR. We work to abstract and distort reality in order to apprehend it. Like language, we name, categorize, and quantify our surroundings.

[unnatural elements] presents images of researchers/artists from Taiwan and the USA which demonstrate that the conversion from the image of the physical body to the image of the virtual is not the typical smooth computational process Hollywood would have us believe.

The images featured in [unnatural elements] show the effects of the creation of a digital nature and digital elements. Most researchers working in 3D technologies strive for “perfection.” However, our team was interested in sampling one real and watching the translation between earthbound identities and virtual ones. What would human data create in cyberspace? The images were created by using 3D head scans of the artists from composited images produced by a video camera and stitching them together with custom software. Interestingly, the process generated “natural” eruptions inherent to the heads, and each scan seemed to take on forms reminiscent of “natural” eruptions we see in earth, fire, water and wind.

Here, our new bodies erupt with artifacts and take on unexpected resemblances to earthbound natural elements. The “random” patterns we see in rocks, water, and other natural elements are not random at all but naturally occurring algorithms. Thus the computer, in creating artifacts, is effectively doing nature’s work. In a sense the computer is much more “real” (disturbingly so) than WE are – when it creates artifacts it is acting on “natural” algorithms.

Offering us a way to critically examine the body in cyberspace and our conventions and ideals of interactive avatars and the drive for 3D art “realism,” these pieces work to provoke a dialogue about the real and “natural” our media is trying so desperately to produce in digital space.

This collaboration was made possible by funding from the U.S. Fulbright Scholar Program and the Foundation for Scholarly Exchange, 2001, and took place in Dr. Ming Ouyoung’s CML, NTU, Taiwan.