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ZeroOne San Jose / ISEA2006 ISEA2006 symposium
ISEA2006 Symposium Artist Presentations
The Aphrodite Project: Platforms

Norene Leddy, Andrew Milmoe

 Aphrodite, sex worker, prostitution, sandals, shoes, GPS, APRS, LCD screen, tracking

Platforms, the latest series of work in the ongoing Aphrodite Project, is an interactive, wearable device that is both a conceptual homage to the cult of the Greek goddess Aphrodite, as well as a practical object for the contemporary sex worker. An integrated system of shoes and online services, Platforms uses the latest technology to improve the working conditions of sex workers. Implicit in this gesture is an acknowledgement of sex work as comparable to those socially and culturally esteemed public professions that likewise engage risk in order to serve a particular community's needs.

Art as Mediation in the Age of Global Comm: Mediation and Intervention Through Cont. Art

Randall Packer

 mediation art, politics, global communications, media, social change

Mediation in the current art discourse is the process in which the different disciplines are employed in questioning, challenging and experimenting with new models and forms that propose social and political change. This presentation describes artistic strategies and methodologies developed over the past five years in conjunction with the US Department of Art & Technology, a virtual government agency created as a critique of the role of the artist in society and politics.

The Art of Science and the Science of Art: The AudioNomad

Nigel Helyer, a.k.a Dr. Sonique and Daniel Woo

art and science, collaboration, inter-disciplinary, spatial audio, sound-art, sound-installation, non-linear composition

AudioNomad is an interdisciplinary project that explores mobile, location sensitive immersive sound experiences for public art performances. This presentation will be presented as a conversation between Daniel Woo and Nigel Helyer, the two principal collaborators in the AudioNomad R+D project and will examine the philosophical, cultural and scientific elements of their work.

BIOTEKNICA: Laboratory Remix

Shawn Bailey, Oron Catts, Jennifer Willet and Ionat Zurr

bioteknica, biotechnology, teratoma, cancer, organism, laboratory, tissue, virtual, performance, culture

BIOTEKNICA is a fictitious corporation, generating designer organisms on demand. Irrational and grotesque, our specimens are modeled on the Teratoma, a cancerous multi-tissue growth. Initially virtual, our organisms are now under laboratory development using living tissue. BIOTEKNICA both embraces and critiques biotechnology, considering the contradictions and complexities that these technologies offer the future of humanity.

Blue Shift [LOG. x]: a Darwinian art project connecting human and water flea behavior

Angelo Vermeulen

 art, science, interactive, installation, bio ecology, evolution, Darwin, transdisciplinary, light

Angelo Vermeulen, artist and biologist will present Blue Shift [LOG. x], a Darwinian art project realized together with biologist Luc De Meester (University of Leuven, Belgium) and engineers from Philips. The project consists of an interactive installation piece with an evolving model ecosystem at its core. Visitors induce a microevolution of the light-responsive behavior of water flea populations. The project aims to question the status of the utilitarian in art and science. Video footage, photos and biological data will be used to demonstrate the working process.

Britney: dynamic public display system

etoy.SILVAN: Silvan Zurbruegg, etoy.MONOROM: etoy MONOROM

 public display system, collaboration, software, open source

Britney is the name of a system, that allows for creating simple choreographies from people’s digital material that can be publicly displayed. Individual screens can be composed out of images, movies, slideshows or texts. Multiple screen together form a play list that is preferably displayed with a beamer onto a public wall or canvas. The structure of Britney is quite simple, what makes for an almost zero training curve for content producers to get access to the system.

Creating the Unknown World: Limits and freedom of the imagination

Tamiko Thiel

Pacific Rim, occidentalism, Orientalism, imagining the Other, artistic strategies of the imagination

The talk describes images, concepts and strategies that pre-modern artists in Japan and Europe used to "create" each other's worlds in their imagination. This material is the result of background research I did in Japan for my VR-installation The Travels of Mariko Horo, which will be exhibited in the festival.

Diary of a Pakistani Vegetable Cart: Community Culture through Multimedia

Atteqa Malik

 digital storytelling, Pakistan, vegetable cart, heritage, multimedia, community, culture, Karachi, urban

For this project, still under production, local community culture was interpreted for a global audience through my interactions. Multimedia is being used to bring all the participants together in one installation. With the help of digital technology I will be attempting to capture, then present some integral contributions that the presence of the vegetable-cart and its owner has made to the communities of Karachi.

Eco-Media: How the Natural World is Transforming the Nature of Media

Andrea Polli

eco art, sustainable energy, alternative energy, GPS, locative media, weather, meteorlogy, climate.

Eco-media is the creative use of new media tools to connect to the natural world. Recent projects include digital media systems that respond to real time and model-based data describing the global environment. As was seen in the recent Tsunami disaster, thousands of lives can depend on the interpretation of global data, and Eco-media art explores how the interpretation of data impacts life aesthetically, socially and politically.

Electric Pavilion: Reimagining the City

David Drake

iconic virtual architecture, re-imagined cityscape, navigable presentational space

Electric Pavilion is an online representation of a modern city overlaid on the real city of Bristol, in the United Kingdom, commissioned for the Creative Bristol celebratory year. The aim was to present the City's creative talent and energy in all its forms, but also capture the City's unique character - an intriguing mix of laid-back and edgy, cosmopolitan and introspective, welcoming and uncompromising. Not the city of Bristol in a literal sense - but a re-imagined city seen through the eyes of its creative community.

Enactive Cinema: Theory and practical implementation

Pia Tikka, Rasmus Vuori, Joonas Juutilainen

 embodied mind, cognition, emotion, enactive cinema, generative narrative, simulation, psycho-physiological sensory interface, integrated senses, interdisciplinary cross-overs

The OBSESSION team introduces a novel kind of interactive cinema genre described as enactive cinema: How the narrative unfolds, depends on how the spectator experiences the emotional dynamics between the characters. In Obsession's core the Eisensteinian ”montage-machine” based on a narrative logic matches cinematic content with spectators’ psycho-physiological states.  The spectator’s unconscious emotional experience is connected to the installation’s real-time biosensitive montage-dynamics. In this manner enactive cinema enables fully immersive interactive cinema experience.

Environmental Awareness through Eco-visualization: Designing Software & Tech To Promote Sustain.

Tiffany Holmes

environment, information visualization, sustainability, resource conservation, real time monitoring, dynamic, animation

Eco-visualization technology offers a new way to dynamically visualize invisible environmental data. Eco-visualization can take many forms. My own practice of eco-visualization involves animating information typically concealed in building monitoring systems, such as kilowatts or gallons of water used. A public display with real time feedback promotes awareness of resource consumption. The long-term goal of most eco-visualization technology is to encourage good environmental stewardship through hybrid practices of art and design. The presentation will provide a critical survey of this emerging field.

e-skin: wearable interfaces for the visually impaired

Jill Scott

tactile communication, accessibility, cross-modality, navigation aid, audible city, visual impairment, RFID, gesture recognition, skin perception, ergonomics, GPS

For the visually impaired navigating the city is a truly invisible experience, one that relies on cross-modal interaction, from audible and tactile stimuli. E-skin uses new technologies of mobile and pervasive computing, and new touch and sound-based metaphors, which may help the visually impaired learn to experience the city as a shared cultural feedback loop.
For an aesthetics of transmission: Public art in nomadic contexts

Giselle Beiguelman

 nomadism, cybridism, interface, global city, public art

All the projects I will discuss in this presentation happened in networked environments, dealing with collective forms of appropriation of the advertisement system as public space. They allow us to think about aesthetics of transmission and to discuss public art in a nomadic context where the interface becomes the message.

Four Wheel Drift

Julie Andreyev

interactive, mobile vj/dj, public, urban, cars, sound, video

 Julie Andreyev will present her internationally performed projects and her current work in co-production with Banff New Media Institute. These projects examine urban culture through the use of cars as interactive, experimental VJ/DJ platforms. During performances, audio-visions of the city are repositioned into the public as performance and that which is private—the space of the car—becomes public and a tool for commentary about the city.

The Friendship of All Nations

Mare Tralla


friendship, propaganda, network, songs, stories


The Friendship of All Nations investigates a possibility to realize an old Soviet propaganda in a contemporary world through a network of real people and their existing or forming friendships. These individuals will become contributors to the work by submitting a song they consider characteristic to their country. The songs will be re-performed by a foreigner and become part of a mobile sound installation and a website.
Ghost Cities

Jody Zellen

Jody Zellen will present her recent interactive installations. In her work she explores architectural spaces as well as digital spaces, making projects that are both site specific and unexpected. Her works mirror the experience of navigating a charged metropolitan area. Through a bombardment of disparate images her pieces celebrate the complexity and unpredictability of urban space. A walk through the city becomes a vehicle for a meditation on space, time, and human interaction. Interested in the patterns, structure and design of the urban environment, rather than document the cities she sees, she employs media-generated representations of contemporary and historic cities as raw material for aesthetic and social explorations.

IntroSpection and Protozoa Games

Stephen Wilson

biology, microscope, microorganisms, microbiology, motion-tracking, species, bioterrorism, identity

Introspection enables people to interact with microorganisms and cells derived from their own body in a non-invasive way. The contradiction of interacting with these alien, unfamiliar life forms (which are nonetheless intimately connected with our bodies) focuses on the boundaries between self and non-self and the cultural interest in bio-identification.  Reflecting on animal experimentation and the relationships between species, the Protozoa Games interactive installations allow humans and live protozoa to compete in a pinball-like environment mediated by digital microscope and motion tracking technologies.  If time allows, other projects in physical computing will also be discussed. More info:


Olga Kisseleva

 megacity, science, electromagnetic, flow, pollution, urban culture, graff

An experimental program, which creates a representation of landscape through the analysis of flows (stream) which cross a space (land), in this « landscapes » the initial scientific data are transformed into a visual information by urban graffers. Identity is defined especially by our position in the network, by the information which we emit and which we receive, we fix our attention on these invisible flows and we try to determine their importance, their form and their direction. Finical support provided by Cultural Services of the French Embassy, Consulate General of France in San Francisco.

Making Visible the Invisible: The City as a Data Exchange Center

George Legrady

data mapping, data classification, data visualization, digital multimedia art installation, the library as information, data exchange center

George Legrady will discuss the conceptual and technical realization of a data visualization project Making Visible the Invisible, commissioned by the Seattle Public Lilbrary.

The installation consists of animated visualizations on 6 plasma screens located on a glass wall horizontally behind the librarians' main information desk in the Mixing Chamber. The screens feature visualization generated by custom designed statistical and algorithmic software that map the flow of data received from the library's Information Technology center. The project focuses on data flow and the library as a data exchange center where the circulation of books can be made visible and expressed statistically.

Metaphor Machines: traversing the techno/cultures of human-machine interaction

Peter d'Agostino

techno/cultural, metaphor, interaction, human-machine, analog/digital, life, web, GRID, sustainability

The term "metaphor machines" refers to my work on critical interactivity. Synthesizing aspects of analog and digital modalities can serve as a resource for cultural and social sustainability in an age of constantly shifting technologically determined paradigms. This paper is an attempt to survey some of these issues and to provide dialogue and debate for the ISEA online forum and at the San Jose conference in August.
Open I/O

Burak Arikan, Vincent Leclerc

social software, tangible media, interactive architecture, sensor networks, computer supported collaboration, social and economic networks

Open I/O is a suite of software services and applications for composing and running distributed physical media in a way that enables people to exchange data over the Internet. By using this system, artists and designers can collaborate and take advantage of high-level social and economic information while creating low-level physical interactions. By enabling social interactions through networked electronic objects, Open I/O lets people explore the intersection of material culture (things, physicality) and ideology (ideas, values).

PlastiCity: A Cybrid Sprawl

Mathias Fuchs

 urban planning, public domain architecture, urban space sociology, serious games, creative games

The game presented, based on the architectonic visions and challenges of British architect Will Alsop will be demonstrated, its features will be explained, and a variety of planning processes, strategies and problems will be shown in detail. The presenter will show how to rethink and rebuild a city, using special wands (tools) to change the city centre of Bradford (England). The operations of altering the cities many attributes will be shown. Aesthetic and sociological considerations will then be cast on the nature of the city built.
Soundculture Panel

Shawn Decker, Ed Osborn, Nigel Helyer

sound, transvergence, Pacific Rim, audio sculpture, installation, performance, soundscape

SoundCulture is an international collective doing sound-related work that explores artistic and cultural contexts for this work outside of the traditional modes of presentation of music. For members of SoundCulture, sound is a transvergent medium. Presentation of sound in public works and installations involves objects and systems for producing sound, interactivity, and other modes of presentation associated with the plastic arts. SoundCulture practioners are increasingly object makers, programmers, and visual artists. In this panel discussion, SoundCulture artists will discuss this aspect of their current practices in particular, and how working from a background in sound informs these other activities.

A Storage Solution for MISSION ETERNITY

etoy.VINCENT: Vincent Kraeutler

distributed storage, long-term archival, trust networks, social software.

We present a low-cost, long-term storage solution which is currently being developed for the MISSION ETERNITY project presented at ISEA2006 by the etoy.CORPORATION. The persistence of data over time-scales much longer than that of typical storage media is achieved using a collaborative distributed network, similar to e.g. freenet or the OceanStore projects. In this paper, we provide an overview of the technical, social and usability challenges encountered during the development process and our approaches taken to solve or circumvent them.
Strategies of Behaviour in a Hybrid Space

Thom Kubli

Global Contentifier, Deterritoriale Schlingen/ Determinale Schleifen, Parkinglot Sculpture, Virilio Cubes, Stationsraum für assimilativen Zahlwitz, _Nezt

The artist presentation focuses on a selected range of my works that relate to the implications of the interweavement of flows of digital data in the urban environment. The interplay of virtuality and materiality, the strategies of urban interfaces and physical anchors in space that interrupt and transform the flows of data to let experience “both sides“ of an urban reality are initial elements of the selected installation works. Different aspects of spatial perception related to the use of new media like peer-to-peer systems, cell phone- and surveillance technologies as well as the experimental use of the “old and loved“ radio transmission are highlighted. While confronted with this mediating instruments the human being with its elementary needs, its rituals and ability to subversion of sovereign power always stands in the centre of attention.

timescape (51 13.66 north, 6 46.523 east)

Ursula Damm, Matthias Weber, Peter Serocka

 videotracking, self-organizing-map, isosurface, sculpture, temporary architecture, commuters, soundscape

This ever-changing sculpture is controlled by the occurrences on a public place. Like a naturally grown architecture this form is embedded into the contours of the immediate environment of the current location of the viewer. All these spatial elements are determined by mapping the traces of the visitors of the site according to their different walking-pace and according to their frequency of presence onto a SOM, which feeds a mathematical shape-the Isosurface that changes according to behaviour.

Transposing Spaces Radical: mapping in radical times

Paula Levine

transpositional mapping, hypothetical mapping, radical mapping, locative media, hypothetical spaces, GPS, GIS

"Being a spectator of calamities taking place in another country is a quintessential modern experience, ..." --From 'Regarding the pain of others' by Susan Sontag--
It is difficult to create a sense of equivalence in terms of impact and scale between what is distant and what is local. This paper discusses "transpositional mapping"--creating templates of events or circumstances that take place elsewhere and overlaying them on local spaces. This paper presents Shadows from another place, a series of transposed mapping projects that are discussed within a larger practice where hypothetical spaces are created in order to destabilize, recast, reinvent and reorder familiar ground.

Robert Nideffer

pervasive, location aware, mobile phone, gps, game, blog, mapping, 3d engine

A mystical realist journey catalyzed by a series of interconnected events related to sexual infidelity, political conspiracy, and spiritual transformation. The project draws on the traditions of comics, graphic novels and computer games in order to create an environment that crosses boundaries between pop culture, fine art, and social critique. incorporates an extensive database infrastructure for storing and delivering game-state data via Weblogs, GPS enabled mobile phones, and a 3D game clients.

Utility Pets - Science, Design and Hypothetical Products

Elio Caccavale

 biotechnology, ethics, design, human/non human relationships, pets, pigs

This presentation will explore how designers might participate in the scientific debate and in which areas science and design overlap. Utility Pets combine advances in biotechnology with current trends in pet ownership, providing a context for thinking about the complex array of biotechnology that might affect our lives.
Vanity to Profanity: Lessons from Participatory Art

Gorbet Design, Inc.: Matt Gorbet, Susan Gorbet, Rob Gorbet

 P2P, community, installation, light bulbs, marquee, switches, research, participatory art, Power to the People

P2P: Power to the People is a metaphor for the enabling power of technology for individual expression. In creating this piece we've experienced first-hand the friction, the excitement and the unanswered questions that accompany bold new opportunities for people to engage. We will discuss what we've learned so far, having installed the piece in three fairly different cities and cultural contexts. We will relate the piece to the significant issues of accessibility, accountability, empowerment and oversight. In addition, we'll give a brief overview of the technical and user interaction design of the P2P installation itself: our goals with the project, how we achieved them, and what we'd do differently.