BREAKOUT SESSIONS

Saturday morning, Nov. 3, 11:15-12:00 (8 concurrent sessions)

Saturday morning, Nov. 3, 11:15-12:00

1

Marah Rosenberg-Cavuto

started AIR Program at Lucent Technology/BAM

QUESTION
What are the elements of a successful project with a for-profit partner? Are sponsored projects easier than collaborative ones? Is it better to have a collaborator or a funded project?

REPORT
- Difficult to overcome numerous problems in a for-profit company, especially with the lawyers.
- The artists weren't paid until the intellectual property agreements were signed, which took longer
  than anticipated. Some groups decided not to start collaboration until the agreements were in place.   Others didn't. In both cases, the artist's payments were delayed until the agreements were finalized.
- Collaborators were great except at end during signing of intellectual property agreements.
- The IP agreements were intended to be signed at the beginning.
- You had to sign away your on or off-site ideas to get paid.
- Lucent very protective of it's Intellectual Property.
- Big Question: do you lead art with technology or lead technology with art?
- Lucent gave the money directly to BAM, who with Lucent, created a partnering and self
  selection process where Lucent - Bell Labs Scientists and the Artists teamed up to create new
  projects. So the artists were nominated by BAM, and the scientists through internal recruiting.
- Due to the corporate environment and the economy [Lucent empolyees were being laid-off], there
  were no official press releases from Lucent on this project. There was an article in the New York
  Times - December 17, 1999, Friday INSIDE ART, but I think that was it.
- Artists did finally get paid.

Reported by Louis Grenier

Marah Rosenberg-Cavuto is a member of Avaya Labs, Research Realization. She specializes in facilitating projects between the laboratory and outside organizations. Prior to joining Avaya Labs, she created a formal "artist in collaboration" program for the Bell Labs, Lucent Technologies research community. The Artist in Residence program is part of a larger research initiative by The Multimedia Communications Research Lab to form strategic collaborations in key multimedia applications areas. This is the first official Artist in Residency program for Lucent and Bell Labs, pairing researchers and artists together to create challenging and forward looking work from a research and artistic standpoint.

http://www.bell-labs.com/org/1133/Research/Aim/index.html

marahcavuto@aol.com





2

Andree Beaulieu-Green

Pres & CEO, ICARI multimedia lab, Montreal


QUESTION
The sciences and the arts in education: One has the knack for math or one hasn't. One has talent for art or one hasn't.

These beliefs were reinforced by teachers of other disciplines who readily admit, without any embarrassment whatever, their lack of artistic talent or their mathematics incompetence. Does this "innate" talent naturally disappear at a given time to be retained only by a chosen few?

[Although the discussion Leader could not attend the event, the group that had gathered wanted to discuss the question anyway.]

REPORT
The discussion began focused on the difference between art and science. Beginning with the idea of how the split between art and math evolved, a participant (Roger) noted that as a kid he had been good at geometric drawing and that the artist, Della Francesca had been good at both. But at some point the professionals take over and kick out the artists. The idea that cubism is based on geometry and that math unifies art and science was discussed. Shirley (Jamaican Center for Arts and Sciences) noted that this was an issue raised by the Getty Trust and addressed by eductional systems in Europe and the West. Proposals there showed that the arts were necessary in the same matrix as math. Patricia (Carnegie Mellon) added that this attitude (the split between art and math) was changing--that although secondary schools segregated the disciplines they were beginning to integrated at the college level.

Larry suggested that some people just don't have the aptitude for math and wondered what it was that wasn't there. Was it a genetic problem? Ron Brown, a former math teacher and current computer engineer, said that parents were concerned about their children doing well on SAT tests. He said he had wished he could have taught certain areas of math that are fascinating to kids who aren't very good at it, such as recreational math: games and such.

Brenda was interested in the overlap between math and art and wanted to know what these inquiries had in common. Roger noted that the best mathematicians have a high value for aesthetics. If it's not beautiful, it's probably not good math. The response to this from Preston was that mathematical beauty is really only accessible to mathematicians, while artist look for universal beauty. In this socio-cultural schism, mathematicians don't expect others to understand that beauty.

Carol, who has an undergraduate degree in physics, observed that the arts and sciences had a sort of dual personality: what's accaptible for artists may not be acceptible for scientists. Sensing a lack of opportunity for women in physics, she became a photographer, but found that the scientific method was stumbling block to visual thinking.

Larry added that often scientific studies, despite the rigorous methodologies, turn out to be wrong. Preston pointed to the economic connection between science and sports. Another participant said that certain cultures had a more integrative approach to time and space.

Rag Samir Zeki, of Rockefeller University, described a scientist who had developed a d iscipline called Neuroaesthetics. The scientist found a part of the brain responsible for vision. It gets activated when scientists imagine the experiment that they are going to do, but diminishes when the experiment calls for logical thinking.

A discussant felt it was dangerous to define an artist as an illustrator versus a person with concepts who explores. In science, you can all the logic you want but it still has to be proved. Proof is an integral part of science.

Finally, the status and pay of the sciences versus art as place of enjoyment were discussed. Art doesn't have the same status as science.

Reported by Jessica Goodyear

Andr­e Beaulieu-Green's first career as a teacher of visual arts spanned thirty years, including 22 years at the Universit­ du Qu­bec · Montr­al where she pursued her research in the integration of art, science and technology, which was the subject of her doctoral thesis at the Massachusetts Institute of Technology. In 1993, she started l'Institut de Cr­ation artistique et de Recherche en Infographie, ICARI, a private professional training centre in high-tech image creation, thus continuing her involvement in art education by providing the communication industry with creative computer graphics. In the April 2000 issue, ICARI was selected by Shift magazine as one of the Top Ten New Media Schools. She holds a Diploma from the Æcole des Beaux-Arts de Montr­al, an M.A. in education from the Universit­ de Montr­al and a Ph.D. from the Massachusetts Institute of Technology.

www.icari.com

Andr­e Beaulieu-Green, president
ICARI
55, Mont- Royal West
Montreal. QC,
Canada. H2T 2S6
green@icari.com
Tel: (514) 982-0922




Saturday morning, Nov. 3, 11:15-12:00

3

Patrick Clancy

State Professor and Chair, Photography & New Media Department, Kansas City Art Institute, Kansas City, MO; Executive Director, Cyber-Site New Media Research Center, Overland Park,KS


QUESTION
Art and science projects often involve research teams that are geographically dispersed so that the Internet frequently becomes the site of our collaborative work. What are some of the problems that we encounter when we are not able to have face-to-face meetings? What components would make an Internet or Web-based research environment function better and lead to more productive experiences?

REPORT
This group grappled with issues in long-distance collaborations, including international or multifold research spaces.

Some problems:
translation/misinterpretation (of language, culture, and even fonts)
data mining and data reliability; collecting/pooling of fragmented data
time zone differences
trust and cooperation; dealing with proprietary information

Some possible solutions:
new "knowledge discovery tools"
"Subject Information Gateways" ("SIGs");

- filters, pathways
- the "Semantic Web" see Tim Berniers Lee
- new information syntax; symbiotic literacy
- nonlinear ways to use patterned information
- new visual tools for rapid and intuitive assimilation and manipulation of data
- haptic devices
- "affective" computing
- virtual research environments that employ collaborative tools such as whiteboards, voice, ability to   interact with models in virtual space wireless, satellite, "ubiquitous" solutions
- personal contacts

A quote: "The interface is the poetry and art of the future."
A consensus: good old-fashioned face-to-face meetings still are essential in conjunction with virtual research environments.

More info:
- BRIDGES Consortium: www.annenberg.edu/bridges the BRIDGES report will appear in the next
  issue of Leonardo Electronic Archive and a shorter version will be available in the print publication of   Leonardo Magazine

- Data mining/knowledge discovery tools: Nov. 1999 issue of Communications of the ACM
  (Vol. 42, Number 11)
- Tim Berners-Lee/new information syntax: Semantic Web www.w3.org/2001/sw and
  www.sciam.com/2001/0501issue/0501berners-lee.html


Recorded by Trilby Schreiber

Patrick Clancy is a new media artist, writer and curator whose work bridges disciplines in the sciences and humanities. He co-founded Pulsa, a collaborative group of artists and scientists who pioneered early electronic and interactive computer art through viewer-activated installations that incorporated wave energies and human interaction with machine intelligence. He has received grants from the New York State Council of the Arts, NEA and Creative Capital Foundation among others. His writing and essays appear in a number of books and journals. The most recent, "The Future of Computing in Organic Information Ecologies" will be included in Art and Life in the 21st Century: technology, science and creativity, edited by Diana Domingues, and published in Brazil. His interactive work for the World Wide Web, The Writing Machine, combines personal histories and stories that are modified by weather data collected from meteorological sensors at sites in Banff, Alberta, Hobart, Tasmania and Kansas City, Missouri. Clancy is Chair of Photography & New Media at Kansas City Art Institute and Executive Director of Cyber-Site New Media Research Center.

http://www.patrickclancy.org
http://www.cyber-site.org

Patrick Clancy, Executive Director, Cyber-Site New Media Research Center
PO Box 4188
Overland Park, KS 66204-0188
PHONE: (816) 363-6699, FAX: (816) 361-3174
pat@cyber-site.org



Saturday morning, Nov. 3, 11:15-12:00

4

Lizbeth Goodman, Dr

Director, The SMARTlab Centre
Central Saint Martins College of Art and Design, UK


QUESTION
What software applications do we need to make together as artists so that our aesthetics, practical needs and political agendas can be addressed by future technology? How do we make something more useful for us, improve our networking skills, databases & work together more constructively to make the tools we want. Defining Owe1, as those working as teams - performers, media makers, funding agencies; breaking down old notion (Model 1) of one scientist/one artist together where they might make something, to a 2nd model of real teams with less hierarchical structure.

REPORT
Social/political agendas must go beyond English speaking people; appropriate tech. must be inclusive of others. Visually based language systems will fall short in tools development. The word Oapplications1 implies completed programs but there is real need for much lower level software, libraries esp. reinvention of these for simple input/out devices to be shared. Simpler concepts easier than full applications within group format.

Mod.: Applications may be a sloppy word, phrased from Europe, from a context where they are customizing new media tools, where artists have had a major role in development of them. What kinds of skills do users need to inform the final kinds of programs? Before we get there, there is another raft of accessibility: database(ing) and networks. There are no known teams/programs addressing that.

Res.: Theirs is an informal group, no formal funding structure, beating on friends, spreading word. As they try to get it right, huge amount of practical experience that can be shared. Educators know 17yr-olds understand the technical but what1s the meaning? Education needs to reframe the issue - meaning as creators rather than consumers of these technologies. If they (youth) have those technical chops, need a broader understanding of society and culture and their place in the contribution. Different education model than current arts model. So it1s not necessarily what the tools should look like. But that we need for them to understand the context in which they live will let them develop the technology at the next level as opposed to masturbation, making play tools. They have a social responsibility; what is our educational fingerprint?

Mod.: In the Radical Initiative, this is a strong element in European network, concerned with the art and tech in the social/political/cultural. This is done do at the Ph.D. level at their center; artists with 20 yrs. of practice build a new theory of integrated media. The missing link, the cultural responsibility is taking work being made by those who address the many levels and being able to share it. Especially in a way, which might make the industry sponsors, funding the next wave of applications or tools, have them be informed by the creative impulse and a cultural context from which students know the what/why. It is another kind of educational aim, a field of Ohow1 that is not funded.

Resp: That1s the point. The focus needs to be less technological; this shouldn1t being an advanced concept, this is what every freshman should be introduced to. 10th, 11th, 12th graders should be challenged with these questions, so they come to them with the ability to format some of these questions in ways that have meaning before the tools are built in a vacuum. Very agreed upon. Future is a Ofused1 art student. Need art history to engage these participatory issues. Artist1s need get used to the idea that they are not going to be the only ones making the art if they are going to be technologically based.

Resp. questions: How do artists/educators respond to the idea that these technologies and new off the shelf imagined products would make it possible for the "untrained" to produce with unfettered creativity, something which may be truly unique? How do we now define art/aesthetics of what is created, and being overwhelmed by all this stuff that is being produced and where is the value? How does traditional artistic/educational approach, maintaining distinction in the creative disciplines, fit into this new model? A lot of stuff is not coming from any tradition; it1s just appearing on the scene. We1re creating a new self physically, not just in our heads but in matter, new bio-selves like Roy Ascot1s piece. Greek thinking in the 5th century was just as much virtual reality for them. Today1s youth don1t sense that people went through this several times, exactly what they1re facing and not something different, i.e. that sense of alchemy related to the computer screen. It was agreed that historically, it is very rich to look at this connection as a longer perspective grounding, as well as, the last 50 years.

Moderator asked to return to the question of what specific tools would we like to see developed:

Dr. Goodman: From performance as participatory perspective, she would like to enable people who can no longer walk with the ability to move robotic performers via screen avatars.

Resp.:
Access to expensive communication tools, allowing for integration of all interfaces (high software) - what they are using in their labs, forests, jungles (high methodology) and to bring that to the virtual environmental table. Avatars are ok but to have an object that all people are working at, moving or studying.

Something so that this information can be presented to you as an oral learner or kinesthetic learner.

Like to see a tool that would extend the micro scale level phenomena to the macro level.

To be able to use real light source as light source for artwork.

Not grand applications but smaller scale components that are open, modular and used in these large appls.

image capture/ analysis, compression, transmission, object recognition. These are parts of large appls. but not structured in a way that people can get at them in new and creative ways. What1s lacking is good design modularization in packaging, so people can use it without going back to the original research to develop these ideas into something they can use.

How do you find what is out there, whether it exists or not?

Conclusion:
That1s one of the functions of the Radical Project, Bridges and ASCI, to design working databases of needs and knowledge of applications and to put it all together and post it on the net. Go to the Radical website and fill out information.

Lizbeth Goodman, Ph.D. Director of the SMARTlab Centre for Site Specific Media, Performing and Digitial Arts at Central Saint Martin's College of Art and Design, the London Institute. She also directs the Practice-based PhD programme for CSM. She is the Principal Investigator of the SMARTshell Project (creating innovative tools for synchronous and asynchronous online/integrated performance and learning), and of the Virtual Interactive Puppetry Project, the British Council's Cultural and Media Studies development programmes in North Africa, and the European Commission's RADICAL project (Research Agendas Developed in Creative Arts Labs). She is also the UK Executive Producer of Sara Diamond's Code Zebra Project, working with international partners at the Banff New Media Institute, BBC Imagineering, V2, UCLA, UC Berkeley, et al.

Dr. Goodman was previously Director of the Institute for New Media Performance Research at the University of Surrey, following on from eight years leading the BBC Open University's multimedia research teams in Shakespeare, Drama, Gender Studies and Literature. She has worked extensively for the BBC as a researcher, writer and presenter of Learning and Arts/Media Programmes.

Lizbeth Goodman
Central Saint Martins College of Art and Design
The London Institute
Southampton Row
London WC1B 4AP
tel. 44 7900 691604
fax/ 0207 514 8379
email: l.goodman@csm.linst.ac.uk
             lizbethln@aol.com
http://www.smartlabcentre.com
http://www.get-radical.net

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