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March 2009

Monday, March 16, 2009

Cultural Analytics: history

September 2005: IGRID conference at Calit2 which includes demos of EVL LambdaVision display (55 tiled 30-inch LCD screens).

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November 2005: Lev Manovich submits grant proposal to ACLS:

DATA MINING VISUAL CULTURE

From Summary:

I propose to develop a new approach for the study of visual culture, including art, graphic design, vernacular imagery, photography, cinema, and digital media. The idea is to apply the techniques of computer-based data analysis and data display which already have become routine in the sciences – information visualization, image processing, data mining, data clustering, and others - to the ‘data’ of visual culture, i.e. cultural images.

Similar to the scientists which apply these techniques to massive data sets in order to see new patterns, we can analyze the imagery of whole artistic movements and whole historical periods – for instance, all Dutch seventieth century landscapes, all nineteenth century vernacular photographs available in museum collections, or even – one day - all of twentieth century cinema.

From proposal text:

Scientific communities are spending significant resources today to develop large format displays – such as the EVL LambdaVision display at Calit2 where my new lab is situated... I am convinced that we should follow the practice of scientists to be able to study our own data – cultural images - on very large displays such as LambdaVision. The use of large format displays is especially beneficial when we want to use visualization to look at actual image sets – so that we can visually examine relationships between tens of thousands of images.

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April 2007: Calit2 and CRCA provide funding to establish Software Studies Initiative.

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May-June 2007: Responding to the challenge by Larry Smarr to develop new applications for HIPerWalll, Manovich and Wardrip-Fruin write Cultural Analytics white paper which extends the ideas of Manovich's 2005 ACLS proposal:

"Can we create quantitative measures of cultural innovation? Can we have a real-time detailed map of global cultural production and consumption? Can we visualize flows of cultural ideas, images, and trends? Can we visually represent how cultural and lifestyle preferences – whether for music, forms, designs, or products – gradually change over time?

Today sciences, business, governments and other agencies rely on computer-based analysis and visualization of large data sets and data flows. They employ statistical data analysis, data mining, information visualization, scientific visualization, visual analytics, and simulation. We believe that it is time that we start applying these techniques to cultural data. The large data sets are already here – the result of the digitization efforts by museums, libraries, and companies over the last ten years (think of book scanning by Google and Amazon) and the explosive growth of newly available cultural content on the web."

"Visualizations should be designed to take full advantage of the largest gigapixel wall-size displays available today – that are being constructed at CALIT2."


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April 2008: NEH established Digital Humanities Office and announces Humanities High-Performance Computing (HHPC) grant program:

"Humanities High-Performance Computing (HHPC) refers to the use of high-performance machines for humanities and social science projects. Currently, only a small number of humanities scholars are taking advantage of high-performance computing. But just as the sciences have, over time, begun to tap the enormous potential of HPC, the humanities are beginning to as well. Humanities scholars often deal with large sets of unstructured data. This might take the form of historical newspapers, books, election data, archaeological fragments, audio or video contents, or a host of others. HHPC offers the humanist opportunities to sort through, mine, and better understand and visualize this data."

November 2008: Software Studies Initiative is one of 3 labs awarded HHPC grant

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April 2008: a group of Calit2 researchers headed by Lev Manovich receives Interdisciplinary Collaboratory Grant from UCSD Chancellor office to develop Cultural Analytics Research Environment: an open platform for Digital Humanities Research which will support real-time analysis of different types of visual and media data and a variety of visualization and mapping techniques.

The group which submitted the proposal included the following Calit2 researchers:

Lev Manovich (Visual Arts);
Noah Wardrip-Fruin (Communication);
Falko Kuester (Calit2 and Structural Engineering);
Jim Hollan (Cognitive Science).


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January 2008: NEH and NSF announce Digging Into Data challenge. Grant amounts: up to 300K USD.

"The Digging into Data Challenge is an international grant competition sponsored by four leading research agencies, the Joint Information Systems Committee (JISC) from the United Kingdom, the National Endowment for the Humanities (NEH) from the United States, the National Science Foundation (NSF) from the United States, and the Social Sciences and Humanities Research Council (SSHRC) from Canada."

"The creation of vast quantities of Internet accessible digital data and the development of techniques for large-scale data analysis and visualization have led to remarkable new discoveries in genetics, astronomy, and other fields, and—importantly—connections between academic disciplinary areas."

"With books, newspapers, journals, films, artworks, and sound recordings being digitized on a massive scale, it is possible to apply data analysis techniques to large collections of diverse cultural heritage resources as well as scientific data. How might these techniques help scholars use these materials to ask new questions about and gain new insights into our world?"

Sunday, March 15, 2009

Analítica Cultural: histórico

Setembro de 2005: Conferência IGRID no Calit2 que incluiu demonstrações da tela EVL Lambda Vision (55 telas de LCD com 30 polegadas posicionadas lado a lado).

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Novembro de 2005: Lev Manovich aplica para o fundo de pesquisa ACLS:

PROCESSANDO DADOS DA CULTURA VISUAL

Resumo:

Proponho desenvolver uma nova abordagem para o estudo da cultura visual, incluindo arte, design gráfico, imagéticas vernaculares, fotografia, cinema e mídia digital. A idéia é aplicar técnicas de análise de dados computacionais e projeção de dados que já se tornaram rotina nas ciências: processamento de dados, agrupamento seletivo de dados e outros aos "dados" da cultura visual, ou seja, às imagens culturais.

Da mesma forma como cientistas que aplicam essas técnicas a massivas quantidades de dados para observar novos padrões, podemos analisar a imagética de períodos artísticos e históricos por completo: toda a pintura holandesa do século XVII, todas as fotografias vernaculares do século XIX disponibilizadas em coleções de museus ou, algum dia, todo o cinema do século XX.

Texto da proposta:

Comunidades científicas estão gastando quantias significativas no desenvolvimento de dispositivos de visualização de grande escala, como o EVL LambdaVision no Calit2 onde se encontra meu novo laboratório....estou convencido que deveríamos seguir a prática dos cientistas para podermos analisar nossos próprios dados - imagens culturais em telas muito grandes como a Lambda Vision. O uso de telas em grandes formatos é especialmente útil quando queremos utilizar a visualização para observar conjuntos de imagens atuais - podendo dessa forma visualmente observar e examinar relações entre as milhares de imagens.

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Abril de 2007: o Calit2 e o CRCA proveem fundos para a criação do Software Studies Initiative

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Maio-Junho de 2007: respondendo ao desafio proposto por Larry Smarr para desenvolver novas aplicações para a HIPerWalll, Manovich e Wardrip-Fruin escrevem o artigo Cultural Analytics que amplia as ideias da proposta para o ACLS de 2005:

"Podemos criar medidas quantitativas para a inovação cultural? Podemos ter um mapa em tempo real da produção e do consumo cultural? Podemos visualizar fluxos de ideias culturais, imagens e tendências? Podemos representar visualmente como as preferências culturais e de estilo de vida (música, formas, design ou produtos) gradualmente se modificam ao longo do tempo?


"Atualmente as ciências, negócios, governos e outras agências estão baseadas em análises computacionais e na visualização de grandes quantidades de dados e fluxos de informação. Empregam análise de dados estatísticos, visualização da informação e visualização científica, visualização analítica e simulação. Acreditamos que é tempo de aplicarmos essas técnicas aos dados culturais. Grande parte desse conjunto de dados culturais já está disponível: resultado dos esforços de digitalização realizadas por museus, livrarias e companhias ao longo dos últimoas dez anos (pense na digitalização de livros realizada pelo Google e pela Amazon) e no explosivo crescimento de conteúdos culturais disponibilizados na web."

"As visualizações deveriam ser criadas para tirar o máximo proveito das gigantes telas em escala de gigapixels disponíveis hoje em dia - é isso que vem sendo construído no CALIT2."


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Abril de 2008: NEH cria um departamento de Humanidades Digital e anuncia um programa de apoio para Computação de Alta Performance para as Humanidades (Humanities High-Performance Computing -HHPC):

"A Computação de Alta Performance para as Humanidades faz referência ao uso de máquinas de alta performance em projetos nas áreas de ciências sociais e humanidades. Hoje em dia somente um pequeno número de pesquisadores está utilizando e tirando proveito da computação de alta performance. Mas, assim como as ciências tem começado a se utilizar de forma mais intensa ao longo dos anos do potencial da computação de alta performance, as humanidades estão, da mesma forma, também começando esse processo. Pesquisadores das humanidades quase sempre lidam com grandes quantidades de dados sem estrutura. Esses dados podem estar em forma de jornais históricos, livros, dados de eleições, fragmentos arqueológicos, conteúdos de áudio ou vídeo. A bolsa para a Computação de alta performance nas humanidades dá a oportunidade de organizar, analisar e melhor compreender, além de visualizar esses dados."

Novembro de 2008: O Grupo Software Studies Initiative é um dos 3 labs que ganham a bolsa HHPC

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Abril de 2008: um grupo de pesquisadores do Calit2, coordenados por Lev Manovich recebem uma bolsa Interdisciplinar da Chancelaria da UCSD para o desenvolvimento do ambiente da pesquisa Analítica Cultural: uma plataforma aberta para a Pesquisa em Humanidades Digitais que apoiará análises em tempo real de variadas formas de mídias visuais e de técnicas de mapeamento.


O grupo inicial é composto por:

Lev Manovich (Artes Visuais);
Noah Wardrip-Fruin (Comunicação);
Falko Kuester (Calit2);
Jim Hollan (Ciências Cognitivas).


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Janeiro de 2008: NEH and NSF anunciam a competição Digging Into Data. Bolsas com valores superiores a US$ 300.000,00 (trezentos mil dólares).

"A competição "Mergulhando nos Dados" é um apoio internacional financiado por quatro destacadas agências de pesquisa: o Joint Information Systems Committee (JISC) da Inglaterra, o National Endowment for the Humanities (NEH) dos Estados Unidos, o National Science Foundation (NSF) dos Estados Unidos e o Social Sciences and Humanities Research Council (SSHRC) do Canadá."

"A criação de vastas quantidades de dados acessíveis na Internet e o desenvolvimento de técnicas para análise e visualização de largas escalas de dados nos levaram a descobertas memoráveis no campo da genética, da astronomia, entre outros e, mais importante, à conexão entre áreas acadêmicas distintas."

"Com livros, jornais, revistas científicas, filmes, obras de arte e músicas sendo digitalizadas em escala massiva, é possível aplicar técnicas de análise de dados às vastas coleções de nossas heranças culturais assim como aos dados científicos. Como essas técnicas poderão auxiliar os pesquisadores na formulação de novas questões e possibilitar novos insights sobre nosso mundo?"

Friday, March 13, 2009

Playpower covered in Wired

Jeremy Douglass (a Post-doctoral researcher with Software Studies) is one of the co-founders of Playpower.org, an an innovative non-profit organization developing learning games for an existing $10 TV-computers which are very popular in India. Software Studies is happy to collaborate with Playpower on their amazing and far-reaching research. In addition to Jeremy, playpower.org founders are Derek Lomas and Daniel Rehn who are both MFA students in Visual Arts Department at UCSD and researchers at Calit2. Their work is getting lots of international media coverage - including this article in Wired blogs:

$12 Computer: Playpower Wants to Save the World 8 Bits at a Time
By Priya Ganapati March 11, 2009 | Wired blogs

Playpower and Bob Frankston
Playpower.org's Jeremy Douglass and Derek Lomas speak with Visicalc founder Bob Frankston (center) about their plans to make educational games for 8-bit computers like the one in the foreground. ETECH 2009, San Jose. [Photo by Wired editor Dylan Tweney]

http://www.calit2.net/newsroom/release.php?id=1472

Thursday, March 12, 2009

Playpower na Wired


Jeremy Douglass (pesquisador de Pós-doutorado junto ao grupo de Software Studies) é co-fundador do projeto Playpower.org, uma organização sem fins lucrativos inovadora que desenvolve jogos de aprendizagem para consoles (computadores ligados a uma TV) já existentes de US$ 10,00 (dez dólares), muito populares na Índia. O grupo de Software Studies sente-se honrado em colaborar com o projeto Playpower em seus amplos e ousados objetivos de pesquisa. Além de Jeremy, os fundadores do projeto são Derek Lomas and Daniel Rehn, ambos cursando o MFA em Artes Visuais na UCSD e pesquisadores do CALIT2. O Grupo de Software Studies no Brasil vem também desenvolvendo contéudo para o console, em parceria com Laboratórios e Universidades no país. O trabalho desenvolvido pela equipe do Playpower vem alcançando ampla repercussão internacional, incluindo esse artigo recente publicado pela revista Wired no mês de março de 2009:

$12 Computer: Playpower Wants to Save the World 8 Bits at a Time
By Priya Ganapati March 11, 2009 | Wired blogs

Playpower and Bob Frankston
Os fundadores do projeto Playpower.org, Jeremy Douglass e Derek Lomas conversam com o criador do software Visicalc Bob Frankston (centro) sobre seus planos de criar jogos educacionais para computadors de 8-bits. ETECH 2009, San José. [Foto Wired Dylan Tweney]

Veja mais em: (em inglês)
http://www.calit2.net/newsroom/release.php?id=1472

Thursday, March 5, 2009

DAC 2009: Track in Software / Platform Studies



The Software Studies Initiative is soliciting submissions to the "Software / Platform Studies" theme track of Digital Arts and Culture 2009. Please submit proposals no later than the May 1st deadline. Final papers will be due Oct 1 and the conference will be held December 2009 at UC Irvine, California. Here is the theme call:

Software/ Platform Studies

Software is the engine that drives cyberculture, new media, and digital art - a layer of control and communication that permeates contemporary culture. Platforms are the hardware and software relationships that enable and constrain software expressions. To investigate the logics of visualization, simulation, and representation in contemporary digital arts and culture is to engage in Software Studies and Platform Studies. The DAC09 Software and Platform Studies Theme invites submissions that explore digital art and culture through source codes, platform architectures, or similar engagements. Papers and panels exploring the emerging paradigms of critical code studies and the interpretation of algorithms are particularly encouraged.

Theme Leaders:

Jeremy Douglass, PhD. Researcher in Software Studies at UCSD.
jeremydouglass@gmail.com
Noah Wardrip-Fruin,Assistant Professor, Computer Science Department, University of California, Santa Cruz.
nwf@ucsc.edu

DAC is a biannual -- 2005 was Copenhagen, Denmark -- 2007 was Perth, Australia -- and this December 2009 it will be held in Irvine, California, with the conference title "After Media: embodiment and context." Cross-submission to Software / Platform Studies and another theme track of the conference is allowed, including:
  • A Space-Time of Ubiquity and Embeddedness
  • After mobile media
  • Cognition and creativity
  • Embodiment and performativity
  • Environment/ sustainability/ climate change
  • Interdisciplinary pedagogy
  • Sex and sexuality
  • Software/ platform studies

For more details on all themes see the full DAC09 call for papers.

Wednesday, March 4, 2009

DAC 2009: chamada para área de Estudos do Software e Plataformas



O Grupo de Software Studies solicita a submissão de artigos e painéis para a área dedicada aos Estudos do "Software/Plataformas" no evento Digital Arts and Culture 2009. Por favor envie sua proposta até o dia 01 de maio de 2009. Os artigos completos deverão ser enviados até o dia 01 de outubro e a conferência acontecerá em dezembro de 2009 na Universidade da Califórnia, Irvine. Os temas são:



Estudos do Software/ Plataformas

O software é a máquina que opera a cibercultura, as novas mídias e a arte digital - uma camada de controle e comunicação que permeia a cultura contemporânea. A plataforma é a relação entre o hardware e o software que permite e restringe a expressão do software. Investigar a lógica da visualização, simulação e representação na arte e na cultura digital contemporânea é se envolver com os Estudos do Sofware e das Plataformas. A chamada de artigos para a área de Estudos do Software e Plataformas no DAC 2009 tem como objetivo receber trabalhos que explorem a arte digital e a cultura através dos códigos fontes, das arquiteturas das plataformas ou formas similares. Artigos e painéis explorando os paradigmas emergentes da crítica dos estudos do código e a interpretação dos algoritmos são particularmente encorajados.
Líderes da área:

Jeremy Douglass, PhD. Pesquisador do grupo de Software Studies na UCSD.
jeremydouglass@gmail.com
Noah Wardrip-Fruin, Professor Assistente, Departamento de Ciência da Computação, University of California, Santa Cruz.
nwf@ucsc.edu

O DAC é um encontro bienal - em 2005 aconteceu em Copenhagen, Dinamarca, em 2007 em Perth, Austrália e em dezembro deste ano acontecerá em Irvine, na Califórnia, tendo como título "Depois da mídia: materialização e contexto". Aplicações para temas que se entrecruzam nas áreas de Estudos do Software e Plataformas são permitidas, incluindo:

  • O espaço-tempo da ubiqüidade e da incorporação
  • Depois das mídias móveis
  • Cognição e criatividade
  • Incorporação e performatividade
  • Ambiente/ sustentabilidade/ mudança climática
  • Pedagogia Interdisciplinar
  • Sexo e sexualidade
  • Estudos do Software/ plataformas

Para mais detalhes, acesse o Call for Paper completo em: DAC09 call for papers.

Monday, March 2, 2009

National University of Singapore awards a grant for Cultural Analytics research

February 20, 2009: National University of Singapore (NUS), the leading research university in Singapore, has awarded a grant for 175,000 SGD to a group of NUS faculty and Lev Manovich for a project enititled "Mapping Asian Cultures: From Data to Knowledge."
The grant will allow the group to develop a large-scale cultural analytics project dealing with the analysis and visualization of cultural patterns in Asian countries in the 20th and early 21st century: from traditional art to online social media.

The group consists from the following researchers:

Visiting Researcher:
Lev Manovich
Professor, Visual Arts Department, UCSD
Director, Software Studies Initiative, Calit2 / UCSD

Kay O’Halloran
Associate Professor, Department of English Language & Literature, Faculty of Arts & Social Science; Director, Multimodal Analysis Lab, Interactive & Digital Media Institute (IDMI).

Robbie Goh
Head of Department, Department of English Language & Literature, Faculty of Arts & Social Science
Deputy Director, Asian Research Institute (ARI).

Giorgos Cheliotis
Assistant Professor, Communication and New Media (CNM)

Lonce Wyse
Associate Professor, Communication and New Media (CNM)
Director, Arts & Creativity Lab, Interactive & Digital Media Institute (IDMI)

Roger Zimmermann
Associate Professor, School of Computing


From the proposal abstract:

"The members of our group have already accumulated substantial experience in quantitatively analyzing and visualizing large sets of cultural data. Using online community music site ccMixter, Giorgos Cheliotis analyzed the patterns of music creation, sampling and remixing between 1,850 active users who at the time of data collection (2007) have collectively produced 7,484 tracks. The projects currently underway in Manovich’s lab include analysis and visualization of patterns in 200,000 art history images drawn from artstor.org, interactions between tens of thousands of MySpace users, biographies of Korean diaspora artists, and public perceptions of architectural developments in Asian countries. Kay O’Halloran’s Multimodal Analysis Lab is currently working on a large project which involves developing linguistic, image and sound processing techniques for analyzing complex multimodal documents, videos and interactive events on the web. The automated analytical techniques developed in the Multimodal Analysis Lab are applicable to the large cultural data sets that we want to use in the project proposed here.

Equally importantly, Manovich and Cheliotis have independently developed theoretical frameworks for working with large cultural data sets. Since 2005 Manovich has been developing a broad framework for this research that he called “Cultural Analytics.” The framework calls for the use of interactive visualization, Geographical Information Systems (GIS), data mining, and statistical data analysis for research, teaching and presentation of cultural artifacts, processes, and flows. Manovich’s lab is focusing on analysis and visualization of large sets of visual and spatial media: art, photography, video, cinema, computer games, space design, architecture, graphic and web design, product design. Another focus is on using the wealth of cultural information available on the web to construct detailed interactive spatio-temporal maps of contemporary global cultural patterns. Cheliotis refers to his research using the term “Online Cultural Dynamics.” His focus is on the examination of the structure, dynamics and output of online communities. According to Cheliotis, they are largely based on the same processes of creative reuse, synthesis and production that have characterized most of our cultural production throughout human history, but are now accentuated with the new paradigm of collaborative, commons-based peer production which critically depends on the sharing and licensing behaviour of creators.

We propose to extend this research in new directions by taking advantage of the unique combination of resources and expertise available at NUS. Drawing on the broad expertise of our team will allow us to do work in the analysis and visualization of cultural patterns on the scale beyond what has been done so far. The humanities scholars who have already started to analyze, graph, and map cultural data so far focused on relatively narrow areas of humanities – for instance, 19th century novels or archaeology of particular ancient sites. No attempt has been made so far to apply this approach to a much larger set of cultural activities related by a common geography or a time period. Additionally, humanities scholars tend to use visualizations as static illustrations of their findings – rather as a research tools for data exploration and knowledge discovery, as it is common in the sciences.

Our project is designed to address both of these limitations. Firstly, we propose to carry out a number of case studies that will together begin to visualize some of the patterns in the cultural development of a whole continent over a 100-year period. What is this continent? We decided to choose the subject for our study in such a way as to make the project particularly meaningful in the location where the project will be created and first shown. Consequently, we chose to work on Asian cultures from the early twentieth century until today. Using a number of both historical and contemporary data sets and sources of information, we will map vectors of influence between different Asian traditions and the West, the struggles to establish the unique modern Asian cultural identities throughout the twentieth century, and the extraordinary rise of Asia in today’s globalization era to become new leaders in cultural innovation and experimentation (as demonstrated, for instance, by the opening ceremony of 2008 Olympics.) We will visualize the dynamics of contemporary vernacular digital culture in Asia using data from social networking and social media sites popular in Asia such as Cyworld, Friendster, Sina, etc. We will also compare online cultural dynamics in Asia and other geographical regions. This will allow us to create models of cultural development that will assist in the detection of new and potentially important cultural currents, as well as in understanding the position of Asian media creators in the globalized context of the web.

We will present our findings in articles, conference presentations and also in a large-scale high-resolution interactive installation. The interfaces and visualization techniques developed for this installation will represent the second major innovation of our project. Going beyond the static visualizations or the already familiar media interfaces deployed in museums, we will create fundamentally new types of interfaces to cultural content. The installation will present innovative ways of interacting with and experiencing cultural assets and cultural information based on the analysis of large cultural data sets. The interfaces will use the concepts and technologies from the fields of science visualization, information visualization, and Geographical Information Systems (GIS). They will also bring together the visualization techniques normally used in science with the best techniques developed in digital art ad design. The users will be able to interact with visually rich maps and visualizations of cultural flows, patterns, and dynamics at a variety of scales, going from a “bird’s eye” of a very large database as a whole to a view of an individual cultural artifact."

Sunday, March 1, 2009

Software Studies Brazil at PARALELO: Technology & Environment

PARALELO
TECHNOLOGY & ENVIRONMENT
A MEETING POINT FOR ARTISTS, DESIGNERS & RESEARCHERS

PARALELO is a unique five day project - workshops, symposia and live events - supported and organised by the British Council in Brasil and the UK, hosted by the Museum of Image and Sound in São Paulo and the Centro Cultural de Brasil, with support also from the Mondriaan Foundation and the Virtueel Platform in the Netherlands and the Arts & Humanities Research Council in the UK. It brings together artists and designers working with media from three different countries - Brasil, the Netherlands and the United Kingdom, to discuss different ways in which collaborations across disciplinary and cultural borders can enable research and new insights into global and local ecological problems.

The teamwork across artistic, design, scientific and technological borders which is increasingly a key part of the cultural canvas of the 21st century can bring about new insights and lead to new knowledge. But how are such investigations supported in different countries and what can we learn from consideration of models of exchange and intercultural dialogue?

Sunday 29 March

3pm

REFLEXIVE ENERGIES - THE HISTORY AND VISION FOR ART, ECOLOGY, DESIGN AND TECHNOLOGY EXCHANGE IN BRAZIL
Opening the five day programme of debates, workshops and intensive discussions with practitioners and researchers in the fields of art, design, science and technology from three countries, this panel of leading artists, curators and researchers from Brasil will set the scene, reflecting on their work and on the work of other leading figures within Brasilian cultural history who have engaged in many ways with the issues which Paralelo seeks to address.

Chair: Martin Grossmann - director of CCSP, founder of Forum Permanente
Cicero Silva -
Software Studies Group Brasil
Marcus Bastos - critic and independent curator of eletronic arts
Karla Brunet - artist and researcher at UFBA in the fields of art, science and technology

Organizing team:
Bronac Ferran (Royal College of Art, UK)
Gisela Domschke / IED and Independent, Sao Paulo (BR)
Karen Halley / British Council (BR)
Roberta Mahfuz / British Council (BR)
Sian Prime / Goldsmiths College, London (UK)
Liliane Rebello / British Council (BR)
Annette Wolfsberger / Virtueel Platform Amsterdam (NL/AT)
Louise Wright / British Council (UK)