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Table of Contents:
   app-art.org talks to the creator of n_Gen   
"app-art.org" <[email protected]>
   invitation    
[email protected]   
   : : WOOMERA 2002 : : south australia  
dr woooo <[email protected]>   
   edith-russ-haus
Kulturamt der Stadt Oldenburg <[email protected]>   
   International Day of Action Against Video Surveillance  
Matze Schmidt <[email protected]>
   A virus named NETTIME_LIST.EXE very active and dangerous
[email protected]  
   BOOKSHELVES   
Andreas Broeckmann <[email protected]>
   [Fwd: Pixxelpoint Newsletter]   
jurij krpan <[email protected]>
   NYC event (Resistance in Cyberspace?) + meeting up?
Paul Taylor <[email protected]>
   Call: Conference on Intermedialities, Rotterdam June 2002
Andreas Broeckmann <[email protected]>

------------------------------

Date: Sun, 9 Sep 2001 01:36:38 +0100 (BST)
From: "app-art.org" <[email protected]>
Subject: app-art.org talks to the creator of n_Gen



   http://www.app-art.org/ 09/09/01

   --------------------------------------------------------

   Peter Spreenberg of Move Design, creator of
   n_Gen - a sharp-eyed Photoshop parody that
   critiques current trends in contemporary
   design practice - talks to app-art.org about
   the project that hopes to answer a lot of
   questions.

   http://www.n-generate.com/

   --------------------------------------------------------

   First off, n_Gen is clearly a satire on
   contemporary design habits. Was this the sole
   intention of the project, or did you have some
   other agendas or aims in mind before you
   started?

      n_Gen represents a combination of
      objectives. It was first exhibited through
      ioResearch's 10th edition of The Remedi
      Project, and for this we were parodying
      contemporary design habits and what we see as
      the emulation of celebrity design currently in
      vogue. It was presented as a kind of in-joke
      for designers who would recognize the work of
      their heroes. It was also an attempt to
      respond to an undercurrent in the design
      world, every designer's wish for a 'magic
      design machine' that could crank out finished
      designs by simply pressing a button.

      But in fact, the concepts underlying n_Gen
      represent the culmination of research and
      explorations we have been engaged in over many
      years. In some of our past work, we have
      developed systems that build graphics on the
      fly, using software algorithms that yield
      random and unpredictable visual results. Most
      often, the resulting designs are quite raw and
      ugly, but once in a while, you get images of
      sublime and surprising beauty.

      In part, this was driven by a desire to speed
      up the design and production process, but we
      also were interested in creating new and
      unusual imagery. We have wondered if it is
      possible to create algorithms and formulae for
      designs that are not simply random assemblages
      of imagery, but are more 'intelligent',
      informed and behave according to a set of
      rules. What we're really getting at is: Is
      there a universal code for beauty?

      By analyzing what we believe to be successful
      designs, is it possible to determine formulae
      for what is pleasing to the eye? What are the
      rules and principles that talented designers
      instinctively employ in their work and can
      these rules be simulated by a computer
      program?

   As a design firm yourself, you must be aware
   that you're subjecting yourselves and your
   client work to criticism in the same way that
   you are others. Is there a Move Design plug-in
   available for n_Gen? If not, why?

      The Design Modules that most closely reflect
      our current aesthetic are perhaps Spacefarm
      (although it's a bit too techy and over the
      top for our taste), and Urbivore, which is
      already becoming a bit passe. I guess we'd
      like to think that we're beyond having a
      recognizable style, that we're nebulous and
      always evolving. But of course we probably
      do. I think maybe we're too close to it to see
      it. Perhaps it's up to someone else to do a
      parody of us, the Move Design module.

   n_Gen mimics the interface of Adobe
   Photoshop. Is there a critical reason for this
   to be so? Do you think your project would have
   been as successful if it hadn't adopted that
   familiar look and feel? What does this say
   about "radical" interface design practices?

      We designed it this way because we wanted the
      interface to look familiar, generic and
      vanilla so that the aesthetics of the content
      and the concept behind the design machine
      would stand out. We weren't trying to make a
      statement with the interface, in fact we
      wanted it to be understated and
      invisible. What better way to make something
      invisible than to make it familiar and
      conventional.

      As a design firm, we enjoy and appreciate
      radical, outrageous and unconventional design
      as much as anyone, but having designed quite a
      few user interfaces, we feel that this is one
      area that requires restraint. It may sound
      boring, but we still believe in
      usability. Innovative interface is great for
      challenging convention and experimentation,
      but if you're creating a tool or utility that
      will be used by people for extended periods of
      time, it only makes sense to do something that
      won't annoy them.

   There is something inherently amusing about
   the capricious nature of the [ n_Generate ]
   button, and how that contrasts with the
   prescriptive view modes (Poster, Flyer, Web
   Page, etc). Is this a subtle comment on the
   sort of work you're asked to do
   commercially? Do you think there's any
   credibility in suggesting that there might be
   a serious break from this sort of stale
   corporate new media usage by deploying radical
   systems (such as generative software) in their
   place?

      Branding is a fairly recent marketing concept
      that has been applied to everything from
      products and services to fashion, music and
      films. Even the attitude and speaking voice of
      your local Starbucks employee is something
      that has been branded (or at least they're
      trying to do this!)

      And of course user interface is not immune
      from this phenomenon. In many of the projects
      we've worked on, there is a desire to brand
      the 'user experience.' This is a pretty high
      level concept that usually ends up getting
      diluted to the point where one brands the user
      experience by shaving just the right amount of
      pixels off the edges of the user interface
      buttons and applies the product logo to the
      desktop icons.

      It was only natural for us to try to apply
      this branding approach, ad nauseam, to the
      n_Gen interface. There was a sort of sick
      satisfaction in overdoing it, we even invented
      our own product-ized verb/action/interface
      element that contained the product name. What
      self-respecting product manager wouldn't aim
      for this? I think in a way, we were acting as
      we imagined our own most unrestrained client
      might.

   The issue of authorship seems to make people
   groan these days, but how do you think writing
   generative software will change peoples'
   perceptions of creativity and authorship in a
   digital environment? Have we already
   experienced a transformation but not realised
   it?

      One of the things we enjoy about n_Gen is how
      detached it makes you as a designer. You can't
      claim total credit for a design that looks
      great (all you did was press a button) but you
      also can't be held responsible for a horrid
      design either (all you did was press a
      button!).

      In creating n_Gen, we wanted to emphasize
      using computers for design in a way that is
      often overlooked - that is, using the
      computer's inherent capability and
      time-honored status as an automation
      device. So many of us in the design world
      spend so much of our time doing arduous and
      repetitive tasks day in and day out, tasks
      that could easily be automated if we only knew
      how.

      We see a lot of software out there that is
      intended to streamline the production process,
      but it's as if the design/conceptualizing
      process is a sacred cow that mustn't be
      touched, as if creativity and hard work go
      hand in hand. Of course, we don't seriously
      believe that a machine will ever replace the
      subtle and unpredictable creative capabilities
      of the human mind. But perhaps there is some
      middle ground, a way of supplementing what the
      designer does anyway and automating the
      repetitive, routine parts of the process.

      Part of the reason for creating n_Gen was for
      fun but also as a tongue-in-cheek
      admonishment, perhaps to take a bit of the
      wind out of the sails of the star designers we
      see revered on the web. A bit of ego bashing,
      as if to say, "don't think you can't be
      replaced." We're merely trying to show people,
      designers in particular, that a style, no
      matter how new or unconventional, is just a
      style. Even 'no style' is a style. Graphic
      design virtuosity is not that rare or special
      and as much as we love beautiful design,
      applying a pretty skin to something
      structurally ordinary is not that interesting
      to us anymore. I suppose we're just trying to
      wake people up a bit and suggest that maybe
      there's more to design than throwing nice
      pictures on top of conventional information
      structures.

      We're interested in making design available to
      everyone in the same way that desktop
      publishing software leveled the playing field
      for a lot of people. I know a lot of designers
      will probably be angered and threatened by
      this approach, but I'm old enough to remember
      a time when doing computer graphics was beyond
      the reach of anyone but a select few. And now,
      just about anyone who can afford a PC and some
      graphics software can call themselves a
      graphic designer. I think this is okay,
      because look at the richness, quantity and
      diversity of design we've seen since the
      introduction of the Mac.

      Designers need to realize that they've had a
      monopoly on digital visualization for some
      time now, and that time is coming to an
      end. In the same way that typographers, video
      editors and specialists in other fields have
      seen their rarified positions erode as
      computers have become ever more sophisticated
      and ever more affordable and available to the
      general public, designers must now begin to
      see that they too will either go the way of
      the dinosaur, or they will adapt, as all the
      typographers and video editors have. It will
      be painful for some, but it's a natural,
      evolutionary process.

      Desktop publishing opened design up to a lot
      of people with no training, but after playing
      around and making a few really ugly
      newsletters, the wisest individuals soon
      realized that this was just another fancy tool
      and that they could only go so far before they
      needed someone with true talent and an
      aesthetic sensibility to come in and do it
      properly. We sincerely hope that n_Gen, or
      some other tool like it, has the same
      effect. Because what it really does is educate
      people about the value of good design. It
      shows us that really great design is more than
      the tool you're using, and a talented designer
      is more than someone who is proficient at
      Photoshop or Flash.

   What's the future of application software, in
   general?

      Application software is normally very
      purposeful and, as it should be, optimized for
      accomplishing a specific set of tasks. We'd
      like to see applications become more
      entertaining. This may seem like a
      contradiction - when one is trying to
      accomplish a task quickly and efficiently, the
      last thing needed is to be distracted by some
      annoyance masquerading as fun. But if the
      entertainment was an inherent part of the
      application, something that was inseparable
      from the application's fundamental purpose, we
      believe this could have a positive impact on
      how people relate to computers and their
      work. Some of us spend our entire day in front
      of the computer, we may as well get some
      enjoyment out of it.

      We'd also like to see more automation in
      design applications. It's more efficient to
      write a few lines of code that generates
      imagery and let the computer rip for a few
      minutes than to meticulously create an image
      or animation pixel by pixel, frame by
      frame. Obviously, it may never be possible to
      automate completely some styles of work, and
      most designers don't, and won't, know how to
      program, so the automation needs to be made
      accessible. The key to this is in the user
      interface, making it easy for people to
      automate repetitive tasks as well as
      operations that are currently not seen as
      being automate-able (is that a word?)

   And your future plans for n_Gen?

      n_Gen is currently a demo created with
      Macromedia Director. We are working on
      developing n_Gen as a 'real' application in a
      more robust language that will enable more
      features and capabilities. Some of these Gen
      as a 'real' application in a more robust
      language fonts, and other assets. We also
      intend to give users the ability to create
      their own Design Modules. The tricky part of
      this is not the technology but the underlying
      knowledge base and the user interface. In
      order to create a Design Module, there needs
      to be an easy way for the user to be cognizant
      of the difference between the assets and the
      layout, their content vs. their design. Design
      Modules are a bit like templates except that
      they are design aware, 'page aware', flexible
      and forgiving. A bit like an expert system, I
      suppose, that knows which things are fixed,
      unbreakable structures and which things are
      flexible and open ended.

   --------------------------------------------------------

   http://www.app-art.org/ 09/09/01


------------------------------

Date: Sun, 9 Sep 2001 02:05:45 +0200 (CEST)
From: [email protected]
Subject: invitation

From: mia <[email protected]>
Subject: /55\invitation

     [above = headited @ nettime]

hello,
- -- 
im looking for videos made by women vjs/videomakers (especially 
working with nato)

these videos will be part of a video exhibition at digitales conference
in Brussels, 15-17th of november 2001

best wishes
m.

------------------------------

Date: Mon, 10 Sep 2001 01:39:47 -0700 (PDT)
From: dr woooo <[email protected]>
Subject: : : WOOMERA 2002 : : south australia

[email protected] [Add to Address Book] 

please circulate... 

- ---------- : : an invitation to make the journey : : ------------- 
- ------------------ : : WOOMERA 2002 : : -------------------------- 
: : direct actions : festival of freedom : autonomadic caravan : : 
- ------------ : : march 27 - april 2, easter 2002 : : ------------- 

url: http://woomera2002.com/ 
contact: [email protected] 

Woomera is a remote town, 500 kms from Adelaide (Australia).  It is also the
centre of an economy of death, suffering and incarceration founded on the
dispossession of indigenous lands.  Our humanity is obliterated in Woomera,
in the concentration camp, by missiles, by nuclear weapons, by toxic waste,
by colonisation, by capitalism, by fear and division. 

We are making the journey to discover our humanity in the liberation of
those who have been dehumanised. 

We are making the journey to refuse the death, pain and confinements that
are manufactured in the name of The Economy.  We refuse the caging behind
razor wire and the new world borders fashioned so that capital, by reserving
for itself the 'right' to move around the world, can better enforce
austerity, misery, the earth's destruction and the 'race-to-the-bottom'. 

In 2002, each of us are making the journey in our own unique way to reveal
the connections between dispossession and the enclosures; the dislocations
that have occurred and are still occurring in the name of profits, warlords
and empire.  We will not mimic what we go to abolish, but instead wish to
open a multitude of paths toward a different world. 

We invite you to make the journey with us. 

: : more information : : 

Woomera 2002 will be a kaleidoscope of cascading autonomous actions, media
streams and screenings, workshops, discussions and happenings.  People are
encouraged to use a diversity of tactics to disrupt the present and create
the future. 

Come with an existing group or form an affinity group for the duration. 
Each group will be represented on a spokescouncil, which will share
information, provide a forum for co-operation and facilitate the actions. 

Groups from Melbourne and Adelaide who are attending the Pine Gap actions in
Alice Springs will join us in Woomera on the Good Friday, March 28th. 
Actions against the Pentagon's National Missile Defence are also happening
during Woomera 2002. 

We encourage everyone to communicate and publicise Woomera 2002, their views
and their plans for actions in their own way. 

... more information coming soon ... 

url: http://woomera2002.com/ 
contact: [email protected] 

------------------------------

Date: Fri, 07 Sep 2001 14:28:18 +0200
From: Kulturamt der Stadt Oldenburg <[email protected]>
Subject: edith-russ-haus

    [English see below]

Ausstellungsank�ndigung

AVATARE UND ANDERE
Edith-Ru�-Haus f�r Medienkunst

DAN GRAHAM, LYNN HERSHMAN, MARKUS HUEMER, KRISTIN LUCAS, VICTORIA VESNA


Er�ffnung: 14. September 2001, 19 Uhr
Handy Performance mit Victoria Vesna, 20 Uhr
Bitten bringen Sie Ihr Handy mit.


EDITH RU� HAUS F�R MEDIENKUNST
KATHARINENSTRA�E 23
26121 OLDENBURG
DEUTSCHLAND

Weitere Informationen siehe unter:  http://www.edith-russ-haus.de

tel     +49 (0) 441 235 3208
fax    +49 (0) 441 235 2161




Exhibition Announcement

AVATARS AND OTHERS
Edith Russ Site for Media Art

DAN GRAHAM, LYNN HERSHMAN, MARKUS HUEMER, KRISTIN LUCAS, VICTORIA VESNA

Opening: 14 September, 2001 7pm
Cell Phone Performance by Victoria Vesna, 8pm
Please bring your phone.

EDITH RU� SITE FOR MEDIA ART
KATHARINENSTRA�E 23
26121 OLDENBURG
GERMANY

For further information visit our website: http://www.edith-russ-haus.de

t. +49 (0) 441 235 3208
f. +49 (0) 441 235 2161

- --

------------------------------

Date: Fri, 07 Sep 2001 02:49:01 +0200
From: Matze Schmidt <[email protected]>
Subject: International Day of Action Against Video Surveillance

International Day of Action Against Video Surveillance /
Internationaler Aktionstag gegen Video�berwachung

The old environments of the containment, which had been limited to the
distribution of the subjects in space gradually are replaced by continuous
behavior check. This documented an incident two years ago in the prison
Berlin-Tegel. There a convict, who wanted to adjust the senders of the new
television in its cell discovered that on a channel he was to be seen -
live. A pin-size camera was hidden in the TV-set, whose transfer frequency
he had coincidentally gotten. Because of the "suspicion of an offence
against the Drug Law" the prisoner in its cell should be spied secretly,
which according to the public prosecutor's office is legal "if danger is
assumed".  In this case the monitored one could have monitored himself.

Da� die alten Milieus der Einschlie�ung, die sich auf die Verteilung der
Subjekte im Raum beschr�nkt hatte, allm�hlich von einer andauernde
Verhaltenskontrolle abgel�st wird, dokumentierte vor zwei Jahren ein
Vorfall in der Gef�ngnisanstalt Berlin-Tegel. Dort entdeckte ein
Strafgefangener, der in seiner Zelle die Sender des neuen Fernsehers
einstellen wollte, da� auf einem Kanal er selbst zu sehen war - - live. Im
Fernseher war eine stecknadelgro�e Kamera versteckt, deren
�bertragungsfrequenz er zuf�llig erwischt hatte. Wegen des �Verdachts des
Versto�es gegen das Bet�ubungsmittelgesetz� sollte der Knacki in seiner
Zelle heimlich ausgesp�ht werden, was laut Staatsanwaltschaft �bei Gefahr
im Verzug� rechtm��ig sei.  In diesem Fall h�tte der �berwachte sich sogar 
selbst �berwachen k�nnen.

http://www.is-kassel.de/~safercity/2001/kamera.html (sorry! in german)


Offenes SaferCity Buero

Open Space zur deutschen Sicherheits- und Ordnungspolitik
im Raum, Boxhagener Str. 86, Berlin-Friedrichshain
Freitag, 7.9. & Samstag, 8.9.2001 ab 20 Uhr

http://www.n0name.de/safercity


------------------------------

Date: Fri, 7 Sep 2001 14:05:12 +0200
From: [email protected]
Subject: A virus named NETTIME_LIST.EXE very active and dangerous

VIRUS Alert!!!!!!
 
WARNING to all Internet users! There is a dangerous new virus propagating
across the Internet through a web page created by MOUCHETTE. DO NOT OPEN ANY
ATTACHEMENT ENTITLED NETTIME_LIST.EXE. If anyone receives mail with an
attachment entitled NETTIME_LIST.EXE please delete it WITHOUT reading it.
Send this email to as many people as you can. This is a new virus and not
many people know about it.

One of the pages in the MOUCHETTE.ORG website generates the infected
attachement which will propagate through your entire mailbox. This web page
appears to be a simple and friendly HTML page asking you to tell YOUR NAME.
But by the time you read it, it is too late: the applet virus will have
secretly connected to another URL, and concealing its activity with
entertaining sounds, it will deconstruct all of the data present. It is a
self-replicating virus and, once the URL is loaded, it will AUTOMATICALLY
forward itself to anyone whose e-mail address is present in YOUR mailbox.
This virus will DAMAGE your WEB SITE and holds the potential to
DECONSTRUCT the  entire WEB SITE of anyone whose mail is in 
your in-box and whose mail is in their in-box, and so on.
 
Please avoid opening the attachement entitled NETTIME_LIST.EXE as soon as
you see it. And pass this message along to all of your friends, relatives
and other readers of the newsgroups and mailing lists which you are on so
that they are not hurt by this dangerous virus. Please pass this along to
everyone you know so this can be stopped.
 
There is a simple way to fight this virus: go to any page on Mouchette's
site http://mouchette.org and post UNDER A DIFFERENT NAME, 
using your usual email, to confuse her settings. 
Also posting to http://www.mouchettesucks.com will help create a
group of ANTI-MOUCHETTE activists who will fight her dangerous practices.

Once again, please send this letter to as many people as you can. This
is a new virus and not many people know about it.

This information was received from
Customer Service Representative
Computer Corporation 
Lynne Woodward
Administrative Assistant
Office of Development and External Relations
Emory University
[email protected]

------------------------------

Date: Fri, 7 Sep 2001 17:23:35 +0200
From: Andreas Broeckmann <[email protected]>
Subject: BOOKSHELVES

Date: Thu, 6 Sep 2001 21:25:50 +0200
From: [email protected]

The pocketbooks anthology BOOKSHELVES will include an Afterword by Olaf
Nicolai for which you are invited to imagine a book (or books) that you
wish existed. Contributions should include title, author and publisher.
Please give some descriptions if necessary. Submissions should be typed,
with name and address supplied.

The deathline for contributions is September 30, 2001. Please circulate
this invitation as widely as possible.
Thank you for your help.
Olaf Nicolai


------------------------------

Date: Sun, 09 Sep 2001 20:24:43 +0200
From: jurij krpan <[email protected]>
Subject: [Fwd: Pixxelpoint Newsletter]

Date: Sun, 09 Sep 2001 12:52:08 -0500
From: Blaz Erzetic <[email protected]>
Subject: Pixxelpoint Newsletter

Pixxelpoint 2001 - International Computer Art Festival

- -- Newsletter - September 9 2001 --

Hi to everyone!

This is the last newsletter before the deadline for submission of your
works - Sep. 15 2001. So, artists...hurry up with your animations, images,
interactive art and music.
To see how to submit and technically prepare your works for the
exhibitions, download the forms for appropriate category and read the
instructions and rules.
http://www.pixxelpoint.org/join.html

MUSICIANS
On request  of some artists we've added also IT format for tracker music
and extended the deadline because of this for tracker music for 5 more days
(Sep. 20)

MODARCHIVE.COM
Special thanks to modarchive.com, the place with thousands and thousands of
trax. Samples, mods, competitions and more. Excellent place to spend your
time into music.
http://www.modarchive.com


Should you have any question, comment or suggestion, you can send us an
e-mail to [email protected]

Best regards,
Pixxelpoint staff
http://www.pixxelpoint.org

PS
If you don't want to receive further informations about Pixxelpoint, please
kindly reply to this email with "Remove" in subject line.




Pixxelpoint 2001 - Mednarodni festival racunalniske umetnosti

- -- Novice - 9. september 2001 --

Pozdravljeni!

To je zadnje sporocilo pred rokom oddaje del - 15. september 2001. Torej,
umetniki...pohitite z va�imi animacijami, slikami, interaktivnimi deli in
glasbo. Preberite si navodila in pogoje na prijavnicah, kako poslati in
tehnicno pripraviti va�a dela.
http://www.pixxelpoint.org/join.html

GLASBENIKI
Na �eljo nekaterih umetnikov, smo pri tracker glasbi dodali �e IT format in
zaradi tega podalj�ali sprejem del za to kategorijo za nadaljnih 5 dni (20.
September).

MODARCHIVE.COM
Posebna zahvala modarchive.com, ki gostuje tisoce in tisoce tracker skladb.
Zvoki, skladbe, tekmovanja in �e vec. Odlicno mesto za zabavo ob glasbi.
http://www.modarchive.com

Za komentarje, vpra�anja in predloge lahko pi�ete na
[email protected]

Lep pozdrav,
Pixxelpoint team
http://www.pixxelpoint.org

PS
Ce ne zelite vec prejemati novic o Pixxelpoint-u, prosimo, odpi�ite na
prejeti email z "odstrani" v naslovni vrstici.

------------------------------

Date: Mon, 10 Sep 2001 04:42:23 +0100 (BST)
From: Paul Taylor <[email protected]>
Subject: NYC event (Resistance in Cyberspace?) + meeting up?
To: [email protected]

Hi there,

I'm a UK academic (author of a sympathetic portrayal
of hackers [Hackers:Crime in the Digital Sublime
{Routledge 1999})here in NYC at the moment (and in
Boston next weekend) researching for a co-written
follow-up book about hacktivism.

I am due to meet up with Ricardo Dominguez (and he's
coming to do a talk at my university in the Winter) I
know it's short notice but I was wondering whether
there was anyone around who could meet with me this
week for a chat? (Wed and Thursday are best, but I'm
flexible)


The Performance Studies Presents:
Tuesday � September 11 � 7:00 PM

Tuesday Night Forum Series
Paul A. Taylor

Living in the New Plato�s Cave:
Resistance in Cyberspace �futile or fertile?

Paul, author of Hackers: Crime in the Digital
Sublime(Routledge 1999), is a senior lecturer in the
Sociology of Technology at The University of Salford
(UK). His also writes about the cultural significance
of cyberpunk fiction. Paul�s current research focuses
on the cultural implications of an increasingly
media/computer-saturated world.

Tisch School of the Arts
721 Broadway
Room 626


This lecture, like all Tuesday Night Forum Series
presentations,is FREE and Open to the Public

------------------------------

Date: Mon, 10 Sep 2001 09:56:30 +0200
From: Andreas Broeckmann <[email protected]>
Subject: Call: Conference on Intermedialities, Rotterdam June 2002

Date: Fri, 07 Sep 2001 15:21:58 +0200
From: Piet Molendijk <[email protected]>
Organization: Erasmus Universiteit Rotterdam


Conference on Intermedialities
June 3-8 2002, Erasmus University Rotterdam

Call for Papers (submission deadline: October 1, 2001)

The International Association for Philosophy and Literature organises in
association with the Department of Philosophy of the Erasmus University
Rotterdam a conference on:

Intermedialities

Articulated in the interdisciplinary context of literature, visual arts,
theatre and film, intermedialities are also linked to debates around
media, literacy, multimedia, and interactivity in new media
technologies. Philosophically, the 'inter' is concerned not only with
inter disciplinary approaches in the arts and visual cultures, but also
with multicultural commitments in politics and ethics .

More information: http://www.eur.nl/fw/cfk/iapl2002


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