Grants/playaround 2010 Electronic Art and Digital Environment Workshop – DIWO Culture (playaround10 – DIWO Culture)

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playaround10 – DIWO Culture

Applicants: Escher Tsai (TW/Taipei), Pei-Wen Liu (TW/Basel)
Affiliation: dimension plus (TW/HK), SGMK/Swiss Mechatronic Art Society (CH), House of Nature Fiber (ID)
CC affiliated? Yes
Contact: Escher Tsai (TW/Taipei), Pei-Wen Liu (TW/Basel)
Coordinator: Tai-Fang Pan (TW/Taipei), Chen Yung-Hsien (hugo) (TW/Taipei), Dr. Marc R. Dusseiller (CH/Zuerich), Tobias Hoffmann (DE/Basel), Chun Lee (TW/London), Keith Lam (HK), Pe Lang (CH/Berlin), Zachary Lieberman (US/New York), Venzha Christ (ID/Yogyakarta), Irene Agrivina Widyaningrum (ID/Yogyakarta), Tommy Surya (ID/Yogyakarta), Tyng-Ruey Chuang (TW/Taipei) , Emily Wen-Yin Chou (TW/Taipei)
Project Start: 2010/08/09
Project End: 2010/08/13

http://2010.playaround.cc
Download budget Discussion

Describe the project you are proposing as clearly as possible in just five sentences.


playaround 2010 Electronic Art and Digital Environment Workshop – DIWO Culture;PlayAround10 is the third edition of an intensely parallel and collaborative workshop of mediating the creative use of FLOSS (Free/Libre Open Source Software) and DIY practices to an audience of young students and emerging artists of diverse backgrounds. It combines the knowledge creation and open distribution of new media technologies and contemporary art practices in a socially responsible and relevant context.

Detail the tangible project output (e.g., paper, blog post, written materials, video/film, etc.; this would be in addition to the final written report that successful grant recipients will be expected to deliver to CC at the conclusion of the project).


All contents placed at PlayAround10 wiki are cc 3.0 share-alike Taiwan. PlayAround wiki is the main platform of all communications and documentations, a collective document would be created before and after the workshop period included reports, module related articles, audiovisual documentation, booklet, stickers, poster, etc. The process of workshop would be filmed, please see playaround09 video as example @ http://www.youtube.com/watch?v=vnuE5LsrtCM

Describe the community you are targeting. How would the project benefit the community?


The characteristics of playaround10 workshop involved software programming, patching, thinking out of box, and a co-operative attitude, therefore an ideal workshop participant would first target at anyone with an interest on New Media Art, FLOSS, Art, Soundscape, Design, Mass Communication, Information Technology, Bioscience, Physics, Architecture, Humanities and Engineering. It is more than welcome of whom is interested in transdisciplinary, co-operative artwork.

Our approach is to have the seed of FLOSS and DIY grow further, by giving a beginners level, as well as midlevel and advance introduction to the attendants and develop it to a certain depth during the workshop. In other words, re-joint and share the creativities of open source art to a broader community. All the content of the wiki and the booklet will be published under a creative commons license. The use of creative commons allows future creative uses and modifications of the work, as long as the attribution to the original authors is maintained. This year playaround is opening to international applicants regardless nationality, age, background and related experiences, this will be a small experiment of carry playaround a bit further by welcoming a better diversity, to open up a vivid environment of art creation. We take possible conflicts into the drive of intervention.br />

What is your relationship with the community you are targeting? Why are you the best individual/organization to lead this project? Do you have prior experience in related projects?


PlayAround is a non-profit project co-ordinated by several minded individuals and groups who are brought together by a common believe in the sharing and distribution of knowledge as a Zeitgeist of digital art in the 21st century, by giving hands-on experiences of contemporary art practices. It is organized by an international team of curators, based in Taiwan and Switzerland, and is collaborating with international and local partners to host the event this summer in Taipei. Details of mentor's biography please see @ http://2010.playaround.cc/mentor

How will you measure and evaluate your project’s impact - on your main participants? Other contributors? On the larger community?


As a workshop focusing on artistic creation, the essence of PlayAround is open, libre and share, providing an open platform for emerging artist to observe and rethink the changes of digital culture in our daily life. By learning specific skills through the workshop modules, the artists relate to each individual's meanings and drives for creating. The spirit of PlayAround has slowly affected many local Taiwanese emerging artists, they are inspired by PlayAround and started to host irregular workshop of knowledge sharing to even a broader scale of audiences. We are aiming to have more people understand the essence of PlayAround by increased publicity in mass media, from a seed bedding to a conglomeration of art and society. Since the very beginning, PlayAround is an international collective joined by similar minds, thanks to the modern internet connection, we are able to connect with rapid communication, and use Taiwan as primary base to set-up the event; international mentors have brought a diversity of cultural backgrounds and experiences to share with the local emerging artists, and our very next step is to share the influences with asian neighbours of south-east.

How many participants do you expect to be involved in your project? How will you seek and sustain their involvement?


PlayAround 10 is going to host 96 participants across 8 workshop modules plus teaching assistants of each module and volunteers. It is open to emerging artists regardless of nationality, age and educational background. Additionally all participants are invited to submit an optional proposal for the HONF residency fellowship in Yogyakarta, Indonesia. And with OpenField, the final exhibition at the last day of workshops, the output of the collaborations and newly learned art practices, will be displayed as installations, presentation or audio/visual performances. The exhibition, held at the Art Museum of NTUA, is free and open to the public and we expect an audience of approximately 200 to 300 people in addition to the whole group of participants and organizers.

Describe how your project will benefit Creative Commons' mission to increase the amount of creativity (cultural, educational, and scientific content) in "the commons".


2010 Theme - DIWO culture, each module is a smaller circle of the bigger circle of playaround workshop, each has it unique culture, specific motifs and potential of reconnecting to other circle. From Do-It-Yourself to Do-It-With-Others; digital culture and art offer countless potentials to connect shared interests among groups, this possibility has effecting how we deal with daily routing and later, our needs. On the other hand, it restructures the meaning of needs, and its by-product, twixt the communication, and reinforce a physical realisation from an abstract concept. Nevertheless, the most interesting emphasis of playaround workshop is how to co-operate with others. The outcome of participants regardless either form of artwork or presentation, which could be audiovisual work, soundscape composition, installation or software patch that all be sited on playaround10 wiki with cc shared-alike Taiwan. After two successful rounds in 08 and 09, this years PlayAround 10 has grown to a more international format, including more topics to be covered during the Workshops and aiming to reach a larger audience and public awareness, both locally in Taiwan with a final Exhibition and national media coverage, and globally through presentations at international conferences. Our goal is to set up playaround as an association in the future and continue to develop playaround workshop on the yearly base.

Describe what technologies and tools your project will use. What kinds of technical skills and expertise do you bring to the project? What are your technical needs?


This year we expanded the range of workshop modules to 8 different topic with different level of expected experience by the participant in that to take into account the performative possibilities of media art practices. To integrate FLOSS (Free/Libre Open Source Software) with art practices and contemporary social subjects, teaching modules included alternative usage of integrated materials, self-built sonic synthesiser, interactive programming, networking, physical computing, DIY circuit bending, soundscape and field recording, structural community.

Eight of teaching module as :

{A } Algorithmic Music and Animation - Chun Lee (TW)

{B.} Urban Invader - Keith Lam (HK)

{C.} sound symbolism & audiobook - pei (TW/CH)

{D.} the internet of real things – Tobis Hoffmann (DE/CH)

{E.} lo-fi soundz & synths - Marc Dusseiller (CH)

{F.} motion and sound - Pe Lang (CH)

{G} Leaving the Screen - Programming for Interactive Reactive Systems - Zach Lieberman (US)

{H.} Generic Infrastructures Community & Tools – Venzha Christ, Irene Agrivina & Tommy Surya (ID)

A detailed description and updates can be found on the PlayAround wiki @

http://2010.playaround.cc/module

http://2010.playaround.cc/software

What challenges do you expect to face, and how do you plan to overcome them?


For the continuation of PlayAround is to establish an association in near future. We certainly have faced the same problems of fund rising year by year. From the very beginning, PlayAround started with a vision of bringing art education, technology and science together, the key matters of how to present PlayAround to interested and related parties, of such a hybrid-nature, to regain recognition of admitting invisible values of workshop's outcome, we are not only addressing on the process of creating together, which is the key value of workshop, but also emphasising on the creative onward solution that would firstly reveal in its documentation and later the implementation of co-operative project on following, more importantly, to have our audience to be familiar with shareing findings and creativities. To establish an association where our interested individual and groups have access openly would be the challenges as well as the plan.

How do you plan to sustain your project after the Creative Commons funding has ended? Detail specific plans. How do you plan to raise revenue to continue your efforts in the future?


Specifically, we would like to use Creative Commons funding on the materials for the realization of co-operative project (3000 USD), production and post-production of audiovisual documentation of Playaround10 Workshop– DIWO Culture (3000 USD), and the preparation of next year PlayAround (2500 USD) in that included a dedicated server system of 12 months as the starting point of association. By the time of writing, PlayAround do not have a stable sever to host our wiki platform, therefore we are in need of having our very own sever to provide a sustainable and communicative web platform to enhance our connection and communication with related institutions that have been supporting PlayAround over the last three years. A listed of funding resource please see attached file. (PlayAround Global Budget)

How can this project be scalable, or have a scalable impact?


Departing from the form of workshop, participant learn and create co-operative project during workshop timeframe of five days, the project will then be the main intermediator to connect related research groups of society to continually discuss and develop through wiki platform together. The main impact is in fact a new quality of education, the essence of this new quality is transcending the traditional division of education that skill orientated to a comprehensible way of contemporary situation, our goal is penetrate such traditional point of view and bringing technical, art, culture and aesthetic as the base of discussion.

What resources and support do you expect Creative Commons to provide to your project to ensure its success (if any)?


First of all, we need a dedicated sever system to steady infrastructures to sustain content over a longer period of time, participants can refer and access to available datas and teaching materials. Secondly, “cc Licence Global”, we believe it will help medium of share-alike and its docking bay towards to a global understanding of sharing unlimited, and rise awareness of the differences between share-alike and “whatever”. At the age of empathic medium, international cc licence would help minded people stay with the cc community while a project is commonly acted/created/(re) produced across several countries.

Describe how your organization currently communicates with its community members and network partners. (100 words)


Net-based communication is the key tools for us to work closely with international partners, co-organizer communicate via mailing list (mailman), CMS (tikiwiki), and various of web2.0 tools (google doc, map, facebook, twitter, youtube, vimeo, blog) we already established a good understanding between several institutions that give suggestive directions to enhance our networking among interested parties and local/international emerging artists in order to support PlayAround as an collective base of knowledge sharing and seed bedding of digital culture.

Legal


Yes