I was excited to come across this magazine, a chronicle of new media art. The issue below interested me.

THE ARTIST AS CONTENT started out as a survey of self-portraiture in new media. It quickly became apparent, however, that the role of the artist in new media has gone far beyond that of simply subject or even creator.


Data Body|Body Data

Check out Google Body.

Interesting to think of possibilities of mapping info to a body using kml. Could be used to describe fashion, diseases, or a ‘data body’ in the sense we’ve been discussing.

Computer Representation of Chemical Bonding

I got really excited about this one. It has some diagrams that I really enjoy.

Bicycle Built for Two Thousand Using Mechanical Turk

Amazon Mechanical Turk was used to make 2,000 people sing ‘Daisy Bell’ in HAL style, unbeknownst to them (by imitating a sound.)  Great creative use of an interesting site.

Duke Professor Doing Interesting Brain/Machine Work

“Miguel Nicolelis, M.D. Ph.D., is the Anne W. Deane Professor of Neuroscience at Duke University, Professor of Neurobiology, Biomedical Engineering and Psychology and founder of Duke’s Center for Neuroengineering. Although for the past decade, Dr. Nicolelis is best known for his pioneering studies of Brain Machine Interfaces (BMI) and neuroprosthetics in human patients and non-human primates, he has also developed an integrative approach to studying neurological and psychiatric disorders including Parkinson’s disease, epilepsy, schizophrenia and attention deficit disorder. He has also made fundamental contributions in the fields of sensory plasticity, gustation, sleep, reward and learning”


Chess Variants

Chess has always been variant. Today there are thousands of mutations, transformations, and reorganizations of the classic game. I’m partial to those chess programs by Torus Games which allow you to play on boards stretched over imaginary topologies like Möbius strips and Klein bottles:

Alongside these programs you can find thousands of custom chess boards featuring strange situations and perplexing puzzles:

A History of Computer Chess

Understanding the history of computer chess as a field for measuring the intelligence of machines (and humans) is crucial to developing Neosentient Games. At first, citing the Mechanical Turk as a starting point for this history seems like a misnomer. The Mechanical Turk exhibits no autonomy and, in fact, isn’t strictly a computer. However, since the Neosentient will be invented through anthromorphic introspection, perhaps the idea of an augmented human (or augmented computer) is a good place to start developing Neosentient Games. After loosing to Big Blue in 1997, Gary Kasparov invented a chess variant for augmented play. Many chess masters create variants based on their intimate knowledge of the sport, adding or omitting pieces and extending the board, but Kasparov’s version of chess incorporated focused on augmenting the original game of chess by giving each human player a mechanical team mate. In Kasparov’s Augmented Chess, each human player could query their computer assistant for information. Is this the beginning of Neosentient Games? How can we develop this field towards the notion of the Neosentient?