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Baby Love [Sydney]

babylove.jpgBaby Love by Shu Lea Cheang :: October 1 – November 2, 2007 | Mon – Sat | 10am – 12pm & 2pm – 5pm :: Free :: Carriageworks, Sydney.

Baby Love is art that moves you and your imagination…. Climb aboard a giant teacup and glide into a futuristic fantasy with a dummy-sucking baby doll clone to your favourite love song at Sydney’s new home for contemporary arts, CarriageWorks. Its cathedral-scale foyer will play home to 6 giant teacups, each with a larger-than-life baby doll clone. Baby Love is a wi-fi mobile installation by New York based Taiwanese artist, Shu Lea Cheang, who calls cyber-space ‘home’. Shu Lea is a multi-media artist working in the field of net-based installation, social interface and film production.

Baby Love is an embracing interactive, kinetic and sonic experience, alluding to both past and future as the teacups evoke the nostalgia of amusement park rides and clash with the futuristic vision of cloned babies. The public can contribute to the joyride soundtrack by uploading songs via the web which go directly to the installation. The songs are transmitted wirelessly via Memory-Emotion data to the babies. When the rider selects their love song of choice to begin their teacup ride, the ME data is retrieved, jumbled and eventually crashes.

The cloned babies of Baby Love are an updated version of the central figures in Ryu Murakami’s Coin Locker Babies. In the novel, twins born from lockers at a Yokohama Station spend their lives haunted by the sound of their mother’s heartbeat. Cheang’s clones were inspired by scientific research into the development of biobots and artificial life forms. It is an installation which fuses nostalgia for a seemingly simpler age without boggling interactive technology and our contemporary obsessive immersion in the virtual life of the internet. Cheang seems to be asking where will the ever new frontiers of the web take us?

Presented by CarriageWorks, Experimenta and Awesome Arts Baby Love is an umbrella event of Art and About 2007, presented by City of Sydney.

Originally from Networked Music Review by jo
reBlogged by michael on Sep 28, 2007, 8:11AM

The Sims: In the Hands of Artists

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The world’s best-selling computer game, The Sims, is about to experience a new level of exploration with “In The Hands of Artists,” an exhibition that will explore the interactive nature of the game. Featuring work from the Communication Design, Design and Technology and Illustration programs of the Parsons New School for Design, it will run at the Chelsea Art Museum in New York from 19 April-12 May 2007. Much of the work, like the game itself, will blur the lines between reality, technology and art.

Projects range from machinima (Sims-created videos) to three-dimensional printing and painting and drawing and toy design. Simasticus (pictured above), an interactive media project, applies Sims game play to the real world. By using a Sims-based interface, the exhibition visitor will control devices that project images onto public areas. This allows visitors to communicate with the public using text, visually or through animated devices, provoking interaction between pedestrians—much like one would do in the game.

After Parsons, the exhibit moves on for interpretation by The Academy of Art University in San Francisco and Otis College of Art and Design in L.A. For more info click here.

In The Hands of Artists
Opening reception: 19 April 2007, 6-8pm
19 April-12 May 2007
Chelsea Art Museum
556 West 22nd Street
New York, NY 10011 map
tel. +1 212 255 0719

Originally from Cool Hunting by Tim Yu
reBlogged by michael on Apr 10, 2007, 6:01PM

A look back at Kinnernet 2007

A few weeks ago, Rafael Mizrahi told me about the 4th Kinnernet, a hyper-geek event organized each year on the southern shores of the Sea of Galilee (Kinneret Lake) in northern Israel. I checked out the website and started bombarding Rafael with questions “What’s this robots?” “And that vehicle?” “How about this gaming arcade?” Here’s a few notes from our conversation:

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Computer Crash Course and Game Rider

Set up in cooperation with Hubert Burda Media, creators of DLD conference, and following Tim O’Reilly’s Foo Camp, KinnerNet intvited about 150 technology addicts and creative people to gather informally and discuss topics and concepts such as software development, internet culture, social networks, web services, Wi-Fi, open source, cellular services, computer games, interactive TV, VOIP, technological trends, gadgets, security, etc. The general purpose is to share thoughts, work-in-progress, show off the latest tech toys and hardware hacks, and tackle challenging problems. The camp is a closed and private event and participating to it means contributing.

Rafael defines himself as an “artificial vision explorer” at Feng-GUI lab (which developed the ViewFinder, an algorithm that simulates the human eyes and brain and what would be the gaze path of the eye movements while being exposed to visuals. Similar algorithms are embedded into robots) and a member of GarageGeeks (which looks like “crazy projects paradise”.)

As part of the Robot Extravaganza of KinnerNet 2007 camp, he presented the GuitarHeroNoid which he built together with Tal Chalozin. The full-scale humanoid autonomously plays the Sony PlayStation game Guitar Hero II (video of GuitarHeroNoid playing the song Woman by Wolfmother).

0guitarheoooo.jpgCan you tell us more about the robot that plays the PlayStation game “Guitar Hero”? How does it work and play?

At the game, each song is presented on a set of five columns, resembling a real guitar fret board, that scroll constantly towards the player. The five columns correspond to the five fret buttons and appropriately colored notes appear in these columns.
We connected the PlayStation video output using a capture device into a computer and by live video streaming filter capture the video frames as images. Each image is being processed and the detected notes are sent through the parallel output or through network cable directly into the robot. This distributed architecture is also used by a robotics bio-technology called Remote Surgery :) and actually this distribution saved us when my parallel output was burned by an electric shock coming back from the robot solenoids, and we separated the process into two laptops.

Tal built computer-controlled, solenoids fingers that matched the fret board and strings in the game. Getting the fingers to press the fret buttons and hit the strum correctly was the hard part.

Tal took a storeroom mannequin and positioned the arms to hold the guitar. But the arms couldn’t be put in the right position, so he had to break and glue them to hold the guitar right. All the robot wiring is inside the mannequin ending at a control panel on the back of its neck.

This first public demonstration of GuitarHeroNoid received a rock star ovation from the ultra-geek audience. We also prepared a multiplayer mode, so you can play against the robot. Pushing the envelope higher, maybe next year we will build a robot that plays the game “dance dance revolution” (known as Dancing Stage in Europe).

Now how about “Real Pacman”?

The Real Pac Man (Tal Chalozin, Niv Efron) main idea was to build some old school tech symbol using as much nowadays-technologies as we can find. Right away we knew that we want a large scale game that will give the feeling of the “PacMan come to life…”
The game board made of a projector mounted on a stand, projecting a 15-square-meters game board on the floor. The PacMan was a wireless Pac-look-a-like robot which “drives” over a game board, equipped by RFID reader, Bluetooth transceiver controlled by ATMEL microcontroller, riding on a game board marked with RFID tags.
At the button of the PacMan there is an RFID reader that reads the tag location and sends it back to the game “engine”. The game engine is a java game we hacked, running on a laptop computer.

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The result is that you are playing with a completely realistic PacMan over a full virtual game board, but they communicate as if they are one.

To make it more useless tech powered, we’ve written a J2ME application running on a cellular phone for controlling the PacMan. So, instead of playing with the laptop keyboard, you play the game on your cell, which sends via Bluetooth the control commands.
The next step is to make it a multiplayer, PacMan and ghosts…

Pac Man does not get anymore realistic than that!

All around the room were screens and gaming consoles and a hydraulic driving simulator, so you could just sit down and rumble. At the center of the gaming room there were two home made arcade tables, one crafted by Davidi Silberstein and the other by Amit Jurgenson, both musicians, handy-men and old-school gamers.

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Arcade Machine Quest and Amit’s Arcade Machine

And the hydraulic driving simulator?

DidiWarmAndSpider.jpgPower tool drag racing took place inside a large and crowded tent. Crossing the middle of the tent, were two long wooden strip tracks in which the racers ran, dragging their electricity cables behind them. The race judges where Michael Shiloh, co-founder of MakingThings and an annual participant of drag racing, World class notorious hacker Pablos Holman who breaks and builds new technologies and Eyal Gever with the “from a designer perspective” opinion.

Image on the right: Vladimir’s Warm vs. Shy Vardi’s Spider (photo: Yaniv Golan)

Of course, the fastest racers were the ones Michael and Pablos brought. Michael had Jim Mason’s blazing fast “monorail” that runs as a monorail train on top of one of the sides of the track, and Pablos had borrowed an “Old Killdoggie” model racer, which is a modified grinder with inline-skate wheels. But getting first to the end of the track is not the goal of such a race.

At least half of the races were built by Yedidya (Didi) Vardi and his crew. Didi, a junk collector, designer of hands-on science models and screws-and-bolts seller. On Didi’s team were Shy Vardi, Vladimir Zviagintsev an aircraft engineer, who built the kites that were raised to thousands of feet in height, and Shlomo Abayoff.

Babylon Tower Racer was built by the GarageGeeks Zvika Netter, Yuval Tal, Ohad Pressman, Gil Hirsch and Tal Chalozin. A laptop sitting on a wagon with electric lawnmower wheels, motivated to move forward by SMS sent by the audience to Yuval’s phone number. Each time an SMS arrived, the light blob was blinked the message in morse code, and a Text-to-Speech algorithm announced the message using the racer’s speakers.

More racers such as the bottle Xylophone, playing on bottles set at the sides of the track, containing various amount of water for different tones. A CleanTech racer that needed no electricity but the moments of falling parts, Vacuuming Hovercraft, Skateboard Ventilator, and Parking, which actually did park most of the time and didn’t finish the race.

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Crocodile “rocket” Handy by Naama, Achi and Yariv

KinnerNet looks like a hell of fun. Why is the number of participants limited to 150?
Are there like-minded events in the country during the rest of the year?

KinnerNet is a a lot of fun and in order to participate, you have to contribute and not act as a “camp potato”. I guess that the number is limited because only super geeks are invited. Since there are many people who wish to share and expand their connections, forks of miscellaneous camps and events are being formed. For example, GeekCon, EureKamp, and even us, the GarageGeeks are hosting (images) content evenings, barbeques and Gaming Lan Parties (images.)

I saw on the programme that there was some place dedicated to digital art? What happened there? Any good work you’d like to highlight?

I think digital art was everywhere. In the evening we all gathered in the dining room and watched videos prepared by participants. Michal Levy, for example, a saxophonist and graphic designer, presented a beautiful visual interpretation that she made for John Coltrane’s Giant Steps.

We were asked to bring from home any junk we don’t need anymore and Hanoch Piven hosted a face making workshop that was one of the most popular happenings. Hanoch has been making collages with objects – mainly illustrations of faces for magazines and newspapers since 1992.

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The GraffitiPrinter

Ariel Schlesinger, presented his GraffitiPrinter, a handheld printer, feed from punch card that translates to spray writing on the wall.

Inside a large room, Ezri Tarazi along with the creative industrial designers Maayan Hagar and Yasmin Yotam, and anyone who wished to help, built a chain reaction sculpture called a machine that does something that does something.
Next to that sculpture, and the Superman Simulator, Didi Vardi presented his Vibrating Laser Balls Organ, a 400 pound golf-ball-and-aluminum Stradivarius, a wonderful, real musical instrument inspired by the Animusic’s virtual Pipe Dream. (video)

I’m also very curious about the Cooking Madness event. Was there anything edible there? What does “Cotton Candy with ambient touch” taste like for example?

BurningBicycleMan1.jpgCooking Madness was more than edible all right. As you cannot be in all of the activities, I didn’t get the chance to taste that Fluffy Clouds Cotton Candy. But I ate two pieces from Tal’s mother’s terrific passion fruit cheese cake, which was introduced by 3 Powerpoint slides at the camp’s first gathering. Most of the time I stood next to Yuval Tal who prepared the Extra alcoholic chocolate drink, and verified the quality of the cocktail.

At night, things were getting weirder, people juggling, geeks playing arcades or fighting each other with light sabres, and Vladimir, inspired by The Burning Man Project, was riding a bicycle while dragging another bicycle with a burning doll, which was created earlier by Didi’s team.

I’d like to finish by send a enormous thanks and hugs to anyone who helped in the great 2007 KinnerNet event and also thank Yaniv Golan and Alex Sirota for the photos.

Thanks Rafael!

A last tip from Rafael: Gil Rimon and Lior Katz’s Supermarket 2.0 parody (video.)

More images at Flickr tag KinnerNet2007. Photo of GuitarHeroNoid by Yaniv Golan. More images.

Originally from we make money not art by Regine
reBlogged by michael on Apr 7, 2007, 8:10AM

Second Life: the new Disney or vaporville?

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Is Second Life the future?  Or a cul de sac?  At this point, it’s hard to say. 

Clay Shirky put a cat among the pigeons when he asked whether the Second Life
numbers were reliable.  The SL website now claims 3,350,286 residents
with something like a third of these having actually made an appearance
in the last 60 days.  Shirky called earlier estimates "methodologically
worthless."  He figures 5 out of 6 new users abandon their accounts
before the first month is up.  After 90 days, 9 of 10 "residents" have
disappeared. 

Shirky’s skepticism forced a reframing of the
question: "ok, if we can’t prove this argument by the numbers, is there
another way to make the case?"

Shirky is skeptical here too.  He believes Second Life

will
remain a niche application, which is to say an application that will be
of considerable interest to a small percentage of the people who try
it.  Such niches can be profitable…but they won’t, by definition,
appeal to a broad cross-section of users. 

Both Henry Jenkins
and Beth Coleman beg to differ.  Coleman says that SL gives us an
important "amplification" of the virtual world possibility.  Whether SL
is the virtual world that takes, there can’t be any doubt that some virtual
world will. SL matters, she argues, because it represents a "tipping
point" that releases virtual worlds from their niche status. 

Henry
Jenkins calls SL is a "test bed for innovation" for business,
government, education, civic, nonprofit, and amateur media makers.  He
suggests SL offers virtual worlds a kind of "proof of concept" (my
term, not his)  For all its failings, SL is perhaps good enough to help
install the possibility (the idea and the potentiality) of virtual
worlds in popular culture. 

It’s a niche play, Shirky says.  No, say Jenkins and Coleman, that’s precisely what it just ceased to be. Numbers aside, they say, SL just cleared the bar.  It is now part of our culture. 

I hear both arguments. 

an argument for Second Life

I
agree with Jenkins and Coleman.  SL makes this much incontrovertible:
it is now technologically possible for a very large number of people to
gather and interact in a visually rich and responsive virtual space.
Incontrovertible and astonishing.  It is hard to think of a real world
correlate.  It’s as if another Disney empire (Disneyland, Disney World,
Disney Resorts) just dropped from the sky. Um, that doesn’t go nearly
far enough.  It’s as if a Scandinavian world was just lowered onto the
planet.  At a minimum, we’re obliged to say our culture and our
marketplace just got vastly larger.  We would be unwise to dismiss or
diminish it.

We might also risk a bit of filmic wisdom: if you
build it, they will come.  Whatever else they are, human beings are
relentlessly curious.  Give them a social space to occupy it and they
will fill it en masse.  And fill it they did, three million of them. 

But
that’s the issue, isn’t it?  Yes, they came, but did they stay?  Are
they "residents" as SL likes to call them, or the most capricious kind
of tourist?  The fact of the matter is that SL churns like crazy.  This
could be yet another technology that cannot find a problem to solve.
Yet another hammer looking for a nail. Still, Coleman’s point is a good
one. These are early days.  Indeed, television took several years to
find a place in our lives.  Why should Second Life be any different? 

I have another colleague at MIT who believes he knows exactly what Second Life
can be.  Ilya Vedrashko says it is, among other things, the new mall.
All of us shop on line but we can’t drift from store to store, observe
the shopping choices of other people, or enjoy the effects of
serendipity.  (We didn’t know we wanted another gadget from Sharper Image the last time, but there it was…at the mall.)  Second Life
can duplicate all of this even as it makes it possible to try things on
without the privations or indignities of a changing room.  Click on
something and look in the mirror.  (Vedrashko makes a larger, more
interesting argument than I can here.  Catch it if you can.)

Second Life
also has the potential to change tourism, working like a time machine
in space, as it were.  Let’s suppose that someday, the virtual
Lindentown will someday be as different from my usual virtual haunts,
as Miami is from New York City.  If I wish to go to Miami, it will cost
me money, time, effort, and inconvenience.  But an afternoon in Lindentown costs me nothing more than the click of a mouse.

Second Life could serve as a magnificent platform for the new global university or b-school.  Now all that fund raising would be about intellectual content and content providers, and hiring good teachers.  Not a penny need be spent on bricks and mortar.  Even the reunions can be held on line.

 

For all we know, Second Life might be the place that consumers go to help create the brands they care about.  It would be easy to create open air laboratories equipped with tools for developing concepts and changing prototypes.  And this will
matter as marketing moves from "see" to "be."  (My "see to be"
model: if you want me to see the marketing you will have to have given
me a chance to be the marketing.  (But see my doubts noted yesterday.
It is necessary that I had a chance to be it.) 

These are not
small claims.  Changing the nature of retail, adding new terrains to
the world of tourism, inventing the new university, creating the products and brands of the future, these would
make Second Life something more than a cul de sac.  By
this reckoning, SL not merely part of the future.  It will be one of
the things that makes the future.

an argument against Second Life

I’ve done my due diligence as an anthropologist.  I signed up for Second Life.
I spent some hours trooping around, poking my head in where it was not
always welcome, pestering people with annoying questions.  And on
balance I must hear agree with Shirky.  So far there is more smoke than
fire.  When people bang the drum of enthusiasm for SL, they cannot be
talking about the present SL.

For most of my visit, Second Life
felt like a ghost ship.  I admired the ingenuity of the architecture,
the skill of the coding, the homes on the water, the view from some
properties.  But very often I found myself in a world without people.
Lindentown is vaporville.  There are lots of buildings.  Just no
people.  It’s a little like downtown Detroit on the weekend.  You can
walk for miles and see not a soul. 

Then it dawns on you.  (It
always takes the anthropologist longer.)  No one lives here.  It is fun
to build these spaces but all appearances to the contrary, you can’t
actually live in them.  No one goes to their Second Life pied-a-terre
for the weekend.  (Pied-a-vapeur?)  No one rushes there to stage a
dinner party, welcome the kids home for the weekend, or curl up in
front of TV. 

This problem creates a problem.  Second Life
is frequently a stage without actors. What is missing isthe small
murmur of activity, the gentle dynamism that other people bring to our
lives.  This may be what we mean by "perfect strangers." These
are the people who create movement, visual stimulation, a steady
current of minor commotion without actually ever impinging on our lives
in any irritating way.  Second Life has no perfect strangers.

The absence of this dynamism means, among other things, that SL cannot create a new tourism.   The existing world of Second Life
fails to capture us for the same reason that Celebration, Florida (the
instant town build by Disney) originally disappointed.  The place was
well appointed but it lacked perfect strangers.  There was a stillness
to both places that made them unfit, or at least uninteresting, for
human habitation.  I am told that Celebration addressed this problem.
We shall see if SL can do the same. 

No people, no
anthropology.  I ported to places where there are lots of people, to a
dance party or a club.  Yikes!  I would end up talking to people who
are so preoccupied by political power or sexual congress, so limited in
their vocabulary, syntax, and dramaturgical interests, they might as
well be bots. 

This is not a well world.  This is a deeply tedious world.  No wonder people sign up only then to wander away.  Sexual motives can create social universe, but finally, and I think I can risk this assertion,
virtual sex is always going to be a pale imitation of real sex.  And
conversation preoccupied with power, well, this is uninteresting in the
real world.  And Second Life removes the contexts and consequences in which power plays out.  So who cares?

What
I need to make SL interesting is a coffee shop or a restaurant where
people just happen to congregate and just happen to give off those
streams of sound and sight that make life interesting.  I need people
to "happen" around me when I am in a virtual world.  (And I am
perfectly happy to reciprocate by "happening" around them.)  The thing
is I will never go to a virtual Starbucks for coffee.  I will never go
take my wife out to dinner at a virtual restaurant.  I will go for
person to person interaction and at the moment, this is just not very
interesting. 

The other big hit against Second Life is
that it sorts very badly.  I haven’t actually met anyone I find
illuminating.  I am not asking that my SL network feed my real world
network.  I am not as pragmatic as all that.  But I don’t want to step
down my standards of conversation and curiosity just because I am on
line.  That’s, surely, not what the virtual world is for.  If anything
it should allow me to reach out to more people in the world and
increase the chances that I will like the people I meet.  But this
never seems to happen.  I would like to hear about this one from the SL
supporters.  How many interesting people have you met in-world?

I
did have one happy encounter.  I stumbled into a magic garden of some
kind.  Eventually, I was approach by a rabbit who very kindly gave me a
tour of the garden and an introduction to the actual and social physics
of this world.  Blimey, now that’s the way to an anthropologist’s
heart.  Here was a nascent culture, that might someday become something
capable of supporting.  Who knows what might spring from these
beginnings.  It might just be a Pookie festival, but what if Second
Life were someday as productive as New York City in the 20th century?

Right
now, Second Life is not helping me sort.  In fact, there is even less
sorting in the virtual world than there is in the real world.  When
someone presents themselves as flaming cloud or a bunnie, I have some
measure of their imagination, but all other information is denied me. 

summing up

On
balance, there is in Second Life lots to like and lots to loathe.  But I believe two
things are clear.  We now have proof of concept.  And as Second Life supplies
real opportunities for engagement and sorting, this social world will
expand at pace, supplying in the longer term, every kind of cultural
innovation and commercial opportunity. 

References

Anonymous.
Economic Statistics.  Second Life.  Last Updated: Sunday, February 4,
2007. here

Coleman, Beth.  2007.  Second Life backlash: Clay Shirky blows up the spot.  Project Good Luck.  January 5, 2007.  here

Coleman, Beth.  2007.  Beyond Second Life Toward V-Economy.  Project Good Luck.  February 1. 2007. here.

Jenkins, Henry.  2007.  Second Thoughts on Second Life. Confessions of an Aca/Fan. here.   

Shirky, Clay.  2006.  Second Life: What are the real numbers?  Many2Many.  December 12, 2006. here

Shirky, Clay.  2007.  Second life, Games and Virtual Worlds.  Many 2 Many.  here

Acknowledgments

Thanks to Pat Crane for getting me started.   

Originally from This Blog Sits at the by Grant McCracken
reBlogged by michael on Feb 10, 2007, 4:27PM

Interview with Angelo Vermeulen

Angelo-Vermeulen-foto.jpgIn December, Yves Bernard invited me to give a talk at Art+Game, a conference and exhibition about video games from an artistic point of view. After my usual little show, a guy came to me, his name was Angelo Vermeulen. He had curated a part of the exhibition with such talent and impeccable taste that i was all ears, i thought he’d want to talk about games. He didn’t. He wanted to give me a CD of his work. Man! Don’t you have a website like everyone? A CD! Something tangible that will meet the same end as all those business cards that people keep handing me: they end up in the bin of some hotel because they just clutter my handbag. I came late to digital data so now i stick to it, if i want to find you, i just google you and that’s it. Anyway, a few days later i was in one of those hotel rooms. There was no internet. I open Angelo’s CD and look at its content. The next thing i did when i finally managed to get online was to ask Angelo if i could interview him. Angelo doesn’t have a website (yet!), he’s way too cool for that.

He wrote part of the interview in NYc, part in Sint-Niklaas and then disappeared somewhere in Andalusia.

Originally trained as a biologist (PhD at the University of Leuven, Belgium), he also followed a photography training at the Art Academy of Leuven. Moved to London to work with Nick Waplington. Back in Belgium he took up post-graduate studies at the Higher Institute of Fine Arts (HISK) in Antwerp.

Blue-Shift-[LOG3.jpgAfter that traces of his activities appear online. Most notably, his installation Blue Shift [LOG. 1], introduced last Summer at Isea2006, aims to question the status of the utilitarian in art and science and push interactive installation art into Darwinian realms (detail of the installation on the right). A community of single-cell algae, water fleas, fish and water snails is set up in the exhibition space. Visitors induce a gradual microevolution of the – genetically determined – light-responsive behavior of the water fleas. When the system is in standby, yellow lights illuminate the aquaria from the top. The water fleas are attracted to this light and swim towards it. Whenever a visitor is detected in proximity of the installation, blue spotlights are activated. Water fleas, repelled by this color, flee downwards and pass through holes in a false bottom in the aquaria… where fish are waiting to wipe them out.

What can be considered to be a survival strategy in natural circumstances – blue light indicates clear open water and hence potential detection by fish – has quite a different meaning in this set-up: it is exactly those water fleas that do not swim away from the blue light that survive and reproduce. In this way their genes will become dominant in the water flea populations and a “contra-natural” selection will occur.

He has been working on “SKANNER”, a new media project on human fear in cooperation with Tamuraj, electronic musician and mathematics researcher. The audience is exposed to a frightening live montage of video images and sounds generated by the artists and an artificial intelligent computer system. Physical reactions of the audience such as heart rate and blood pressure are monitored. An artificial creative agent uses these data to decipher and simulate the relation between fear responses and sounds and images. The agent functions as a third “virtual” artist. Through the accumulation of empirical data and learning algorithms, SKANNER tries to evolve towards a real fear machine.

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Skanner Labtest – Video stills

Angelo is currently busy writing a book on the relation between art, technology and spirituality in partnership with art philosopher Antoon Van den Braembussche. In collaboration with Quebec-based artist Louis Blackburn, he is also preparing several new media projects and a documentary on computer game culture. He and Etienne Van den Bergh, president of Contour Mechelen, will be touring Europe with a series of lectures on games (games & cinema, games & the body).

Angelo, you’re one of the few people who are both trained as a scientist (biology in your case) and fine artist. Do you make a clear distinction between your work as an artist and your scientific activities?

In the beginning of my life as an artist I was mainly focused on photography and I was convinced that my scientific background was something I had to get rid of in order to make good art. It was only a few years later that I discovered that combining these things would lead to much more powerful creations. Now I feel a lot of my work is a layered convergence of rationality, intuition and hyperesthesis. In the interactive cinema project ‘SKANNER’ (2002-2005) and the installation piece Blue Shift [LOG. 1] (2005) I explicitly combined both my art and my science background. Certain aspects of these projects were strictly scientific, while others were purely artistically motivated, and there is evidently a different mindset for each of the positions. Blue Shift [LOG. 1] was created with Luc De Meester, a former colleague of mine and a specialist in evolutionary biology. For this project I had to make a lot of choices about the setup of the piece in a larger art exhibition context. I choose a basement location because that gave the right kind of conditions and associations I wanted; a half-hidden and darkened laboratory with close proximity to a workshop where technicians were running in and out. Once the location was chosen the process started of building up the piece in relation to the space itself. These decisions were primarily artistically motivated: I wanted to create a 3D image that had an immediate and strong impact on the visitor. I have learned by now that such creative choices only can be rationally analyzed and (partly) understood after the piece is ready. When creating an installation I strongly rely on intuition to decide which specific materials to use, where to put things, how to set up the lighting etc. Of course there are also significant conceptual issues related to certain choices, it’s not just a formal process. However, with Blue Shift [LOG. 1] things became even more complex than that; whenever I made a creative choice I had to make sure it did not violate the scientific rationale behind the work. The idea of this piece was to create a work that functioned both as an interactive installation, and as a scientific experiment. A true hybrid work.
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Skanner Labtest Z33

SKANNER was a collaboration with musician and mathematician Tamuraj. The goal was to create a live horror movie that would use images and sounds from a database in combination with a live-generated soundtrack. During the performance we monitored the public’s bodily responses as an indication of emotional state, such as heart rate and blood pressure. We then used these data to optimize the live montage of image and sound in two different ways. First, all the data were displayed in real time so that we could actively use the public’s emotional state as a directive for mixing sound and image. Second, Tamuraj programmed an artificial intelligence module that constantly compared output (the live movie) and input (the public’s emotional data). The software then automatically optimized the impact of the performance by making autonomous decisions about the sound sequencing for example. In this way, the soundtrack during our last performance was to a large extent created by the audience’s hearts. In an art project like this, the aim is to create a powerful audiovisual experience that at the same time uses systematic scientific analysis.

Did the art audience react to Blue Shift [LOG. 1] in the same way as the scientific audience?

Both audiences reacted strongly to the aesthetics of the piece; to its visual language and its setup in the space. But each audience also responded very specifically from within its own context; art audiences tended to be fascinated by the conceptual dual nature of the work, while scientists quickly started investigating the experimental design of the project. During the exhibition Luc De Meester invited an American colleague who was visiting Belgium. His colleague was extremely enthusiastic because he saw both a scientific and educational value in the project. We were provoking Darwinian evolution of the light responsive behavior of water fleas through exposure to predating goldfish. Our hypothesis was formed from related observations, and had never been tested before. The project was a way to bring specific research to a wider audience. The feeling that your daily practice gets a meaning for a broader public is very gratifying, but unfortunately, this happens hardly ever for scientists.

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Water flea and Blue Shift [LOG. 1] installation view

What makes the art approach interesting in a regular scientific context? Can your artistic explorations be fed back to the scientific frame?

I am not sure that the art approach in general can have a major impact on scientific practice. The last decades it’s been very popular to stress the similarities between art and science. Artists and scientists are “creative and inspired”, the artist studio can be seen as a sort of laboratory, etc. Recently, at an exhibition opening in Los Angeles, an artist came up to me and stated that “scientists are artists”. I personally oppose this oversimplification. There are fundamental differences between both worlds that cannot be bridged. First, the idea that scientists have of the world is completely different than that of artists. According to science, the world is something to be fully understood and modeled and mathematics is regarded as its true underlying basis. Through a process of continuous refinement science is looking for the one universal model that will explain everything. This is a very Cartesian way of looking at the world still. As an artist you have the freedom to reject this, and personally I believe you have to reject the supremacy of such reductionist models to make truly engaging art. Art is about what escapes definition, there is a sort of spiritual element in good works of art that defies any analysis. Take poetry for example; a computer program using artificial intelligence could probably convincingly simulate a poetic style. However, true engaging poetry has an authenticity you cannot artificially create. This may seem like a very Romantic notion of art, but I believe ambiguity and ungraspability are crucial characteristics of art.

0thomskhhu.jpgA second important difference between science and art is the handling of tradition. In a more traditional view, science is a constant flow of historicide, while art production is a process of reiteration. Through the continuous creation of new subsequent models, science progresses towards a sort of utopian ultimate understanding of the world. Older models are replaced by new ones, hence the concept of historicide. In contrast, art would constantly build on the works of former generations. “Unlike art, science destroys its own past” Thomas Kuhn argued in his Comment on the Relations of Science and Art. I don’t fully agree with this. In the daily practice of science its history and traditions are continuously present. One of the most central aspects of scientific practice is its use of statistics, the universally adopted methodology to analyze data and present insights. If your insights do not comply with the norms of this standardized system, they won’t be considered valid. It’s quite a fascinating system in its own respect and works really well. However, for me this was a major difference when I started making art: in art there is no such inevitable standardized context to work in. Art works do not have to comply with a specific set of rules to be considered “valid”. On the contrary, in the avant-garde/modernist model we use today, art should be questioning, even annihilating predecessing art and should create more pertinent and visionary answers. This doesn’t mean that the contemporary art world is always so ‘refreshing’, quite the opposite. Contemporary art seems to suffer heavily from reiteration, and we see the same things over and over again such as conceptualism, minimalism, pop art etc.

Apart from similarities, both art and science have their individual specificity that you have to handle in their own respect. Like I said before there’s no need to throw away things; combining different attitudes is the most fascinating thing you can do. However, the desire to fuse everything into one ‘model’, into one singularity is a typically Western cultural attitude. This attitude not only has its roots in scientific thinking but has also been shaped by religion and economics. A religion in which everything is reduced to one singular deity, and an economic model – capitalism – which at the root is obsessed with efficiency and hence singularity.

So, because of fundamental differences between contemporary art and science, I don’t believe they will blend again into a sort of neo-Renaissance model. Moreover, in practice science is often only superficially interested in art. Scientists don’t have the need and, more importantly, don’t have the time to indulge in an art practice consistently. However, there are examples in which the scientific community truly shows interest in a complementary artistic approach. In the specific example of ‘Blue Shift [LOG. 1]’ there was effectual feedback to the scientific community on different levels. Luc De Meester was happy to see that his year-long laboratory work finally found a way to a broader public, and that the work resulted in actual data to be published in a peer-reviewed scientific journal. Personally, this is one of my favorite aspects of the whole project; publishing an art piece in the world of science through a sort of Trojan horse.

On the other side, a lot of contemporary art does happily embrace science and technology. ISEA2006 (International Symposium for Electronic Arts) in San Jose was a clear example of this. This symposium is organized every two years in a different city, and for the 2006 edition the organizers worked together with ZeroOne San Jose, a festival on digital culture. During a full week in August there were numerous artist presentations, lectures by media theorists and curators, panel debates, etc. All this in conjunction with an extensive showcase of art works and performances throughout the whole city. The art projects somehow always made use of recent technology, both in very simple and in very elaborate ways.

Now, this embrace of technology in art has its own problems. What particularly struck me during the symposium sessions in San Jose was the desire of many artists to drown their work in an academic jargon. It looked a bit like a desperate attempt to be taken seriously and make sure the audience realized there was a “deeper meaning” to the work. I think that by doing this so explicitly you basically ‘kill’ the work, you kill the potential for an open experience by your audience. And then again, don’t forget that clever rhetorics can be used to apply ‘deeper meaning’ to almost anything. Of course all this is a consequence of conceptualism and of the enormous influence of academic discourse in the shaping of art careers. Another way in which the importance of an art project was put forward was through stressing its technological innovation value. Most often this resulted in art project presentations that were basically nothing more than fancy tech demos. There’s more – or sometimes less – to art than impressing with a technological trick developed in collaboration with a prestigious university. It’s the sort of techno-fetishism that is rife in the new media art scene. A new creative technology is presented as an art piece but essentially lacks genuine layers of poetic meaning simply because the focus is on the technology itself, and not on what lies beyond. The medium has become the message; nothing new here.

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Spiral & Underground Support System (Television)

You wrote that today (new media) artists are often under pressure to present their work as “research”. What are the pitfalls of such attitude?

I have no problem with research in the arts whatsoever. It’s an interesting evolution that artists don’t necessarily have to produce well-defined (collectible) objects. It’s the art practice as a whole that has come to the foreground; what artists stand for, how artists make their attitude come true in the world, how they communicate their ideas, what other experiments and side projects they’re involved in, etc. Such layered activity and exploration is also valued these days. However, there are some pitfalls in overtly stressing research in art practice.

First of all, research may become an end in itself; the artist’s work becomes interesting simply because it is research. As a consequence some artists start legitimizing their work through some sort of research concept hoping that it will make the work more relevant. Well, it’s up to the spectator to decide whether the research presented is actually meaningful or just a “marketing trick”. Sometimes research even becomes an excuse to avoid making a clear-cut artistic statement or finalized work. The work-in-progress-syndrome. I have nothing against work-in-progress tactics but they should be meaningful in view of a chosen strategy, not a pretext to procrastinate. In some cases artists fall victim to their own endless technical research. This is a phenomenon which you often encounter in the new media scene. People start up a technically complex project and keep struggling with it for years and years, continuously working on the technical and financial aspects of the work. Once again, this is not a necessarily bad strategy but in some cases the artist would be better off picking up some completely new ideas and a fresh new project. Experimentation and exploration seem essential for me.

I also believe there is a strong tendency nowadays to instrumentalize art, especially those art forms that do not sell well. This is of course a neoliberal vision on the art practice; art should somehow financially sustain itself within market forces. There’s a big cultural difference between this in Europe and the US. In Europe, art that has less or no commercial value can be funded by the government, much less so in the US. As a consequence, American artists tend to present their new media work more often as research with a utilitarian benefit for society: it has an academic value, it’s technologically innovative etc. I think this is not always a healthy situation. Art should reclaim its rights to be sometimes… well, not useful at all, not in a directly measurable way. I even think contemporary art should become more irrational. We badly need more “nonsense”.

Is Drumlander a way to, as you put it elsewhere, “reclaim the freedom to play”? How did you get into the game culture by the way?

Yes, Drumlander is exactly that. This doesn’t mean we approach our game-related projects in a casual manner; on the contrary, we are very focused on bringing quality in what we do. Computer games are something Louis Blackburn and I grew up with. I was playing a lot but never really thought of incorporating games into my art. All this changed when I visited Louis in Québec City in 2004. We started talking about games; about the beauty, strength and craftsmanship of our favorite games, links with other media, and above all, approaches to recycle this culture in a creative manner. And that’s how we decided to set up Drumlander. Drumlander was originally conceived as a DJ project with game music, but quickly evolved into a much broader platform to explore the creative potential of games. In the DJ set we mix original game tunes, game music remixes and chip music made with old game consoles. We have gathered a massive collection of game songs and sounds, and depending on the venue, things become more dancy or experimental. It’s undoubtedly a great new experience for me coming from a background of science and visual arts.

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Drumlander Art+Game montage

I really liked the games you curated for the exhibition Art+Game organized by IMAL in Brussels last December. It presented the most interesting aspects of video games today: activism, education and fun. Which criteria guided your selection?

Drumlander’s game arcade The Sweet and Violent Underbelly of Game Culture is a showcase of independent games, mostly freeware and open-source. The present-day game industry can be compared to the film industry, with a small group of massive studios creating the most lucrative games, and a widespread scene of independent artists and programmers. For the arcade we consistently look for computer games that show a level of artistic ingenuity. As a spectator, this may not always seem so obvious at a first glance; sometimes you really need to submerge yourself in the game to discover this. There are many different levels on which a game can excel in creativity: its concept, gameplay, graphics, music, etc. A crucial aspect of the arcade is that we are constantly around to introduce people to the games, to play with or against them, discuss the significance of games, etc. This results in a whole different experience for the audience. For many visitors, games transform from a previously misunderstood commodity to an exiting medium with loads of creative potential.

For our last installment of the arcade at Art+Game in Brussels, we also included a personal selection of political games. These are games that take current political and social issues as a central theme. Sometimes in truly activist sense, and sometimes more in an ironic way. Through their sheer subject matter these games possess a sort of documentary value; something I learned during a debate with Eddo Stern and Peter Brinson at Gamezone deSingel in Antwerp last year. I find this a very interesting new way of looking at games.

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Drumlander – DJ set in Quebec

I read about one of your upcoming projects that will star mad scientists. It is certainly an ironic idea coming from you. What motivated the choice of that character?

I have a strong interest in cultural icons like the zombie, the alchemist, and mad scientist because they represent a sort of underground science. Each icon has a specific and consistent logic of its own but at the same time clearly transgresses the boundaries of normalized rational thinking. They also reflect people’s fears; both about science and the unknown. The alchemist and mad scientist are figures that operate in an ethical no-man’s-land and use technology without constraints, thus provoking fear. On the other hand, the mysticism which is involved in alchemy and zombies reflects man’s inexhaustible fascination-repulsion for the unknown.

I am currently planning an audio piece using the in-game dialogues of mad scientists captured from a wide range of computer games. The piece will be a multichannel surround installation set up around a central video sculpture. My idea is to create a sort of incongruous conversation piece that in a way reflects the representation of science in popular game culture.

Can you already tell us a few words about the book you’re working on?

The book I am currently writing with art philosopher Antoon Van den Braembussche, is a series of dialogues on contemporary relations of art, science, and spirituality. We met some years ago at the HISK; a postgraduate art school in Antwerp where I was studying at the time. During our first meeting at his home we had a non-stop conversation of more than seven hours. Consequently we thought it might be a great idea to use such conversations as the basis for a book. We approach the rather wide spectrum of the book’s subject through ten different angles: art and science, the virtualization of contemporary culture, computer games and visual culture, spirituality in the digital age, etc. It’s an extremely “natural” project that flows wonderfully well. The discussions are almost always unprepared and lead to the most surprising insights. We also travel around for this project. We go to Spain quite often, to work in isolation in a small mountain village in Andalusia, and we’re also planning to make a trip through Asia to go and talk with local philosophers and Buddhist monks.

There’s already a big interest in our book; people keep on asking me when it will be finished. We plan to have the Dutch manuscript ready by the end of this year, and the book should be out in 2008. After the Dutch version we’ll start working on an English and French translation.

Now two silly questions that I think you deserve!
1. When will you have a website?

In February I will have a brand new web site. It will contain both an artist archive, a blog and a vault for all texts, ideas, scans, manuals that I think might be useful for the community. Until then you can check some of my work on the IBK Visual Arts Database.

2. Is there any talent that you don’t have?

Oh, one thing I am pretty bad at is orientation. I don’t know why but I have a harder time than anyone else to get a clear oversight of a city. In the end I usually get it, but it takes me like 15 times longer than a normal brain. However, in games I do pretty well…

Thanks Angelo!

Angelo Vermeulen can be contacted at angelovermeulen[at]myway dot com
Thanks to Morgan Riles for correcting the English.

All images courtesy of Angelo Vermeulen (except the portrait of Thomas Kuhn.)

Originally from we make money not art by Regine
reBlogged by michael on Feb 19, 2007, 9:14AM

WOW in real life!

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German artist Aram Bartholl did a “World of Warcraft” performance in public space where he had his name follow him over his head. Watch the video above.. he also recently did more of these installations in Gent, Belgium at the Vooruit. See pics . I also did an interview with Bartholl for Gizmodo that can be read here. [blogged by Jonah on coin operated]

Virtualizing the Physical by Greg L: We’ve had several discussions in the past about comingling virtual world technologies with physical spaces to form augmented realities. (E.g. 1, 2, 3, 4) To give credit where it’s due, Jerry Paffendorf has often chimed in with some great links and interesting comments on this topic. (E.g. 1, 2, 3) From time to time, we’ve also discussed the increasing technological viability of virtual-real mashup games like Human Pac-Man. Continue reading “Virtualizing the Physical” on Terra Nova

Originally from networked_performance by jo
reBlogged by michael on Feb 14, 2007, 10:52PM

Avatars in the Flesh

The logic of sites like Second Life comes to bear on the ‘first life’ in The Girlfriend Experience, a project by Martin Butler and his Liminal Institute. Wednesday, Thursday, and Friday evenings from January 26 until March 9, four members of the group, who have been styled to look like avatars in a virtual community, will inhabit a web-monitored space at Amsterdam’s Mediamatic space. Online players are invited to command the ‘flesh and blood’ avatars as they would their more common digital counterparts, using the borrowed bodies to interact with other users. Taking its title from a prostitution-related term for well-fabricated intimacy, the project creates a caricature of the personal yet anonymous desires underpinning relationships formed in virtual communities. For example, the control fantasy implicit in molding a detached, idealized second self becomes embarrassingly obvious when the avatars are humans who can resist a player’s will. Players can request any action they want, but the avatars ultimately decide where they go and what they do. Inevitable comic scenarios aside, the experiment offers a chance to find out what happens when we start to force the rules at play in our online social lives back onto reality. – Bill Hanley

http://www.mediamatic.net/artefact-13553-en.html

Originally from Rhizome News
reBlogged by michael on Jan 26, 2007, 8:00AM

Flesh and blood avatars

During two weeks four avatars in flesh and blood will attend your orders at the Mediamatic gallery in Amsterdam.

The Girlfriend Experience, a work by Martin Butler, will let you choose a human avatar and make him or her walk around the space. You can observe them live in the Analog Villa. All that from the comfort of your home.

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The project is of course a comment on online avatar communities, be they Second Life or World of Warcraft. In The Girlfriend Experience you have first to “explore” each other. Player and avatar explore what they can do for each other and the avatar has to think about how far he or she wants to go to comply with your wishes. In fact who’s in command is not always clear. You get ten minutes to play with your avatar, then someone else take your place.

The title of the project, The Girlfriend Experience, refers to the paradoxical nature of online social behaviour. On the one hand, the avatar provides you with a sense of anonymity. On the other hand, a close look at the characteristics of your avatar can reveal a part of your intimacy and the secret desires you might have. The best paid prostitutes are the ones with whom the client feels as though he is with his girlfriend, or with whom he has a Girlfriend Experience.

Be a puppeteer from 26 January 2007 on Wednesday, Thursday and Friday from 20.00 till 23.00 via the Mediamatic Internet site.

Btw, Mediamatic has a few interesting workshops coming up soon: Radio–to-Go, on February 14 and 15; Machinima, on February 27-March 02; Arduino Unplugged, March 12-14.

Via trendbeheer.

Originally from we make money not art by Regine
reBlogged by michael on Jan 12, 2007, 9:39AM

“Big games” and environmental space

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The Porous Border Between the Real and the Mediated

Parsing tons of papers, articles, documents and pdf that I accumulated in the last few months, I ran across this article in Vodafone’s Receiver: Big Games and the porous border between the real and the mediated by Frank Lantz.

In this short piece, the author describes what he means by “big games”, i.e. “Big Games are human-powered software for cities, life-size collaborative hallucinations, and serious fun“. Some excerpts I find pertinent regarding my research:

Imaginary places, constructed from code, are now being represented not just as pixel grid windows into synthetic 3D environments, but mapped onto the actual 3D environments in which we live. Called “Big Games”, these large-scale, real-world games occupy urban streets and other public spaces and combine the richness, complexity, and procedural depth of digital media with physical activity and face-to-face social interaction.

He then describes games such as ConqWest, Mogi Mogi, PacManhattan, Superstar, Can You See Me Now, Uncle Roy, Botfighters… And describes how the urge to use spatial environment as a playful space did not come out from the blue: children’s neighborhood games (like Red Rover, hide and go seek, and kickball or Capture the Flag), Assassin/Killer game, skateboarding and Parkour, location-based art activities of the late 20th century, Live action role-playing. And those activities share some common purposes:

a desire to push game experiences beyond traditional boundaries of time and space. But there is another, complementary desire within conventional computer and videogames themselves. Over the last 10 or 15 years, these games have developed a profound obsession with play dynamics of 3D spaces, architecture, and environments. (…) In some ways, Big Games are a natural extension of this obsession with environmental exploration and social dynamics as gameplay subjects.

The author hence describes how mobile and ubiquitous computing technologies are a catalyst for big games creation. And finally, his thought about spatial practices are very interesting:

There is no longer a clear, well-defined boundary between the virtual spaces and interactive systems of our digital experience and the concrete, tangible aspects of our physical experience. Even as high-resolution computer graphics make the simulated worlds inside our computers more realistic, the actual world outside our computers is behaving more and more like data.
(…)
Regardless of the technology with which they are implemented, Big Games reflect a change in perspective brought about by mobile, pervasive, and ubiquitous technologies. Even Big Games that use chalk on sidewalks to make a citywide puzzle, or appropriate the archaic technology of payphones to make a game of urban tactics, are made possible by a shift in how we perceive our environment brought about by the new relationship between space and computing. (…) Whatever else they are, these games are primarily about connecting people – a way to reclaim public space as a site for a new kind of shared experience.

Why do blog this? because it gives a very good summary of “big games”, which I am partly interested in my research (I use big games to study how people collaborate and use location-awareness features). On a different note, it seems that in the location-based/geowankin scene, the term “big” now receives more and more interest. See the “big here challenge” or how Fabien describes it (or even Matt Jone’s video!).

Finally, what the author stress in his conclusion (big games to reclaim public space), is exactly something Mauro and I wrote about three years ago in the following paper: To Live or To Master the city: the citizen dilemma or in this short pdf report I dropped on the web: Augmenting Guy Debord’s Dérive: Sustaining the Urban Change with Information Technology. The report only focuses on the use of LBS to foster new public space practices. [blogged by Nicolas on Pasta and Vinegar]


Originally
from networked_performance

by jo


reBlogged

by michael

on Dec 28, 2006, 12:27AM

netPong

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Playing Pong walking with a laptop

“The tilting sensor embedded in some of the latest Apple laptops has induced many projects focused on experimenting new interaction methods. netPong by Oriol Ferrer Mesià, is a software that allows to play Pong physically tilting the computer to control the paddle. Playing alone is the basic possibility, but it’s decidedly funnier to play with another likewise equipped opponent in a local network, moving around the room with the laptop firm in the hands. The laptop itsellf is then transformed in a control device. But there’s no external visible sign of that: its whole hardware seem the same but acts differently, and its complexity and multi-purposing are re-shaped on-the-fly by the software. A 21st century laptop is then used as a minimal analogue paddle from the late seventies and its ‘mobility’ attitude is not anymore related to the place of working but it is then emodied by the machine, exploited to play. The (universal) pong paradigm, as already investigated in the Pong Mythos exhibition, is based on essential rules being also able to instinctively activate our ancestral playing instincts. And a laptop game that have to be played walking here and there is something precious for our physical and mental health.” Neural.


Originally
from networked_performance

by jo


reBlogged

by michael

on Dec 26, 2006, 3:45PM

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