Archive for references

PILLOW FIGHT DAY in L.A! physical fun with total strangers

Brand X on Mindshare and Eric Gradman

02:45 PM PT, Jun 16 2009

Mindshare_gradman In an empty loft space, somewhere deep in the bowels of the Brewery Arts District, Eric Gradman, Brent Bushnell and Doug Campbell are plotting the future of Los Angeles night life. These tech- and culture-savvy guys are thoroughly bored with L.A.’s bar scene, and they are scheming to bring interactive art, real-time games and dynamic technology to your next cocktail hour, where new ideas flow as liberally as the alcohol. They are, in fact, already manifesting this future social scene — and they call it Mindshare.

Every third Thursday of the month, Gradman, Bushnell and Campbell play host to a forward-thinking cultural salon that’s part tech-geek meet-and-greet and part playground of cutting-edge interactive art — all with an open bar. Started in 2006 by Doug Campbell and Adam Medford, the idea of Mindshare came out of their shared experience at the annual TED Conference. “We came back totally inspired,” says Campbell. “At the same time, we were really unimpressed with the typical bar-and-club-related social scene, and we thought, we’ve got a great network of people involved in science, technology, arts — let’s bring them together.”

But Mindshare is not just a boozed-up networking event. The evening starts out with a series of presentations that cover social robotics, apocalyptic survival cognitive neuroscience and even pole dancing.  After all guests are thoroughly overstimulated, Mindsharians are let loose to mingle, drink and play with the “toys” made by the Mindshare Labs collective, a recently formed right arm to the Mindshare event. Gradman and Bushnell (among others) head up Mindshare Labs, and have been coming out with creations almost each month since last November. Somewhere between game, gadget and art installation, these innovative, cheeky inventions encourage people to lower their social inhibitions. Because, while we give a lot of credence to social networking on the Internet, geeks want to be social creatures in real life too.

After the jump: some of Mindshare’s latest inventions.

Laser Maze: Want to add some “Mission: Impossible” to your mixer? Bushnell’s game challenges partygoers to jump and duck through a room filled with angled laser beams. Using 3A lasers, Arduino circuits, Python and Linux programming plus a 1,200-watt fog machine, the Laser Maze is soon to be part of a multi-person game.

Cloud Mirror: Step in front of Gradman’s specially programmed video camera and projector at your own risk. Thanks to facial-recognition technology and what he calls “gentle data scraping” from social networking sites, tidbits of personal information appear above the projected person’s face in a cartoon-like “thought cloud.” Didn’t want the whole room to know your Facebook relationship status? Surprise! Too late.

ShadowSmoke: Imagine visuals that look like a digitally produced lava lamp projected on an entire wall of a club. Add Gradman’s computer-programming magic and suddenly whoever sashays in front of the screen can manipulate the swirls of colorful, virtual liquid-smoke with the movement of shadows. Wallflowers, beware: This project is meant to lure the dance-bashful out into the limelight.

Game Table: Bushnell has turned an ordinary dining table into a six-person video game platform that can play a number of classic games like Tron and Pong. Why six? Bushnell explains, “I think six is kind of an unstable number. People usually socialize in groups of two or four, so the Game Table encourages you to go invite others — maybe people you don’t know — into your circle to play. It’s a way less awkward way to flirt than the whole ‘Can I buy you a drink?’ thing.”

– Ramie Becker

Top photo: Eric Gradman stands before his interactive fluid simulation, “ShadowSmoke.” Credit: Josh Reiss

Kourtrajmé at USC: qui l’eut cru?

Gritty short films, music videos and docs from Kourtrajmé Productions, a Paris-based collective of emerging visual artists, filmmakers, actors and musicians.

Kourtrajmé Productions is a collective of emerging French and Francophone visual artists, filmmakers, actors and musicians. The brainchild of internationally acclaimed directors Mathieu Kassovitz and Vincent Cassel, this production house and artist collective has garnered increasing attention and acclaim after getting millions of hits on online sites like Dailymotion and YouTube. Founded by Kim Chapiron, Romain Gavras and Toumani Sangaré, Kourtrajmé produces playful innovations and cutting interventions in popular culture and society that represent the cultural dreams, lives and crises of transnational urban and peri-urban French youth today.

ZIMOUN’s sound sculpture: most haunting murmur of elegant electronic objects

Zimoun : Sound Sculptures & Installations | Compilation Video V1.6 from ZIMOUN VIDEO ARCHIVE on Vimeo.

Architexture VIII: Nam June Paik and dreaming about electronic ecology of future urbanisms

breaking down the ontological divide between the virtual and the material…another piece of interactive architexture to consider as flora and fauna for the electronic ecology of the future city.

Architexture VII: Peter Sarkisian and the spherical arcade

Peter Sarkisian, Extruded Video Engine n°=1. the impersonation of the arcade mentality! a new techno-animal emerges from this fizzing bleeping volumetric toy…


Peter Sarkisian at Volta NY
Uploaded by C-Monster. – Independent web videos.


Architexture VI: trampolines and mesh slides

I like the idea of using fabric to transform the geometry of a space: multiplying the possibilities for interaction yet flexible, mobile and eminently adaptable to other architectures

trampoline

Architecture turned into enjoyment and participation.
instead of contemplating the void of the guggenheim museum‘s central space,
JDS architects
have proposed an experience which sees a trampoline net spiraling down
the institution’s rotunda. this idea plays on frank lloyd wright’s original scenography
for the guggenheim in which he envisioned patrons visiting the exhibition from the top,
downwards.

I Heart Tony Oursler II: trapped dolls with little pathetic faces

note to self: when thinking about video art and projection techniques, think SMALL

I Heart Tony Oursler: haunting heads

using techniques pioneered by the imagineers for their Haunted Mansion ride? a real breakdown of the virtual/material barrier, we enter a liminal zone where the virtual animates objects, ensouling them…

Oursler began working with small LCD video projectors in 1991 in his installation “The Watching” presented at Documenta 9, featuring his first video doll and dummy. This work utilizes handmade soft cloth figures combined with expressive faces animated by video projection. Oursler then produced a series of installations that combined found objects and video projections. “Judy”, 1993, explored the relationship between multiple personality disorder and mass media. “Get Away II” features a passive/aggressive projected figure wedged under a mattress that confronts the viewer with blunt direct address. Oursler’s works seem like animate effigies in their own psychological space, often appearing to interact directly with the viewer’s sense of empathy. These installations are consistently disturbing and fascinating and lead to great popular and critical acclaim.
Signature works have been his talking lights, such as Streetlight (1997), his series of video sculptures of eyes with television screens reflected in the pupils, and ominous talking heads such as Composite Still Life (1999). An installation called Optics (1999) examines the polarity between dark and light in the history of the camera obscura. In his text “Time Stream”, Oursler proposed that architecture and moving image installation have been forever linked by the camera obscura noting that cave dwellers observed the world as projections via peep holes. Oursler’s interest in the ephemeral history of the virtual image lead to large scale public projects and permanent installations by 2000.
The Public Art Fund and Art Angel commissioned the “Influence Machine” in 2000. This installation marks the artist’s first major outdoor project and thematically traced the development of successive communication devices from the telegraph to the personal computer as a means of speaking with the dead. Oursler used smoke, trees and buildings as projection screens in Madison Park NYC and Soho Square London. He then completed a number of permanent public projects in Barcelona, New Zealand, Arizona including “Braincast” at the Seattle Public Library. He is scheduled to complete a commission at the Frank Sinatra High School in Astoria New York.
(source: Wikipedia)

The Playground as Art Practice: Kinesthetic Art II

note how the documentation is edited to techno! The correlation with dance culture is a phenomenological one.

Architexture V / soundsuits by NICK CAVE: a fashion of impossible subjectivities

Fowler Museum presents ‘Nick Cave: Meet Me at the Center of the Earth,’ Jan 10–May 30, 2010

cavesoundsuit_800

Exhibition features 35 of artist’s ‘Soundsuits,’ wearable mixed-media sculptures

By Stacey Ravel Abarbanel October 23, 2009

“Whether Nick Cave’s efforts qualify as fashion, body art or sculpture … they fall squarely under the heading of Must Be Seen to Be Believed.” —Roberta Smith, New York Times

“Nick Cave: Meet Me at the Center of the Earth,” on display at the Fowler Museum at UCLA from Jan. 10 through May 30, 2010, is the largest presentation of work by the Chicago-based artist, featuring 35 of his “Soundsuits” — multilayered, mixed-media sculptures named for the sounds made when the “suits” are performed.

Evocative of African, Caribbean and other ceremonial ensembles, as well as haute couture, Cave’s work explores issues of transformation, ritual, myth and identity through a layering of references and virtuosic construction, using materials as varied as yarn, beads, sequins, bottle caps, vintage toys, rusted iron sticks, twigs, leaves and hair.

nick_cave-soundsuit-1-2009

Mad, humorous, visionary, glamorous and unexpected, the Soundsuits are created from scavenged, ordinary materials and objects from both nature and culture, which Cave recontextualizes into extraordinary works of art. The Fowler is the first Los Angeles–area museum to feature Cave’s work and the only Southern California venue for this traveling exhibition.

The Fowler presentation of this exhibition holds particular meaning for the artist and for Los Angeles because Cave’s first Soundsuit was sparked by the civil unrest in Los Angeles in 1992 following the acquittal of the police officers involved in the Rodney King beating.

The Soundsuits almost always cover the whole body, erasing the identity of the wearer. Thus, the Soundsuits can be understood as coats of armor, shielding Cave from the day-to-day prejudice he encounters as an African American man and facilitating a transformation into an invented realm of vibrant associations and meanings.

nick_cave_photo_james_prinz-prv

For this exhibition, Cave also employs animal imagery in ways as complex and multilayered as the human-based suits. While conjuring the spiritual strength and power of animal totems used in ancient rituals from around the world, Cave’s Soundsuits also become vessels of transformation and seek to connect us to the Earth and the animals around us. Using wit, humor and a fanciful sensibility, Cave’s Soundsuits beg us to pay attention and to dream of a different future.

Nick Cave received his B.F.A. from the Kansas City Art Institute in 1982 and his M.F.A. from the Cranbrook Academy of Art in 1989. He studied fiber art but is committed to a broad spectrum of interests and disciplines. Cave is an associate professor and chairman of the fashion department at the School of the Art Institute of Chicago, where he teaches in the fiber arts program. He has led such workshops as “Extending the Body: Experiments in Clothing” and has designed, manufactured and marketed his own line of men’s and women’s clothing. He has received numerous awards, including a United States Artists Fellowship (2006) and a Joyce Award (2006), and his work has appeared in solo and group exhibitions across the U.S. and Europe.

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Photopia or Architexture IV: candied death by Michael Hussar

hussar-apple

Is it candy, jewels, or blood? Skin, froth, mother of pearl, or cream? eyes deadened by narcotics, faces decomposing and yet fluffy with sweet, fresh flesh. Michael Hussar puts the texture back in the visual art, using impressionist techniques to create nauseating and irresistible allegories of desire, decay and sugar. Lovably tactile: sticky, soft, smooth, liquid, ticklish,and with the occasionally sharp claw or tooth to remind us of pain.

hussarcollage

the fun ride comments on America : “we find it delightfully unliveable here”

the commentary is priceless…

Mercurial Alchemy: A Theory of Ambivalence

Drawing attention to Karen Pinkus from USC’s Comparative Literature Department and her latest book, Mercurial Alchemy: A Theory of Ambivalence. Quoting Gilles Deleuze from an interview I saw on Youtube, in which he was (apparently) addressing filmmakers: “filmmakers invent films. Philosophers invent concepts.” Extrapolating theorists/critics from philosophers, then weaving alchemy and ambivalence together seems (at least the suggestion of it) to open up delightful new fields of theoretical imagination…interdisciplinary is the word.

“How can we account, in a rigorous way, for alchemy’s ubiquity? We think of alchemy as the transformation of a base material (usually lead) into gold, but “alchemy” is a word in wide circulation in everyday life, often called upon to fulfill a metaphoric duty as the magical transformation of materials. Almost every culture and time has had some form of alchemy. This book looks at alchemy, not at any one particular instance along the historical timeline, not as a practice or theory, not as a mode of redemption, but as a theoretical problem, linked to real gold and real production in the world. What emerges as the least common denominator or “intensive property” of alchemy is ambivalence, the impossible and paradoxical coexistence of two incompatible elements.

table-of-contents1

Alchemical Mercury moves from antiquity, through the golden age of alchemy in the Dutch seventeenth century, to conceptual art, to alternative fuels, stopping to think with writers such as Dante, Goethe, Hoffmann, the Grimm Brothers, George Eliot, and Marx. Eclectic and wide-ranging, this is the first study to consider alchemy in relation to literary and visual theory in a comprehensive way.”

D-Fuse and abstract urban space

Photopia III : Dead Glow

artxray

artxray3

David Maisles, History’s Shadow (x-rays of antique sculptures from museum archives)

The Most A-Maze-ing Hypertext is not Electronic: House of Leaves, Dictionary of the Khazars, Derrida’s Glas

khazars

First Passage: The Religion of Flowers. In Phenomenology of the Spirit…. “And then the nightmares begin”. Exploration Z…”Even the hallways you’ve walked a hundred times will feel longer, much longer, and the shadows, any shadow at all, will seem deeper, much deeper”. They could read other people’s dreams, live and make themselves at home in them, and through the dreams hunt the game that was their prey – a human, an object or an animal.

derridaglas


David Rokeby: n-chant a computer choir and the poetics of randomness

from David Rokeby’s article The Construction of Experience: Interface as Content (1998):

SIMULATED COMPLEXITY
In a similar vein, it’s important to understand the difference between “fractal” complexity and the complexity of life experience. Fractals are fascinating because a rich variety of forms are generated by a single, often simple algorithm. The endless and endlessly different structures of the Mandelbrot set are generated by a single equation addressed in an unusual way. This relationship between the infinite detail of the fractal and its terse mathematical representation is an extreme example of compression. The compression of images, sound and video into much smaller encoded representations is one of the keys of the current multimedia explosion.

Opposed to the incredibly compressible “complexity” of fractals is the complexity of true randomness. Something can be said to be random if it cannot be expressed by anything less than itself… that is to say, it’s incompressible. This rather philosophical notion can be observed in our everyday on-line communication. To move data around quickly and efficiently, we compress it, then send it through a modem that compresses it further. What is left is the incompressible core of the information. As you can hear through your modem when you dial up your internet service provider, the result sounds close to random noise.

Randomness and noise are usually things we avoid, but in the purely logical space of the computer, randomness and noise have proven to be welcome and necessary to break the deadly predictability. But random number generators, used so often to add “human” spice to computer games and computer-generated graphics are not “random” at all. They merely repeats over a fairly long period?a sterile simulation of the real thing.

THE POWER OF RANDOMNESS

…In designing environments for experience, we must remain humble in the face of the power of irresolvable, non-fractal complexity. The computer is an almost pure vacuum, devoid of unpredictability. Computer bugs, while annoying, are never actually unpredictable unless this “vacuum” fails, as when the hardware itself overheats or is otherwise physically damaged. This vacuum is extremely useful, but it’s no place to live.

When I started working with interactive systems I saw the “vacuum” of the computer as the biggest challenge. I developed “Very Nervous System” as an attempt to draw as much of the universe’s complexity into the computer as possible. The result is not very useful in the classical sense, but it creates the possibility of experiences which in themselves are useful and thought-provoking, particularly by making directly tangible that what is lost in over-simplification.

Toy Terrorists, Rerouted Ventriloquists

from Craig Baldwin’s Sonic Outlaws:

Futurist Manifesto: “The Art of Noises”

noise
Luigi Russolo to Balilla Pratella:

“Let us cross a great modern capital with our ears more alert than our eyes, and we will get enjoyment from distinguishing the eddying of water, air and gas in metal pipes, the grumbling of noises that breathe and pulse with indisputable animality, the palpitation of valves, the coming and going of pistons, the howl of mechanical saws, the jolting of a tram on its rails, the cracking of whips, the flapping of curtains and flags. We enjoy creating mental orchestrations of the crashing down of metal shop blinds, slamming doors, the hubbub and shuffling of crowds, the variety of din, from stations, railways, iron foundries, spinning wheels, printing works, electric power stations and underground railways.

…The variety of noises is infinite. If today, when we have perhaps a thousand different machines, we can distinguish a thousand different noises, tomorrow, as new machines multiply, we will be able to distinguish ten, twenty, or thirty thousand different noises, not merely in a simply imitative way, but to combine them according to our imagination. “

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