Posts Tagged ‘interactive’

FUN FAIRS AS MEGALOMANIAC SCULPTURE GARDENS

Think of these rides as INTERACTIVE SCULPTURES : again, breaking down the false-ontological barriers between the cultural practices of high art and “low” entertainment. pop culture is the avant-garde !

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.

Architexture3: Gutted Organs Old Railway Stations

From architecture and design magazine website Blueprint:

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“Clear transparent tubes feed plumbing pipes with compressed air. These create a chorus of howls and moans. It is sort of like an out of tune harmony but isn’t displeasing, almost like the cry of a stream-train but not intrusive. This is apt for the Roundhouse, as it was built in 1846 as a Steam engine shed. The sounds become a reawakening of the haunts of its previous existence. It gives significance to the user of the building, as if our own experiences and lifetimes within that building become infused into the very make-up of it. This user-building relationship is highlighted by the operation of the installation, where the building only speaks when the user touches the keys of the pump organ to feed it.

If the large, round room is empty when you enter it, the installation is silent. One may feel timid walking to the pump organ, with its yellowy spotlight and the massive room to play to. The words ‘Please Play’ painted on the floor offer some encouragement. Most people are generally shy when playing musical instruments to an audience, but the pump organ cannot make a formal tune: the sound it generates is more like the clunking noises made by old, creaking heating systems in houses. The instrument itself is like an exaggerated version of the solitary church organ, usually played alone because it is only in tune with itself and not with other instruments.” (Elice Catmull, August 2009)

HAPPENINGS: dirty habitat risk and fear banana peel perishable state of mind

Allan Kaprow: “Happenings” in the New York Scene

life2

Andy Warhol's "Exploding Plastic Inevitable"

“In both cases the interactive method comes from outside the community, and because the organizing principles are not within the audience’s sphere of influence, one might next ask whether interactivity of either of these sorts actually goes beyond what Jean Baudrillard calls “reversibility” – processes like sending letters to the editor to the newspaper – and rearranges communication in a fundamental way”. What if participants designed their own game and own rules as part of the game?

“…when bang! there you are facing yourself in a mirror jammed at you. Listen. A cough from the alley. You giggle because you’re afraid, suffer claustrophobia, talk to someone nonchalantly, but all the time you’re there, getting into the act…Electric fans start, gently wafting breezes of New-Car smell past your nose as leaves bury piles of a whining, burping, foul, pinky mess”.

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“…they appear to go nowhere and do not make any particular literary point”. Because instead they create experience.

“First, there is the context…that is, its “habitat“, gives to it not only a space, a set of relationships to the various things around it, and a range of values, but an overall atmosphere as well, which penetrates it and whoever experiences it.”

Soke Dinkla: “participation is located along a fragile border between emancipatory act and manipulation”. where do I stand on this?

Sartre in Nausea on the construction of human situations

gallery: taste  ::  happening: dirty

dirty-chairs

“…a flimsily jotted down score of root directions”

“chance then, rather than spontaneity, is a key term, for it implies risk and fear (thus reestablishing the fine nervousness so pleasant when something is about to occur)”

(People having to waddle through a room filled with garbage)

“But it could be like slipping on a banana peel or going to heaven

“The physical materials used to create the environment of Happenings are the most perishable kind”

“they reveal a spirit that is at once passive in its acceptance of what may be and affirmative in its disregard of security.”

“A STATE OF MIND”

Oulipo: intransitive language

“A simple example will clarify this: the beginning of Le Chiendent. A man’s silhouette was outlined, simultaneously thousands. A realist novelist would have written: Jules came along. There was a crowd. But in writing this, the realist novelist would only have shown that he was confusing the concreteness of things with literary concreteness, and that he was counting on quashing the latter in favor of the former. he would have claimed to have rendered his sentence wholly transparent to that which it designates.That is literature according to Sartre, and transitive language. In literature, the smallest combination of words secretes perfectly intransitive properties”.

“Language doesn’t manipulate notions, as people still believe; it handles verbal objects and maybe even, in the case of poetry, sonorous objects.”

“Nine or ten centuries ago, when a potential writer proposed the sonnet form, he left, through certain mechanical processes, the possibility of a choice.”

Jean Lescure, Brief History of the Oulipo

Inanimata : Flesh & Goo

pink-goo1
Roxy Paine, S2-P2-P6, 2005

talking about mimesis: human feels as object feels to human - double-dealing
in feeling and feeling. subject is as object does! follow the trail of inanimata...

INANIMATA as interactive devices: THINGS THAT BECKON

pull that rope if you see liquid in a pan, tilt that pan if it’s labelled “SQUEEZE ME”, squeeze it if you want to touch, TOUCH and the SCREEN comes to life, the ROOM lights up with MUSIC, WHISPERS, INVECTIVES establishing a physiological sentier (un sentier pour SENTIR), path to the eyes and the ears _ plugging into a mind, minds into the DATABASE OF IMAGES…It’s not work, it has nothing to do with freedom of choice, it’s VISCERAL, COMPULSIVE PLAY

YOU JUST CAN’T HELP YOURSELF SO WHY RESIST?

quadricstransparenteatme1eatmeeatmeeat me eat me eat me eat me eat me eat me eat me there is much to be said about a form of aesthetic engagement that like famously cinema engulfs you, seduces you, gives you no choice in the matter and yet requires much much deliberate action on your part rope_texture_hemp_228704_leatme2it tricks you into PUTTING A WHOLE FLOATING MECHANISM IN MOTION, SENSORIAL FRUIT HANGING FROM THE DATABASE!

FURTHER EXPLORATIONS IN “VISCERAL” ART

concept for a short live action animation piece_

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“ALMOST EVERYTHING CAN AND SHALL BE CUT”

computer_motherboard_itx_945g_g_mini_itxraw-meat


an examination of the friction between texture and violence to bring us closer to the felt idea of flesh

presentation of different types of incisions using sharp and blunt metal instruments into a large array of materials:

raw meat, fish (carving knife, tweezers, paper cutter) ice / ice cube (inefficiently sawing off the edge with a blunt butter knife)

jello or flan (into little cubes using a razor blade) foam core (guitar pick – study in morcellation)

velvet, thick cloth (nail-cutting scissors) light (shadow of a knife or a needle)

wooden floor, wooden surface (repetitive gouging) computer motherboard, electronic circuit (large scissors, carving knife, snipping off transistors)

play dough (axe with blade held in hand, clumsily approaching tiny bits)

INCISION followed by MORCELLATION, FRAGMENTATION OF MATERIAL INTO ITS CONSTITUENT FORMS (filaments, bits, crumbs, slivers)

the act of cutting can be smooth, swift : sensation of liberation, closure mixed with disquiet of violent end

the act of cutting can be difficult, messy, awkward: sensation of squeamish frustration

Progression: liquid starts to OOZE out of harmed materials (old blood, water, viscous stuff – MULTICOLORED, DYED)

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INTERACTIVE TEXTURES: KNOB to raise the volume on the sound effects

KNOB to slow down the act of cutting

KNOB to skip frames, so that the cutting becomes schematic vs. visceral

KNOB to introduce lyrical music

KNOB to introduce ominous music

BUTTON to produce WHISPERED WORDS OF ASSOCIATION (push and random word/phrase emerges): i think you enjoy it, fungus, why are you doing it, it will all decay quite soon, soft, squishy, wet, very dry, too dry, i wonder what this is, it looks better when its in tiny little bits, i didn’t think i could do that, this doesn’t seem so impossible, someone told me not to but i’ll do it anyway, nothing seems too bright, nothing appears less important, a good thing its irreversible or it might come back to haunt me, i could eat that, i could drink that, i don’t want to, forage, push.

the knobs frame the screen, unlabeled except for the button (“VOICES OF INSTRUCTION”). tiny switch next to button – makes a word repeat every 5 seconds.


nothing can stop the violence: metal keeps cutting, stuff keeps oozing, more and more stuff oozes out, everything is increasingly MORECELLATED and finally, LIQUEFIED.

LOOPS.

“Database Aesthetics: Sorting through Bits and Flesh”

Eduardo Kac_"Genesis"

Eduardo Kac_"Genesis"

Presenting for the panel “Database Aesthetics: Sorting Through Bits and Flesh” at the CAA conference on Feb 28th the following media scholars/practitioners discussed the relevance of database art/narrative as a basis for social change, perceptual and conceptual reconfiguration, and information visualization. Lev Manovitch opened up the discussion by questioning whether the notion of database and a priori structure/hardware in general was still an apt metaphor for the cloud, or “Brownian motion”, of information that characterizes contemporary cyberspace.

Sharon Daniel is an Associate Professor of Film and Digital Media at the University of California, Santa Cruz where she teaches classes in digital media theory and practice. Her research involves collaborations with communities that focus on the use and development of information and communications technologies for social inclusion. Most recently, Daniel’s net.art work Public Secrets was launched in February 2007 in the fourth issue of Vectors Journal of Culture and Technology in a Dynamic Vernacular [ www.vectorsjournal.org ]. Public Secrets provides an interactive interface to an audio archive of hundreds of statements made by current and former prisoners, which unmask the secret injustices of the war on drugs, the criminal justice system and the prison industrial complex.

Eduardo Kac [ www.ekac.org ] is internationally recognized for his interactive net installations and his bio art. A pioneer of telecommunications art in the pre-Web ’80s, Eduardo Kac emerged in the early ’90s with his radical telepresence and biotelematic works. His visionary combination of robotics and networking explores the fluidity of subject positions in the post-digital world. His work deals with issues that range from the mythopoetics of online experience (Uirapuru) to the cultural impact of biotechnology (Genesis); from the changing condition of memory in the digital age (Time Capsule) to distributed collective agency (Teleporting an Unknown State); from the problematic notion of the “exotic” (Rara Avis) to the creation of life and evolution (GFP Bunny). Often relying on the indefinite suspension of closure and the intervention of the participant, his work encourages dialogical interaction and confronts complex issues concerning identity, agency, responsibility, and the very possibility of communication.

reference/parallel: Lev Manovitch’s talk on software studies touches upon similar issues discussed at the CAA panel

Experiments in Narrative Cartography: Rhizome and the Interactive Documentary

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Marc Ngui illustrates "A Thousand Plateaus"

In A Thousand Plateaus Gilles Deleuze and Félix Guattari theorize a new way of conceptualizing narrative. What has been obfuscated by a psychoanalytic and aesthetic ideal of coherent and authoritative systems of representation is the fact that “the book is a multiplicity”, a thing with no fixed beginning or end that exists within the non-structural patterns of a “rhizome”. A rhizomatic book, instead of following a reproductive structure of branching points, is written/played by the reader according to her own spontaneous initiative to ‘map’ one signifying element onto another.

To what extent and how effectively does entrusting to the reader the task of ‘mapping’ the narrative, and thereby abandoning the framework of traditional authorship, increase our capacity and desire to, in Deleuze’s words, “experiment with different ways by which one can get a grip on reality”? If linear narrative has restricted the practice of meaning making to the task of producing representations, then we must turn towards an interactive strategy to reverse this top-down process by which images/words signify.

Deleuze’s and Guattari’s theorization of the book-rhizome is a call for action on the part of practitioners – as they themselves admit, “we have not been able to do it”. The layers of hypertext that are the Internet have introduced us to the rhizome model of connectivity. I propose to articulate a possible response to this challenge in the context of storytelling media and examine the properties of the recombinant narrative space defined by A Thousand Plateaus as they apply to the database of an interactive documentary.

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