Monday, September 13, 2010

nonlinear history


Andrey Smirnov's Nonlinear History (of audiovisual composition) features some long forgotten yet amazing equipment...ppts and videos can be downloaded here


Saturday, September 11, 2010

Photos of Ars Electronica 2010

DSCF1505

i uploaded my photos from this year's Ars Electronica festival to here.
Enjoy!

Tuesday, September 7, 2010

noise & capitalism

a recent title published by arteleku audiolab, edited by Mattin & Anthony Iles, with constributions by Ray Brassier, Emma Hedditch, Matthew Hyland, Anthony Iles, Sara Kaaman, Mattin, Nina Power, Edwin Prévost, Bruce Russell, Matthieu Saladin, Howard Slater, Csaba Toth, Ben Watson.

the full book can be downloaded here

an exhibition as concert based on the book is taking place at
CAC Bretigny the next weeks.

Saturday, August 7, 2010

Open Call for Artists - ANEMIC FESTIVAL

Join us in creating the ANEMIC Festival, November 4 - 16, 2010!
2010 marks the first annual ANEMIC FESTIVAL, initiated by the organization « M77 Arts, Digital creation & Training ». The international festival of the independent creation dedicated to the short-films, animated films, documentary films, video arts, vfx & motion graphic , visual arts, digital creation, multimedia performance & installation, web art and all forms of crea(c)tion in situ & urban. The festival needs you ! We are looking for willing volunteers to help us to build an international platform gathering and displaying all independent & contemporary creations.

Interview with Ken Knowlton

Zach Lieberman interviewed Ken Knowlton:
http://thesystemis.com/category/blog/

ken knowlton interview from thesystemis on Vimeo.

Tuesday, July 27, 2010

Vodule: Tracing the extension of volume and modularity in 3-D, augmented reality, and emerging media



Vodule, a new project by Yong Kim, Eduardo Navas, Maxx Navas and Ludmil Trenkov, examines the concepts of volume and modularity in media:

"Vodule examines the concepts of volume and modularity in media. We focus on how image, sound and other forms of communication are reinterpreted and extended with the purpose to provide immediate and believable bodily experience. At the moment, it is in Augmented Reality, Gaming, and 3D technology where much research and development is taking place, which is why we take these areas as starting points. Vodule also includes material from more established fields that push the possibilities of representation and communication as we know it.

Vodule is a word that encapsulates “volume” as in actual body or mass, as understood in physical space and simulated in 3D visualization; and “module” as a reference to different parts or objects that can work together but are interchangeable and independent, as defined in computing. Media covered includes Film, Photography, Gaming and all in-between. Reblogs, news feeds, reviews and special features are presented together to enhance the understanding of emerging media.

We reblog everyday and write in-depth articles regularly. If you would like to contribute or give us a tip, make sure to visit our contribute page to learn how."

http://www.vodule.com

Tuesday, June 15, 2010

Amiga Gaming Retrospective

Jeremy Reimer on ArsTechnica:

"The Amiga was born a game machine, but it entered a world where the video game industry was well-established and changing rapidly. Long gone were the days where a lone coder would stay up all night in his basement for six weeks and bang out a hit for the Atari 2600. Even the younger and smaller computer game industry had moved far beyond Roberta Williams putting floppy disks into ziplock bags and answering phone calls from players in her kitchen. The success of the Commodore 64 (and on the other side of the pond, the Sinclair Spectrum) meant that more money was available for computer game development, and it was a good thing too, as the more powerful 16-bit machines were starting to seriously test the limits of a one-man development team. For the first time, specialized careers were starting to emerge in game development. The Amiga's rich, 4096-color palette demanded people who were skilled artistically to create the sprites and backgrounds. The four-channel sampled sound chip cried out for musicians to make it sing. The larger size and complexity of the games required that someone other than the programmers be asked to test the games before they were released."

[read on]