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"Borg 3D" es la instalación de Martin Angsiek/Das Labor para pong.mythos, una colección itinerante que aterrizó la semana pasada en la Game Conference de Leipzig.

Tags: videogames GC
Magical monsters appear from shadows cast by the hands of participants, reacting to gestures with sound and animation. Wolf like creatures, birds and a rastafarian are among the characters that speak and squeek as imaginary mouths open and close. Shadow Monsters is an intuitive and magical experience for young and old alike to play with body posture for creating crazy narratives.

Tags: cybersonica06 sound art music digital_art
a 'video essay' from the Waikato Polytech GamesLab

Tags: machinima videoclips humor music videogames
En 1983, The Tube invitó a John Peel a participar en el programa como invitado de honor. Peel dijo que iría gratis pero con una condición: se traería a su grupo favorito. "Smile", en el quinto corte de "Perverted By Language".

Tags: music
In 'Petit Mal' the media artist Simon Penny has created an interactive robot that doesn't have a useful function per se. This charming machine appears to be the diametric opposite of a hi-tech robot: it moves around light-footedly on the two wheels of a bicycle. Penny is interested in the emotional aspects of our relationship with machines, and in the cultural effects of research and development in the field of 'artificial life'. 'Petit mal' is a term borrowed from neuropsychology, and stands for a momentary loss of control. In a subtle way, this criticises the control paradigm and social application of computer technology, in that visitors to the exhibition are confronted with an elaborate machine entity that appears, like a young animal, to desire nothing more than harmless and playful contact. Petit Mal was conceived in 1989. Building and development occurred 1992-95. The robot was damaged during exhibition in Sheffield in 1998. In summer 2005 work began on resurrecting it for transmediale 2006.

Tags: robots robotics transmediale arts
Jodi stands for simulated chaos, dysfunctionality and fun. For a few years now they have also been modifying and dismantling software and computer games. One of these is the popular action game Max Payne,which in film-noir style tells stories of the eponymous undercover New York cop, and from which they have deliberately selected scenes without much action -- the excitement of the original has completely disappeared. Jodi have intervened in the programme structure in such a way that absurd perspectives and effects alter the game's otherwise realistic graphics: we see the massive hero repeating idiotic movements; he dips his angular head into a virtual matrix; his body appears semitransparent. The re-processing can be read as a free interpretation of the bullet-time effect that distinguishes Max Payne from other games, by which the slow motion enables a new perception of space and time. The game is actually supposed to guarantee entry into an imaginary world, yet here the hero is neutralised. For the installation two video images are projected onto a spatial construction, which creates an additional break with the game's claim to realism.

Tags: jodi videogames games netart digitalarts
Brody is asked yet once again about 9/11 Survivor by an upset member of the audience. During IDFA, the <a href="http://www.idfa.nl">International Documentary Festival in Amsterdam</a>.

Tags: media videogames
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