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SourceGraphic/2125.jpg -

ART WORK
ART WORK INFORMATION
Artist:
Title: SourceGraphic/2125.jpg
Medium: manipulated photo on plexiglass
Dimensions: 218 x 103 cm
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ART WORK DETAILS
Artist:
Title: SourceGraphic/2125.jpg
Date: 2009
Medium: manipulated photo on plexiglass
Dimensions: 218 x 103 cm
Copyright:
Tags: photography, installation, mixed-media

Copyright © 2006-2010 by ArtSlant, Inc. All images and content remain the © of their rightful owners.

Monkey Boxing

Augmented reality installation with beatboxing monkeys made in collaboration with The Sancho Plan. Different combinations of monkeys create different musical compositions.

frey // damian stewart

contemporary art

artworks by Damian Stewart and collaborators
sculpture, performance, sound, light, interactivity, software, technology; crossing media, exploring phenomena.

2008

Wind

wind/leaves, software, camera, loudspeakers

Wind is an installation which creates sound fields in response to the visual environment.

A video camera feeds images to a computer, where custom software interprets the images as sound. The result is a live, environmentally responsive sound installation.

Wind has been presented in 2008 at O Espaço do Tempo, Montemor-o-Novo, Portugal and in 2009 at the 6th aDA Symposium, Wellington, New Zealand.

Full description

Wind feeds an unmediated image of a natural phenomenon through a perceptual lens that alters the audience's experience of that natural phenomenon. This perceptual lens is constructed using technology, but the piece itself is not about the interaction between the natural environment and technology; rather, it simply uses technology to focus the viewer's attention upon the beauty that is present. By using technology as a filter on perceptual experience, the audience is brought into a heightened state of awareness that is tuned to one particular aspect of their environment.

The piece is built around a live-captured visual representation of vegetation—tall grass, or leaves on a tree or several trees—moving in the wind. A consumer level DV camera is mounted on a simple tripod and placed in front of a piece of such vegetation, and the resulting visual representation is fed into a laptop computer, operating a custom software tool, that is installed on a plinth, a high stool, or a small table near to the camera. Treating the video input as a pure data stream, the software tool extracts movement as differences between successive frames of data, rendering its processing to the computer screen as a series of six small video images, representing different parts of the processing algorithm. The resulting data, compiled into a compact structure that is freshly built for every incoming frame, is continuously transferred as a matrix of floating-point numbers to an audio synthesis engine running under Pure Data, where it is applied to an array of oscillators tuned to a pentatonic scale. The resulting audio is sent out to an amplifier and, finally, to a stereo pair of speakers, embedded within the visual source itself: if the source is tall grass, the speakers are placed in the grass, their forms not visible above the tops of the stems; if the the source is leaves on trees, the speakers are placed within the trees themselves.

The core of the process is the software tool. Starting from the premise that the human visual and aural perceptual systems are more acute pattern-recognition engines than a computer ever will be, the main processing algorithm has been crafted to preserve as much of the richness of the original data stream as possible. It performs the absolute minimum amount of interpretation necessary to shift the data stream from the visual realm to the audio realm, thereby creating sound that represents a visual phenomenon in an aural way with as little interference as possible.

The overall result is the following. You, the viewer, see some tall grass moving in the wind; seemingly connected to it, you hear what sounds like a digital wind chime, but it is more than this, somehow; it seems to be related to what the wind looks like when it blows across the grass, rather than just to the wind itself. Intrigued, you step over toward the blatantly technical installation of video camera and laptop computer in front, to try and figure out what is going on, to see if you can 'understand the work.' Examining the computer and the video camera you find the process laid out bare in front of you: here's the input, here's the processing, here's the output. Armed with this understanding, you begin to pay more attention to the connection between what your eyes are seeing from the real world—the input—and what your ears are hearing in the real world—the output. And at this final stage, you find yourself experiencing nothing but the phenomena themselves.

An open-source (GPL v3) project, made with openFrameworks and Pure Data, with production completed during a New Interfaces for Performance residency.

openFrameworks logo   pd logo   nip logo

Web Results for Untitled Document

From Here On Out

A multimedia GPS walking tour of Newcastle city center, with rendered energy and infrastructures layered onto the real cityscape.  Actors and physical items spotted in the city are further used to bring together media and real worlds.  Commissioned by Wunderbar Festival 2009.

Partners: Wunderbar Festival, Northern Film and Media, Andrzej Wojtas, Guy Schofield, Rachel Gay, Culture Lab

Link: http://fromhereonout.org/

Human Potential (Movement)

“Sustainability†is ridiculous. A bicycle-generator powers a water pump and lighting system for a plantation of hydroponically grown, edible plants. Biker eats plants. Repeat. There are losses in this system.

Partners: Siggraph Asia 2009, hydroponics.co.uk, Culture Lab

Partners: Siggraph Project Page

ROBO POEMS

ROBO POEMS is micro-radio poetry, powered by the city. Urban energy siphoning strategies are used to power hidden radio transmitters in the city – sending out messages of forlorn robotic disenchantment by Kingston, Ontario poet/author Corey Murphy.

Partners: Culture Lab, EYEBEAM

Links: robopoems.com

07
Jun 10

SULPICIA MEA VOX

PAGE CONTENT (TOC)

On this page you will find the following information about Opie's performance Sulpicia Mea Vox using the Real Time Live Cinema technique:

  1. TITLE
  2. DESCRIPTION
  3. CV
  4. VISUAL DOCUMENTATION
  5. CONTACT INFORMATION

TITLE

Sulpicia Mea Vox in Real Time Live Cinema (RTLC)

DESCRIPTION

(see below for Real Time Cinema technique)

Using Real Time Live Cinema (RTLC), Sulpicia Mea Vox resuscitates the dormant verses of ancient Roman poet Sulpicia, the only extant female poet from Roman antiquity.

VJ Opie creates a convoluted world of segmented bodies mixed in with ubiquitous hunters and airplanes invaded by Sulpicia's text, a bizarre universe rescuing Roman exuberance.
The three performers surrender their bodies to the driving emotions of images and sound. But the surrendered quickly come into power through improvisation to take control of the scene. The dialectic movement of the bodies against technology sets the rhythm of the performance, never even, never settled, but always a struggle--to survive just like Sulpicia's verses.

RTLC SUMMARY

VJ Opie created the concept of RTLC (Real Time Live Cinema) a hybrid between cinema and theater.  In RTLC the  director/video performer proposes scenes and triggers events for actors/performers to react and interact with them in front of a green screen.  The video performer chroma keys the actors/performers and outputs the result onto the main screen, producing the RTLC movie.  Electronic musicians and an orchestra play live at the performance.  All performers are supposed to improvise.

RTLC DETAILED EXPLANATION

VJ Opie created the concept of RTLC (Real Time Live Cinema) a hybrid between cinema and theater.

RTLC mixes a prearranged series of video sequences with the chroma keyed images of actors as they perform.  The result of this mix is the RTLC movie.

The RTLC theater space is preferably rectangular and divided into two distinctive areas by means of light and darkness.  The director works at the level of the dividing line.  The space in front of the director is dark.  The projection screen and the public are in this space.  The space behind the director is light.  This is where the actors are.  The camera or cameras are placed immediately behind the director aimed at the actors and pointing away from the director. The actors perform with a green screen in the background.

The RTLC theater, then, has a screen on each end of the longest axis of the rectangle, a white screen where the RTLC is projected and a green screen in the background of the actors.

There should not be any material dividers between the light and dark spaces, such as walls or screens, impeding the actors to look at themselves in the RTLC movie as they act nor the public from turning back to look at the actors as they perform with the green screen in the background.

The RTLC director should work with a video performance software with chroma keying capabilities such as Modul8. The director should loosely or tightly prepare a sequence of video scenes to be projected as well as events to be triggered as actors are chroma keyed onto the sequences. For instance, the director proposes a scene of a forest; the actors enter the scene and start acting; the director triggers an event such as a butterfly flying over; the actors react to the butterfly consequently.

In the original version of RTLC, actors should improvise their performances and be unaware of the sequences that the director will propose.  This aspect of RTLC, however, should be flexible and accept rehearsed movies since they by no means violate the primary idea of RTLC.

Musicians provide the only sound of the RTLC movie as there are no dialogs nor voice in the original version of RTLC.

In the original version of RTLC, two distinct groups of musicians play improvised music. One electronic music musician playing behind the director, in the left corner of the theater, next to the actors, and a group of live musicians playing diverse instruments in the front, to the right of the projection screen, kitty cornered to the electronic musicians. The live musicians are the only non-mediatized performers the public faces.

In what follows, I would like to state some techniques that I would like to explore in future performances:

The use of subtitles or captions in the way silent movies used to do.

The use of effects on actors, primarily mirror effects.  This could be supplemented also with the use of twins, creating disorienting effects between reality and effects.

Using one camera per actor, being therefore able to isolate them and changing light sets on different actors.

CV

VJ Opie is a performance and video artist based in Paris, France.

Opie Boero Imwinkelried's work explores language and technology with a focus on the ancient Roman and Greek worlds in connection with contemporary society.

Opie created the concept of RTLC (Real Time Live Cinema) a hybrid of cinema and theater based on chroma keying techniques and live improvisation.  Opie also works with a range of computer technologies applied to live performances including augmented reality and motion tracking.

Opie has shown video works at several international venues including theEuropean Media Art Festival (EMAF), Clermont-Ferrand Videoformes, British Film Institute’s London Lesbian & Gay Film Festival, and NewFest 2008: The New York Lesbian, Gay, Bisexual, & Transgender Film Festival.

Opie's video art career started in Argentina in the 90's and continued at the renown Media Study Department at the State University of New York at Buffalo.

Opie's video performance trajectory started in the late 90s, performing with self-authored Flash movies. Back then, Opie performed at several venues, mostly in the United States, including Hallwalls Contemporary Arts Center, Squeaky Wheel Buffalo Media Resources, and scholarly conferences such as Pacific Rim Classical Studies Conference.

More recently, Opie has been performing in Paris at clubs such as the Opa,Batofar, Yono, and 4 Elements as well as at art houses such as La Société de Curiosités and more recently featured at the Apple Store Louvre and the Nuit Blanche, Paris.

Opie's art video site http://imwinkel.org and teaching site for Ecole Nationale d'Architecture La Villette http://lavillette.wordpress.com
YouTube http://www.youtube.com/vjopie
Twitter http://twitter.com/vjopie
Vimeo http://vimeo.com/vjopie
Facebook http://www.facebook.com/imwinkel#!/pages/VJ-Opie/194656176999?ref=sgm
UStream http://www.ustream.tv/channel/vj-opie
Flickr http://www.flickr.com/photos/orosiatete
Blip.fm http://blip.fm/Imwinkelried
Wordpress.com http://vjopie.wordpress.com

VISUAL DOCUMENTATION

Real Time Live Cinema photos on Flickr

Demo May 6, 2010

More videos at http://www.youtube.com/vjopie

CONACT INFORMATION

vjopie [at] gmail [dot] com

VJ Opie Google Search

Opie Boero Imwinkelried Google Search


Copyright © 2010 VJ Opie
Proudly powered by WordPress, Free WordPress Themes, and Linux Hosting

varvara's "hyperreal" zone


 
- Projects in progress
- SONIMA
- Shopping in 1 Minute
- Augmented Photography
- My name is 192.168.159.16
- Experiment Arctic
- Dolls in Motion
- Introducing Mobile Media into Social Work with at-risk Children
- ECHOES

SONIMA - is a sonic organic sculpture that lives in symbiosis with a tree. The sculpture produces sounds based on wind and/or human interaction with it. Although Sonima looks like an animal, it produces human-like sounds, like sneezing and croaking.
The main materials used: latex, wool, sound circuits, and conductive thread.

My aim is to re-think nature and the urban environment around us. To be more specific, I am creating a new form of symbiosis. My inspiration comes from nature and its regulatory systems of co-existence and interaction that is known as symbiosis. For me the beauty of symbiosis within biology is processes where two organisms act as one yet still exist as separate species, such as a host and a graft. Thus, SONIMA acts as a graft and uses a tree as a host.
More about process of development>>




Shopping in 1 Minute - is an artgame that is playfully criticizing the increasing desire of society for consumption. Our inspiration for creating the artgame came from the craziness of people during the sales period: long lines in front of supermarkets, stone-age-style behavior, lots of useless products, etc.

Thus, we are inviting audience to train for the next sales period. A player has to scan as many products as possible during a minute. As a reward each player will receive a ticket with bonus points according to his score.

The project was developed in collaboration with Mar Canet Sola

Another aspect of the project was the selection of media, our aim was to replace a computer screen and integrate various devices for making the installation more rich. Thus, we came up with arcade-like screen that we built on our own. In the box are a LED-display, 7sigment LEDs, Arduino, light and an imagine (many thanx to Sabina Dallu!) of special light-sensitive paper.




Augmented Photography - when it is spoken about interactive or augmented photography then immediately one has in mind the representation of photos in digital format (on computer or phone screen, projection, etc) that are manipulated through software or any other code. Yes, the interactive pictures can react on our touch, voice, weather, or whatever. But those interactive photos are still just pixels.

My artwork – Augmented Photography – is not about pixels. It is about re-thinking printed photography. Current artwork is more than a framed picture – it has its behavior and it is able to react on observers.

I am adding liveliness to a doll on the picture through eye movements. If none is looking at the picture the doll’s eyes are closed. Only time-to-time, she is waking up and asking for attention. When the photograph is approached, the doll on the picture opens her eyes and starts to blink to a viewer or just stare on him/her for a while. Hence, the artwork has different behaviors that could be explored by observing the picture for a while.

More about process of development>>




My name is 192.168.159.16 - is a metaphorical visualization of nowadays-human beings.  In my point of view we are not bounded to one body anymore. We are extended through networks to infinity. The location does not matter, what matters is connection. Thus, at this point I totally agree with Mitchell “disconnection would be amputation. I link therefore, I am.” We are becoming gradually fully equipped and totally dependent on technology cyberorgs.

The installation consists of 4 dolls in each a speaker inside, 4 relays, arduino, a computer, and a modem. We are using Processing, TTS (text to speech), and Arduino. The independent and at the same time isolated network is created. IP addresses are continuously renewed and sent to a random doll. Thus only one doll is speaking at a time (4 speakers are controlled by 4 relays through arduino).

Project developed in collaboration with Mar Canet Sola.

Exhibited at Fantasmarama group exhibition in Linz, Austria (September 09)

23rd Stuttgarter Filmwinter 20.-30.01.2010 (Stuttgart, Germany)

received a jury prize for media art installation at 23rd Stuttgarter Filmwinter!






Experiment Arctic - is a new media art installation, which talks about global warming and its consequences. The current artwork differs from the other works of this field by it temporality. A piece of ice that placed on the special table is let to melt in order to visualize the real situation that is happening in Arctic Sea. The water from melting ice controls videos that are projected on the top of ice and table. Visuals are about global warming, shrinking ice in the North Pole, and correspond to different water levels. Thus, the work aims to shake our consciousness and experiment with a new and temporal medium like ice.
The swinging hairdryers are another part of installation. The dryers are used as a metaphor for our consumption-oriented society. During the installation the hairdryers are constantly on, and thus, making the ice to melt faster. However, in the room is the red button. If it is constantly pressed, the hairdryers are off. It means by taking a really physically act one can contribute to slowing down the melting process.

In collaboration with Andrej Boleslavsky, Kanno So, and Mar Canet Sola
Supported by Asia-Europe Foundation

“Experiment Arctic” was exhibited at Cellsbutton#3 (01.-08.08.09) in Yogiyakarta, at The Royal Interface Cultures Masquerade Ball during Ars Electronica (03.-08.09.09) in Linz, Austria.



Dolls in Motion - the work is about getting dolls into motion. Just choose a song and dolls will dance for you!

The doll is moved by servo motor that is controlled through Arduino and Processing. A software written in Processing is analysing sound and send commands to move to Arduino. 3 buttons are actually computer mouse hack. It means that to each mouse click corresponds a song.



“Magic Forest”(in German „Zauberwald“) is a mobile pervasive game developed in the framework of master thesis (“Introducing Mobile Media into Social Work with at-risk Children”). The game was just one part of the introducing project. After the “Magic Forest” children were encouraged to come up with their own game concept and later supported to realize it technically.
Concerning technical part, it was used Moles for Kids and MiniMolesRS software, and mobile phones.
When it comes to structural part, the children were playing in four groups, they had to find several locations, complete the tasks, work as a team and at the end find the treasure. So the game was story based, instructions and the story were presented as audio files, and images from different maps provided.
According to the fact that “Magic Forest” is based on social organization goals regarding the at-risk children, the game was played in the forest in order to prevent extra destruction and achieve better concentration. Moreover, play in teams improved collaboration, and pervasive mobile game had a positive effect on self-esteem and physical activity. And even more, I believe through the game youth got augmented experience in the forest.
In the end I would like to add that such mobile exploration and observation could be used a method regarding the social work with the children.

The presentation concerning the topic can be found here





ECHOES - A Crazy Multiplayer Pervasive Game.

Game-play: a crazy guy, who escaped from a mental hospital, has to run across the streets of the city, searching, retrieving and recognizing sounds in a race that will take him either to his freedom, or back to the mental institution.
The doctors need to follow the fugitive’s track based on the pictures they receive and trap him before he finds his common sense and thus, becomes cured.

Technology: two Sony Vaio UX180P Micro-PCs (UMPCs) which run the Windows Vista and provide built-in camera support were used. A compact flash RFID reader interface card was attached to each UMPC.
After reading a RFID card a crazy guy is able to take a picture. The picture is automatically uploaded to Flickr and sent to the doctors.

The paper concerning the ECHOES game can be found here.

varvara's "hyperreal" zone


 
- Projects in progress
- SONIMA
- Shopping in 1 Minute
- Augmented Photography
- My name is 192.168.159.16
- Experiment Arctic
- Dolls in Motion
- Introducing Mobile Media into Social Work with at-risk Children
- ECHOES

SONIMA - is a sonic organic sculpture that lives in symbiosis with a tree. The sculpture produces sounds based on wind and/or human interaction with it. Although Sonima looks like an animal, it produces human-like sounds, like sneezing and croaking.
The main materials used: latex, wool, sound circuits, and conductive thread.

My aim is to re-think nature and the urban environment around us. To be more specific, I am creating a new form of symbiosis. My inspiration comes from nature and its regulatory systems of co-existence and interaction that is known as symbiosis. For me the beauty of symbiosis within biology is processes where two organisms act as one yet still exist as separate species, such as a host and a graft. Thus, SONIMA acts as a graft and uses a tree as a host.
More about process of development>>




Shopping in 1 Minute - is an artgame that is playfully criticizing the increasing desire of society for consumption. Our inspiration for creating the artgame came from the craziness of people during the sales period: long lines in front of supermarkets, stone-age-style behavior, lots of useless products, etc.

Thus, we are inviting audience to train for the next sales period. A player has to scan as many products as possible during a minute. As a reward each player will receive a ticket with bonus points according to his score.

The project was developed in collaboration with Mar Canet Sola

Another aspect of the project was the selection of media, our aim was to replace a computer screen and integrate various devices for making the installation more rich. Thus, we came up with arcade-like screen that we built on our own. In the box are a LED-display, 7sigment LEDs, Arduino, light and an imagine (many thanx to Sabina Dallu!) of special light-sensitive paper.




Augmented Photography - when it is spoken about interactive or augmented photography then immediately one has in mind the representation of photos in digital format (on computer or phone screen, projection, etc) that are manipulated through software or any other code. Yes, the interactive pictures can react on our touch, voice, weather, or whatever. But those interactive photos are still just pixels.

My artwork – Augmented Photography – is not about pixels. It is about re-thinking printed photography. Current artwork is more than a framed picture – it has its behavior and it is able to react on observers.

I am adding liveliness to a doll on the picture through eye movements. If none is looking at the picture the doll’s eyes are closed. Only time-to-time, she is waking up and asking for attention. When the photograph is approached, the doll on the picture opens her eyes and starts to blink to a viewer or just stare on him/her for a while. Hence, the artwork has different behaviors that could be explored by observing the picture for a while.

More about process of development>>




My name is 192.168.159.16 - is a metaphorical visualization of nowadays-human beings.  In my point of view we are not bounded to one body anymore. We are extended through networks to infinity. The location does not matter, what matters is connection. Thus, at this point I totally agree with Mitchell “disconnection would be amputation. I link therefore, I am.” We are becoming gradually fully equipped and totally dependent on technology cyberorgs.

The installation consists of 4 dolls in each a speaker inside, 4 relays, arduino, a computer, and a modem. We are using Processing, TTS (text to speech), and Arduino. The independent and at the same time isolated network is created. IP addresses are continuously renewed and sent to a random doll. Thus only one doll is speaking at a time (4 speakers are controlled by 4 relays through arduino).

Project developed in collaboration with Mar Canet Sola.

Exhibited at Fantasmarama group exhibition in Linz, Austria (September 09)

23rd Stuttgarter Filmwinter 20.-30.01.2010 (Stuttgart, Germany)

received a jury prize for media art installation at 23rd Stuttgarter Filmwinter!






Experiment Arctic - is a new media art installation, which talks about global warming and its consequences. The current artwork differs from the other works of this field by it temporality. A piece of ice that placed on the special table is let to melt in order to visualize the real situation that is happening in Arctic Sea. The water from melting ice controls videos that are projected on the top of ice and table. Visuals are about global warming, shrinking ice in the North Pole, and correspond to different water levels. Thus, the work aims to shake our consciousness and experiment with a new and temporal medium like ice.
The swinging hairdryers are another part of installation. The dryers are used as a metaphor for our consumption-oriented society. During the installation the hairdryers are constantly on, and thus, making the ice to melt faster. However, in the room is the red button. If it is constantly pressed, the hairdryers are off. It means by taking a really physically act one can contribute to slowing down the melting process.

In collaboration with Andrej Boleslavsky, Kanno So, and Mar Canet Sola
Supported by Asia-Europe Foundation

“Experiment Arctic” was exhibited at Cellsbutton#3 (01.-08.08.09) in Yogiyakarta, at The Royal Interface Cultures Masquerade Ball during Ars Electronica (03.-08.09.09) in Linz, Austria.



Dolls in Motion - the work is about getting dolls into motion. Just choose a song and dolls will dance for you!

The doll is moved by servo motor that is controlled through Arduino and Processing. A software written in Processing is analysing sound and send commands to move to Arduino. 3 buttons are actually computer mouse hack. It means that to each mouse click corresponds a song.



“Magic Forest”(in German „Zauberwald“) is a mobile pervasive game developed in the framework of master thesis (“Introducing Mobile Media into Social Work with at-risk Children”). The game was just one part of the introducing project. After the “Magic Forest” children were encouraged to come up with their own game concept and later supported to realize it technically.
Concerning technical part, it was used Moles for Kids and MiniMolesRS software, and mobile phones.
When it comes to structural part, the children were playing in four groups, they had to find several locations, complete the tasks, work as a team and at the end find the treasure. So the game was story based, instructions and the story were presented as audio files, and images from different maps provided.
According to the fact that “Magic Forest” is based on social organization goals regarding the at-risk children, the game was played in the forest in order to prevent extra destruction and achieve better concentration. Moreover, play in teams improved collaboration, and pervasive mobile game had a positive effect on self-esteem and physical activity. And even more, I believe through the game youth got augmented experience in the forest.
In the end I would like to add that such mobile exploration and observation could be used a method regarding the social work with the children.

The presentation concerning the topic can be found here





ECHOES - A Crazy Multiplayer Pervasive Game.

Game-play: a crazy guy, who escaped from a mental hospital, has to run across the streets of the city, searching, retrieving and recognizing sounds in a race that will take him either to his freedom, or back to the mental institution.
The doctors need to follow the fugitive’s track based on the pictures they receive and trap him before he finds his common sense and thus, becomes cured.

Technology: two Sony Vaio UX180P Micro-PCs (UMPCs) which run the Windows Vista and provide built-in camera support were used. A compact flash RFID reader interface card was attached to each UMPC.
After reading a RFID card a crazy guy is able to take a picture. The picture is automatically uploaded to Flickr and sent to the doctors.

The paper concerning the ECHOES game can be found here.

EPIPHORA*- Fluid kinetic organ (2009) by Yunchul kim

 

>>Water is a wet flame.<< Novalis

A black fluid is pulsating in the middle of the first imaginary glass organ, its inner and outer space are connected like a double-nested Klein bottle**. Yet a clear liquid is in this organ but it does not mix with the black fluid - the Hydrometry and the interfacial activity of the two fluids are different. A gold-colored coil in a glass cylinder is connected to the lower part of the organ and it seems that electromagnetic field generated by this coil. Through the influence of this pulsating electromagnetic field, the black fluid forms around lumpy shape and its surface is similar to a tissue of animal organ. Like circulatory organs of imaginary creature or a wet black flame, the pulse is sometimes intermittent and appears from time to time to be weak and nervous - as if a certain disorder exists. The second imaginary glass organ is next to it and it has a manifold shape. Several coils, which are connected in the lower part of the organ, let levitate the cylindrical magnet freely in the air. Then the black fluid responds to it by in waves up and down and turbulences are appeared sporadic. As a black bile in an imaginary organ or a fictional device in a laboratory for fluid dynamics, the organ produces a flow, which does not exist in the nature - an abnormal flow. And the heat from the coil makes the second fluid circulates in the organ to cool off. And it seems that the organ is not only a generating thing, but also a receiving thing, which means that the organ has several Sensory organs in it and besides it can communicate with the first organ. Because when several coils of the second organ are activated simultaneously then the pulse of the first organ beats differently than before ??as if these two organs react to each other. It ultimately leaves pure symptoms that are diagnosed to require. As a desiring, suffering, transforming and imagining one etc., although in reality they are created out of pure imagination.
"Epiphora" is an imaginary organ, which shows the >>abnormal overflow<< as its symptom like etymological meaning - unstoppable tears: A notional pathology. First the observer tries to diagnose "Epiphora" by not only psychologically but also by physically involved. The organs act as embodying metaphor and as symptom generator - ambivalence. The property of the fluid, which can be converted by electromagnetic field between amorphous and metamorphic, makes possible to create this ambiguous level, where metaphor (symbolic level) and symptom (physical level) appear simultaneously. Such property is caused not only by phenomenon of the organ, but also by trace, which consists of memory of matter; It is appeared and disappeared in the production of the fluid by pure chemical and physical processes. Therefore the chemical and physical substance and Phenomenon, like as nanoparticle, magnetism, surfactant, solution, evaporation, saturation and hyrometry etc., transformed to clue, which can evoke the observer.

It necessarily requires the new material, which can materialize such imagination. The black fluid is invented fot it ??it is a kind of ferrofluid but its property is different than typical one, which is determined mainly by the Hydrometry from the saturation of nanoparticles and the surface activity of surfactant. Thus the black fluid is forming lumpy shape and rising in another liquid - like a flame.

 

>> The fire is lack of saturation. << Heraclitus

 

 

All these phenomena and Epiphenomen*** are its physical reality, which is actually based on its imagination. Therefore "Epiphora" resides in a pataphorical**** sphere where metaphor and symbol are caught no longer in a real object. If matter which does not serve their solid form, but brings out an evocativing subject from their materiality then the observer experience like Morpheus (the god of dreams) a new reality in an imaginary state, where space and time merge together. It was perhaps a wish by surrealist artists, who have been trying to avoid the dualism between imagination and reality. "Epiphora" flows, desires, suffers, transforms and imagines symptomatically. In fact the word >>Melancholy<< means etymologically a black (melas) liquid (chol).

 

*

1. Epiphora (medical), excessive tear production usually a result from an irritation of the eye.
2. In mathematics, the Klein bottle is a non-orientable surface, informally, a surface (a two-dimensional manifold) with no identifiable "inner" and "outer" sides. Other related non-orientable objects include the Möbius strip and the real projective plane. Whereas a Möbius strip is a two-dimensional surface with boundary, a Klein bottle has no boundary.
3. An epiphenomenon (plural - epiphenomena) is a secondary phenomenon that occurs alongside or in parallel to a primary phenomenon.
4. The pataphor (Spanish: patáfora, French: pataphore), is a term coined by writer and musician Pablo Lopez ("Paul Avion"), for an unusually extended metaphor based on Alfred Jarry's "science" of 'pataphysics. As Jarry claimed that 'pataphysics existed "as far from metaphysics as metaphysics extends from regular reality," a pataphor attempts to create a figure of speech that exists as far from metaphor as metaphor exists from non-figurative language.


floppytrip
Floppy Trip Kit (inside) Download original
Floppy Trip Kit (open) Download original
FloppyTrip Kit (closed) Download original
FloppyTrip (Logo) Download original
FloppyTrip @ Goldsmiths, march 2010 Download original
FloppyTrip @ Goldsmiths, march 2010 Download original
FloppyTrip @ Goldsmiths, march 2010 Download original
FloppyTrip @ Goldsmiths, march 2010 Download original
Studies for FloppyTrip Download original
Studies for FloppyTrip Download original
Studies for FloppyTrip Download original
Studies for FloppyTrip Download original
Studies for FloppyTrip Download original
Studies for FloppyTrip Download original
Studies for FloppyTrip Download original
Studies for FloppyTrip Download original
Studies for FloppyTrip Download original
Studies for FloppyTrip Download original
Studies for FloppyTrip Download original
Studies for FloppyTrip Download original
Studies for FloppyTrip Download original
Studies for FloppyTrip Download original
Studies for FloppyTrip Download original



DESCRIPTION

"Who lives longer? the man who takes heroin for two years and dies, or a man who lives on roast
beef, water and potatoes 'till 95? One passes his 24 months in eternity. All the years of the beefeater
are lived only in time.
"
Aldous Huxley (1954)

"One sort of believes in recycling. But one believes in it as a kind of palliative to the gods."
This much I know, Fay Weldon, The Observer Magazine, (30 August 2009)


Hard disks get too old, keyboards lose their keys, modems break, disk drives run too slow, VHS don't have a proper recorder anymore, wires get no plugs, screens fall apart. They are all abandoned somewhere, apparently useless.
What happens to these products when they are no used anymore and get trashed?
What is the best way to keep using these products anyway?
How can we exploit their potentials, their hidden qualities and unknown properties?

The answer is RECYCLING.

If we really want to use technologies to their best, we need to preserve and save as much as we can.
FloppyTrip is the new frontier in recycling. This brand new smart drug satisfies everyone, from the youngster who never saw a floppy disc before, to aged nerds nostalgic of the '80s design. Not mentioning those who work into recycling, those who need a new drug to stop feeling hungry, scientific researchers interested in new hallucinations.

FloppyTrip is for everyone.
FloppyTrip is easy to prepare.
FloppyTrip is cheap.
More importantly, FloppyTrip is legal.


How to make your own FloppyTrip

Ingredients:
-1 Floppy Disc
- 2 tbsp cane sugar
- Water
- Dry Gin

Instructions:
Remove the metal cover from the inner memory disc in the floppy, use a knife if needed. Cut the
plastic part through the frontal surface. Put slight pressure on the plastic part and let the inside
memory disc get out of the floppy.
Fill a soucepan with water and bring to a boil. Dip the memory disc in the water. Let it boil for a
few minutes, until the water is completely dark. Turn off the fire, then strain in a jug, making sure
the disc is removed from the liquid. Add two tablespoons cane sugar and top up with a small
amount of gin. Stir with a spoon and serve hot.

 

Credits:

Photos Matteo Cattaruzzi




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