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Helvetica: a documentary film

April 29th, 2007 by lux

helveticafilm.jpg
a feature-length independent film about typography, graphic design & global visual culture. the movie looks at the proliferation of 1 typeface (which is celebrating its 50th birthday this year) as part of a larger conversation about the way type affects our lives.

you either already missed it at your local alternative movie festival, but most probably, you had no reasonable chance of seeing it as it has not been shown in your neighborhood yet.

in the meantime, you can watch 4 short youtube clips after the break.

[links: helveticafilm.com & designobserver.com & computerarts.co.uk & youtube.com]

Originally from information aesthetics on April 24, 2007, 8:56pm

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google maps for the sky

April 29th, 2007 by lux

wikisky.jpg
a detailed online sky map, showing the positions & basic characteristics of space objects using a Google Maps like interface. the Wikisky application allows users to zoom in or out on stars or star constellations, switch to real high resolution sky images, & retrieve detailed astronomical data collected from Sloan Digital Sky Survey (SDSS) data, depending on their location & timezone.

[link: wikisky.org]

Originally from information aesthetics on April 24, 2007, 8:31pm

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audience collective voice display

April 29th, 2007 by lux

collective_voice.jpg
a social, public display of crowd moods & feelings during an large-scale event: people send SMS to a special number and the messages are then displayed with a tree-like generative graphic software. As soon as a new message arrives a new branch blossoms. as the event unfolds, layers of texts gradually build up a flowing foliage of collective memory.

see also ecotonoha & texone & botanical hierarchies.

[links: todo.to.it & vimeo.com (video) & flickr.com (images)|via we-make-money-not-art.com]

Originally from information aesthetics on April 23, 2007, 10:49pm

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Ancient Lights

April 29th, 2007 by lux

Originally from BLDGBLOG on April 29, 2007, 1:01pm

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Pantheonic Astronomy

April 29th, 2007 by lux

Originally from BLDGBLOG on April 29, 2007, 1:01pm

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Evolution

April 29th, 2007 by lux

evolutiongraf.jpg

Click image above to see the whole thing. (It’s terrific)

(Thanks, Spencer)

awesome.–ES

Originally from Wooster Collective, ReBlogged by ericsoco on Apr 27, 2007 at 09:59 AM

Originally from Eyebeam reBlog on April 27, 2007, 9:59am

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Chrono_Shredder calendar destroys your days

April 29th, 2007 by lux

Filed under:

This one doesn’t need a whole lot of explanation. The Chrono_Shredder, designed by Susanna Hertrich, hosts 365 days on a paper roll, with one “day” shredded every 24 hours. Can it ever be stopped? Find out on next week’s episode of Heroes, in the future.

[Via Popgadget]

 

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Office Depot Featured Gadget: Xbox 360 Platinum System Packs the power to bring games to life!

Originally posted by Paul Miller from Engadget, ReBlogged by ericsoco on Apr 25, 2007 at 10:56 PM

Originally from Eyebeam reBlog on April 25, 2007, 10:56pm

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Text reveals more ancient secrets

April 29th, 2007 by lux

Experts find a 13th Century prayer book has yielded yet another key ancient text buried in its parchment.

“Experts are ‘lost for words’ to have found that a medieval prayer book has yielded yet another key ancient text buried within its parchment.” …get it? ‘lost for words’? –ES

Originally from BBC News | Technology | UK Edition, ReBlogged by ericsoco on Apr 25, 2007 at 10:55 PM

Originally from Eyebeam reBlog on April 25, 2007, 10:55pm

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Graffiti Research Lab » Critical Mass Brooklyn 2007

April 29th, 2007 by lux

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It looks like the GRL will allow folks to borrow their L.A.S.E.R. tag bike soon! -

The G.R.L. rolls out its newest probably-not-street-legal vehicle, the Mobile Broadcast Unit: audio, projection and L.A.S.E.R. tag systems all mounted on a big tricycle. Last Friday, the G.R.L went to war against boredom and had a blast riding and writing with Critical Mass in Brooklyn. Beginning in the summer in NYC you will be able to borrow the MBU to wage your own personal wars in the city. Stay Tuned.

Graffiti Research Lab ���» Critical Mass Brooklyn 2007 - Link.

Photo by Bennett 4 Senate.

Related:
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Mobile broadcast unit - Link.

Originally from MAKE Magazine at April 23, 2007, 10:00, published by Luis Silva

Originally from Rhizome.org on April 27, 2007, 7:13am

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Dayvan Cowboy

April 29th, 2007 by lux


Dayvan Cowboy (2006, 11.4MB, 4:36 min)

Boards of Canada’s first music video and a great one at that.
Utilizing some insane footage of Joseph Kittinger’s Excelsior III jump in 1960.
Directed by Melissa Olson.

Found at their label’s site.

B.O.C. official site.

-brian

Originally from DVblog on April 23, 2007, 2:00am

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Fast Moving Animals

April 29th, 2007 by lux

Port
Port (2005, 3.8MB, 1 min.)

Beautiful slow moving images accompanied by complex
layered sound collages from the videoblog fast moving animals.

Window
Window (2005, 5.4MB, 2 min.)

Tunnel
Tunnel (2005, 5MB, 1:19 min.)

Originally from DVblog on April 26, 2007, 2:00am

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at second glance

April 29th, 2007 by lux

at second glance

Most persistence of vision projects I have seen involve moving a strip of leds fast enough that our eye perceives it to be an image. Make magazine has covered many projects of this type.

Jens Wunderling, a student of the Digital Media Class at UDK Berlin, has created at second glance, an alternative approach to POV. Instead of moving the LEDs, Wunderling has them fixed in position, but plays with saccades (our eyes never look straight, but always make fast tiny movement around an area).

So if you happen to glance past the work, you may notice something unusual. On second glance, if you shake your head, you will be able to clearly see the symbol. Created as a “guerilla messaging device, made to place hidden critical messages within the abundant medial environment in the city”.

Developed using Arduino and Processing, the source code of which is available on his site, and 32 ultrabright LEDs.

Watch video
Development blog

More from Jens Wunderling
loopArena at Cybersonica, Building a multitouch, loopArena multitouch

Ruth Schnell used this technology in her 2004 work “Blut für Öl”.

Originally from Processing Blogs at April 28, 2007, 06:35, published by Pau Waelder

Originally from Rhizome.org on April 29, 2007, 4:53am

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John Cage performs Water Walk

April 29th, 2007 by lux

cage.jpg John Cage performing Water Walk on TV game show I’ve got a secret in 1960, while being set up as something of a freakshow the presenter still goes to great lengths to convince the audience that Cage is ’serious’. Cage handles the occasion with a light touch and a good sense of humour, when the presenter warns Cage that while the audience are nice people … some of them are going to laugh, is that alright he replies with a winning smile of course I consider laughter preferable to tears. via WFMU

Originally from Stunned Weblog at April 28, 2007, 08:47, published by Pau Waelder

Originally from Rhizome.org on April 29, 2007, 4:38am

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The BLO

April 29th, 2007 by lux

toopengijoe.jpgResearching a bit for a talk I’ll be giving in Medellín (Colombia) next week, I came across the BLO: the Barbie Liberation Organization. A Manhattan-based group formed in 1989? who taking advantage of similarities in the voice hardware of Teen Talk Barbie and the Talking Duke G.I. Joe doll, er, “action figure,” they absconded with several hundred of each and performed a stereotype-change operation on the lot.

In the mid 1990s cultural critic Mark Dery wrote: The BLO claims to have performed corrective surgery on 300 Teen Talk Barbies and Talking Duke G.I. Joes—switching their sound chips, repackaging the toys, and returning them to store shelves. Consumers reported their amazement at hearing Barbie bellow, “Eat lead, Cobra!” or “Vengeance is mine!,” while Joe chirped, “Will we ever have enough clothes?” and “Let’s plan our dream wedding!”.
dolls420.jpg
By the creation of this hybrid (and transsexual) product, the BLO was not only disrupting stereotype codes in children minds but also offering a “good manners” example of collaborative work between rival companies such as Mattel (Barbie producers) and Hasbro (the makers of the action hero).
unfortunately.jpg

The BLO was an early reference of culture jamming initiatives that fostered the emergence of shopdropping (also known as reverse-shoplifting) projects later on. I would dare to say that it can be interpreted as the cultural appropriation of reverse engineering, a military strategy often used during WWII to figure out other nation’s technological information; a practice that has continued gaining attention, especially in relation to open-source philosophies.

Pictures are taken from this page that keeps the memory of the legendary group and offers a scanned copy from the original step-by-step guide to perform our own Barbie/G.I Joe home transformation.

Related: Modified Toy Orchestra makes electronic music that derives from the modification of toys; and Stelarc Ken (webpage).

Originally from we make money not art on April 25, 2007, 9:56pm

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Short-circuiting the realms

April 29th, 2007 by lux

Already a couple days ago during re:publica, Aram Bartholl presented an overview of his artistic work which very much focuses on the ever-increasing resonances between the digital and the analog worlds.

To illustrate what this means to him, Aram told the audience about a situation when a friend visited his studio. aram0.jpgHe wanted to empty the trash underneath Aram’s desk, but instead of simply doing it, felt like he needed to obtain permission and asked “Can I empty the trash?”. In that situation the two realized that they were acting like an operating system and its user, applying the paradigm that Apple introduced to the public in 1984.

Trained as an architect, Aram naturally got interested in how spaces are perceived in virtual environments, mostly in the context of games where, in between DOOM in 1993 and the current craze about Second Life, most of the action has happened. Because of those games, the mainstream-audience is by now quite familiar with the simulation of three-dimensional environments, partly because in games – simply because your virtual life depends on it. Actually some gamers are so into it, that also they carry over parts from the game experience and make it part of their daily lives (like habitually checking if there’s a terrorist crouching behind the door) or even re-enacting things from the game.

aram5.jpgThese breaches between the realms of the everyday life and game narratives is what many of Bartholl’s works use as a starting point. One example is de_dust, basically the infamous crate from one of the most played maps in the game Counter-Strike. On a one pixel equals one centimeter-basis, he re-created the crate and put it up at several locations in Berlin, watching people figuring out why it seems so strangely familiar to them. Another piece which proved to be very popular with the gaming-crowd are his First Person Shooter-glasses (and they usually really don’t dig media art). Cut out from a simple postcard, they put the terrorists’ AK 47 in front of your eyes, absurdly poking in from the right side, just as in Counter-Strike.

aram4.jpgHow identity is communicated in massive multiplayer games is another thing that greatly differs from the physical world. In many games, players have their names hovering above their character which leads to a very special kind of social behaviour and also makes for an interesting group portrait-culture (photo from Joi Ito’s album). Aram transferred this into physical space in his project WoW by cutting out letters and attaching them to a kind of fishing rod which then is carried by a person behind the “wearer” while he or she is walking around (video).

Views of urban space is an interesting realm to which Google with their mapping applications are currently developing a quasi-monopoly on. Yet, it’s kind of funny how for example places are being marked in Google Maps – its slightly weird red markers don’t scale with the aerial photographs below, cast a gigantic shadow but already have gained an iconic quality to them. aram3.jpgThe work Maps deals with this relationship in the way that Aram simply built one of the drop-shaped markers for real and put it up in Berlin. Not to much amazement since people are probably used to crazy artworks standing around.

If this is giving you the same déjà vu that the gamers have with the de_dust crates, it might be because you’ve seen Aram’s Random Screen at this year’s Transmediale. Also check out Jonah Brucker-Cohen’s interview with him over at Gizmodo.

Related: Speed, Punchcard Pixels and Bits on Location.

Originally from we make money not art on April 24, 2007, 2:08pm

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Interview With Marcos from MediaLab Madrid

April 29th, 2007 by lux

0mebiolo.jpgMy three year long interest for new media art has brought me several time to Barcelona. At some point i even started wondering “Isn’t there any other city that supports the world of art and technology in the Iberian peninsula?” There is! Gijon recently opened a very swanky exhibition centre for art, science, technology and advanced visual industries called Laboral (head to Douglas Edric Stanley’s place to check out the videos and words) and the Spanish capital is getting increasingly busy showing, promoting and creating works of media art.

One of the main protagonists in the area is Medialab Madrid which aim is to bring art, science, technology, and society together. I got the opportunity to know more about it a few months ago when i met Marcos García during the festival Ars Electronica where MlM was exhibiting several projects developed during a workshop called Interactivos?. Together with Laura Fernández, Marcos is in charge of the activities of Medialab Madrid’s educational program which they both started 3 years ago.

MLM is launching a second Interactivos? workshop inspired this time by the strategies of magic and illusion (deadline for applications is 27th April at 24h), which provides me with a very good excuse to ask them a few questions:

0magiictorc.jpg 0xxsens.jpg
Magic Torch and xsense

I’ve been following the activities of Medialab Madrid from afar for a couple of years but i don’t know its history. How did Medialab Madrid start?

Medialab Madrid started in 2002 as an initiative of the Cultural Center Conde Duque and the director Juan Carrete.

From the beginning it was conceived by directors Karin Ohlenschäger and Luis Rico as a transdisciplinary program focused on the intersection between art, science, technology and society. There were four channels of action: exhibitions, learning, support for artistic practice and research.

Under their guidance, four large international curatorial projects brought to Madrid some of the most outstanding new media art projects and the exhibitions were accompanied by an intense program of activities which included workshops and symposia where scientists, communication theorists, artists and activists discussed the themes of the projects and the day. Cibervision 02 (http://www.cibervision.org/), which explored the topic of fluid dynamics as a metaphor of life and communication processes; Banquete 03_Metabolism and Communication, a coproduction between the ZKM, Palau de la Virreina in Barcelona and Medialab Madrid; and Banquete 05_Communication in Evolution, which presented cultural, technological and biological evolution as inseparable processes.

experimentalmusicencounters.jpg programming_workshop.jpg
Experimental Music Encounter and Programming workshop

How did Medialab Madrid evolve over the years? Did the programme modified its objectives or fields of research?

Between the large events, we programmed workshops, seminars, presentations and smaller exhibitions were came to be quite celebrated. Through this intense education and community program a local group of curious visitors became regulars.

Our focus now is to create a structure to foster this local community. The orientation is towards research and production understood as permeable processes with the participation of anyone who comes. To make that possible we have started different stable lines of work which incorporate different models of participation – the learning should arise from the processes of research and production and the exhibition is tightly linked to the projects that are being developed.

So the main goal is to attend to the needs of the many different kinds of medialabmadrid users: from professionals to amateurs, from recognized experts to unkown experts, from regulars to first time visitors, and being able to integrate them into the research and production processes.

At the heart, we’d like to foster the figure of the collaborator. To make that possible it’s very important to us the role of the cultural mediator, researchers that are always present here, studying the contents and welcoming the visitors, introducing them to the projects and giving them information depending on their demands.

interactivos1.jpg interactivos3.jpg
Interactivos?

During the last edition of Ars Electronica Medialab Madrid exhibited some of the projects developed over the Interactivos workshop. I heard that you are working on a new workshop. Can you tell us what it will be about, who will be leading it, what typically happens in those workshops and what you’d like to achieve with it?

Interactivos is an advanced workshop for the collaborative development of projects which are selected through an international open call. The topic for this year edition is “Magic and Technology”, and deadline to present projects is 27th April. Once the projects are selected, we will issue a second call for people who want to participate in the development team of one of the selected proposals.

The workshop will be led by Daniel Canogar, Simone Jones and Zachary Lieberman.

We did the workshop last year, and in those two weeks, an intense work atmosphere is created. Artists, engineers, hackers, designers, musicians (and wizards in this case) work hand in hand to get the proposals developed with the help of the three teachers. And the whole process is open to the public, which can come into the working space, ask questions, talk to the developers or even join a team.

After these two weeks, the participants themselves set up their results in a full fledged exhibition here at the Conde Duque center. Last year’s was a very popular success with visitors.

arduino_workshop.jpgAnother fundamental part of Interactivos? is the social interaction. Participants work together, exchange knowldge and ideas, and at night we take over Madrid as a huge group.

Additionally, the open source approach is an important focus. The workshop revolves around open software and open hardware tools like Arduino, PD and Processing. This year we will also be using openFrameworks, a c++ library that is available in pre-release, but will be released publically to coincide with this year’s workshop.

Medialab Madrid is onto new adventures with upcoming new lines of work like a platform for research and production in data visualization. Why did you choose to focus on that particular field?

This platform is entitled “Visualizar” and it is directed by Jose Luis de Vicente, who has very interesting ideas about the social and communicative implications of data visualization. Data visualization is an area of work that tends to be collaborative. It’s easy to see how one project might gather many different fields of knowledge together. It’s also very clear that we live in a world that is generating a huge amount of data constantly.

This November there will be a symposium and a production oriented workshop where the participants will propose projects that explore ideas, data sets, design and visualization tools, and coding techniques in order to find new ways to represent and clarify complex systems.

Now there’s also a net-culture platform and a Commons Lab in the pipeline. What are the objectives of these two projects?

The net-culture platform is called “Inclusiva-net” and it is run by Juan Martín Prada. It responds to the lack of theoritcal websites in both Spanish and English, and to the idea of creating a meeting point for the theoretic production at the medialab. It will be presented next week and like the other lines of work, functions with an open call for participation.

The “Commons Lab,” organized by Antonio LaFuente, consists of a group of twelve researchers from different fields such as biology, ecology, medicine, pharmacy, philosophy, law, activism, urbanism, economy, and technology, that will gather once a month in an open round table to discuss the commons, those resources that belong to all but also to no one like the air, the water, and the radio spectrum. One key objective of this project is to develop strategies to visualize these commons.

The overlaps between these projects are interesting. For example, this month we are celebrating a workshop of OpenStreetMap and cartography is a part of “Visualizar”, but also brings some questions about geodata’s uses, property and licenses. Could the geographical information be considered as a common as well? These overlap are an important part of our programming.

How does Medialab Madrid function (how many people work there permanently or not, how do you get the fundings, etc.)?

Medialab Madrid is financed by Madrid`s City Council. There are seven people working permanently, in planning, administration, graphic design, audiovisual communication and technology. Also, we have two full time cultural mediators, who interface with the public, as well as a dedicated staff of interns and volunteers. In addition, for each line of work that we start, we collaborate with outside experts.

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Dorkbot Madrid: Circuit Bending (image by Carlos Alarcón) and Hans C. Steiner + Javier Candeira

Are there other programmes, events, institutions or organizations in Madrid that do works similar to Medialab Madrid or is your programme unique in the Spanish capital? How does Medialab Madrid fit into the cultural panorama of the city?

Over the last years you can see that a very strong community is growing in Madrid, and it’s clear that it’s now a very exciting moment where a local community of makers, theorists and acivists are coming together.

It’s important to highlight the role of Dorkbot Madrid in making this possible and the organizers Javier Candeira, a truly important figure in the spanish digital culture, and Juan Carlos Alonso, who has led the Arduino community here in creating an education system for secondary schools.

Intermediae is located at the old madrid slaughterhouse and, while recently opened, there are huge expectations about it.

0afranccc.jpgLast week the project Vida started with a new program of workshops with one given by France Cadet, with the notion of supporting more locally produced projects.

Another important media art figure in Madrid is Vicente Matallana, who has been fundamental for media art initiatives during last years in ARCO, like the Black Box and various symposia on digital art and intellectual property.

Finally, there is an extremely active center called La Casa Encendida, which organizes workshops, events, and an interesting radio laboratory.

Could you recommend us a few artists from Madrid who should get more attention from the public?

I would love to mention some collectives, which is a very popular way of producing work here in Spain. SinAntena is a community tv station based in the active neighborhood of Lavapies. That area also is home to Ladinamo, a very active cultural collective that hosts dorkbot.

La Fiambrera Obrera, a Madrid collective, are responsible for Border Games, a community based videogame production platform developed together with a group of young inmigrants to Madrid.

I would also like to highlight Manifestómetro, a group that has developed a very simple and effective way to calculate the number of participants in a demonstration, a very popular practice in the capital during the last years (image). The creators have just launched a new web project called Lo prometido es deuda: a record of polititians’ promises in order to see if they are realized. And there’s also a collective of architects called Basurama, who are working around creative uses of garbage.

0basurammmm.jpg
Basurama - circuit bending

All of these projects and more make Madrid an exciting and inspiring place to be working.

Thanks Marcos!

Hurry up! The deadline to submit projects for Interactivos: 27th April at 24h.

Originally from we make money not art on April 23, 2007, 3:10am

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Freefall Photography — Denis Darzacq’s Jarring Statement on French Youth

April 29th, 2007 by lux

Many photographers employ their art as social or political commentary, but we think Denis Darzacq’s La Chute (The Fall) is in a league of its own.

Depicting Parisian youths captured in mid-air as they plummet to earth, his series has recently surprised, shocked, and stirred the French art community.

Encapsulating a message in a photograph is no easy task. What’s unique about Darzacq’s work is not that it makes a statement about an alienated generation, but the innovative technique with which he’s made it. Gazing at his expressionless subjects, his viewers cannot help but wonder if what they see is real.

That these haunting images were created not with digital hackery, but with careful location scouting and break-dancing choreography, makes them all the more compelling.

Denis Darzacq’s La Chute
See also: The Guardian, Down and Out in Paris


 Link to this | Filed under Inspiration.

Originally by photojojo from Photojojo on April 27, 2007, 11:59pm

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Voiceprints

April 29th, 2007 by lux

Originally from Transmaterial on April 29, 2007, 1:02pm

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Wovin Wall

April 29th, 2007 by lux

Originally from Transmaterial on April 29, 2007, 1:02pm

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The Secret Making of an Execution Chamber

April 29th, 2007 by lux

Originally from Subtopia on April 29, 2007, 1:02pm

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