Metavid is a free-software site that hosts United States public domain legislative footage. Through closed-captioning text from a “simple Linux box”that records “everything C-SPAN shoots,” Metavid can provide “brief searchable clips” of legislative footage. Online communities can engage with the audio and video media archives which are not usually viewed by the public but told second hand through other media outlets. Metavid captures a non-bias recording of legislative meetings so that the people can draw their own opinions and ideas. The close-captioned text allows users to quickly and easily search through the thousands of hours of archived footage so that all the related media appears in the search results.
[video src=https://vimeo.com/245388198] Home made Virtual Soup, developed by artist Avital Meshi, connects Second Life avatars and Real-Life puppeteers. The meeting was held during soup time at St. Columba Catholic School in the virtual community Second Life. The artist set up the meeting with Miss Sarah Sandalwood, editor of O’Hare’s Gap, a guide to a 1930s virtual Irish village. Together, Miss Tali (Avital Meshi’s Second Life avatar) and Miss Sarah Sandalwood “opened a mystical portal between” both worlds. The meeting was a wonderful real-time experience where realities collided. The artist invited her “school family” at UCSC to enjoy soup with Second Life students of St. Columba, and they all experienced a “moment of communal fellowship.”
Warren Sack developed The Conversation Map in order to visualize a comment/reference chain of certain media posts within a forum or archive. The Conversation Map is an interface that analyzes archives and sites based on words and their relationship to each other. Each line on the interface represents a connection or a citation to the post within an archive, like a Facebook, forum, or reddit post. A dot means that there is no reference or citation made to that specific post. The hottest conversations typically mean it would look more like a spider web of lines in contrast to a post with only one or two lines, representing one or two connections to it.
This work of net.art consists of a digital art gallery of two lovers' correspondence from the 1990s. The twenty-five letters feature interesting interactive graphics, cryptic messages, and unique voyeuristic opportunities to view intimate messages sent between the two artists Entropy8 and Zuper!. The viewer can usually interact with the simulated object, environment, or representation. Doing so reveals love notes, messages, and other meanings. There are often personal representations of the two artists, either in the form of a rendered avatar of sorts, or actual images and pictures taken of their bodies.
Neil Harbisson is a cyborg artist based in New York City. He is described as a cyborg artist because his artwork his artwork is concerned with the concept of cyborgism but also because he himself is technically a cyborg. He has an antenna implant, which he calls "the Eyeborg." This device is implanted in his skull and was designed to extend the limitations of human color perception. Although he was born completely color blind, he can can now even see infrared and ultraviolet colors that are invisible to humans.
Conway's Game of Life is a cellular automaton (a model that attempts to replicate the behavior of living cells) developed by British mathematician John Horton Conway in 1970. It takes the form of a grid with pixels that can either be in two states, on or off, or alive and dead since this is supposed to a model replicating the behavior of biological cells. Some artists have taken cellular automata (either Conway's Game of Life or similar ones) and used them to create new pieces, such as Dupuis' Conway Quartet and Scaletti's sunSurgeAutomata.
As the digital artist in residence at Forth Valley Royal Hospital in Scotland, sound artist Mark Vernon created a series of four sound art pieces, called "Bedside Radio," designed to be played over the hospital's radio station, Radio Royal. The third of these pieces, Deep Sleep Trawler, was created in 2012 "with the intention of creating a database or 'dream bank' to provide sleep deprived hospital patients with the opportunity of sharing someone else's dreams."
[video src=http://www.youtube.com/watch?v=LiWlvBro9eI align: left height: 200] There are innumerable strategies and motivations behind impersonation on the Internet. Some are legitimate hoaxes, others malicious, others satire. Take this typo for example: Gogle.com. Hypothetically, for every person with a sticky "o" key, or too fast of a double-keystroke, there is someone out there who is able to maliciously attack the unfortunately imperfect typist, logging history, Internet etiquette, and personal data. Inversely, one could hypothetically use similar guerilla tactics to attack companies of questionable moral standing, which is exactly what an internet-hoax group, referred to as “The Yes Men,” have done.
The Painting Fool is a computer program and artwork developed originally in 2001 by Simon Colton and researchers at the Computational Creativity Research Group at Imperial College, London. Colton’s ultimate goal for The Painting Fool was to create a piece that is seen as purely creative, what he refers to as “Computational Creativity”; he believed that to achieve this The Painting Fool was required to have behaviors that are skillful, appreciative, and imaginative. Skillful behaviors deal with the mechanical physical process of painting. The Painting Fool is able to take a scan of a photograph and determine the individual colors used within the composition, grouping them together in similar palettes. In addition The Painting Fool records the different pastel, pencil, and brush strokes as well as an analysis of the animation of strokes
All My Life For Sale is a work by John Freyer where he sells everything he owns online. When I say everything I mean everything, Freyer finished by selling the domain name itself. This work of art is part of a collection on Rhizome entitled Digital Archivalism. This form of art blends anthropology and […]
Yasunao Tone is a widely known sound artist and his piece Paramedia is on the cutting edge of sound art. Curated by Arika (a community organizer) and installed at the Whitney Museum in New York, Paramedia is an intense, engrossing piece of sound art in which speakers correlated to different frequencies give […]
During 1919 and some of 1920, russian architecht, Vladimir Tatlin, produced many sketches of a tower that would be The Monument to the Third International. “This utopian design, so typical for the frenzied mood of Russians in the years immediately following the Bolshevik revolution was, in theory, to have been taller than that great symbol […]
One of the double-sworded attributes of the digital era is the ease in reproduction of art. The reproduction of an image in order to publicize it to mass media for communication purposes or in order to add to the overall message of the work are two examples of the good side of the sword. The […]
After reading chapter two of Manovich’s Software Takes Command, the difference between multimedia and hybrid media revealed various facets within themselves that I never even knew existed. It struck interest in many ways, but one most of all which was the further study into Joachim Sauter’s Invisible Shape of Things Past. Honestly, at first it […]
Designgraphik is a series of experimental interactive animations, the first of which was created in 1998. Nine total iterations have been created, the most recent of which was released in 2008.
Outerspace is a reactive robotic creature with lifelike interactive behaviour. The robot wants to explore the world surrounding him, or the outer space, exhibiting curiosity and waryness as an aprehensive animal might. A participant may put a hand up to the robot and cause it to pull away, as if surprised at the recognition of another being, then move forward searching for the thing that caught it’s attention. The concept that insprired the work was that an object, inherently not living, cannot have emotion. In order to create an emotional object (the goal), first the thing must be aroused, feel, have a emotion; then comes emotional expression. In technical terms, it must read input and display output.
[video src= http://youtu.be/deub5AMgblk? time:15s height: 220 align: right] In Given Time, artist Nathaniel Stern utilizes different forms of media, but maintains his focus on the relationship between bodies and art. This this video installation, Stern created two avatars in Second Life who stand apart facing one another. Their location within the in-game world is never disclosed, but they do occupy virtual space somewhere. In physical space, the two avatars are projected onto screens opposite one another in the gallery, as in Second Life. Viewers can approach the two virtual performers, while they hover as video projections, forever staring at one another. These representational characters are in fact, nobody. They exist only in the virtual plane, yet they are brought into existence via light and electricity.
Alma da Agua (Water of the Soul) seeks to re-connect all Portuguese speaking contries. Taking water samples from the eight countries (Portugal, Brazil, Angola, Mozambique, Cape Verde, Guine-Bissau, Sao Tome e Principe, and East Timor), Artists Richard Clar and Dinis Afonso Ribeiro intend to send the water samples into space inside a liquid mixing apparatus (shown above). The idea is to expose the water to low-gravity and mix the waters in a symbolic way and in a neutral environment.
The King’s Cross Phone-In was a co-ordinated effort by British artist Heath Bunting to disrupt the everyday routine of King’s Cross railway station. Bunting utilized various newsgroups and emails lists to distribute instructions for the event staged on August 5th, 1994.
Born 1967 in Mexico City, B.Sc. in Physical Chemistry from
Concordia University in Montreal, Canada.
[video src=http://www.youtube.com/watch?v=WvLctD62G58]EOD 02 is an installation by Frederik De Wilde created in collaboration with LAb[au].