Next 7 edition: 4th to 13th december 2015 | Español |
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JAPAN MEDIA ARTS
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- Artificial Life
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Manusamo & Bzika Alena Mesarosova, Manuel Ferrer Valencia. Spain http://manusamoandbzika.webs.com/ Project: Robot & Robotnik In “Robot & Robotnik” artgame we employ the combination of technologies AR and EEG for the users immersion and interaction. AR helps to invoke the brain processes capable of binding the real and virtual dimensions, influencing the perception of space where our own mind locates us. EEG establishes a communication channel of the double sense between the artwork and the viewer. The user has the influence on the course of the game, while the actions within the game causes the changes of the user's mental state. The the interactive element of the game is elicited by the EEG data, so we define it as a “Neuro-ARt-Game”. The game features the robot characters and humans’ characters - “Robotnik”, which means “worker”. The human characters have a different morphology which represent a whole humanity. The robots are designed as a cold metallic entities which possess a primitive artificial intelligence. They share the same virtual space on a round scenario, simulating a circular theater, where the user can move freely and observe the installation from 360 degrees. The characters play their role depending on the mental state of user, which has the power to maintain the state of peace or war between the humans and robots. The state of meditation grants the peaceful behavior and the high attention level in addition to the lack of meditation induce the characters to persecute each other. tag: videogames |
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Daniel Blanco Ruiz tag: videogames |
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Manusamo & Bzika Un proyecto que explora las posibilidades del Neuro-Art-Game. Proponemos la introducción de electroencefalogramas como sustitución de los controles habituales que encontramos en los videojuegos tradicionales, dejando de lado el Joystick para primar la interacción neuronal entre obra y usuario. tag: videogames |
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Gustavo Silveira Was born from my desire of doing juggling and music at the same time, of putting the juggler in control of the music, of using the juggler's abilty of manipulating several objects at time into the electronic music performance. ( . . . ) is a group of free Ableton Live Max For Live devices dedicated to map juggling into music. Although it's dedicated to juggling, it can be used to map any object's movement into music, since it's based in a motion tracking system. Here, you can download the software, the documentation, and the paper that I wrote about it "Using juggling as a controller for computer-generated music - an overview of the creation of an interactive system between juggling and electronic music" tag: open source |
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Behrouz Bagheri tag: robotic |
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Kati Hyyppä Berlin. Germany http://katihyyppa.com https://vimeo.com/128072915 Project: Forbidden Fruit Machine The "Forbidden Fruit Machine" is an interactive installation, which is based on a painting called “The Fall of Man” created by Cornelis Cornelisz. van Haarlem in 1592. The painting, which resides at the Rijksmuseum in Amsterdam, depicts Eve and Adam in the Garden of Eden, being tempted by the serpent to eat the forbidden fruit. When Cornelis made his masterpiece, oil paintings were the hi-tech medium of the time. They featured incredible detail and ultra high resolution. Some 400 years later we turned Cornelis’ artwork into today’s equivalent top-notch medium, namely, a video game, where the spectator - or player - can explore the painting using a joystick. However, instead of an LCD display, the installation works with mechanical parts, which are driven by an Arduino microcontroller. The central character of the game is the forbidden fruit. The player can take over the destiny of the apple by moving it around with a plotter-like mechanism in order to discover special effects hidden in the picture. Subtle lights give a hint where the effects can be found and a joystick button press triggers them. For example, pressing the button over the cat in Eve’s and Adam’s feet elicits a heart-breaking meow, while letting Eve to eat the apple results in an even more dramatic effect including a thunder storm! In addition to connecting the art mediums of the past and the present, the installation is inspired by open cultural content, that is, digital images and sounds which are in the public domain or licensed with an open license. The image of “The Fall of Man” is from the Rijksmuseum’s public domain collection and the sounds used in the installation are from the Internet Archive, the Free Music Archive and Freesound. We have also shared the documentation of the installation including the 3D printing files and the Arduino sketches under an open license in the spirit of open culture. tag: robotic |
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Pablo Ventura tag: robotic |
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SÁDABA | TOURÓN
Madrid. Spain www.sadabatouron.com https://vimeo.com/121399478 Project: S1T Aleagrafías En 1769, Wolfgang von Kempelen fabricó El Turco; una magnífica simulación de un autómata cuya función era jugar y en la mayoría de los casos, ganar al ajedrez, contra un adversario humano. Y decimos una simulación, porque realmente tras la puesta en escena se hallaba un gran secreto; un ser humano escondido a la mirada del público era quien realmente jugaba. Lo que Kempelen mostró y demostró en aquel momento, es algo que todavía a día de hoy con nuestra innovación tecnológica se evidencia; y es que un autómata sólo puede estar capacitado para simular lo propiamente humano. Éste, cuyo funcionamiento está basado en fórmulas matemáticas, ecuaciones y cálculos complejos, no puede aspirar a reproducir la esencia humana, teniendo en cuenta que cada individuo y sus acciones, pensamientos, actitudes y maneras de hacer son particulares, y donde entran en juego aquellas experiencias que dan lugar a diferentes maneras de estar y ser en el mundo. Un robot o un autómata, cuya naturaleza está basada en un razonamiento únicamente lógico; no puede ejecutar aquello que no le es propio. De ahí, nuestro empeño principal; indagar en aquellas relaciones existentes entre ambos espacios. Para ello hemos fabricado un robot, cuya finalidad principal, esto es, el objetivo para el que ha sido programado, es realizar dibujos bidimensionales en espacios previamente determinados, dejando que sea éste el que a través del azar pueda decidir cuándo y cómo realizar su tarea, así como parar de ejecutarla. Pero este azar no es más que una pseudo-aleatoriedad, limitada por la propia lógica que rige el comportamiento maquínico del dibujante. La arbitrariedad es reducida a una secuencia circular de dígitos predeterminados, y aunque extremadamente extensa, la única decisión posible se reduce a decidir en qué punto de esa cadena numérica empezar y cuándo terminar la acción. El recorrido aleatorio es simplificado a una cuestión puramente repetitiva, y ante un recorrido de infinitas posibilidades, la libertad de acción se limita a dejar de actuar. En este caso, la capacidad de decisión se basa en ciertas fórmulas lógicas que, con mayor o menor precisión y con ayuda de mayor o menor tiempo en el desarrollo de su cometido, le dictarán unas formas determinadas de hacer. Así, lo resultante, una pieza dibujística en plena hibridación entre lo que podríamos entender propio de lo humano (el azar, lo imprevisible) y la máquina (lógica, precisión, lo predecible), queda al descubierto, como en el caso de El Turco, una ficción más de todas aquellas que conforman nuestras maneras de entender y ver el mundo. tag: robotic |
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