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coded cultures: Symposium Tag 4 Event
Exhibition - open daily from 10 am - 08 pm
Craving - soundwalk
meeting point: freiraum/quartier21
time: 11.30 am - 1.30 pm
A Geo-Spatial Sound Composition for a Listener Moving Freely through Deserted Urban Landscapes
Craving is a site specific spatial sound composition set up by the two artists in the public space of Vienna’s Donaucity district. There they arranged musical and spoken sound fragments inspired by the late Sarah Kane’s play “Crave”. The selection of sounds and their spatial as well as temporal distribution follows a detailed study of the text and the emotional tectonics of the physical space itself. The latter one, which is reflected in features such as rhythms and flows of pedestrian movements and architectural layers.
The piece is experienced by the listener while he individually wanders though the outskirt high-rise area. He wears headphones and a GPS- and sensor equipped computing device, allowing the composition to unfold while he drifts through the area. A binaural sound simulation incorporates the sounds that have been affiliated by the artists to certain places into his acoustic environment, as if they were around him. While the listener explores the urban environment himself, he is also shaping his very own spatial sound narrative. The project is based on the artists’ self-developed software “Global Player”.
Bernhard Garnicnig, Gottfried Haider (Austria)
Bernhard Garnicnig studies Digital Arts at the University for Applied Arts and at the Academy of Fine Arts in Vienna. He is a founding member of c17, an artist-run space in Vienna. His current work focuses on establishing social, theoretical, sculptural and audiovisual constellations.
Gottfried Haider studies Digital Arts at the University for Applied Arts Vienna. He is interested in urban soundscape theory and researches the interdependencies of algorithmic acquisition of space, its coexistent manipulation and numerology.
* offspacecenter.com/infoblast - Homepage of Bernhard Garnicnig
* gottfriedhaider.com - Homepage of Gottfried Haider
: MUMOK Auditorium
Artist Presentations
time: 2.00 pm - 3.30 pm
Ivan Poupyrev (RU)
Toward seamless combination of digital and real.
I am interested in designing user interfaces that blend digital and physical properties into seamless interaction experiences. In this talk I review current approaches to combine computing and the real world focusing on two basic approaches. The first is to enhance interaction with physical, real-world qualities. This can be achieved, for instance, by taking advantage of the properties of the materials that a computer is made of. In one example, we used bending as a primary interaction technique when designing an interface for flexible computers. The second approach is to enhance everyday objects with digital properties, such as overlaying the real world with computer-generated images. In the future, with the development of new smart materials, display and actuators will be able to computationally control increasingly more aspects of the world around us, further blending computer-generated and physical reality. In this new brave world we will no longer be programming computers anymore, we will be programming the reality itself.
Ivan Poupyrev (Russia)
Born in USSR, Ivan Poupyrev is a Researcher at Sony Computer Science Labs in Tokyo where he designs user interfaces for future digital living environments. In his research he is particularly interested in creating interfaces and technologies that can seamlessly blend digital and physical properties in devices and everyday objects. The results of his research have been presented at international conferences, reported in popular media and released in Sony products. Ivan graduated from Moscow Airspace University in 1992. While working on his PhD at Hiroshima University, he stayed for 3 years at the University of Washington working on virtual reality interfaces. He joined Sony in Tokyo in 2001.
* sonycsl.co.jp/person/poup - Homepage of Ivan Poupyrev
* ivanpoupyrev.com - Research Homepage of Ivan Poupyrev
Soichiro Mihara & Saita Kazuki (JP)
Complexity goes beyond imagination of a single element so easily. The boundary between moids 2.0 and the surrounding environment melts down. Finally, it’s engulfed our wish of control and moids 2.0 become the existance that is unknown and nameless yet.
The presented work moids 2.0 is the second version of our basic theme. After several pursuits, we came to focus on acoustics that emerge as a result of an organic and decentralized process. The core element of this acoustic emergence is what we call a “single reactive unit” consisting of an audible signal device, a microphone and a microchip. It generates audible signals when sound comes in. To realize a structure where units can be evenly arranged, we use a equilateral triangular metal frame and put a unit on each edge. The three units form fuzzy acoustic loops and react to the surrounding acoustic. By connecting metal frames, the acoustic structures and loops can be combined while maintaining distances, angles and of course the acoustic relation of units.
We constructed a mass of units with hacking electro-acoustic devices and tried to find an acoustic emergence that is possible with these potential existance only. Compared to a single function unit, how different will the acoustic emergence be?
Saita Kazuki, Soichiro Mihara, Hiroko Mugibayashi (Japan)
The three geeks began collaborating on the moids project in 2004 after hearing a lecture given by late Dr. Moog about an invisible energy field related to acoustics. They have since been active in the art field, exploring electronic / electric acoustics from an organic, decentralized angle. They are also founding members of the Kinoshita Laboratory, Tokyo since 2003 to realize collaborations in universal fields such as moids.
Aldo Tolino (AT)
Exploring media-artefacts from computer gamers, created by their players. Real-world applications. (Jon Lebkowsky)
Ludic artefacts are media-objects, which are produced by computer gamers. Speedruns, Machinima-films or paper objects, which imitate game objects, could be given as examples. They may be produced by a single player or in a team of players. The manifestations of these user-generated media-artefacts are multifaceted, but their analysis has shown that they can be mapped into a taxonomy of ludic artefacts.
The presentation introduces this taxonomy and connects them with artistic game projects and works of the artist. Until now, very general categories like “machinima” made it very difficult to talk about player-created media artefacts. The presentation proposes 6 new categories for game artefacts (competition, construction, expression, performance, community and documentation; each containing 6 subgroups). With this new taxonomy of game-artefacts, it is now possible to systematically describe and discuss these ludic artefacts.
Aldo Tolino (Austria)
Aldo Tolino is a media-philosopher and media-artist. His work and research is focused on the intersections of media-theory, art and games, especially user-collaboration, social networks, player-created artefacts, as well as in-game activism. In 2008, he received a PhD from the University for Applied Arts Vienna. His area of expertise as a university professor and teacher are the topics media literacy and media design. As a freelance artist he explores digital and analog textures and has realized various game-based art projects.
* gaming-2-0\.blogs.sonance.net - Blog of Aldo Tolino; The full research text (in German language, PDF-format) including many images and links can be found here.
: MUMOK Auditorium
Theoretical Lectures
time: 4.30 pm - 6.00 pm
Yukiko Shikata (JP)
- Verena Kuni (DE)
-
MUMOK Auditorium
Keynote
time: 7.00 pm - 8.00 pm - : MUMOK Hofstallungen
time: 8.30 pm - 9.30 pm -
MUMOK Hofstallungen
Liveperformance
time: 10.00 pm - 11.00 pm
: MUMOK Hofstallungen
closing event PARTY
time: 11.00 pm - 00.00 pm
MINIMAL TOKYO
TRUST REC.
DEXTRO (Visuals)
Shu Okuyama (live)
Ivan Kuzbass (DJ)
Microthol (DJ)
DJ Glow (DJ)
VJ: Dextro
Tetsuya Umeda
PECHA KUCHA NIGHT
Manfred Faßler (DE)