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Posts Tagged ‘creative technology

Winner of Ars Electronica: Interactive Art

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Julius von Bismarck: Image Fulgurator, 2007/08

This video shows an Intervention at the Checkpoint Charlie in Berlin. (former border of east and west Germany) The target of the manipulation was the famous “YOU ARE ENTERING THE AMERICAN SECTOR” – sign.
The manipulation created a link from the former East / West border to the US / Mexican border in order to reimagine the dramatic situation at worldwide borders today. The message was addressed to the tourists on location, that can travel easily over every border without risking their life.

People’s great trust in their photographic reproductions of reality was what motivated me to develop the *Image Fulgurator*. A camera can be used as a personal memory tool, since people do not doubt the veracity of their own photographs. Hence, photos can reproduce the reality of an individual environment or public space. At sacred or popular locations, or those having a political connotation, an intervention with the Fulgurator can be particularly effective. Especially objects with a special aura or great symbolic power are good targets for this kind of manipulation. In other words, with the Fulgurator it is possible to have a lasting effect on those kinds of individual moments and events that become accessible to the masses only because they are preserved photographically.

More info:
http://www.juliusvonbismarck.com/fulgurator/fertig.html

Written by ArtGirl

July 14, 2008 at 9:55 pm

Daniel Rozin’s Interactive Art Practice

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Daniel Rozin is an artist, educator and developer, working in the area of interactive digital art. As an interactive artist Rozin creates installations and sculptures that have the unique ability to change and respond to the presence and point of view of the viewer. In many cases the viewer becomes the contents of the piece and in others the viewer is invited to take an active role in the creation of the piece. Even though computers are often used in Rozin’s work, they are seldom visible.

Daniel Rozin: Wooden Mirror – Motoristic Reflective Sculpture 1999

1999
830 square pieces of wood, 830 servo motors, control electronics, video camera, computer, wood frame.
Size – W 67″ x H 80″ x D 10″ (170cm , 203cm, 25cm).
Built in 1999, this is the first mechanical mirror I built. This piece explores the line between digital and physical, using a warm and natural material such as wood to portray the abstract notion of digital pixels.

Daniel Rozin: Weave Mirror – Motoristic Reflective Sculpture 2007

768 C shaped prints 768 motors, video camera, control electronics.
Size 57 inches H, 78 inches W, 8 Inches D
Weave Mirror assembles 768 motorized and laminated C-shaped prints along the surface of a picture plane that texturally mimics a homespun basket. A seemingly organic smoky portrait comes in focus to the sound made by the sculpture’s moving parts. Informed by traditions of both textile design and new media, the Weave Mirror paints a picture of viewers using a gradual rotation in gray scale value on each C-ring. A playful juxtaposition between the rustic and photographic, this sculpture is suspended from the ceiling. Its functional circuitry and wiring is visible behind the picture plane, exposing its craft.
More info:

More info: http://www.smoothware.com/danny/

Written by ArtGirl

June 20, 2008 at 3:48 pm

Interactive/Tangible Game Design – Julian Oliver : LevelHead 2007

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Hey… want to be creative??? Game on the convergence of reality and virtuality…

levelHead uses a hand-held solid-plastic cube as its only interface. On-screen it appears each face of the cube contains a little room, each of which are logically connected by doors.

In one of these rooms is a character. By tilting the cube the player directs this character from room to room in an effort to find the exit.

Some doors lead nowhere and will send the character back to the room they started in, a trick designed to challenge the player’s spatial memory. Which doors belong to which rooms?

There are three cubes (levels) in total, each of which are connected by a single door. Players have the goal of moving the character from room to room, cube to cube in an attempt to find the final exit door of all three cubes. If this door is found the character will appear to leave the cube, walk across the table surface and vanish.. The game then begins again.

Someone once said levelHead may have something to do with a story from Borges.. For a description of the conceptual basis of this project…
http://julianoliver.com/levelhead

love talking to myself….

Written by ArtGirl

June 10, 2008 at 10:12 pm