XPod a human activity


Tim Finin of UMBC points to a paper on XPOD as a prototype portable music player that can sense a user's context -- what she is doing, her level of activity, mood, etc. -- and that to refine its playlist. The device monitors several external variables from a streaming version of the BodyMedia SenseWear to model the user's context and predict the most appropriate music genre via a neural network.

[thank you Tim !!]


Originally posted on Smart Mobs by Gerrit Visser

Viral Tracking


This is scary and annoying. This company has a service called The Viral Chart where marketing and advertising videos distributed on the internet for "viral marketing" purposes have a little "sprite" embedded in them that "phones home" over the network, even if you're just watching the file locally on your computer, and tells them whenever you play the file. (So they can track how well the campaign is working, see?) Ok, so, from now on whenever you watch something on your computer, ipod, whatever, discconnect it from the internet, or else open up the file with quicktime pro or whatever...


From the Viral Chart website: "Viral Marketing is the future of commercial advertising. Virals can be videos, games or just web pages which are strategically “seeded

Originally posted on Project Steev by steev

Floating Points 3: Ubiquitous Computing, Spring 2006



Floating Points 3: Ubiquitous Computing February 8 and March 15, 2006 Emerson College and Live Online

Emerson College and New Radio and Performing Arts, Inc./Turbulence.org announce a new speaker series, "Floating Points 3" [FP3] that will address the subject of "Ubiquitous Computing" or "Ubicomp", where computing and wireless capabilities are so integrated into the fabric of everyday life (clothing, cars, homes, and offices) that the technologies recede into the background and become indistinguishable from everyday activities.

[FP3] will consist of two moderated panel discussions, one on February 8 and the other on March 15. The first will focus on artist-thinkers who work collaboratively with research teams--including scientists--to produce environments and systems that respond to the human presence; it will include Mark Goulthorpe, Susan Kozel and Chris Salter. For the second panel, we have invited artist-thinkers who question and confront the ongoing development of technical objects and work creatively to subvert them, for instance, the ever-enlarging practice of surveillance and data mining. Our guests will be Adam Greenfield, Beatriz da Costa and Brooke Singer (Preemptive Media), and Michelle Teran.


Originally posted on Rhizome.org Raw by Turbulence.org

GAME as CRITIC as ART. 2.0. (Part III)


Episode III of the summary/translation of Laura Baigorri' essay for GAME as CRITIC as ART. 2.0. (see Part I and II.)

Educating with games. Against the simplification proposed by the game industry

The works previously mentioned explore the three main strategies adopted by the creators for the creation/modification of computer games. The following games, although they are game mods using weapons, elude explicit violence to show the player a multiple and exhaustive vision on an aspect of the everyday life of a population.

icon04.jpg icon05.jpg

- Nina Czegledy and Maia Engeli's Medieval Unreality (2003) is a project aimed at initiating an artistic discourse on Albania’s "Blood Feud" by editing the first-person shooter game "Unreal Tournament". In the '90s, Northern Albany faced a series of kidnapping and murders between families, due to an ancestral code of conduct. Although it was abolished during the Socialist Period, the economical collapse of the the State in 1989 gave free way to the re-introduction of the archaic rules and social relationships, but also rancors and vengeances. That year, about 1500 families (800 children) wouldn't venture out of their house.

Medieval Unreality wanted to use games to re-establish the contact between barricaded families and the rest of the world by using virtual media: art, culture and new technologies. The first phase called "E-mail from the Medieval Ages": providing isolated families with 100 computers with Internet connection.

The second step was to start a debate on Albania’s "Blood Feud", through the modification of Unreal Tournament. The game environment was plain geometry and behaviour, all white without decoration. The participating artists had to add images, costume players, and edit the game space itself. The goal was to achieve an artistic expression in this quite unusual format.

efw-2.jpg img_woomera2.jpg

- Escape from Woomera (2003): a Half-life mod designed ...


Originally posted on we make money not art by Rhizome




QuickTime Volte-face (QuickTime) [Reynald Drouhin]

Volte-face represents one type of videomosaic: each frame of the video clip is composed of smaller images within a grid that come together to resemble a larger image. Here, two rotating faces and heads are represented using a mosaic of clouds. See Nuages-Visages for photos and information on an installation version of Volte-face.

[....] It's a deliciously fitting representation of watching clouds float by and seeing fleeting, formless faces among them.

Check out Reynald Drouhin's works. You can see his other videomosaics as well as web-based mosaics such as Des Frags and Timescape.


Originally posted on Split Screen by James Seo




Contemporary Society and Genomic Culture

In order to find its autonomy, Bio Art (a term described by Jens Hauser, curator of the "L'Art Biotech" exhibition, as an "etymological disgrace") is passing through the necessary evolutionary phases towards a complete definition, conquering a conceptual autonomy independent from the means used. The image that comes to mind is that of a 'chimera', a hybrid creature that is a mix of different species, which expresses a peculiar compositive coherence, both paradoxical and efficient. The facets implied by dirtying one's own hands with the basic elements of organic material (genes, cells, proteins, etc.) are many, as is analyzing the female body as a contemporary technological laboratory (in the performances by the subROSA collective), conceptually challenging the current eugenic development models, or the application of the usual schemes of knowledge hoarding, as is done by Eugene Thacker with his Open Source DNA.

The ferment created by the Critical Art Ensemble and Eduardo Kac can now be recognized by filtering the media flow of relevant announce(ments) by the industry, made here by Ricardo Dominguez, or reconstructed through the reflections on clones and their mediatic reproductions by Birgit Richard. This way, it's possible to feel the pulse of the silent conflict surrounding these subjects. In times when human intervention on organic creatures is as big as what nature does in decades, and building life is a fact, the definition of shared critical positions becomes the social fulcrum the cultural development of these technologies revolves around. (edited and curated by) Dmitry Bulatov, The National Publishing House "Yantarny Skaz"
ISBN 5740608537 [via NEURAL]


Originally posted on networked_performance by jo

poietic feed aggregator


a cool treemap-like HTML visualization that is capable of representing the keywords present within several RSS feeds, for instance those from various Internet sites (e.g. wikis, blogs, news websites, search engines). the map represents multiple feeds as smaller rectangles, that in turn contain the individual entries. the different colors (or 'imagettes') are associated to various user-chosen keywords discovered within the text entries. the last modified entry is positioned in top on the left, the oldest in bottom on the right. source code is available. [km2.net|thnkx Olivier!]


Originally posted on information aesthetics by infosthetics

Car Games


For his solo show in NYC, Brody Condon created a “full size 85′ lamborghini countach (pictured) from cast plastic branches. the original wireframe model came from the game need for speed.


Originally posted on coin-operated by Rhizome