Posts Tagged ‘art’

Cellphone city art

Saturday, March 14th, 2009

(Also posted on The Mobile City blog)

Found via Textually.org > Engadget Mobile > Make (nice trail):

Artist Jorge Colombo (Portugal) made a couple of cityscapes by drawing with his fingers in an application called Brushes on an iPhone. He also posted a short movie showing in speed-up how he created his drawings. You can see all of the drawings on his website. Not only do these drawing look really nice, they also come quite close ‘the urban experience’ of neon lights, big structures, and a blurry sense of movements and speed. The medium indeed perfectly fits the subjects depicted. It also possible to relate this to the theme of “urban computing”, as an artistic way to ‘write’ one’s experience of the city, as Greenfield and Shepard call it (though, granted, this experience doesn’t ‘stick’ to the location as a kind of locative tag; that should be the artist’s next step!).

What I think is really interesting about is how the mobile device gradually becomes a platform for creative production and playfulness, like the (desktop) computer has been for much longer. A similar kind of creative production on mobile devices has existed for a while in the digital music scene. Here, the iPhone is used as an interface for music sequencing, tracking and beat creation. And in a related field called Chiptunes or 8Bit music, much older portable devices such as Gameboys have been given a brand new second life in being used to make electronic tunes. Also, as posted elsewhere on this blog, the mobile phone is increasingly being used to make (short) films. Last example: the mobile phone is used to not only read but also write texts and even entire novels. This has to do with the fact that many Japanese make long commutes by public transport.

It’s really nice to see how the mobile phone develops from a platform for consumption of services to a medium for creative production as well. Moreover, some of these examples clearly indicate that there is a relation between artistic creation on mobile platforms and the physical surroundings and urban experience, apparently much more so than with fixed computers.

Science-Art project NWO: mobile art

Wednesday, February 1st, 2006

NWO programme “Transformaties in Kunst en Cultuur” (Transformations in Art and Culture) (website poorly updated) is starting a science-art project (Geestesoog NWO #3 Sept. 2005 3-5 PDF file in Dutch) to research the interplay between academic study of new cultural developments and art. Academic research that receive sponsorship by NWO, have been invited to contribute ideas. Our research project ‘Playful Identities’ too has been asked to come up with one or more science-art proposals.
While I was looking for projects that have something to do with mobile technologies, science and art, I found a couple of results that can be categorised into either mobile films or locative art.

category short films/animations for mobile devices:
Mobile Fest Festival for Short Film
Pocketshorts Funding for Short Film makers
Mobilemediafest Short Film Award
Cellflix Festival for Short Film

category locative:
The Milk project
Amsterdam Realtime
Graz Mobile Landscape (see earlier post)
Interdisciplinary project on mobile media and surveillance

Exhibition “Alter Ego” in Amsterdam

Friday, November 11th, 2005

What: opening exhibition “Alter Ego” – photo’s of gamers and their online avatars
Who: British artist Robbie Cooper
Where: Home Gallery, Prinsengracht 548, Amsterdam
When: 9 – 24 november 2005 (Thursday – Sunday), 13:00 – 19:00
URL: www.alterego.net & www.seeingtakesasecond.com.

Alter Ego

Wednesday evening, November 9, I was at the opening of the exhibition “Alter Ego” at Home Gallery. I was kinda late, supposed to meet my GF there at 21:30, but got stopped along the way by a police woman for cycling without light. She gave me a ticket, what a bummer… }:-(.
Anyway, the gallery is located in a nice old canal house between Leidsestraat & Spiegelstraat. About 25 large images are dangling from fish cords on the wall, each displaying a photograph of a ‘real’ person on the left hand side and a screenshot of his/her virtual personality on the right side. The split-images are accompanied by a text that tells the individual’s story: who he/she is in real life, who she/he is online in what game, and what motives he/she has for choosing this particular character.

The people portrayed are pretty diverse, considering that game culture appears to be mostly restricted to Asian and Western – American – cultures: there are pictures of physically disabled people, two black men, quite a lot of females (Asian & Western) and of course the (stereo)typical geek.

A lot of people make their online character into a ‘better self’: the men often create a sort of super-hero character and the women a strong, beautiful female warrior. Not everybody though: there is a portrait of this US redneck kinda guy who plays a beautiful heroine, and two good-looking Asian girls tell that they switched to playing ugly creatures after being harassed all the time by men in the game.

The stories can be roughly devided in stories that are about “becoming” in the sense of developing oneself: from being a bit shy at first to becoming more and more friendly and sociable, from being averagely handsome to being beautiful. Another theme is “escape”: escape from boredom (the trucker fantasising about playing a spaceship), escape from physical constraints (the handicapped people), escape from social/cultural pressure (the Chinese gay boy playing “guys he wanted to meet” & the US macho-guy playing a woman). The theme of “sameness” in the sense of “living one’s identity”, or simply “being” is apparent too: someone says he behaves the same way online as offline, and the Texan business woman tells she likes bossing around online just like in real life. Finally, attention is given to the economics of gaming culture: a few people explain that they make quite a bit of money from gaming, whether it’s by developing characters for other people, or by writing software that can upgrade players levels by playing for them at night, or a girl that has become popular through gaming and has become a professional model.

Some critical remarks: the split screen portayal of people & their online identity suggests that people have only one online identity instead of multiple. By choosing a form of presentation that juxtaposes offline and online identities, the artist stresses the devide between them in a visual way, although the artist probably intented otherwise. On the other hand, the split-screen portayal suggests that offline and online characters are equal in some way: the online character being the ‘mirrored image’ of the real life character. And finally, the artist seems to have deliberately wanted to portray a diverse group of people, while underplaying the homogeneity of game worlds, as apparent from one of the group photo of an ‘old’ game guild (I forgot the name) that is almost totally white and predominantly between 20-40.

The exposition is sponsored by EA (Electronic Arts – the largest (?) and best-known game developer in the world); Playstation2 by Sony. The gallery itself is a space owned by Dutch party/event-organiser Duncan Stutterheim from ID&T. Certainly no marginal players in the leisure economy …;-)

The BBC has an article about the project: news.bbc.co.uk.

The pictures (and even some more than exibited) + stories can be dowloaded as a PDF file from
www.seeingtakesasecond.com/images/examples_preview.pdf (9 MB).

Lev Manovich @V2 Rotterdam

Monday, November 7th, 2005

Last thursday Willem – a friend of mine – and I attended a lecture by Lev Manovich at the V2 “Institute for the Unstable Media” in Rotterdam. Quite a number of people showed up, so finding a good place to sit turned out to be problematic. There were two nice seats in front still free, some cocktails on a table next to it, so Willem suggested we sit there ;) , but we ended up behind a pillar. Following Lev wasn ‘t always easy, as he spoke a bit incoherently from time to time. Nevertheless, I found his main point interesting: that we should look at new technologies as quantitative change leading to qualitative changes, as well as his remark that all art is in fact a compression of the world.

Lev Manovich

Below the notes I made

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Workshop Ambient Art in Eindhoven

Tuesday, October 18th, 2005

the three speakers: Edwin, Elmo & Alex

I am just home from a really interesting mini-seminar in Eindhoven, organised during the Dutch Design Week 2005. The meeting was about Ambient Intelligence and ways in which artist make use of these tools. The organiser René Paré had invited a couple of interesting speakers to tell about their work: Elmo Diederiks from Philips Media Interaction, Edwin van der Heide, an autonomous artist that explores the relations between architecture and sound, and Alex Vermeulen, an artist working on the faultline of technology and art.

Especially interesting was a remark made by Edwin that he tried to avoid the notion of narrativity in his work, as he feels that it constrains him too much. Instead he explores the creation of interacting and learning environments.

A little more info about the workshop at:
http://www.dse.nl/~mad/events/WAA/index.html.

Read the full notes I made of today below.
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