6 March, 2014

The Card Players

Filed under: abstractmachine,collaborators,design,eniarof,exhibition,paper,play,student,workshop — Douglas Edric Stanley @ 19:40 pm

Over the past few months, in preparation for our Book of Eniarof crowdfunding campaign, we have been exploring the use of playing cards as a method for designing and developing games, concepts, attractions, and playful art objects of various ilk.

Hypercartes Hypercartes

There is a curious sub-history of the use of playing cards in artistic production; it is one of the more interesting of the obscure subjects of art, but can also become the objet d’art itself (play as œuvre).

Continue reading « The Card Players »

21 February, 2014

Graphisme Algorithmique

Filed under: abstractmachine,code,collaborators,design,Design Algorithmique,student,video,workshop — Douglas Edric Stanley @ 23:56 pm

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7 April, 2013

Game Gazer

Filed under: abstractmachine — Douglas Edric Stanley @ 00:50 am

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4 April, 2013

UCLA Gamelab

Filed under: abstractmachine,code,collaborators,media design,play,student,workshop — Douglas Edric Stanley @ 12:44 pm

Benjamin Gattet, Workshop UCLA Game Lab + HEAD Media Design Tyler Stefanich, Workshop UCLA Game Lab + HEAD Media Design Workshop UCLA Game Lab + HEAD Media Design

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28 January, 2013


Filed under: abstractmachine,media design,play,student,Unterplay,workshop — Douglas Edric Stanley @ 17:46 pm

Continue reading « Play|Mobile »

11 November, 2012

Artifactual Playground

Filed under: abstractmachine,play,rant,theory — Douglas Edric Stanley @ 18:30 pm

In 1958, the American physicist William Higinbotham created what is one of the first instances of what we would today call a modern “video game”. The game, named Tennis For Two, was built at the Brookhaven National Laboratory for their yearly open-house presentations of the lab’s activities. The game was built using an oscilloscope and a programmable analog computer, the Donner Model 30. It simulated a simple tennis match between two players, with a sideways perspective of the net and a ball bouncing back and forth, controlled by two player-manipulated inputs.

Proteus Proteus /clouds/

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10 October, 2012

Boot Camp

Filed under: abstractmachine,code,media design,student,workshop — Douglas Edric Stanley @ 05:27 am

Light & Grow, Solkin Keizer, Seogjun Park, Marion Tamé Light & Grow, Solkin Keizer, Seogjun Park, Marion Tamé

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20 August, 2012

The IOC And Me

Filed under: abstractmachine,code,collaborators,design,exhibition,play,software — Douglas Edric Stanley @ 17:22 pm

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24 July, 2012

Swiss Game Lounge

Filed under: abstractmachine,design,exhibition,flickr,media design,play,student — Douglas Edric Stanley @ 12:44 pm

MIMICRY – Emilie Tappolet & Raphaël Muñoz from Media Design HEAD – Genève on Vimeo.

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24 May, 2012


Filed under: media design,play,student,Unterplay,video,workshop — Douglas Edric Stanley @ 22:44 pm

Continue reading « Unterplay »

2 April, 2012

Exhausting gameplay

Filed under: abstractmachine,rant,theory — Douglas Edric Stanley @ 21:58 pm

A significant percentage of video games employ in one way or another the figure of death. The thanatological sub-species of video game representations are practically endless: dismemberment, infection, untreatable wounds, explosion, etc. Players can be eaten, crushed, sliced, diced, quartered, electrocuted, impaled, and so on. Many of these representations are more or less approximate: in Doom, for example, a player’s state of “health” is represented by an abstract percentage value where players do not die of any specific organ failure, but instead from some sort of provoked exhaustion. In role playing games, players kill their opponents in a similar manner, i.e. by reducing this all-encompassing numerical value of their enemies to zero. In other games, players simply keel over, or disappear in a puff of smoke when touched, as in Pacman. In Super Mario Bros. players can just run out of time. Death in gaming is more a question of symbol than of substance. While we are still in the realm of simulation, the simulation is so figurative as pull us into an wholly other realm of representation. In his 1972 article on transcendence, gaming and “computer bums”, Stewart Brand used the term “symbolic” to describe the flickering figurations of death slowly taking over university computer science research consoles: “Fanatic Life and Symbolic Death Among the Computer Bums“.

Inume Pass In the Kai Provence, Hokusai Journey, That Game Company

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15 March, 2012

Wrist Watch

Filed under: abstractmachine,design,exhibition,media design,student,video — Douglas Edric Stanley @ 21:38 pm

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1 March, 2012


Filed under: Design Algorithmique,feed,Unterplay — Douglas Edric Stanley @ 17:42 pm

+ Demo: ofxSprite
+ Platform: OpenFrameworks
+ Code: SpriteDemo.zip
+ Addons: ofxSpriteManager & ofxAssets

We are currently building a lot of game prototypes as part of our Ünterplay project at the Media Design department of the HEAD —Genève. A lot of these games require sprites of some sort. So here is a simple demo project showing how to integrate ofxSprite into a basic OpenFrameworks project for iOS. This same technique should also work fine on Mac OS X, Windows and Linux, as the only other dependency is ofxAssets.

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12 February, 2012

Code Impressions

Filed under: abstractmachine,atelier hypermedia,code,paper,student,workshop — Douglas Edric Stanley @ 18:16 pm

Code impressions, Julien Gachadoat + Mark Webster

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7 February, 2012

Art + Recherche

Filed under: abstractmachine,atelier hypermedia,CityMedia,live,media design,Mur Communiquant,student — Douglas Edric Stanley @ 22:05 pm

Mur communicant from abstractmachine on Vimeo.

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17 January, 2012

Design Open House

Filed under: code,Design Algorithmique,geekrun,media design,Scolu,Still life,student,Unterplay — Douglas Edric Stanley @ 01:43 am

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1 January, 2012


Filed under: abstractmachine,code,machine — Douglas Edric Stanley @ 23:15 pm

Continue reading « twothousandtwelve »

22 December, 2011

Graphisme génératif

Filed under: Design Algorithmique,feed,workshop — Douglas Edric Stanley @ 22:50 pm
  • Workshop: Graphisme génératif
  • Instructor: Douglas Edric Stanley
  • Location: —HEAD, Genève
  • Date: 31/10/2011-4/11/2011
  • Participants: Julia Garcia, Laura Couto Rosado, Nadezda Suvorova, Camille Dedieu, Roger Guindon, Patrick Donaldson, Kim Andenmatten, Amandine Baud, Annja Müller, Pierre-Alain Schilling, Yann Anspach, Marta Revuelta, Gention Cenko, Marie Rossi, Lucas Bertinotti, Angela Cardona, Emily Bonnet, Jakub Svehla, Laetitia Sejmowski, Jimmy Roura, Camille Rattoni
  • Documentation: Raphaëlle Müller —HEAD

Wsp Graphisme Generatif_HEAD©R.Mueller-3593 Wsp Graphisme Generatif_HEAD©R.Mueller-3594

Whole generation by Pierre-Alain Schilling and Jakub Svehla

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20 December, 2011


Filed under: abstractmachine,AppStore,code,design,Marketplace,software — Douglas Edric Stanley @ 07:00 am


TimeHue is a clock that represents time as a series of hue values ranging from 0° to 360° within in the HSL color space.

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5 December, 2011


Filed under: Design Algorithmique,feed,Play iPad Game Light Dark,Unterplay — Douglas Edric Stanley @ 11:26 am

« Photo/Nykto » is an experimental game conceived by Annelore Schneider and Douglas Edric Stanley as part of the « Unterplay » project at the Master Media Design —HEAD, Genève. It is a game for nyktophobes and photophobes. It is played by switching on and off the lights in order to avoid reaching the edge of the screen. The score increases exponentially near the edges, and speeds up with each change from light to dark and back.

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30 November, 2011

互动编程艺术 (Processing)

Filed under: abstractmachine,atelier hypermedia,code,collaborators,publication,student — Douglas Edric Stanley @ 22:39 pm

Processing 互动编程艺术 Processing 互动编程艺术 Processing 互动编程艺术

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10 October, 2011

Le passager futé

Filed under: abstractmachine,CityMedia,code,flickr,geekrun,hypertable,media design,play,student — Douglas Edric Stanley @ 14:04 pm

Le passager futé (Geek Run adaptation) from apelab on Vimeo.

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8 October, 2011

Schéma Classe/Sous-classes

Filed under: Design Algorithmique,feed,geekrun — Douglas Edric Stanley @ 15:41 pm

Voici un schéma technique que nous avons re-écrit pour la nouvelle version de GeekRun pour V2_ + ISMAR 2011. Il prend en compte la version Lift’11 de GeekRun, ainsi que la toute récente adaptation sous le nom du Passage Futé pout UTP. Il s’agit de l’architecture du nouveau programme et de l’hiérarchie des classes qui formeront le programme.

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5 October, 2011

Quelques blogs + podcasts

Filed under: Design Algorithmique,feed — Douglas Edric Stanley @ 19:37 pm

Voici un petit tour rapide de quelques blogs que nous avons rapidement rassemblé lors du premier cours de Design algorithmique :

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29 June, 2011

(char)playable podcast

Filed under: abstractmachine,code,interview,play,podcast,rant — Douglas Edric Stanley @ 22:09 pm

Invaders! @ Leipzig

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HEAD Master Design 2011

Filed under: Design Algorithmique,exhibition,media design,student — Douglas Edric Stanley @ 20:18 pm

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1 June, 2011

Nyan Cat Therapy Software

Filed under: abstractmachine,code,software — Douglas Edric Stanley @ 21:37 pm

Nyan Cat Therapeutic Software Nyan Cat Therapeutic Software

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19 May, 2011


Citymedia Project & Body Double Workshop – Mapping Festival Profile from mappingfestival on Vimeo.


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13 April, 2011

Amstrad art

Filed under: abstractmachine,code,flickr — Douglas Edric Stanley @ 21:07 pm

After doing some work on the City Media project in Marseille I wandered upstairs into Isabelle ArversGame Heros / Pixellissme exhibit. There I found a lonely Amstrad with Locomotive Basic waiting for someone to design something. I never knew the Amstrad, but I was quickly able to build this little thingy (30 minutes tops), with the only constraint being that the code had to fit on one screen. It’s not the most elegant code, for example I couldn’t figure out how to bitmask, hence all the OR commands.

Amstrad Art Amstrad Art Amstrad Art

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26 March, 2011

CityMedia, CitéDuLivre

Filed under: City Media,CityMedia,feed — Douglas Edric Stanley @ 20:10 pm

Le projet CITY MEDIA, né en 2009, est le fruit d’un travail collectif entre développeurs, artistes et opérateurs culturels, réunis par l’envie de repenser la place des médias dans la ville et d’en rendre l’usage plus immersif, plus humain et plus sensible.

Celui-ci prend la forme d’un grand écran interactif tactile, installé dans l’espace public, qui peut être activé par plusieurs personnes à la fois, agissant de concert ou de manière indépendante. Ses contenus sont d’ordre informatif, culturels, touristiques, mais aussi artistiques, ludiques… Ce projet est inspiré d’une expérimentation menée à Helsinki. C’est un nouveau média urbain de communication, de service et d’échange entre les habitants et les visiteurs de la ville.

MEDIA DESIGN in CITY MEDIA @ Mapping Festival 2011 MEDIA DESIGN in CITY MEDIA @ Mapping Festival 2011

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