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.

Continue reading « Artifactual Playground »
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“.


Continue reading « Exhausting gameplay »
+ 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.
Continue reading « ofxSprite »

Continue reading « Code Impressions »
Tomorrow I’ll be speaking at 15:00 in a short presentation at the Symposium on Art & Research, organized by the Ministry of Culture. My presentation, on the CityMedia project, is part of a series of round-table/lightning-round presentations that have been divided into different groups. Here is an outline of tomorrow’s presentations
Continue reading « Art + Recherche »

Continue reading « Design Open House »
Continue reading « twothousandtwelve »
- 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

Whole generation by Pierre-Alain Schilling and Jakub Svehla
Continue reading « Graphisme génératif »

TimeHue is a clock that represents time as a series of hue values ranging from 0° to 360° within in the HSL color space.
Continue reading « TimeHue »
« 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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Continue reading « 互动编程艺术 (Processing) »
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.

Continue reading « Schéma Classe/Sous-classes »
Voici un petit tour rapide de quelques blogs que nous avons rapidement rassemblé lors du premier cours de Design algorithmique :
Continue reading « Quelques blogs + podcasts »
- Exposition des diplômes Media Design et Espaces et communication
- Haute École d’Art et de Design / Geneva University of Art and Design —HEAD
- Media Design: Stanislas Bernatt, Cédric Brunel, Alexandre Burdin-François, Matthieu Cherubini, Clovis Duran, Leila Jacquet, Max Mollon, Nicolas Rivet
- Espaces et Communication: Sylviane Borel, Justine Lavoine, Paul Michelon, Célia Sozet, Manon Thomas, Anh Truong, Carina Ow
- location: Pavillon de la Prairie, rue de Lyon 22, 1201 Genève
- dates: 30 June – 2 July 2011 | 13:00 – 18:00
- info: Media Design blog
Continue reading « HEAD Master Design 2011 »
- CityMedia Platform
- Software: CityMedia
- Video: CityMedia at Mapping (vimeo)
- Project: CityMedia
- Exhibition: Mapping Festival 2011
- Location: Batiment d’art contemporain Genève (Map)
- Installation: BAC, 11:00-19:30, 19-30 May 2011
- Conference: From HAL to Kinect: Live Visuals and Body Tracking, BAC, 16:00-19:00, 25 May 2011
- Workshop: Body Double: Kinect Hacking, BAC, 10:00-17:00, 26 May 2011
- CityMedia Production: Pierre-Emmanuel Reviron, Seconde Nature
- Development: Atelier Hypermédia, École supérieure d’art d’Aix-en-Provence
- Artistic direction + system design/development: Douglas Edric Stanley, et al.
- System development: Guillaume Stagnaro
- Additional development: Stéphane Cousot, Tomek Jarolim, Pierre Rossel (Media Design —HEAD), Julien Gachadoat (2Roqs), Memo Akten
- Structure + Scenography: Elizabeth Guyon, Digital Deluxe
- Project consultants: Fing
- User study: Zinc/Friche + Telecom Paris Tech (CoDesign Lab & Media Studies)
- Application Development: École supérieure d’art d’Aix-en-Provence, Media Design —HEAD
- Application Design: Jane Antoniotti (ESAA), Joël Belouet (ESAA), Maria Beltran (Media Design —HEAD), Carine Bigot (Media Design), Cédric Brunel (Media Design), Alexandre Burdin-François (Media Design), Matthieu Cherubini (Media Design), Pascal Chirol, Julien Gachadoat, Lizzie Houellebec (ESAA), Hyejin Kim (ESAA), Tomek Jarolim, Leïla Jacquet (Media Design), Nicolas Levacher (Media Design), Baptiste Milesi (Media Design), Maxime Mollon (Media Design), Raphaël Muñoz (Media Design), Cristina Dos Santos (Media Design), Stéfan Piat, Cassandre Poirier-Simon (Media Design), Ellwood-Léo Spafford (Media Design), Douglas Edric Stanley, Emilie Tappolet (Media Design)
Citymedia Project & Body Double Workshop – Mapping Festival Profile from mappingfestival on Vimeo.
FILMED AT MAPPING FESTIVAL – GENEVA – MAY 2011
www.mappingfestival.com
Continue reading « CityMedia »
After doing some work on the City Media project in Marseille I wandered upstairs into Isabelle Arvers‘ Game 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.


Continue reading « Amstrad art »
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.
Continue reading « CITYMEDIA » City Media 2011-03-26 20:10:23 »
This is a fast+lame attempt at making a simple Twitter addon for OpenFrameworks. It is based on various discussions found on the OF forum, but specifically on this article from Paul Shen : openFrameworks + HTTP requests + XML parser. We are using this addon for some installations we are preparing for Lift’11. To install, [...]
Continue reading « ofxTwitter »