abstractmachine

29 June, 2011

(char)playable podcast

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

Invaders! @ Leipzig

I have no idea how he did it, but Shane Hinton took a typically rambling, 1+ hour interview, and compacted it down to about 10 minutes without losing any of the central arguments. I really wish I had his editing talents. And his choice for an opening rant is pretty funny :-)

In the interview I go back over the whole Invaders! controversy, give some pretentious-art-&#@*%’s perspective for gamerz debating the whole art/game issue, and then tie that in somehow with Antonin Fourneau‘s ENIAROF concept for a contemporary play festival. The transition might not be obvious, but it was in fact Eniarof that first recycled Invaders! and was the reason the piece actually got a second life. The Leipzig Games Convention version was in fact a very late iteration of the piece.

My interview is followed by an interesting essay by Trevor Owens from Play the Past about in-game terminals, and reconstructing (a) history from pseudo-documents in Fallout 3. I didn’t know Play the Past before, it looks like an interesting blog. For fairly obvious reasons, I ended up reading Rebooting Counterfactual History with JFK Reloaded and this interesting follow-up discussion which uncovers an irreverant necrophiliac comment buried in the WAD file of the game : A Revisionist History of JFK Reloaded (Decoded).

I was less impressed with the third story, but whatever. Apparently I missed a chiptune flame war. It would seem that my 8-bit subculture culture is incomplete.

13 December, 2010

l’esthétique ludique

Filed under: abstractmachine,code,concept,live,play,video — Douglas Edric Stanley @ 18:39 pm

Les organisateurs du Festival Gamerz’06 m’ont rajouté à la dernière minute (!?) dans la liste des conférences qui auront lieu cette semaine à L’école supérieure d’art d’Aix-en-Provence. Je parlerai juste après l’introduction du festival. Je reviendrai, entre autres, sur les rapports entre jeux vidéo et la création artistique, et plus spécifiquement sur les différents ambiguïtés qui rapproche et éloigne ces deux champs. Je prendrai aussi un moment pour revenir sur le mini-scandale autour de mon installation Invaders! au Leipzig Games Convention.

Voici la liste des autres conférenciers de la semaine: Semaine thématique #2 – Gamerz où on trouvera des gens comme Electronic Shadow, Margherita Balzerani, Benjamin Cadon, …

Si vous ne pouvez pas venir demain, ni cette semaine, vous pouvez suivre les conférences via streaming sur SelfWorld qui ouvrira son flux du festival à partir de 10h.

3 December, 2010

Traks

Filed under: abstractmachine,code,exhibition,instrument,play,software — Douglas Edric Stanley @ 00:00 am

Traks

Traks is a combinatorial sound toy. Mixing model railroads and 1960′s minimalist composition, Traks allows players to build up circular networks of bifurcating rails that branch out into both simple and complex combinations of musical possibility. By placing notes, “tranes”, and semaphores into this ludic rail yard, a modular melody emerges, otherwise known as algorithmic music.

Traks will be exhibited at the Festival Gamerz as a playable prototype for iPad.

Traks est un jeu d’écriture musicale combinatoire. S’inspirant à la fois du modélisme ferroviaire et de la composition minimaliste des années 60, Traks propose un espace de construction ludique où le joueur compose des réseaux de pistes bifurquantes qui forment au final un enchevêtrement simple mais complexe de potentiel musicale. En plaçant ensuite des notes, des trains et des sémaphores, une modulation mélodique émerge, que l’on peut qualifier plus généralement de musique algorithmique.

Traks sera présenté au festival Gamerz sous la forme d’un prototype jouable sur iPad.

Traks

22 November, 2010

Museogames

Filed under: abstractmachine,code,exhibition,play — Douglas Edric Stanley @ 18:46 pm

Update (22/11/2010). This exhibit has just been extended for another 6 months, due to it’s popularity.

Museogames

I was invited a few months back by the very respectible Poptronics to participate in this exhibition which, now that I’ve taken the time to explore the website a little, actually looks pretty interesting. For the « interviews » section of the exhibition, I was asked to revisit the ugly Invaders! brouhaha, as well as to opine on the age-old debate yawn! on the relationship between art + gaming. I am also in pretty cool company; folks like Nicolas Nova, Invader, Isabelle Arvers, Frédérick Raynal, etc.

Museogames Museogames

I’m particularly interested in the scenography of the exhibit which attempts a mise en scène of the both the public and private act of old skool gaming. Video games have over the years often been constructed as a very private act — not all that different from the act of reading –, while at the same time utilizing explicitly shared media such as the family television set as its transmission device. Even in the context of collective gameplay the ultra-tricked-out PC often encloses the gamer through various devices, in an attempt to surround the gamer within their specific perspective of the game world/gameplay. The Gameboy of course created the ultimate template for this enclosure and will further cement this relationship via the 3ds. And yet simultaneously, this configuration has very much been called into question, thanks to phenomena such as Guitar Hero/Rock Band or Nintendo’s own Wii.

Museogames Museogames

The question therefore become, how to expose such a configuration; how to exhibit the game as both image-sound media object and human-computer apparatus. This is not only a question of gameplay, although there is of course that aspect as well: we cannot very well pretend to exhibit the video game as cultural artifact without in some way exposing its various forms gameplay from within the immersive shell. But it is also the notion of another form of shared configuration, specifically of the human-computer embrace that takes place when we sit down and pick up the joystick in its invitation to play. There is an interesting spectacle in that embrace, or at least when considered as a phenomenon in and of itself.

Museogames
There are also a few other curiosity pieces, such as Sega’s stereo-laserdisc « Time Traveller » which I was actually able to play a few weeks ago at California Extreme 2010. It’s a strange pseudo « Hollogram » device, which plays more or less like laserdisc classics such as Dragon’s Lair. The cheez-y gameplay sucks, but of course you knew that already. Nevertheless it sure feels like an under-explored technology that I wouldn’t be surprised to see recycled in some modified form over the next few years.

Time Traveller Console Time Traveller Screenshot

20 January, 2010

Video Gamerz’05

Filed under: abstractmachine,code,exhibition,hypertable,play,youtube — Douglas Edric Stanley @ 23:01 pm

Quick post to link up to the Gamerz 05 video that just went live and where you’ll find a few seconds of my bitPong installation. I also shot my own video of the piece, in which I take advantage of this little known device called a tripod, but since I still haven’t had the time to edit it I shouldn’t complain. When I finally find the time to link up the gazillion things I’m working on right now, you’ll hopefully understand why the silent treatment. Until then, here’s the video, with some of that all-around-sloppy-soup that we have come to know as Jankenpopp:

26 November, 2009

bitPong

Filed under: abstractmachine,code,exhibition,hypertable,interface,play,software — Douglas Edric Stanley @ 22:04 pm

bitPongbitPong

I have finally found a venue to show a decent working version of bitPong, a piece I created some time ago when I was still working on the close relationship with phsyical implementations of data and their aesthetic consequences.

bitPong, Douglas Edric Stanley, 2009

The idea is simple: a two-player game, based on the uber-referenced Pong, here played with 8-bit controllers. When we say « 8-bit controller », we mean literally 8-bit, i.e. 8 buttons, each representing 1-bit of data. Collected together, this byte represents a 256 value variable which is used to control a visual paddle representation within the game. To aid players in the conversion of 1-bit discrete switches into their collective base-two 8-bit value, each button has been labelled: 2^n, i.e. two to the power of zero, two to the power of one, two to the power of two, and so on. This is otherwise known to mere mortals as the values 1, 2, 4, 8, 16, 32, 64, and 128. To move your paddle, you must add each of these values together in order to position it somewhere between position 0 and position 255.

bitPong bitPong

For those who know little about how the computer works internally, this is how the computer moves from the well-known binary 0 | 1 value, to complex values such as the letters you are reading right now: by associating a different value to each bit (the 1 values of « *0 1 0 1 0 1* » get converted to « *0+2+0+4+0+8+0+32* », otherwise known as the value *42*) the computer can use a physically limited scheme (0 or 1, on or off, yes or no, true or false) in order to represent a far greater sum of possibilities (here a number from 0 to 255). bitPong plays off of this configuration and brings its dynamics to the surface of the playing field. In order to take control of your paddle, you will have to quickly master binary encoding.

bitPong bitPong

In this Victor Vasarely inspired version of bitPong, hexagons populate the playing field and create an added diversion. Therefore, bitPong has now turned into something like a two-player bitBreakout. I was actually inspired by the following sign which is posted on the wall just next to my installation, indicating the escape routes out of the museum.

bitPong Fondation Vasarely, Aix-en-Provence

I have to admit, even considering the current legal battle of the Fondation, and the related embezzlement of it’s holdings by its president / family members, all leading to the current dilapidated state of this curious monument, it’s still a pretty cool place to show work.

bigPong est un jeu pour deux joueurs, basé sur le célèbre jeu de Pong. Les controlleurs du jeu sont des controlleurs 8-bit, compris dans le sens littéral du terme : 8 boutons, chacun contrôlant une donnée binaire. Prises ensemble, les 8 boutons représentent un octet qui représente 256 valeurs.

7 March, 2009

Invaders! video

Filed under: abstractmachine,code,exhibition,interview,play,rant,youtube — Douglas Edric Stanley @ 23:01 pm

Some time has passed since my Invaders! installation started something of a $#!¥storm back in August at the Leipzig Games Convention. I tried to give the piece some context and gave a few interviews to responsible journalists, but ultimately the whole thing just blew up as people lost all sense of scale and started taking for granted all sorts of assumptions about the work. Ok, so that’s the backstory, and you can think of all that what you will.

But now that hipster pop acts such as Röyksopp are reportedly referencing the work (I have my doubts) and given that some time has gone by, it is perhaps finally possible to post this video which I have already been showing to crowds at various talks over the past few months. It’s actually not that great of a video, but it does shed a little more light on what actually was going on in Leipzig. As it has been reported elsewhere, there was something of a disconnect between the public reaction to the piece on-site, and people’s reaction on-line. Playing it was apparently very different than just reporting on its visual aspects, especially the types of images at the end of the video, I assume, where you can see the full extent of the damage of the buildings as the game matches ever more closely the historical progression of events (planes, impact, fire, structural damage, jumpers, etc). It would obviously be better to release a more complete video tracing the way in which the game itself mapped the historical events back onto the 8-bit classic, but given that the Games Convention itself wasn’t really the ideal place for this type of analytic meditation anyway, I’ll just go with this video testimony of people playing it, as it was presented. Some people only saw either the Kotaku image, or the Laboral Video, which made for another form of disconnect as people didn’t understand what was actually going on and therefore what the fuss was all about.

Here’s the Röyksopp video by the way:

If it’s true that Röyksopp is referencing my piece, that’s very cool, especially since it’s a great song. Again, I have my doubts since many pop acts don’t really use imagery all that critically, pull $#!¥ in from any direction, and therein pastiche everything into one big self-same pile. It’s always frustrating to see the extent to which music videos often end up whitewashing the images they reference. There is a long history to this tendency, although there is perhaps one recent notable exception: Justice’s « Stress » which was able to reference Kubrick’s A Clockwork Orange, and recontextualize it with a new political charge which it successfully maintained throughout, going so far as to provoke significant debate in France concerning the ontological status of the image (Is it protest? Is it glorification? Is it criticism?):

Pulling all this back to the Invaders! debate, I actually had an interesting public conversation with Louis Bec last november at the Biennale Figures of Interactivity while presenting this work. According to Bec, there are certain complex calculations in mathematics that require the introduction of a « zone d’ombre» in order to be resolved, and that if you do not in fact include this shadow region, the equation becomes incalculable. Bec tried to draw an analogy by suggesting that September 11th had become culturally unthinkable, and that in order to re-render it imaginable so as to process it, a certain « zone d’ombre » is required, which he suggested comes here in the form of a historical reconstruction (or simulation) of the event which reconstructs the violence in a highly symbolic form so as to able to process it. He went on to create similar analogies with animal simulations of violence and combat in play, and so on. That last part is actually part of the general narrative gamers often use defending the role of violence in video games and I don’t know if I want to get lost down that path because the argument hangs on a certain subtlely that often gets lost in translation. But beyond this idea of simulation, for Louis, the ambiguity of this work « on violence » is merely one of the pre-requisites of needing a shadowy region in order to render the violent act re-thinkable.

6 March, 2009

Horse Simulator

Filed under: atelier hypermedia,code,exhibition,physicalization,play,workshop — Douglas Edric Stanley @ 20:09 pm

Henniraof

Antonin Fourneau and I are gearing up for the next Eniarof which begins construction next Monday and will open March 27th and 28th for two evenings of fun (18h-24h), open of course to any and all publics (animal, mineral, vegetable, fantasmagorical, whatever). I’ll post more at a later date concerning Eniarof itself, what it is, etc, but for the moment I will simply mention that we have some great special guests this year, including Nicolas Boone (cf. BUP) and Etienne Cliquet, along with previous eniarofers (cf. Charcutrie Brilliant), the students of the Beaux-Arts de Toulouse, and finally all the various stragglers and hangers-on who will throw up attractions with whatever means they can muster. This will all be taking place at the École supérieure d’art d’Aix-en-Provence and we’re open to all sorts of propositions, so if you want to join in on the fun, make yourself known and we’ll figure something out. Make sure you read the Dogme Eniarof first, as it gives the general theme of that-thing-otherwise-known-as-eniarof.

Henniraof screenshot

Anyway… long story short, before I get submerged by the Eniarof beast, I wanted to post a fun attraction my daughter and I made in a couple of hours for Eniarof. She’s 12, has seen every digitalinteractiveroboticgenerative thingamajig you can throw at her and really could care less. Twenty million screens and a gazillion sensors? Yeah whatever. It networks halfway across the globe and into space? Hasbeen. When she was four she shook the third arm of Stelarc, at five she was introduced to a man named Naut Humon, and over the years has met all sorts of other wonderful extraterrestrial constructs. Zzzzz. Next! So what could I possibly propose to peak the interest of a been-there-done-that 12-year-old? Actually, for years she’s been asking me to make something that matters, you know, something people might actually care about, like, for example, something with horses. I actually do have a wonderful installation along these lines (think Elephants, Stallions and Giraffes) but which has yet to find the right exhibit/curator, so she waits and waits still. So I finally gave up waiting, and as Eniarof was coming up we found a few available hours and created a horse simulator we are calling Henniraof. The functions of this horse simulator are simple: you wear various iterations of horse heads and bodies made out of cardboard, and prance about in an arena we will build for the occasion with similarly low-budget materials. Add one webcamera, one Optical Flow algorithm, a MacMini, some speakers and some horse noises and you have yourself a really fun horse simulator.

Henniraof Cardboard Horse Henniraof Cardboard Horse Henniraof Cardboard Horse Henniraof Cardboard Horse

I’ve included a link to the downloadable software. Remember, this was made very quickly and while it could be far more sophisticated this would totally defeat the purpose as an Eniarof attraction. Rule one when making an Eniarof attraction: once it works good enough for people to have fun with it, you should stop and move on to the next attraction. Rule two: do whatever it takes to get to rule one.

Added note, the source code will probably not work in your OpenFrameworks installation, since I’ve done some nasty hacking into my version of OpenFrameworks. When the next version of OpenFrameworks comes out its’ OpenCV module should have Optical Flow integrated in the basic installation; I’ll re-compile at that point. Sorry about that but I’m too busy right now. Until then, the code is simply listed here as a reference. Again, sorry…

That said, we plan to add Optical Flow into the next iteration of the OpenCV Processing Libraries which should actually be pretty easy to do in and of itself. It’s really just cleaning up the current library, updating to the new OpenCV release, and fixing some major architectural mistakes we made (impossible to use multiple instances, etc) in the first library that will take time.

The horsehead construction formula was designed by Lola in just a couple of minutes. Basically I left the room to get some industrial-sized staples and when I got back she’d designed this brilliant system, so I take no credit for the design (other than some vague notion of genetic influence). All of the elements are both structural and visual. The black tape reinforces the solidity, designs the look, and simultaneously protects users from the sharp edges of the big staples (it also helps keep the staples from ripping).

Ingredients:

  • Cardboard box
  • Tape (black gaffer tape gives great contrast with the brown cardboard)
  • 4 x Necrobutcher-sized staples (or just cut coat-hangers into staples, whatever)
  • Pliers (for working with the staples)
  • Cutting knife or scissors

Required Tools

Steps:

  1. Get a box.

Pick a box

  1. Flatten the cardboard box by identifying the natural seam where the box was glued together and tear at this point. This should give you a flat piece of cardboard to work with.

Separate box from glue-point Flattened box

  1. Identify the ugliest side and remove it. In my example, I’m removing the side where the handle was torn off (probably through use — those eggs must have been pretty heavy). Keep this piece, we will use it later for the horse’s mane.

Select a crappy end section Cut off crappy end section Crappy section removed

  1. Fold the remaining sides together to make the horse’s head shape. You will probably figure it out pretty quickly by looking at the photos, but the basic idea is to make an elongated horse head by folding the two side-flaps over one another. I recommend folding the lower flap over the upper flap.

Fold into Shape

  1. Chose the strategic points for the four staples and place the black tape on both sides (inside and out). Try to position the back staples at a strategic point: not too close to the edge of each flap so as to risk tearing the cardboard, but high enough to be used as the horse’s eyes once covered with tape. This is a judgement call, but you don’t really have to be all that perfect about it. We noticed that as long as you get the eyes close enough to the position of true horse anatomy eye sockets, imagination takes over.

Mark staple points (muzzle) Mark staple points (eye)

  1. Push the staples into the cardboard (using pliers, or an industrial staple-gun), fold the ends down as flat as possible, and place a piece of tape over the staples, in order to protect whomever from scratching/cutting themselves on the staples. Remember, Eniarof is an event open to animals of all ages, so let’s try to avoid meaningless accidents (thereby leaving room for meaningful ones). Of note: once you’ve placed the two staples at the horse’s muzzle your structure should be pretty solid and you’ll be able to work fairly easily on the rest of the horse head.

Staple Muzzle Staple Muzzle Flatten inside muzzle staples Inside muzzle staples Protect interior muzzle staples with tape The horse takes shape

  1. In order to make your horse even more solid, and simultaneously build his/her bridal gear, wrap one long piece of tape around the nose.

Make horse bridal Horse bridal

  1. Cut out the ears. I suggest first making a drawing on the pieces you want to cut. I also suggest using the cutout from the first ear to draw the second ear. This should give both ears the same size/shape.

Draw first ear Cut ear Use first ear remains as a pattern Second ear pattern Finishing touches on ear

  1. Create the mane with whatever scraps you have remaining and attach them with tape.

Use remaining cardboard for mane First half of the mane the completed mane Completed mane Completed mane

  1. The method you use to make your viewport is up to you. Here I’ve started cutting from where the original handle-hole was cutout and simply cut horizontally to the same length on the other side. I then wrapped the edges with tape so as to avoid tearing the cardboard and eventually cutting the players’ own muzzles. Make sure that your viewport is large enough for the eyes and the nose. Note that you should now be able to see through the hole at the horse’s nose on the other side.

Select viewport Make viewport safe Viewport visibility

  1. All horses should have a name. Naming your horse is a pretty easy affair. Remember, nothing is superfluous. Here we’ve chosen two names based on the cardboard boxes’ original packaging information: « Boulette » was the name of our first horse, and « Calibre » our second, although I now regret not having retained « Oeuf » from the packaging. Living in France it would have been easy to name our horse « Picard » or « Carrefour » (wheras in the States I suppose it would be « Kellogs », « Joe » or « Safeway », depending on where you shop), but then you’d have a lot of horses all with the same name, so « Boudin », « Tripes », « Sponges », or « Spam » is probably a better bet.

Chose name (Boulette) Choose name (Calibre)

  1. Voilà, you now have a horse puppet. Download the software, set up your camera and go get all jiggy wit’ it.

26 January, 2009

Festival Gamerz 04

Filed under: atelier hypermedia,code,exhibition,play,student — Douglas Edric Stanley @ 19:15 pm

Some space was reserved yet again this year for the Atelier Hypermédia at the Festival Gamerz. Gamerz is a festival that explores the relationship between art & video games. This edition was co-curated by Isabelle Arvers who appears to be helping this promising little festival power up to the next level.

I’m a little late with this one, given that I was trapped in the snow in my little village for several days. I actually missed the opening and had to assist the last days of the Atelier Hypermédia’s contibution via lots of ftp and sms. Debugging and adjusting variables over cellular is not really my idea of fun, although it’s certainly not the first time. So I’ve only now been to the exhibit to actually see/document the works (and fix a couple bugs).

  • Our first contribution is from Florent Deloison, a 5th year student at the school and who is presenting his installation « Recession Kid »: an 8-bit role-playing romp through the fun of mass-layoffs, offshore banking, slum landords, and free-wheeling stock market pimping. While the game harkens back to old-skool RPG’s, it adds some minor sophistications to the genre by indexing the gameplay to real-time fluctuations of various on-line data, ranging from live stock market values to weather conditions on wall street.

Florent Deloison - Recession Kid Florent Deloison - Recession Kid

  • The second installation is called « Twiist » and is a game from Jane Antoniotti which, while intended as a conceptual work, is actually quite fun to play. We built this one from the ground up in about three days when our previously planned installation went AWOL. Adding snow into the factor, I consider this quite a feat. Jane’s idea was to build a game using the Wii Balance Board, transforming it into an un-balanced board. Basically, during gameplay, the board periodically de-axes its center of gravity, and the player has to twist themselves into various improbable contorsions in order to re-produce, on screen, the ideal image of beauty. For Gamerz 04, Jane decided for a decidely Baywatch edition for the beauty model.

accueil joueurs#3 Echelle joueurs#2

While making « Twiist », we wondered why Nintendo had never thought of this idea, for example by tying the Balance Board into their underwhelming Photo Channel. In the Atelier we were playing Flow on a Playstation 3 last week and were wondering, in a similar vein, why there aren’t any decent uses of the the Wiimote as simple and obvious as WiiPlay. Anyway, in Jane’s Twiist, the game was programmed to dynamically adjust to whatever photo is fed into it, and could easily be integrated with some simple OpenCV-style face detection + blob detection from within one’s own photo library. So any photo library could feasibly be fed into the game. There are in fact many potential variations to Jane’s game and would be pretty easy to program. Too bad we don’t have easy access to WiiWare (along the likes of the iPhone App Store, or even Microsoft’s XNA Creator’s Club), otherwise we would have been happy to port it to the real Wii. Again, the industry’s overprotective economic model is confounded with a contemporary version of shooting oneself in the foot. Nintendo has called one of their series « ArtStyle », with one of their games looking suprisingly similar to this old program created in 2004 in the Atelier by Yannick Aïvayan. Given that on rare occasions what we design is not so dissimilar, it makes no sense to me why we can’t distribute on that platform. But there you go, again: business models. But I’m rambling…

Of note: both games were built with Processing and Twiist uses Osculator to pull the data off the Balance Board and send it to Processing via Open Sound Control. For those looking to use the Balance Board, be careful of this little gem: early Balance Boards (April-May 2008) send their data out strangely and Osculator can register two of the four pads. This makes no sense of course, since the board works fine on the Wii itself, but there you go. Be forewarned. Camille Troillard, the creator of Osculator, has just sent me a beta test of the latest incarnation which fixes this problem. He is still testing, but my version works and on a balance board that previously worked incorrectly.

Also of note, both games use heavy doses of Polymorphism for more variation and evolution in the gameplay. Basically, if you are going to be doing any moderate to serious game design, you should know classes, objects, inheritance, and polymorphism. I have an old blog post on this subject.

Two other notable works at Gamerz, and from Atelier Hypermédia alumni to boot:

  • Antonin Fourneau‘s R+R (at the Galerie Sextius), a totally killer head-banging apparatus where you don a heavy-metal-approved wig, and violently bob your head up and down, provoking ear-splitting guitar riffs that (with the proper frenzy) pump it up to eleven.

RR young headbanger RR headbanger

  • Manuel Braun and Virginie Le Gall‘s « Fais-moi mal », a masochistic punching ball with an integrated speaker+accelerometer+arduino: as you punch the ball, the ball cries out for more. Probably one of the more gadgety installations by Manuel, but fun nevertheless and well-designed.

Fais-moi mal Fais-moi mal

There are many other interesting installations, for example France Cadet‘s Sweet Pads or Paul Destieu‘s installation at the art school gallery which I can only describe as an autistic tennis match: the machine throwing and catching its own tennis ball, all day long. Er, uh, maybe that’s tautological tennis? Tennis recursion loop?

And finally, there appears to be a promising evening on January 28th with a contemporary take on the endlessly recycled ideas begun by Radúz Çinçera’s « Kinoautomat ». This time, the interface is your mobile phone: the film « E1000 » asks you to turn your cellphone on before the movie begins, and to use it in order to interact with the movie.

1 December, 2008

CCC

Filed under: abstractmachine,code,live,physicalization,play,workshop — Douglas Edric Stanley @ 12:19 pm

I’ll be heading to Geneva tomorrow for a talk on Wednesday morning, followed by a mini-workshop in the afternoon at the CCC. We will be discussing the role of algorithms, software, and machines in the changing political landscape of our contemporary societies. There will obviously be some discussion of code and hacking in there, but I also want to discuss the role I think games and/or « electronic ludism » (i.e. the larger context of play and algorithmic machines) can play in future political/citizen intervention.

17 November, 2008

The Monstruous Image

I’ll be travelling tomorrow to Poitiers for what looks like a very rich roster of speakers discussing… oh yes… the subject of interactivity. Cough.

Oh, and apparently Ségolène Royal will be giving an opening pep-talk (oui, oui, that Ségolène Royal), which probably has something to do with the fact that she is currently the president of Poitou-Charentes where the conference is being held. You might also have noticed that she is currently making a bid to for the leadership of the French Socialist Party, so I don’t know how much to bet on her appearance.

I haven’t completely finished my talk yet, but from what I have so far, it looks like I’ll be sticking with this resumé that I sent a few weeks ago to the organizers:

L’image du monstre

Il y a trois ans, lors d’un précédent colloque à l’ÉESI sur le cinéma et l’interactivité, j’ai argumenté pour une approche “hydraulique” de l’image en mouvement : une approche dynamique autour d’une image fluctuante qui prendrait en compte notamment la fluidification que les machines algorithmiques apportaient à l’image. C’était une hypothèse intéressante, mais qui n’osait pas aller jusqu’au bout. L’épine du problème était une insistance à maintenir notre relation nostalgique avec la trace photographique à l’intérieur de l’image, face à l’horizontalité des nouvelles formes de stockage comme les bases de données qui ont tendance à brouiller les figures qui s’y trouvent.

Depuis, mon optique s’est totalement transformée. L’objet n’est plus pour moi un simple jeu de re-juxtaposition permanente, il est devenu un jeu de mutation, avec des images-croissance qui poussent à partir de n’importe quelle extrémité de la « Chose ». Il se peut qu’il y ait encore des traces anciennes dans cette image, mais ces traces jouent un tout autre rôle, et nourrissent la bête tout autrement. Je vois désormais dans cette image nouvelle une forme de « monstruosité » qui pousse à l’intérieur des images, et descend jusque dans les entrailles du GPU lui-même, ne remontant à la surface de l’écran pixelisé que le temps d’un court affichage.

Accepter le monstre dans l’image, transforme notre approche de celle-ci, et transforme aussi ce qu’on entend par figure, mimesis, et enfin narration. Cela change également les champs d’exploration qui permettent de saisir plus fermement les phénomènes que je considère comme les plus pertinents pour ces transformations, à commencer par les jeux vidéo.

  • Here is the symposium’s valiant attempt at an English translation, which makes absolutely no sense to me, and I wrote the damn thing. The words are right, it’s just that the meaning got lost in there somewhere. Apparently, my French is hard to translate, or perhaps just plain hard to understand:

Three years ago, during a previous conference on cine-film and interactivity at the ÉESI, I put forward the outline for a “hydraulic” approach to image in motion: a dynamic approach hinged on the fluctuating image ,which, notably, could factorise the fluidising import that algorithmic engines have brought to the image. It was an interesting hypothesis, which was just not bold enough to go all the way. The bane of the problem being insistence on maintaining our nostalgic affinity with the photographic trace within the image, at the hands of the horizontality of the new storing configurations, like those involving data bases, which tend to scramble the figures present.

Since then my assessment has been turned around. I no longer view the object as just a game of constant re-juxtaposition; it has become play on mutation, with image-growth sprouting from just about any appendage of the “Thing”. It is just possible that old traces still linger in that image, now however, they play a completely different role and feed the beast with different fodder. In this novel image, from now on, I can see a form of “monstrousness” germinating within the image, and getting right down to the entrails of the GPU itself, coming up to the pixelized surface of the screen for only a brief moment of display.

By accepting the monster in the image our approach to it becomes transformed, thus transforming that which we understand as figure, mimesis and finally narration. It also changes fields of inquiry which sanction and capture phenomena more securely and which I consider as being the most relevant for these transformations, starting with video games.

Figures de l'interactivité - logo

25 October, 2008

Terror aus den Wolken

Filed under: abstractmachine,code,play,publication — Douglas Edric Stanley @ 13:46 pm

Last week Gee Magazine sent me this copy of their magazine with a short article based on an interview I gave them a few weeks back. It’s a minor article — this interview with Marie Lechner from Libération is far more complete — but from what I can understand from my weak German, it appears accurate. Here is a link from Spiegel Online of the same article but rebranded.

Gee Magazine Cover October 2008 Terror aus des Wolken - Gee Magazine October 2008

17 August, 2008

Invaders!

Filed under: abstractmachine,atelier hypermedia,code,exhibition,play,publication,software,youtube — Douglas Edric Stanley @ 19:12 pm

Invaders!

Last update 01/09/2008 (see below). See also my attempt at context.

Update (24/08) : If you haven’t heard, this piece has stirred quite a controvery. I’m keeping the comments open for people to opine in their own manner and leisure. If you are interested, there is also significant debate here and at many other sites commenting on the affair. I obviously have a lot of things to say, and while I’m tempted to try and correct some of the most exaggerated misconceptions, as many commentators have mentioned the damage has already been done, the responsibility is ultimately mine, and it is therefore up to others now to make up their own minds.

Next week, my old piece from September 2001 will yet again be recycled, only this time in a very large scale edition, with some significant updates, all in celebration of 30 years of Invaders falling from the skies. Invaders! will this time be a multiplayer affair, with improved tracking (optical flow, yada yada yada…), a high (and low) scores leader board, and a stronger tie-in to the historical narrative that originally inspired me to make this version in the first place.

For an idea of how the physical interaction works, check out this video from the Laboral Gameworld exhibition in 2007.

This is all taking place at the huge Games Convention taking place every year in Leipzig. This year Andreas Lange of the Computer Spiele Museum was nice enough to include me in the celebration of the 30th anniversary of Space Invaders with my somewhat ambiguous juxtaposition of this mythical game and the historical events of September 11th. He has also included a selection of various artefacts of the “official” Space Invaders game which will accompagny my large-scale full-body form of engagement.

Here is the press release (read : not written by me), which for once gets it pretty much right :

Space Invaders is one of the biggest video game legends. When the game landed in arcades world-wide in 1978, it initiated a previously unknown boom. Shortly after the appearance of the blockbuster pictures “Star Wars” and “Close Encounters of the “Third Kind”, thanks to Space Invaders, millions of mostly young players could step in to save the world from the alien invaders with their joystick in hand.

Space Invaders became a legend and a global icon. It is a frequently quoted art motif and remains omnipresent in our daily life. It is still as fresh as ever. The exhibition “Space Invaders: Die Jubiläumsshow!” (Space Invaders: the Anniversary Show) would like to pay homage to this evergreen and create an experience from its historical and current facets.

In addition to a comprehensive documentation, an original Space Invaders machine naturally forms the centre of attraction. Everything is overshadowed by the interactive large installation “Invaders!” by the French-American artist Douglas Edric Stanley.

The World Trade Center attacks mark a deep cut in our recent history that is still being processed. The French-American artist Douglas Edric Stanley has found an unusual – though obvious – metaphor with his work “Invaders!”, which is based on the 1978 arcade original. In his interactive large installation, the players must prevent the catastrophe by controlling the well- known cannon at the lower screen border with their bodies and firing it using arm movements. Like the original, this trial is ultimately unsuccessful, thus creating an articulated and critical commentary about the current war strategy. In this regard, Douglas Edric Stanley sees Space Invaders as “a social tale that can be related to historical tales without losing its poetic power” (D.E. Stanley).

Invaders!

update (20/08): Kotaku‘s had a very negative reaction to the piece, and their community seems pretty pissed off. I think there’s some confusion in there, as per usual, but you can head over to their website for more on the controversy (here and here) .

update (21/08): PC World’s Game On blog has a much more measured response to the Kotaku post. There are several other reports as well, including this slightly more accurate one from Fox News which tries to flesh out a few of the details discussed by Kotaku. NY Daily News has also apparently jumped into the fray, calling World Trade Center victims to get their response — which in my humble opinion is just as sleezy and facile as anything else I’m apparently being accused of. Ah, the slow descent of journalism into endless tautological news cycles. Count me out.

update (22/08). Here is the statement I made last night concerning the removal of Invaders! from the convention:

“After three days of a steady downward spiral in public discussion of the piece, I have just given my agreement to the organizers of the Leipzig Games Convention to simply turn off the installation Invaders! While I realize the dangerous precedent of allowing the lowest common denominator dictate what is and is not a valid form of expression, unfortunately the current tone has totally obfuscated the original aims of the piece. While I take full responsibility for the uncomfortable ambiguity of certain aspects of this work, it was never created to merely provoke controversy for controversy’s sake, and unfortunately, this is what the piece has now become. The American response to this work has been, frankly, immature, and lacking the sophistication and consideration that other parts of the world have so far shown the work. Contrary to previous reports, I am an American, and it saddens me that we as a people remain so profoundly unable to process this event outside of some obscure, but tacitly understood, criteria of purely anesthetized artistic representation. Due to these profound misunderstandings, I simply feel that from an artistic point of view, the work has lost the ability to have any valuable impact, poetic or otherwise. I have not been pressured by the Leipziger Messe, nor by the Computerspiele Museum in this decision — to the contrary, they have offered their support in defending the right of artists to speak freely, and in whatever context they may choose.”

update (01/09) : Some people continue to be under the impression that I created a game in which the goal is to bomb the World Trade Center. Herein lies the power of rumor, suggestion, and above all controversy. I made no such game. In Invaders!, you are very clearly defending the towers, on the side of America, and there is no option to play the role of the invaders. Any suggestion to the contrary is probably under the influence of one early report, in which the flames of the towers were the only thing that remained. This reporter did not understand that the work was interactive, and this inaccuracy was eventually corrected. If, from there, people are still offended, fine; and you are welcome to comment your objections here or on the many blogs that have been covering this story. But I found it quite telling when, yesterday, upon correcting someone poorly informed on this matter, this same person replied, “Then what is all the controversy about?” Indeed.

12 July, 2008

OpenCV for Processing v01

OpenCV For Processing is an open-source library for integrating basic computer vision analysis and tracking within the Processing environment. It simplifies access to the powerful OpenCV library and offers a Java/JNI wrapper for artists, designers and multimedia developers looking to integrate OpenCV into their project.

OpenCV Pour Processing est une librairie open-source permettant de l’analyse et de la reconnaissance basique à l’intérieur de l’environment de création, Processing. La bibliothèque simplifie l’intégration d’une librairie puissante pour la reconnaissance optique, OpenCV.

is an open-source library for integrating basic computer vision analysis and tracking within the Processing environment. It simplifies access to the powerful OpenCV library and offers a Java/JNI wrapper for artists, designers and multimedia developers looking to integrate OpenCV into their project.

Stéphane Cousot and I are announcing today the public availability of our OpenCV Library for Processing. Although the library has been ready (in various states of undress) for a few months now, we have been using the intervening time to learn more in-depth how OpenCV works, debug, simplify method calls, test the library in real-world situations, add various features, plan out features for future releases, and — most importantly — write coherent documentation for those Processing users discovering OpenCV for the first time. It might seem like a light start, given the limited number of functions we’ve made available from the impressive Intel library, but we wanted to make sure each component worked as promised. Also, we wanted to make working with it as painless as possible for Processing users, and follow the Processing logic of getting complex things done with a limited number of simple methods. And finally, we wanted to make sure it was stable enough in a real-world installation context.

Download link: here

OpenCV for Processing

For the features, you have internal (via OpenCV) and external (via Processing) capture, basic image treatment (threshold, comparison, extraction, etc), contour tracking, face & body tracking, and a few other little goodies thrown in here and there. So, as it stands, you can (for example), recognize someone’s face, grab the outline of that face, and go into the image data of that person’s face to extract the face data. Or, you could use infrared filters with lights pointed at or placed on your body (see below), a multi-touch surface, or some other artificial lighting condition to grab light blobs for finger or body-part tracking and use that data somehow in Processing. There are obviously many possibilities.

Some of the things you cannot yet do, and which we plan to add to the library: motion history images and optical flow (pixel tracking), kalman predictions, color tracking, histograms, and obviously the list could go on and on. A lot of these functions I already have working in OpenFrameworks for an installation (soon to be announced) which will be exhibited later this summer. So consider the current release a starting point, with what we believe is a fairly clean start, but we could be wrong on that. The code is open, so go in and dig around — perhaps you can give us some good advice or add to the code yourself.

Special note: this library will also work for pure Java work, and yes, there is Java documentation.

So, why did it take so long? Well… when I say that we’ve been busy testing it in laboratory and real-world instances, I mean it. I’ve gotten some mail on this recently, so I should make things a little clearer: if you ever wondered why I don’t post as much as I (or apparently some of you) would like, it’s because I’m busy elsewhere working on so many @#&*$% projects. I do not just work on my own projects and I am definitely not a full-time blogger : I teach, run an atelier, collaborate with other artists, do research, write, write code, consult, curate, and somewhere in there, I’m a dad for two lovely and brilliant young (or youngish) women. Since I don’t have a secretary, nor a double, that means some creative Douglas-time-sharing. So when I’m quiet here, it most certainly means that I’m busy doing one of these other things. And over the past few months, that has worked out to about 50% of my creative work involving OpenCV in Processing and OpenFrameworks.

And on Stéphane’s side, he’s been just as busy working over the past six months on a gazillion projects for various artists, art students, and researchers; and only a part of that work involved this OpenCV library.

So, what have we been doing with it? The library has already been used in numerous projects at the Atelier Hypermédia, in external workshops at schools such as the Institut d’Arts Visuels in Orléans, as a research tool at the DRII laboratory (Dispositifs relationnels : Installations Interactives) at the École Nationale Supérieure d’Arts Décoratifs in Paris, and in two public works, one an installation for Gamerz 0.2 and the other as a component of a haptic dance performance-dispositif by Wolf Ka and his studio. Finally, we used the library to prototype an urban-design project by Lei Zhao for the Studio Lentigo, Marseille although this project was eventually finished in OpenFrameworks due to the high video performance demands of the installation. So all in all, about a dozen different projects over the past few months.

Here are a few images/videos with links for more information on the author(s)/works:

Wolf Ka, Moving By Numbers Wolf Ka, Moving By Numbers Wolf Ka, Moving By Numbers Wolf Ka, Moving By Numbers

C'est toi la patate !? C'est toi la patate !? C'est toi la patate !?

  • Lei Zhao, Node City (follow link for more videos).

Lei Zhao - Node City Lei Zhao - Node City

  • Fabien Artal, Diplôme DNSEP (avec les félicitations du jury), L’école supérieure d’Aix-en-Provence. There is a video, but you’ll have to jump to 23:15 for Fabien’s installation.

Fabien Artal - Diplôme DNSEP Aix-en-Provence Fabien Artal - Diplôme DNSEP Aix-en-Provence Fabien Artal - Diplôme DNSEP Aix-en-Provence

  • Students of the Institut d’Arts Visuels, Workshop Légerté + Nuit des musées, Orléans (follow this link for — very poor quality — video).

Workshop IAV Orléans Workshop IAV Orléans Workshop IAV Orléans

  • I’ll leave off with these images from an installation Stefan Schwabe created with his collaborator Sebastian Neitsch in a public pool in Halle. As swimmers wade about, their movements are tracked by a camera and modify an image built out of 4 overlapping projectors, projecting onto the dome of the rotunda. It should be mentioned that, like Lei Zhao’s Node City, this piece used Processing only during the prototyping phase (the final work was created in vvvv). Nevertheless, Stefan & Sebastian’s project was an important one in our year-long experimentation with various forms of video surveillance in art and design installations. (See Stefan‘s website for video of this installation).

Stefan Schwabe & Sebastian Neitsch - Episureo Stefan Schwabe & Sebastian Neitsch - Episureo Stefan Schwabe & Sebastian Neitsch - Episureo Stefan Schwabe & Sebastian Neitsch - Episureo

Update: I used the wrong terminology. Oops. We decided to call this version v01, precisely to suggest that there is still much progress to be made. Previously I called it v1.0, which is a very different idea!

7 December, 2007

pixels^3

Filed under: abstractmachine,code,exhibition,instrument,play — Douglas Edric Stanley @ 01:08 am

Les Pixels 2

Quick post for one of the quickest exhibits I’ve ever had to prepare. I’ll be exhibiting ^3 (aka Cubed) at Les Pixels, an exhibition that opens in Beauvais today. Where’s Beauvais you ask? I have no idea, but who the hell cares when it’s THE authentic « Ville Internet @@@@ 2007 » ? (Love that logo!) It’s a tiny festival, by a young non-profit with the right attitude, so I said what the hell. Who needs sleep anyway?

17 April, 2007

Darkgame

Filed under: abstractmachine,code,exhibition,play — Douglas Edric Stanley @ 16:05 pm

Eddo Stern just posted the video we shot of his installation Darkgame. This is phase two of what looks to be a very intense game. I’m impressed with the game’s development roadmap, but I’ll let Eddo talk more about it when he’s ready. It should be very cool.

DSC00747.JPG DSC00745.JPG

12 April, 2007

Gameworld / Feedback / Labcyberspaces

Filed under: abstractmachine,code,exhibition,play — Douglas Edric Stanley @ 21:00 pm

I have just uploaded onto YouTube three videos documenting the three concurrent exhibitions (Feedback, Gameworld, Labcyberspaces) opening the new Laboral Centre de Arte in Gijón, Spain (March 30 – June 30, 2007).

I have also included a short video documenting in more detail my installation Invaders! which is part of the Gameworld exhibition. This is a site-specific installation that I coded from scratch in just a few days using the Processing programming environment. In this video I’ve added some extra footage of the tracking software at work:

I’m obviously privileging my own work in the Gameworld video (hey, get your own camera). But I was bummed that I couldn’t include more footage of one of my favourite pieces, Eddo Stern’s Dark Game, especially since Eddo and I filmed about 30 minutes worth of footage. I didn’t have enough space on my disk to make a copy before handing over his cassette, so I’ll just wait for Eddo’s edit and link to it here later.

The curators for the three exhibitions were: Gameworld (Carl Goodman, Daphne Dragona); Feedback (Christiane Paul, Jemima Rellie, Charlie Gere); Labcyberspaces (Alex Adriaansens, Rosina Gómez-Baeza, Christiane Paul, Gerfried Stocker).

There are too many artists to list here. I should also mention that I missed a lot of works in my documentation. If you want to see it all, you’ll just have to go there yourself. Also I need to get some sleep. I have a plane to catch at 06:00 tomorrow morning.

Oh, and sorry for the quality of my crappy 300€ camera. My big-fancy-camera’s tape deck just died again. It’s the second time I’ve had it repaired only to have it die just after the repair warranty expires. Thanks Canon!

30 March, 2007

Laboral

Filed under: abstractmachine,atelier hypermedia,code,exhibition,play — Douglas Edric Stanley @ 14:10 pm

So I’m back in my hotel taking a quick pause before heading back to this huge exhibition, where I plan to finish filming the other installations. They apparently see things in a big way here, although I doubt how long they can keep it running at this scale. To give just one example: various persona from the digital arts community were flown in from all over the world, just to be here for the opening, instantly giving it the feel of one of those internationale festivals where you meet all the same people over and over again. And then there is the expanse of historical digital, electronic or mechanical works; it’s quite staggering, given the cost of just the equipment for such a show. At the Feedback exhibit this makes an interesting mix: Eddo Stern, Mary Flanagan, Nam June Paik, Sol LeWitt, Vera Molnar, Hans Haacke, Lygia Clark, Marcel Duchamp, Marie Sester, Christa Sommerer & Laurent Mignonneau, Paul Sermon, Roman Verostko, JODI, Jennifer & Kevin McCoy, Casey Reas, Harold Cohen, Cory Archangel, Manfred Mohr, Wolfgang Staehle, David Rokeby, etc. And I’ve only mentioned half of the artists.

DSC00782.JPG DSC00813.JPG DSC00807.JPG

Then there’s our exhibit where I absolutely love Walter Langelaar’s nOtbOt, and of course the Pongmechanik, Furminator, 650 Polygon John Carmack, TFT Tennis, Darkgame, etc. Not bad. Not bad at all.

Note: I was lucky enough to take this quick snapshot of Invaders! as it passed by on the regional television, followed by the lovely Rosina Gómez-Baeza Tinturé.

DSC00800.JPG DSC00798.JPG DSC00799.JPG

P.S. I’ll write more about the coding-part later. But just for the record, I ended up writing everything in Processing from scratch with about 2 days of coding mixed with another two days of installation troubles. It uses the OSC, OpenGL, Camera, and ESS libraries for Processing. The tracking software took about two hours, and half of that was just making some little adjustments. Amazing how fast you can make a working installation on-site with Processing.

25 March, 2007

Gameworld

Filed under: abstractmachine,atelier hypermedia,code,exhibition,play — Douglas Edric Stanley @ 15:22 pm

Starting tomorrow, I’m going to be in Spain all week preparing for this exhibition. Although I don’t have the time, I said yes simply because it’s a pretty impressive lineup for an exhibition on classic video games, emerging games (such as the lovely Flow), critical games (ex. Darkgame), art-games, unheimlich avatars, etc. I should mention that I grabbed the above list from the Braid blog [link] and not from the Laboral website itself which has yet to publish a full list. So this list might be incorrect/incomplete. But since I saw some of the behind the scenes activity, I do know that many of those artists and/or games will be there, and I just love the list itself even if it is innacurate : Katamari Damacy? Check. Sheik Attack? Check. Furminator? Check. Pongmechanik? Check. Super Mario Movie? Check. Shigeru Miyamoto meets Mary Flanagan? Whynot!?

From my point of view (and Carl knows this already), I will be showing what I consider to be one of my weakest works — a fairly personal work from 2001 that I feel has lost its context, long since stolen by other events; in fact, events that have purposefully been designed to render it unreadable. I’m of course talking about the Iraq war, and you have to give it to Bush when it comes to appropriation: if he were an artist, he’d been an even greater thief than Picasso. But I trust Mr. Goodman’s judgement, as I appreciate his take on gaming as an emerging art form — and no, that doesn’t mean that I think video games are art; I used the word « emerging » there (sheesh, get a life).

So I’m installing a work that the public seems to enjoy, not only because everyone loves Space Invaders, but because you can play it with your body. Further proof that the future is EyeToy and the Wii.

For this exhibit, I’ll be re-working the surveillance code quite a bit, and trying to plug OpenFrameworks into the system, not only because it’s cool, but because it’s ultimately the way to go — surveillance should really be done with hardware specific compiled code, although I might start a flamewar with that comment. I’ll also be adapting the program to the space, but I’ll have to get there before I can start work on that.

I’ve also been looking at plugging in oscpack, because OpenFrameworks is too early (not even public beta) and all the planned libraries such as OSC aren’t linked up yet. But oscpack unfortunately doesn’t do the actual routing, so I might end up using MIDI instead. And if all that doesn’t work, I’ll fall back onto some other tried and true solution, i.e. Processing or (gasp) TrackThemColors.

Invaders! Invaders!

16 March, 2007

Culture du cœur

Filed under: abstractmachine,atelier hypermedia,code,live,play — Douglas Edric Stanley @ 01:39 am

Delphine Soulié of Culture du Cœur 13 has invited Pierre-Emmanuel and me to run a short workshop tomorrow (oh crap, make that today — there goes a few more hours of precious sleep). We will be working with their « cultural mediators » on possible articulations between artists, the public, networks, structures, etc. I’m purposefully being pretty vague here because I want to keep the discussion as open as possible. Obviously I’ll be talking about how algorithmic processes can introduce new dynamics into various cultural contexts, the most obvious being our recent work with fast-code, cheap-consoles, slapped-together prototypes with video games. But I’ve only prepared a basic framework of documents and examples of work we’ve produced in these directions, I’m expecting the participants to lead us from there.

Culture du Cœur is a french non-profit network that offers the opportunity for publics that would not normally have access (ah, there’s that word again) to cutural events.

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