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	<description>www.abstractmachine.net is a code&#124;art project initiated by Douglas Edric Stanley. It explores the relationships between algorithms and art.</description>
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		<title>Artifactual Playground</title>
		<link>http://www.abstractmachine.net/blog/artifactual-playground/</link>
		<comments>http://www.abstractmachine.net/blog/artifactual-playground/#comments</comments>
		<pubDate>Sun, 11 Nov 2012 17:30:17 +0000</pubDate>
		<dc:creator>Douglas Edric Stanley</dc:creator>
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		<category><![CDATA[play]]></category>
		<category><![CDATA[rant]]></category>
		<category><![CDATA[theory]]></category>

		<guid isPermaLink="false">http://www.abstractmachine.net/blog/?p=1487</guid>
		<description><![CDATA[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 <a title="" href="http://en.wikipedia.org/wiki/Tennis_for_Two">Tennis For Two</a>, 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 <a title="" href="http://www.cowardstereoview.com/analog/donner.htm">Donner Model 30</a>. 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.

<a href="http://www.abstractmachine.net/index/images/blog/proteus_00.png"><img alt="Proteus" src="http://www.abstractmachine.net/index/images/blog/proteus_00.png" width="49.5%" /></a> <a href="http://www.abstractmachine.net/index/images/blog/proteus_clouds.gif"><img alt="Proteus /clouds/" src="http://www.abstractmachine.net/index/images/blog/proteus_clouds.gif" width="49.5%" /></a>]]></description>
				<content:encoded><![CDATA[<p>In 1958, the American physicist William Higinbotham created what is one of the first instances of what we would today call a modern &#8220;video game&#8221;. The game, named <a title="" href="http://en.wikipedia.org/wiki/Tennis_for_Two">Tennis For Two</a>, was built at the Brookhaven National Laboratory for their yearly open-house presentations of the lab&#8217;s activities. The game was built using an oscilloscope and a programmable analog computer, the <a title="" href="http://www.cowardstereoview.com/analog/donner.htm">Donner Model 30</a>. 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.
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<div style="position: relative; padding-bottom: 66%; padding-top: 30px; height: 0; overflow: hidden;"><a title="Tennis For Two by Brookhaven National Laboratory, on Flickr" href="http://www.flickr.com/photos/brookhavenlab/3148602226/"><img style="position: absolute; top: 0; left: 0; width: 100%; height: 100%;" alt="Tennis For Two" src="http://farm4.staticflickr.com/3294/3148602226_ccc263b59c_n.jpg" /></a></div>
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<p>
William Higinbotham, <a title="Tennis For Two" href="http://en.wikipedia.org/wiki/Tennis_for_Two">Tennis For Two</a>, Brookhaven National Laboratory, 1958</p>

<p>Although it would take a few more years, namely 1962 and the game &#8220;Spacewar&#8221;, before we could see the emergence of a true modern form of &#8220;gameplay&#8221;, &#8220;Tennis for Two&#8221; nevertheless contains enough basic elements of interactive play to connect it to more contemporary descendants, for example the iconic Nintendo hit, &#8220;Wii Tennis&#8221;. While there are a few missing details here and there, such as avatars, scoring and the various forms invented to interact with the machine, fundamentally there is very little that has changed since &#8220;Tennis for Two&#8221;. It contains all the modern tropes of <em>animated</em> algorithmic representation, namely a highly kinetic visual form that emerges in real-time from within the game via its gameplay. From this perspective, it is one of the forebears for &#8220;arcade&#8221; style games. The game is fast and dynamic, and only by interacting with the system does the image emerge.</p>

<p>But perhaps most importantly, &#8220;Tennis for Two&#8221; is significant in that it is not only a representation of playable interactive visual forms, but that these forms represent something greater than their graphical output: the game is in fact a physics <em>simulator</em> of a ball moving through space and interacting with objects in its path. Watch how the ball bounces against the net and then try to imagine what it would take to program such a movement, even today; then remember that Higinbotham was working back in 1958. For its time, this is a sophisticated simulator of physical interactions:
<blockquote>&#8220;The &#8216;brain&#8217; of Tennis for Two was a small analog computer. The computer&#8217;s instruction book described how to generate various curves on the cathode-ray tube of an oscilloscope, using resistors, capacitors and relays. Among the examples given in the book were the trajectories of a bullet, missile, and bouncing ball, all of which were subject to gravity and wind resistance. While reading the instruction book, the bouncing ball reminded Higinbotham of a tennis game and the idea of Tennis for Two was born.&#8221; — Brookhaven National Laboratory, <a title="" href="http://www.bnl.gov/bnlweb/history/higinbotham2.asp">The First Video Game?</a>, p.2.</blockquote>
In other words, Tennis for Two was not only the first &#8220;Pong&#8221; game, but also the first physics game, à la <a title="" href="http://box2d.org">Box2D</a> and its shameless re-branding in the infinitely more popular form, <a title="" href="http://www.geek.com/articles/mobile/box2d-creator-asks-rovio-for-angry-birds-credit-at-gdc-2011032/">Angry Birds</a>. And like Angry Birds&#8217; relation to Box2d, the underpinnings for the game &#8220;Tennis for Two&#8221; were already inscribed in the routines of the machine itself, the <a title="" href="http://www.cowardstereoview.com/analog/donner.htm">Donner Model 30</a>. These routines were then re-contextualized using what we would today call &#8220;joysticks&#8221; and voilà: a modern arcade game.
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<a title="Wii Dog vs Wii Cat" href="http://www.youtube.com/watch?v=LP5XGe59wDU">Wii Dog vs Wii Cat</a> &amp; <a title="Angry Birds Live" href="http://www.youtube.com/watch?v=jzIBZQkj6SY">Angry Birds Live</a>, T-Mobile</p>

<p>Given the historical context, there is nothing surprising in this idea of a computer simulating a physical phenomenon such as a bullet or a missile. In the 1950&#8242;s, computers were still emerging from World War II era cybernetic formulations of &#8220;<a title="" href="http://pespmc1.vub.ac.be/Books/Wiener-teleology.pdf">telelogical</a>&#8221; or &#8220;self-regulating&#8221; machines, precipitated in large part by the acceleration of faster and faster flying weapons that required new techniques for shooting them out of the sky (cf. <a title="" href="http://en.wikipedia.org/wiki/V-2#Countermeasures">V-2 Countermeasures</a>). The history of interactivity is traversed by this question of simulation, i.e. by the idea of adaptive mathematical and physical models that could allow machines to regulate themselves in real-time, based on constantly evolving conditions. So while it might be considered a historical curiosity that post-war cybernetic machines would produce the modern video game, it is unsurprising that such a game would be constructed out of a physical simulator of bouncing balls or flying bullets and missiles.
<h1>Aesthetics, Simulation, Play</h1>
The historical relationship between aesthetics and play has always been a complex one. There is much overlap and interpenetration, but they are in no way interchangeable terms. Most performative art forms, such as theatre or music, oscillate constantly between the ludic and aesthetic realms. In the work of art-game pioneer <a title="" href="http://www.eddostern.com">Eddo Stern</a> — for example his work with <a title="" href="http://c-level.org/tekken1.html">C-Level</a>, or his newer <a title="" href="http://www.eddostern.com/wizardtakesall.html">Wizard Takes All</a> — we can see these two domains interact with one another in a contstant back-and-forth that suggests perhaps a more fundamental genealogy connecting the two. But despite the deeply connected roots, they are nevertheless two expressive forms that cannot be conflated, all the calls for games-as-art be damned.</p>

<p>But whatever the relationship between aesthetics and play, it is further complicated by this introduction of the principle of simulation in play, made all the more acute in the context of video games. Simulation questions the <em>mimetic</em> tendencies of representation, which might explain in part the constantly recurring uproar over violence in video games (and all the ire over provocative gamer-artists that apparently &#8220;<a title="" href="http://kotaku.com/5039398/space-invaders-attack-world-trade-center-at-games-convention">hate freedom</a>&#8221; ;-). But no matter how small-minded the complaints, people nevertheless understand that these games are not merely mimetically presenting us with representations of violence; instead, they are directly modeling the violence itself of the scene. The resulting image flows from the model; it is a &#8220;rendering&#8221; of the underlying scene. This is the specificity of <em>simulation</em>: the ability to represent the dynamics of a situation as itself a form of representation. The representation needs to be played in order to take form. This is the historical twist of simulation: the image has shifted from a predominantly mimetic function of re-presentation to that of rendering complex interactions visible through playability. In fact, simulations can take place through other mediums and channels of perception. The American far-west simulator, <a title="" href="http://en.wikipedia.org/wiki/The_Oregon_Trail_(video_game)">The Oregon Trail</a> (1971), for example, was a simulator that originally used only textual communication to represent the <em>state</em> of the game. Although modern variants of The Oregon Trail, such as <a title="" href="http://en.wikipedia.org/wiki/Red_Dead_Redemption">Red Dead Redemption</a> now use sophisticated graphics to represent the game state, the game is nevertheless animated by a simulation engine that cannot be be reduced merely to the artifacts displayed on-screen.</p>

<p><a title="Wikipedia - The Oregon Trail, 1971" href="http://en.wikipedia.org/wiki/The_Oregon_Trail_(video_game)"><img alt="The Oregon Trail, 1971" src="http://upload.wikimedia.org/wikipedia/en/f/fd/OregonTrailScreenshot.png" width="41.6%" /></a>
<a title="Wikipedia - Red Dead Redeption" href="http://en.wikipedia.org/wiki/Red_Dead_Redemption"><img alt="Red Dead Redemption" src="http://upload.wikimedia.org/wikipedia/en/b/b2/RedDeadRedemptionGameplay.jpg" width="55.9%" /></a></p>

<p><a title="Wikipedia - The Oregon Trail, 1971" href="http://en.wikipedia.org/wiki/The_Oregon_Trail_(video_game)">The Oregon Trail</a> (Apple II edition), 1971/1984 &amp; <a title="Wikipedia - Red Dead Redeption" href="http://en.wikipedia.org/wiki/Red_Dead_Redemption">Red Dead Redemption</a>, 2010
<h1>A Poor Man’s Simulator</h1>
The quality of the simulated movements of the Higinbotham/Model-30 ball and its interactions with the net are impressive, especially when compared to the clunky, almost weightless movements of Pong, designed some fifteen years later. If there were so many games about space in the 70s and 80s, it might be because earthbound physical simulations are hard to design and certainly hard to calculate in real-time, especially when you&#8217;ve moved from analog computers to digital ones. Physics are a mostly logarithmic, analog realm, and are hard, or long, to calculate using digital circuitry. Although many games with bouncing balls and gravity would appear throughout the next few decades of digital gaming, it would truly take Erin Catto&#8217;s <a title="" href="http://box2d.org">Box2D</a> and accelerometer-based controllers like the Wiimote and the iPhone for the form to emerge as a fundamental gameplay mechanic.</p>

<p>Why so early then our first variant on what would later become <em>Angry Birds</em>? The prophetic nature of Tennis for Two can somewhat be explained by context: Higinbotham was a physicist, whereas Pong’s inventors — Ralph Baer (Magnavox) and Allan Alcorn (Atari) — were engineers. Higinbotham was working with scientific instrumentation that did not adhere to the economic constraints or objectives of Baer who was for his part trying to design mass-producible circuitry that could be plugged into to millions of customers’ televisions.</p>

<p>But it is precisely this poor-man&#8217;s quality of video game&#8217;s simulators that helped emerge the <em>ludic</em> qualities of gaming. Tennis for Two is frankly a little boring next to Pong, whereas Pong remains one of the best-designed games of all time, giving birth to an infinitely expanding field of variants all the way from Breakout to Bit.Trip Beat.
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<a title="Ralph Baer and Bill Harrison Play Ping-Pong Game" href="http://www.youtube.com/watch?v=1LsRGUODHlQ">Ralph Baer and Bill Harrison Play Ping-Pong Video Game</a>, 1969 &amp; <a title="Wikipedia - Bit.Trip Beat" href="http://en.wikipedia.org/wiki/Bit.Trip_Beat">Bit.Trip Beat</a>, Gaijin Games, 2009</p>

<p>One of the ironies of video game history relates to this desire to simulate infinitely complex interactions, but with access to only the most mediocre means of calculation. This contradiction has led to what might in some senses be considered an historical anomaly: an in-between period in which computer games’ desire for &#8220;realism&#8221; would have to wait for the technological means to catch up.
<h1>A Poor Man&#8217;s Renderer</h1>
This anomaly relates not only to the simulation itself, but also to the manner in which it is rendered to the screen. In this in-between period of video game design, situated somewhere between the late 1960s and Box2D (circ. 2006), a cornucopia of visual forms emerged from video games that have given games their distinctive identity as an aesthetic form. We now identify video games as much by their visual artifacts, as by their particular form of gameplay. A truly innovative game will in fact design a specific form of visual artifact, in order to better match the gameplay, outside of any criteria of realism. This approach will often go on to trump the simulation itself and become the central mechanism of gameplay. It is precisely <em>because of</em> the technological limitations of early gaming technology that gaming eventually found its singular language of representation where the graphical artifacts would themselves become the playable form.
<h1>Artistic Playgrounds</h1>
This playable visual language has even circled back around to influence various forms of visual communication, in order to make them more &#8220;playful&#8221;. And artists for their part have used this visual language of computer game artifacts to transform less electronic contexts into playable forms. The list could go on almost forever of artists working in this space: <a title="" href="http://www.maryflanagan.com/">Mary Flanagan</a>, <a title="" href="http://datenform.de/">Aram Bartholl</a>, <a title="" href="http://www.poptronics.fr/exposition-gamerz-02-de-l-art-tres">Damien Aspe</a>, etc.</p>

<p>In the well-known work of French artist <a title="" href="http://space-invaders.com">Invader</a>, the city landscape becomes a platformer to be traversed literally, leaving behind physical pixels:</p>

<p><a title="Space Invaders Sneakers Animation" href="http://space-invaders.com/r_anim.html"><img alt="Space-Invaders Sneakers Animation" src="http://abstractmachine.net/index/images/blog/space-invaders_sneakers_anim.gif" width="49.75%" /></a> <a title="Wikipedia - Invader (artist)" href="http://en.wikipedia.org/wiki/Invader_(artist)"><img alt="Space Invader, 2007, Shoreditch London" src="http://upload.wikimedia.org/wikipedia/commons/thumb/4/45/Space_Invader_-_2007_-_Shoreditch_-_1.jpg/1024px-Space_Invader_-_2007_-_Shoreditch_-_1.jpg" width="49.75%" /></a></p>

<p><a title="Wikipedia - Invader (artist)" href="http://en.wikipedia.org/wiki/Invader_(artist)">Invader Sneakers</a> &amp; <a title="Wikipedia - Invader (artist)" href="http://en.wikipedia.org/wiki/Invader_(artist)">Space Invader in Shoreditch, London</a></p>

<p>In the aforementioned <a title="" href="http://www.eddostern.com">Eddo Stern</a>’s &#8220;portal&#8221; sculptures, gaming logics of representation and interaction are re-projected back onto traditional spaces of representation (gallery, public square, etc) in the form of sculpture:
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Eddo Stern, <a title="Eddo Stern, Fake Portal, 2012" href="http://www.eddostern.com/fakeportal.html">Fake Portal</a>, 2012</p>

<p>While neither of these examples are even playable as games, they communicate nevertheless with the video game medium through this imperfect, unrealistic video game form of visual rendering. They look and feel like classical electronic forms of play.</p>

<p>The artifactual visual language of video games is sometimes constructed out of a patchwork of various historical forms that have been redefined through the filter of gaming. Sometimes video games <a title="" href="http://en.wikipedia.org/wiki/Skeuomorph">skeuomorphically</a> imitate previous technologies and mediums, for example by flashing television-style signal noise to signify a weak connection, or imitating hand-written messages and drawings strewn about a 3d world (cf. <a title="Myst book" href="http://en.wikipedia.org/wiki/Myst_(series)#Story">Myst</a>, Resident Evil). But video games have also introduced their own domain of visual logic based on the specific contours of the technological limitations that animate them. Often a closer reading is required in order to reveal the nature of these contours.
<h1>Raster-Scan</h1>
A strange by-product of the historical anomaly can be seen in the role of the pixel in video games. Originally, as was the case with Tennis For Two, games were built with vectors, as were many related visual technologies such as Ivan Sutherland&#8217;s <a title="Ivan Sutherland, Sketchpad (Wikipedia)" href="http://en.wikipedia.org/wiki/Sketchpad">Sketchpad</a>. In fact, Tennis for Two used vectors for both the simulated phenomena (force, velocity, etc), as well as the physical image constructed within the oscilloscope. This is completely logical if you&#8217;re looking to construct a physics simulator. This vector-based approach is also the case today, where games are often built out of polygons which — assembled together — construct the playable scene. But somewhere in between Tennis for Two and our modern-day graphics pipeline, came the pixel. And this anomaly, the pixel, continues to this day to influence profoundly the manner in which even vector-based images are rendered to our eyes.</p>

<p><a title="Alan Kay, The Early History of Smalltalk, 1993" href="http://worrydream.com/EarlyHistoryOfSmalltalk/"><img alt="Alan Kay, The History of Early Smalltalk" src="http://abstractmachine.net/index/images/blog/Alan_Kay_The_Old_Character_Generator.png" width="100%" /></a></p>

<p>Alan Kay, <a title="Alan Kay, The Early History of Smalltalk, 1993" href="http://worrydream.com/EarlyHistoryOfSmalltalk/">The Early History of Smalltalk</a>, 1993</p>

<p>Like many of the computing concepts we take for granted today, the pixel concept was perfected in the late 60&#8242;s and early 70&#8242;s somewhere between Douglas Engelbart&#8217;s <a title="Stanford Research Institute (Wikipedia)" href="http://en.wikipedia.org/wiki/SRI_International#Rapid_expansion">Stanford Research Institute</a> and the <a title="Xerox Parc (Wikipedia)" href="http://en.wikipedia.org/wiki/PARC_(company)#The_Alto">Xerox PARC</a> in neighboring Palo Alto:
<blockquote>&#8220;The TX-2 display that Ivan Sutherland used for Sketchpad [...] would project a single bright spot on a dark screen and then electronically move that spot around to trace out a circle, say, or the letter <em>A</em>. By tracing and retracing the pattern very, very fast, [it] could create the illusion of a solid outline. [...] The problem was that the more complicated the drawing, the faster you had to wiggle that spot. [...] Then there were the &#8220;raster-scan&#8221; displays that Bill English had developed for the &#8220;PARC Online Office System&#8221;, POLOS. [...] The POLOS displays used digital electronics that were better suited to the binary world of computing: in effect, they would divide their screens into a fine grid of &#8220;pixels&#8221; and then make a picture by turning each pixel either on or off, as appropriate, with no shades in between. [...] The programmers would have a much easier time devising graphics software to generate those images, because all they had to do was define a chunk of computer memory to be a map of the screen, one bit per pixel, and then drop the appropriate bit into each memory location: 1 for white and 0 for black. [...] Unfortunately, that use of the computer&#8217;s memory was also the major difficulty with bit-mapped graphics: memory was very, very expensive in those days.&#8221; — <em><a title="The Dream Machine, W. Mitchell Waldrop" href="http://en.wikipedia.org/wiki/J._C._R._Licklider#Further_reading">The Dream Machine. J.C.R. Licklider and the Revolution that Made Computing Personal</a></em>, W. Mitchell Waldrop, Penguin Books, 2001, p.366.</blockquote>
In many ways, &#8220;bit-map&#8221; graphics are simply a historical <em>hack</em> used to generate text and images dynamically on a screen. In the case of the heavily text-centric Xerox PARC machines, one would assume that a more vector-based image generator would make more sense: typography is essentially a history of shapes built out of lines, with a visual language heavily influenced by the traits of handwritten letterforms. In fact, it took some thirty-odd years, led by Apple&#8217;s &#8220;retina&#8221; ultra hi-definition screens, for bitmapped text to match the quality of the printed page. So it could probably be argued that the &#8220;bit-mapped&#8221; approach was historically the wrong one, even if it is now somewhat catching up.
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Douglas Engelbart, <a title="Workstation With Mouse" href="http://dougengelbart.org/images/pix/img0023.jpg">Workstation With Mouse</a>, <a title="Agumentation Research Center" href="http://www.dougengelbart.org/pubs/augment-3906.html">Agumentation Research Center</a>, cir. 1964-1966 &amp; <a title="Maze War on Xerox Alto" href="http://en.wikipedia.org/wiki/Maze_War">Maze War</a>, Xerox Alto, 1974</p>

<p>But from a purely technological, engineer&#8217;s perspective, bit-map images make all the sense in the world. In the above quote we need only retain that &#8220;the programmers would have a much easier time&#8230;&#8221; in order to understand why the pixel approach won out. Computers are &#8220;discrete&#8221; machines, capable of switching parts of itself off and on independently. This logic gives us random-access memory which in turn gives us databases, which in turn gives us things such as hyperlinks. Machine architecture influences use and to assume that this would not influence the resulting aesthetics is naïve. The infinitely re-configurable and re-contextualizing nature of the machine is the whole point of why we use these damn things. So an image construction method that would closely match this discrete logic, down to the very 0s and 1s of the machine&#8217;s ABCs, was an important step in creating a &#8220;plastic&#8221; image, capable of reconfiguring itself multiple times per second. It is out of just such a type of image that video games as a medium emerge.
<h1>Raster-scan vs. Vector-scan</h1>
Let&#8217;s compare two images from two iconic video games from 1980, <a title="Battlezone (Wikipedia)" href="http://en.wikipedia.org/wiki/Battlezone_(1980_video_game)">Battlezone</a> and <a title="PacMan (Wikipedia)" href="http://en.wikipedia.org/wiki/Pac-Man">Pacman</a>.
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Battlezone is a vector-based game, and originally used a vector-scan method for displaying shapes on-screen. This created razor-sharp images, albeit in black-and-white, or actually black-and-green. The use of vectors also allowed Battlezone to be one of the first mass-market games to effectively represent a three-dimensional scene, using the first-person perspective of a tank commander to navigate the game space. It would be many years before a pixel-based computer system could anywhere approach the visual elegance of early 1980s 3D games such as <a title="Battlezone (Wikipedia)" href="http://en.wikipedia.org/wiki/Battle_zone">Battlezone</a>, <a title="Star Wars, 1983 (Wikipedia)" href="http://en.wikipedia.org/wiki/Star_Wars_(1983_video_game)">Star Wars</a> or <a title="Tempest, Atari, 1981" href="http://en.wikipedia.org/wiki/Tempest_(video_game)">Tempest</a>. One of the great iconic raster-based 3D games, <a title="Castle Wolfensteing (Wikipedia)" href="http://en.wikipedia.org/wiki/Castle_Wolfenstein#Legacy">Castle Wolfenstein</a>, wasn&#8217;t even in 3D at its introduction in 1981; and even when it became <a title="Castle Wolfenstein 3D (Wikipedia)" href="http://en.wikipedia.org/wiki/Wolfenstein_3D#Gameplay">Castle Wolfenstein 3-D</a> in 1992, that visual representation was made up of large blocky pixel shapes, far inferior to Atari&#8217;s 1980&#8242;s graphical representations. But Battlezone&#8217;s vector-scan technique also created some curious visual anomalies: for example objects on screen were fully transparent, defined solely by their outlines without any possibility for image &#8220;textures&#8221; to fill in the gaps. This created the odd situation where an enemy tank could be seen transparently on the other side of an obstacle, but could not be shot at. In a sense, this improved the gameplay and created part of the strategy of playing Battlezone — no matter what level of realism it achieved as a simulation. Ultimately, it was a game made for fun, for play, but even so it would eventually be used by real tank commanders as a training simulator for their soldiers. The simulation was good enough so as to be a functional form of training in the real world manipulation of tanks.</p>

<p>Visually, Pacman (a.k.a. Puckman) is a very different animal. Contrary to Battlezone, or even the more-colorful Tempest, Pacman is practically drenched in color. Ghosts are brightly-colored with different hues based on character traits, allowing players to <em>read</em> their individual algorithmic behavior within the game. The player&#8217;s character, Pacman, is a completely opaque bright yellow animated blob, full of visual charm. Like the ghosts, he is full of personality. Color is even used as a gameplay element, allowing players to distinguish between dangerous ghosts (multi-colored) and edible ones (blue). Everything about Pacman screams &#8220;bit-map&#8221; techniques: the maze is a series of bit-mapped 0s and 1s, turned on or off to represent a wall or a navigable open space. And the dots or crumbs that we eat are also represented as a bit-map, i.e. a scattering of pixels that we have to turn off by running our character over them. In Pacman, the gameplay, in fact the whole game algorithm, is directly controlled by the graphical representation, as opposed to Battlezone where the graphical representation is often in contradiction with the physical simulation of interaction with physical objects. Pacman <em>is</em> a collection of pixels, he lives to <em>eat</em> other pixels, and the level is over when there are no more pixels to be eaten. Pacman essentially spends his time running around a memory map until he has effectively manipulated all the memory registers by setting them all to 0. The internal circuitry of the machine is visually exposed to the player who is then asked to navigate into this memory register map and manipulate the digital switches via an on-screen representation.
<h1>Cellular Automata</h1>
While it is not technically a video game, and was in fact designed as a scientific simulation experiment, John Conway&#8217;s <a title="Conway's Game of Life" href="http://en.wikipedia.org/wiki/Conway's_Game_of_Life">Game of Life</a> is nevertheless one of the best examples of one of these immanent pixel-plane spaces from which a &#8220;playable&#8221; image emerges. The &#8220;game&#8221; is played entirely by comparing one pixel to the pixels that surround it: too many surrounding pixels, the pixel dies from overcrowding; too few, it dies from lack of resources; and from just the right number of pixels, a new pixel is born (if none) or survives (if already alive). The visual representation of the life &#8220;game&#8221; is exactly the same map of values as the memory registers that control it. There is no representation of the simulation outside of the frame of the grid. Based on this immanent principle, a complex interaction of forms emerges, hence the term &#8220;game of life&#8221;.
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Conway&#8217;s <a title="Conway, Game of Life, 1970" href="http://en.wikipedia.org/wiki/Conway's_Game_of_Life">Game of Life</a>, 1970 &amp; <a title="Runxt" href="http://www.runxt.be">Runxt</a>, <a title="Runxt R-Life" href="http://www.runxt.be/life/">R-Life</a> for iOS</p>

<p>One of the best known games of all time, <a title="Sim City (Wikipedia)" href="http://en.wikipedia.org/wiki/SimCity">Sim City</a>, was directly inspired by this Conway thought-experiment:
<blockquote>&#8220;[John Conway's work] is so extraordinary, because the rules behind it are so simple. It&#8217;s like the game Go. [...] They can arise from fairly simple rules and interactions, and that became a major design approach for all the games: &#8220;How can I put together a simple little thing that&#8217;s going to interact and give rise to this great and unexpected complex behavior?&#8221; So that was a huge inspiration for me.&#8221; — <a title="" href="http://www.gammasutra.com/view/feature/134754/the_replay_interviews_will_wright.php?print=1">The Replay Interviews: Will Wright</a>, Gammasutra, 23 May 2011.</blockquote>
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In Conway&#8217;s <a title="Conway's Game of Life (Wikipedia)" href="http://en.wikipedia.org/wiki/Conway's_Game_of_Life">Game of Life</a> as well as Wright&#8217;s <a title="Sim City (Wikipedia)" href="http://en.wikipedia.org/wiki/SimCity">Sim City</a>, the immanent pixel grid is the space itself of the &#8220;game&#8221;, conflating both the pictorial representation and the simulated one. It is the &#8220;map&#8221; upon which the simulation of SimCity, an architectural construction if there ever was one, would be built.
<h1>Animation</h1>
Another significant trait found in pixel-based games such as Pacman, far more absent in vector-based games, is the narrative dimension. Pacman tells a story, and even introduced <a title="Cutscene (Wikipedia)" href="http://en.wikipedia.org/wiki/Cutscene">comedic interludes</a> every few levels, telling little Keaton-esque sketches of Pacman being chased by ghosts and then turning the tables to chase the ghosts in turn.
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Pacman <a title="Cutscene (Wikipedia)" href="http://en.wikipedia.org/wiki/Cutscene">cutscenes</a>, arcade edition 1980 &amp; Atari 800 edition, 1983</p>

<p>Many interactive characters were built out of these basic, often extremely limited, collection of &#8220;bit-map&#8221; pixels: the whole Pacman family (Pacman, Ms. Pacman, Pacman Jr., etc), <a title="Mappy (Wikipedia)" href="http://en.wikipedia.org/wiki/Mappy#Gameplay">Mappy</a>, <a title="Dig Dug (Wikipedia)" href="http://en.wikipedia.org/wiki/Dig_Dug">Dig Dug</a>, <a title="Mr. Do!" href="http://en.wikipedia.org/wiki/Mr._Do!">Mr. Do</a>, <a title="Donkey Kong (Wikipedia)" href="http://en.wikipedia.org/wiki/Donkey_Kong#Donkey_Kong">Mario</a>, et cætera. Even known animated characters — such as <a title="Popeye (Wikipedia)" href="http://en.wikipedia.org/wiki/Popeye_(video_game)#Gameplay">Popeye</a> —, found their way into the heavily pixellated game screens of the 1980s.</p>

<p>There is nothing arbitrary about this use of cinema-animation logic aesthetics to animate the characters of early video games. For animation had already solved this problem of opening up cinematic figuration by eschewing realism and embracing the artificial nature of the image. <a title="Gerty the Dinosaur" href="http://www.youtube.com/watch?v=UY40DHs9vc4">Gerty the Dinosaur</a>, <a title="Betty Boop" href="http://www.youtube.com/watch?v=E9Tb4TMibk0">Betty Boop</a> and <a title="Felix the Cat" href="http://en.wikipedia.org/wiki/Felix_the_Cat">Felix the Cat</a>, all the way up to <a title="La Linea" href="http://www.youtube.com/watch?v=2KNiT1_l-0I">La Linea</a> and <a title="Don Herzfeldt, Rejected" href="http://www.youtube.com/watch?v=M9R1ODvReQE">Don Hertzfeldt</a>&#8216;s pencil-drawn absurdities: these are all forms of reduction down to the visual interaction of a few basic visual forms. So too in video games: the key to their success in adding expressive characteristics came not from the militaristic, cybernetic-inspired scientific simulation instrumentation. Instead, it came precisely from embracing the abstract, graphical, nature of their primitive cousins and in accepting the artifactual, visually limited detail of the early digital machines. In accepting this fate, video games tapped into a deep tradition of expressive visual tapestries that had been explored throughout the 20th century in cinema through the work of experimental film-makers and animators such as <a title="Len Lye" href="http://en.wikipedia.org/wiki/Len_Lye">Len Lye</a> or <a title="Norman McLaren" href="http://en.wikipedia.org/wiki/Norman_McLaren">Norman McLaren</a>, using simple abstract shapes such as lines, scratches, and blobs of color to great expressive effect.
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<h1>Vanishing Points</h1>
Although the term is a bit dubious, we are exploring here the problem of <em>realism</em>, or perhaps more specifically that of <em>mimesis</em>, i.e. the art of imitation. A significant historical component to this debate on art and realism relates to the introduction of a very specific form of pictorial representation: geometric perspective of the sort demonstrated by <a title="Filippo Brunelleschi (Wikipedia)" href="http://en.wikipedia.org/wiki/Filippo_Brunelleschi#Invention_of_linear_perspective">Brunelleschi</a> in the early 1400s. In our parallel history of video games — notably as it traverses its naive period of representation —, we as well can see some interesting effects of perspective as it relates to how images are constructed on-screen.</p>

<p>Due to the purely arbitrary nature of the discrete pixel grid where any section can be turned on or off at will, a strange form of mixed perspective becomes possible with multiple forms of perspective not only co-existing on screen but even interacting with one another. Pacman and the ghosts within the maze are completely devoid of principles of foreshortening and vanishing points, and are in fact a mixture of top-down vertical perspective (of the maze), and side-view perspective (of the characters) reminiscent of early forms of perspective emerging in the work of <a title="Giotto (Wikipedia)" href="http://en.wikipedia.org/wiki/Giotto">Giotto</a> where, to take an observation from Deleuze &amp; Guattari in <a title="Mille Plateaux" href="http://en.wikipedia.org/wiki/A_Thousand_Plateaus">Mille Plateaux</a> (p.219), Christ alternates between divine receiver, enduring the stigmata, and kite-machine, commanding the angels and heavens via kite strings.</p>

<p><a title="Stigmata of St. Francis" href="http://en.wikipedia.org/wiki/Stigmata_of_St._Francis_(Giotto)"><img alt="Stigmata of St. Francis (Giotto)" src="http://upload.wikimedia.org/wikipedia/commons/thumb/9/9b/Giotto_di_Bondone_002.jpg/387px-Giotto_di_Bondone_002.jpg" width="17.15%" /></a> <a title="Giotto, Stigmata of St. Francis (detail)" href="http://en.wikipedia.org/wiki/Stigmata_of_St._Francis_(Giotto)"><img alt="Giotto, Stigmata of St. Francis (detail)" src="http://abstractmachine.net/index/images/blog/giotto_st_francis_jesus.jpg" width="26.88%" /> </a><a title="Giotto, Stigmata of St. Francis (detail)" href="http://en.wikipedia.org/wiki/Stigmata_of_St._Francis_(Giotto)"><img alt="Giotto, Stigmata of St. Francis (detail)" src="http://abstractmachine.net/index/images/blog/giotto_jesus_cerf_volant.jpg" width="32.74%" /></a> <a title="Giotto, Stigmata of St. Francis (detail)" href="http://en.wikipedia.org/wiki/Stigmata_of_St._Francis_(Giotto)"><img alt="Giotto, Stigmata of St. Francis (detail)" src="http://abstractmachine.net/index/images/blog/giotto_structure.jpg" width="20.73%" /></a></p>

<p>The emerging nature of the Brunelleschian-style of geometric perspective is not fully developed at the time of Giotto, hence the optical oscillations for a modern eye between flatness and depth, foreground and back, and so on. Jesus is at once commanding Saint Francis, and simultaneously being flown by him like a kite. It is only through narrative cues, understood by semiotically <em>reading</em> the painting, that we are able to reconstruct these spatial relationships between the various figures.</p>

<p>Like many paintings from the middle ages to the early renaissance, perspective in early video games contain multiple points of view and often chooses its perspectival representation based on contextual narrative needs. These are naïve and/or mixed perspectival geometries (cf. <a title="" href="http://en.wikipedia.org/wiki/Tapper">Tapper</a>, <a title="" href="http://wn.com/zoo_keeper_1982_taito">Zoo Keeper</a>, et al.) that have recently been exploited to brilliant effect in Polytron&#8217;s visual delight, <a title="" href="http://www.polytron.com/rez">Fez</a>.</p>

<p><a title="Tapper (Wikipedia)" href="http://en.wikipedia.org/wiki/Tapper"><img alt="Tapper, Bally Midway, 1983" src="http://upload.wikimedia.org/wikipedia/en/d/db/TapperGameplay.png" width="34.14%" /></a> <a title="Fez, Polytron, 2012" href="http://en.wikipedia.org/wiki/Fez_(video_game)"><img alt="Fez, Polytron, 2012" src="http://upload.wikimedia.org/wikipedia/en/0/09/Fez_Rotation.jpg" width="63%" /></a></p>

<p><a title="Tapper (Wikipedia)" href="http://en.wikipedia.org/wiki/Tapper">Tapper</a>, Bally Midway, 1983 &amp; <a title="Fez (Wikipedia)" href="http://en.wikipedia.org/wiki/Fez_(video_game)">Fez</a>, Polytron, 2012</p>

<p>We could also mention Game Yarouza&#8217;s <a title="Echochrome" href="http://en.wikipedia.org/wiki/Echochrome">Echochrome</a> where the gameplay takes place somewhere in between the OpenGL pipeline where vector data is rasterized into pixel data and itself becomes a gameplay mechanic as players exploit visual absurdities and try to line them up.
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<a title="Echochrome" href="http://en.wikipedia.org/wiki/Echochrome">Echochrome</a>, Game Yarouze, Japan Studio, 2008</p>

<p>Such hybrid forms of perspective would have been much harder to acheive had gaming stuck with purely vectorial and mathematical forms of representation.
<h1>Visual abstractions</h1>
It might be temping, based on such an art-historical exposition, to start comparing video games to the history of art and graphical design. For example, it would be fairly easy to visually juxtapose the paintings of <a title="Piet Mondrian (Wikipedia)" href="http://en.wikipedia.org/wiki/Piet_Mondrian">Piet Mondrian</a>/<a title="De Stijl" href="http://en.wikipedia.org/wiki/De_Stijl">De Stijl</a>, with Taito&#8217;s 1981 arcade classic, <a title="Qix (Wikipedia)" href="http://en.wikipedia.org/wiki/Qix">Qix</a>:</p>

<p><a title="Piet Mondrian (Wikipedia)" href="http://en.wikipedia.org/wiki/Piet_Mondrian"><img alt="Piet Mondrian, Composition 10, 1939–1942" src="http://upload.wikimedia.org/wikipedia/en/9/9c/Mondrian_Comp10.jpg" width="32.43%" /></a> <a title="Piet Mondrian (Wikipedia)" href="http://en.wikipedia.org/wiki/Piet_Mondrian"><img alt="Piet Mondrian, Composition II in Red, Blue and Yellow, 1930" src="http://upload.wikimedia.org/wikipedia/en/f/fe/Mondrian_Composition_II_in_Red%2C_Blue%2C_and_Yellow.jpg" width="36.04%" /></a> <a title="Qix, Taito, 1981" href="http://en.wikipedia.org/wiki/Qix"><img alt="Qix, Taito, 1983" src="http://upload.wikimedia.org/wikipedia/en/8/8d/Qixingame.png" width="29.01%" /></a></p>

<p>Piet Mondrian, <a title="Piet Mondrian (Wikipedia)" href="http://en.wikipedia.org/wiki/Piet_Mondrian">Composition 10</a>, 1939–1942 &amp; <a title="Piet Mondrian (Wikipedia)" href="http://en.wikipedia.org/wiki/Piet_Mondrian">Piet Mondrian</a>, Composition II in Red, Blue and Yellow, 1930 &amp; Taito, <a title="Qix (Wikipedia)" href="http://en.wikipedia.org/wiki/Qix">Qix</a>, 1981</p>

<p>Obviously, on some level there is a visual inheritance taking place, either explicitly, culturally or unconsciously, even though such causalities are either impossible to prove or even, if true, merely anecdotal.</p>

<p>Another juxtaposition might be to look at the Russian avant garde, starting with <a title="El Lissitzky" href="http://en.wikipedia.org/wiki/El_Lissitzky">El_Lissitzky</a>, and compare his visual language with the shapes and forms of more abstract forms of video games, including early 3D games that had not yet perfected their perspectival rendering engines:</p>

<p><a title="El Lissitsky, A Proun" href="http://www.citrinitas.com/history_of_viscom/images/avantgarde/lissitzky03.html"><img alt="A Prounen, El_Lissitzky, c.1925" src="http://upload.wikimedia.org/wikipedia/commons/0/0d/A_Prounen_by_El_Lissitzky_c.1925.jpg" width="20.72%" /></a> <a title="El Lissitsky, A Proun" href="http://www.citrinitas.com/history_of_viscom/images/avantgarde/lissitzky03.html"><img alt="A Prounen, El_Lissitzky, c.1925" src="http://abstractmachine.net/index/images/blog/lissitsky_proun.jpg" width="27.62%" /></a> <a title="Sixty Second Shooter" href="http://www.gamedevblog.com/sixty-second-shooter/"><img alt="Sixty Second Shooter, 2012" src="http://www.abstractmachine.net/index/images/blog/sixty-second-shooter.jpg" width="49.16%" /></a></p>

<p>A Prounen, <a title="El Lissitzky" href="http://en.wikipedia.org/wiki/El_Lissitzky">El_Lissitzky</a>, c.1925 (cf. <a title="El Lissitzky, The Prouns" href="http://www.citrinitas.com/history_of_viscom/images/avantgarde/lissitzky03.html">Prouns</a>) &amp; <a title="Sixty Second Shooter" href="http://www.gamedevblog.com/sixty-second-shooter/">Sixty Second Shooter</a>, Happion Laboratories, 2012
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<a title="Blaster (Wikipedia)" href="http://en.wikipedia.org/wiki/Blaster_(video_game)">Blaster</a>, Williams 1983 &amp; <a title="Ballblazer (Wikipedia)" href="http://en.wikipedia.org/wiki/Ballblazer">Ballblazer</a>, Lucas Arts 1984
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<a title="Rez (Wikipedia)" href="http://en.wikipedia.org/wiki/Rez">Rez</a>, Tetsuya Mizuguchi, 2001</p>

<p>The problem, ultimately, with all these approaches is that these are merely <em>visual</em> cues and not aesthetic ones. The problem with just such a visual<em>ist</em> reading is that it assumes that both De Stijl and Taito constructed their representations purely as visual tableaux — in other words as just a bunch of pretty pictures —, instead of looking at the material, conceptual and historical visual languages and logics that might have led them there. In the case of Qix, it would probably be far more instructive to compare its geometric abstractions to early <a title="MacPaint (Wikipedia)" href="http://en.wikipedia.org/wiki/MacPaint">MacPaint</a> software, and Bill Atkinson&#8217;s visual algorithms that made it possible, especially since these routines would go on to <a title="Video Gaming Pioneer Bill Budge" href="http://www.wired.com/gamelife/2011/02/video-gaming-pioneer-bill-budge-on-stage-with-wired/">influence gaming history</a> via Bill Budge&#8217;s <a title="Pinball Construction Set" href="http://en.wikipedia.org/wiki/Pinball_Construction_Set">Pinball Construction Set</a>. To begin with, both Qix and MacPaint were built as profoundly raster images, and both use similar algorithms for &#8220;painting&#8221; in their geometric forms. But more importantly, much of Atkinson&#8217;s work, like that of Qix, was not only an attempt to find an algorithmic method for interactively constructing visual output, but to do so within the constraints of a Motorola 68000 microprocessor using 128kb of memory.</p>

<p><a title="MacPaint (Wikipedia)" href="http://en.wikipedia.org/wiki/MacPaint"><img alt="MacPaint" src="http://upload.wikimedia.org/wikipedia/en/a/aa/MacpaintWP.png" width="49.32%" /></a> <a title="Bill Budge Pioneer, Game|Life" href="http://www.wired.com/gamelife/2011/01/bill-budge-pioneer/"><img alt="Pinball Construction Set" src="http://www.abstractmachine.net/index/images/blog/PinballConstructionSet.gif" width="48.17%" /></a></p>

<p><a title="MacPaint (Wikipedia)" href="http://en.wikipedia.org/wiki/MacPaint">MacPaint</a>, Macintosh, 1984 &amp; <a title="Pinball Construction Set (Wikipedia)" href="http://en.wikipedia.org/wiki/Pinball_Construction_Set">Pinball Construction Set</a>, Bill Budge, 1983</p>

<p>And again, we can see even in these early days of MacPaint, that in order to construct the computer image in a visually compelling way, Apple&#8217;s marketing machine opted to look back to previous techniques of image construction, here the japanese wood cut, and not to that of the photograph.
<h1>Pixel Clouds</h1>
One of the most beautiful games to emerge in the last few years is <a title="" href="http://visitproteus.com">Proteus</a>, a love-letter to this naive period of highly pixellated gaming. Only here, the game is rendered with a modern vector-based graphics pipeline. This creates a strange oscillation between the utterly fluid 3D navigation, and the giant blocky pixellated landscape. Trees, shrubbery, waves, raindrops, animals: everything has been reduced down to a limited grouping of pixel blocks.
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In Proteus, we walk around the simulation of an island world and explore its aesthetic qualities: sound, color and shape all interact in an elegant generative landscape. There is no real &#8220;goal&#8221; to the game, although season-shifts can be provoked in a pleasant transition that eventually leads the player to new forms of gaming experience. The whole experience suggests that perhaps some new media form — of an entirely new quality — could be afoot in what we call gaming, although I cringe to qualify such a future as &#8220;just over the horizon&#8221; because gaming has been promising such an unattainable land for the past several decades. Still, the hope here is that this emerging form is less about <a title="Holodeck (Wikipedia)" href="http://en.wikipedia.org/wiki/Holodeck">Holodecks</a> and more about the raw interactive audiovisual experience of this new media form.</p>

<p>The ultimate goal of Proteus, I suppose, is that of <em>aesthetikos</em>, i.e. sensation, or perhaps more accurately the experience itself of human sensing. In other words, we are talking about aesthetics in the Kantian sense of a search for beauty — via the senses — that eventually discovers itself in the limits of its search (cf. <a title="Sumbile - Immanuel Kant (Wikipedia)" href="http://en.wikipedia.org/wiki/Sublime_(philosophy)#Immanuel_Kant">Sublime</a>). For, the overall effects turns out to be indeed highly romantic, something akin to a multidimensional interactive 8-bit rendition of a Turner-esque <a title="Symphonic Poem (Wikipedia)" href="http://en.wikipedia.org/wiki/Symphonic_poem">tone poem</a>.</p>

<p><a href="http://www.abstractmachine.net/index/images/blog/proteus_00.png"><img alt="Proteus" src="http://www.abstractmachine.net/index/images/blog/proteus_00.png" width="49.5%" /></a> <a href="http://www.abstractmachine.net/index/images/blog/proteus_clouds.gif"><img alt="Proteus /clouds/" src="http://www.abstractmachine.net/index/images/blog/proteus_clouds.gif" width="49.5%" /></a></p>

<p>While playing Proteus recently, I found myself in a curious situation. I was high up atop one of the hilly peaks of the island, watching as night began to fall and rainclouds emerged below. As I descended down from the hill and onto the rain-soaked plains, I suddenly found myself awash in a pure sea of color that originally felt like a visual glitch: while I could still move somewhat, it seemed that any direction just led me to more colored polygons rendered as flat shapes. For a few moments, I even imagined that the game engine had crashed and I started to reach for the ESC button to get myself back in control of the machine. But then, slowly, I began to realize that I had merely descended down into the level of the clouds themselves and was swimming in the middle of their visually depth-less space. Anyone who has flown in a plane knows this de-spatialized zone while traversing the clouds: there is no focal point or point of reference and everything feels atemporal and ethereal. Essentially this is what happened to me looking through the little portal of my computer screen, the same logic taking place on a purely representational level of pixels that refused to figure the depth contours of the objects in space. Finally, I just leaned back and watched as abstract geometric shapes of treetops re-emerged only to be submerged again in swaths of color as waves of clouds chased ever more waves of clouds. It was a profoundly pleasureful oscillation between recognition and disorientation, one of the key ingredients to many successful works of at. Eventually the cloud formation began to recede from my point of view, and the three dimensional perspective of the landscape re-emerged, re-aligning the simulated first-person perspective of my view portal onto a three-dimensional landscape.</p>

<p>The beauty of the moment had something to do with what the art-historian Hubert Damisch calls the <a title="" href="http://books.google.fr/books/about/Théorie_du_nuage.html?id=DNMKAAAAMAAJ">théorie du /nuage/</a> or <a title="" href="http://books.google.fr/books/about/A_Theory_of_Cloud.html?id=IXqQq5ZIwB8C">theory of /cloud/</a>. The term /cloud/ is written with two slashes in order to reconstruct in text the odd, receding nature of clouds from realism and perspective and their re-apparition within the tableau in the form of a semiotic signifier, almost like a placeholder or an asterisk. Clouds in classical painting are the limit of perspectival representation, the resistance of aesthetics to the mere logics of mimesis and perhaps even of representation. Whatever the case, it is the limit of the realism model of aesthetic forms (cf. <a title="" href="http://www.abstractmachine.net/thesis/machines.php?name=Super%20Mario%20Clouds&amp;language=francais">Cory Archangel&#8217;s Super Mario Clouds</a>).</p>

<p>This limit of perspective within a three-dimensional simulator takes us back to Battlezone and its visual, artifactual, limits. And this limit speaks to one of the fundamental problems confronting video games today, beyond the <a title="Exhausting Gameplay" href="http://www.abstractmachine.net/blog/exhausting-gameplay/">problem of figuration</a> and by extension the problem of figuring the human face. This representational limit of the /cloud/ in Proteus is what we could call the limit of realism as a model for what simulations, and therein gaming, seek to achieve.</p>

<p>Taken to its limit, these clouds of Proteus have their cousin in a wonderful little game built by two lifetime members of the glory days of the <a title="" href="http://www.ecole-art-aix.fr/rubrique11.html">Atelier Hypermedia</a>: <a title="Pascal Chirol" href="http://updatepixels.net/">Pascal Chirol</a> and <a title="" href="http://www.m2fcreations.fr/site/lang/fr/mesa-draw/">Grégoire Lauvin</a>. In their collaborative piece <a title="NEVERNEVERLAND Color Suite" href="http://neverneverland.fr/">NEVERNEVERLAND Color Suite</a>, a 3D simulator and a joystick open up a landscape of nothing but infinite gradients of color:
<div style="position: relative; padding-bottom: 56.25%; padding-top: 30px; height: 0; overflow: hidden;"><iframe style="position: absolute; top: 0; left: 0; width: 100%; height: 100%;" src="http://www.youtube.com/embed/s-nHKvbxvHA?rel=0" height="240" width="320" allowfullscreen="" frameborder="0"></iframe></div>
Consider it a 3D simulator of navigation within the color selector of your favorite painting software. And it is also probably one of the outer limits only an artist can propose to the world of gaming in its relationship to the aesthetic realm: a landscape of color, a perspective of visual artifacts, as itself the &#8220;goal&#8221; of the game. Via play, via simulation, we are now beyond play, beyond simulation, and even figuration; the play has moved into the aesthetic realm, the domain of sensation, opening up an entirely different sphere of experience than that of the reconstruction of a physical world. This is a playable aesthetic world, not beyond ours, but instead immanent to a new field of perception within our world: the realm of artifactual play.</p>
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			<wfw:commentRss>http://www.abstractmachine.net/blog/artifactual-playground/feed/</wfw:commentRss>
		<slash:comments>2</slash:comments>
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		<item>
		<title>Exhausting gameplay</title>
		<link>http://www.abstractmachine.net/blog/exhausting-gameplay/</link>
		<comments>http://www.abstractmachine.net/blog/exhausting-gameplay/#comments</comments>
		<pubDate>Mon, 02 Apr 2012 20:58:05 +0000</pubDate>
		<dc:creator>Douglas Edric Stanley</dc:creator>
				<category><![CDATA[abstractmachine]]></category>
		<category><![CDATA[rant]]></category>
		<category><![CDATA[theory]]></category>

		<guid isPermaLink="false">http://www.abstractmachine.net/blog/?p=1396</guid>
		<description><![CDATA[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: "<a href="http://www.wheels.org/spacewar/stone/rolling_stone.html">Fanatic Life and Symbolic Death Among the Computer Bums</a>".

<a href="http://en.wikipedia.org/wiki/File:Inume_pass_in_the_Kai_province.jpg"><img src="http://www.abstractmachine.net/index/images/blog/hokusai_fuji.jpg" alt="Inume Pass In the Kai Provence, Hokusai" /></a><a href="http://thatgamecompany.com/games/journey/"><img src="http://www.abstractmachine.net/index/images/blog/journey_mountain.jpg" alt="Journey, That Game Company" /></a>]]></description>
				<content:encoded><![CDATA[<p>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&#8217;s state of &#8220;health&#8221; 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 &#8220;computer bums&#8221;, Stewart Brand used the term &#8220;symbolic&#8221; to describe the flickering figurations of death slowly taking over university computer science research consoles: &#8220;<a href="http://www.wheels.org/spacewar/stone/rolling_stone.html">Fanatic Life and Symbolic Death Among the Computer Bums</a>&#8220;.</p>

<p>////</p>

<p>The need for death in gaming is multifaceted. The cynical argument, largely based on the arcade experience, might describe death in gaming as an economical equation: in order to make more money, games needed to provoke death as quickly as possible in order to get to the next &#8220;insert coin&#8221;. But death in gaming has been with us practically since the beginning, or at least since 1962&#8242;s Space War, long before the video game arcade phenomenon became an economic reality.</p>

<p>A less cynical, more narratological reading of eschatology and gaming might look at death as a question of motivation: by introducing death into the game, a certain internal dynamic is created, which in turn heightens the gameplay and structures the temporal form of the game itself. Given that the player will eventually die (from inaction, from inattention, from error, etc), the goal of the game becomes that of survival. The &#8220;game over&#8221; screen provides some sort of closure to the game and proposes &#8212; albeit post facto &#8212; a redefinition of the initiating act of the game: &#8220;I want to play&#8221; has now been translated within the gameworld into &#8220;I want to live&#8221;.</p>

<p>A third approach would be to look at the material substrate of gaming itself: video games are played on machines and machines, eventually, break down. To quote Felix Guattari: &#8220;Machines are instilled with a desire for abolition. The emergence of the machine is accompanied by failures, catastrophes, and death which haunts it. <em>La machine est travaillé par un désir d&#8217;abolition. Son émergence est doublée par la panne, la catastrophe, la mort qui la menace.</em>&#8221; <a href="http://www.amazon.fr/Chaosmose-Félix-Guattari/dp/2718604018/">Chaosmose</a>, Éditions Galilée, 1992, p.58. From this perspective, we could see the figure of death in gaming as an extension of this fatal impulse of the machine. The figure of death would be an attempt at sublimating the machine&#8217;s death drive into a poetic form &#8212; a form upon which a game world might be built.</p>

<p>////</p>

<p>*Spoiler alert: you probably shouldn&#8217;t read any further if you haven&#8217;t played the games &#8220;<a href="http://hcsoftware.sourceforge.net/passage/Passage">Passage</a>&#8221; (Free/Cheap, Mac/PC/Linux/iOS) or &#8220;<a href="http://thatgamecompany.com/games/journey/">Journey</a>&#8221; (~15€, PS3). Especially Journey. Read at your own risk.</p>

<p>While many video games <strong>represent</strong> death within their gameworld, or use death as a <strong>mechanism</strong> for the gameplay, there are three games in particular that employ death as the central <strong>raison d&#8217;être</strong> of the game:</p>

<p><a href="http://hcsoftware.sourceforge.net/passage/Passage"><img src="http://www.abstractmachine.net/index/images/blog/passage.jpg" alt="Passage" /></a></p>

<p>Jason Rohrer&#8217;s 2007 conceptual/indie gem &#8220;<a href="http://hcsoftware.sourceforge.net/passage/Passage">Passage</a>&#8220;</p>

<p><a href="http://tale-of-tales.com/TheGraveyard/"><img src="http://www.abstractmachine.net/index/images/blog/the_graveyard.jpg" alt="The Graveyard" /></a></p>

<p><a href="http://tale-of-tales.com/">Tale of Tales</a> 2008 art-game meditation &#8220;<a href="http://tale-of-tales.com/TheGraveyard/">The Graveyard</a>&#8220;</p>

<p><a href="http://thatgamecompany.com/games/journey/"><img src="http://www.abstractmachine.net/index/images/blog/journey-game-screenshot.jpg" alt="Journey" /></a></p>

<p><a href="http://thatgamecompany.com/">That Game Company</a>&#8216;s latest (and greatest) creation &#8220;<a href="http://thatgamecompany.com/games/journey/">Journey</a>&#8221; (2012).</p>

<p>Long story short, all three of these games represent a character advancing towards his or her death.</p>

<p>In <a href="http://hcsoftware.sourceforge.net/passage/Passage">Passage</a>, a young man in a highly pixellated two-dimensional gameworld begins at the left side of an open maze and advances towards old age and death on the right side of the maze. During his passage from left to right the spritely blond-haired man evolves into a balding gray-haired old man who limps his way to his final steps. Early in the game he can choose love (or not) with a young woman who will age with him throughout the rest of the game. Their coupling makes the game more poignant, especially the ending, but renders certain movements more difficult within the various passages of the maze.</p>

<p>In <a href="http://tale-of-tales.com/TheGraveyard/">The Graveyard</a>, we embody an old woman visiting a graveyard. The game is played in three-dimensions, using the standard aesthetic of real-time engine based rendering, albeit with the nice touch of a black and white palette. Like Passage, the game is short and spatially limited: the old woman can move forward or backward on a short path leading up to a church and a bench where she can sit down. As she rests, a song about nostalgia takes over the game, and (in the paid version) ends with the death of the woman, slumped over on the bench.</p>

<p>Within the world of &#8220;indie gaming&#8221;, <a href="http://thatgamecompany.com/games/journey/">Journey</a> is a Sony-funded super-production/mega-blockbuster behemoth, especially when compared to the one/two-person auteurs of the two previous games. Even if <a href="http://thatgamecompany.com/">That Game Company</a>, the creators of Journey, remain a relatively small studio, the production values here are on an entirely different scale. As can be expected, there is more or less a traditional game here, full of beautifully rendered levels to explore and tokens to collect, and even an extremely subtle use of networked multiplayer gaming. But the title is a thinly veiled manifesto &#8212; precisely in the vein of The Graveyard and Passage &#8211;, on the possibilities of gaming as a medium for sensitive experience (aisthetikos) beyond the goal-oriented mechanics of traditional gameplay. Here too, the player advances on a path leading unambiguously to their death: inevitably, inexorably, and joyously. And once this goal of the game has been more or less removed as a form of strategy, or at least relegated to a mere point of reference, the game switches into a more symbolic realm.</p>

<p>////</p>

<iframe width="640" height="352" src="http://www.youtube.com/embed/zA_0_dSD3-Q?rel=0&#038;start=515" frameborder="0" allowfullscreen></iframe>

<p>There this great moment at the beginning of the filmed dialogue on Arte TV between game designers <a href="http://en.wikipedia.org/wiki/Chris_Crawford_(game_designer)">Chris Crawford</a> and <a href="http://hcsoftware.sourceforge.net/jason-rohrer/">Jason Rohrer</a>, filmed at the Independent Games Festival in 2009. While discussing Passage, Crawford begins by suggesting that the significant bit of the game comes from the introduction of a relationship between <strong>spatial navigation</strong> and <strong>metaphor</strong>:</p>

<blockquote>
  <p>&#8220;What is, I think, most important about your approach is that you&#8217;re taking the idea of spatial navigation — which has always been done too damn literally —, and suddenly turning it into metaphor. And then exploring, well, what kind of metaphors can be explored with spatial systems?&#8221; — Chris Crawford in &#8220;<a href="http://www.youtube.com/watch?v=zA_0_dSD3-Q&amp;t=8m34s">Au coeur de la nuit : Jason Rohrer et Chris Crawford</a>&#8220;; Arte TV; &#8220;<a href="http://de.wikipedia.org/wiki/Durch_die_Nacht_mit_…#Folgen_und_Charaktere">Durch die Nacht mit…</a>&#8220;; episode 61; July 2, 2009; 08:40.</p>
</blockquote>

<p>Like the figure of death, the history of spatial design in video games is as long as the history of video games itself. In many ways, the form or shape of a video game world, and the way in which that world is mapped onto its display, is so determinate to the game in all its aspects that it becomes more or less conflated with the game itself.</p>

<p><img src="http://www.abstractmachine.net/index/images/blog/Defender_Green_Label-2.gif" title="Defender (1980)" /> <img src="http://www.abstractmachine.net/index/images/blog/Moon_Patrol-1.gif" title="Moon Patrol" width="232" height="240" /> <img src="http://www.abstractmachine.net/index/images/blog/Moon_Patrol-2.gif" title="Moon Patrol" width="232" height="240" /></p>

<p>When <a href="http://en.wikipedia.org/wiki/Super_mario_bros.">Super Mario Bros.</a> was released for the NES in 1985, it used a form of spatial representation &#8212; sideways scrolling &#8211;, which had already been explored extensively by a multitude of games before it (cf. <a href="http://en.wikipedia.org/wiki/Defender_(video_game)">Defender</a>, 1980; <a href="http://www.youtube.com/watch?v=etu3VMjqYA0">Scramble</a>, 1981; <a href="http://en.wikipedia.org/wiki/Pitfall!">Pitfall!</a>, 1982; <a href="http://en.wikipedia.org/wiki/Moon_Patrol">Moon Patrol</a>, 1982; etc.). So while Super Mario Bros. did not invent sideways scrolling, it nevertheless added a significant novelty by equating this left-to-right movement with not only the advancement of the game strategy (survival), but additionally with the advancement of the game <strong>narrative</strong>. In Super Mario Bros., this left-to-right movement is not only about advancing the player, it is about advancing the story itself. Taking much of its inspiration from Lewis Carroll&#8217;s Alice in Wonderland, Super Mario Bros. allows players to flip through various episodes of a story about a character (Mario) tumbling down the rabbit&#8217;s hole (here, a pipe) simply by moving from the beginning of the chapter (left) to the end of the chapter (right). What used to be a mechanism for survival (ex: Moon Patrol) or exploration (ex: Pitfall!) is now a journey of discovery.</p>

<p><img src="http://www.abstractmachine.net/index/images/blog/super_mario_complete.gif" alt="Super Mario Bros." /></p>

<p>Many games, especially the &#8220;on-rails shooter&#8221; sub-genre such as <a href="http://en.wikipedia.org/wiki/Resident_Evil">Resident Evil</a> (1996-), are in many ways a continuation of this tradition: as the player advances throughout the (highly linear) game-space, episode after episode of the narrative unfolds. Newer games, such as <a href="http://en.wikipedia.org/wiki/Red_Dead_Redemption">Red Dead Redemption</a>, attempt to break the narrative into pieces and scatter them throughout the game, allowing players to explore other aspects of the gameworld before irreversibly advancing the more linear form of the narrative. In some senses, this form of exploration is nothing more than a superposition of parallel linear threads on top of the main linear thread of narrative. One can obviously imagine that eventually game designers will be able to write these threads in such a way as to interrelate with one another concurrently. Generative storylines have also yet to be fully exploited in game design. But currently it appears that we are circling round-and-round the end of cul-de-sac of contradiction: classical narrativity wishes to be linear, or at least to be <strong>explored</strong> linearly, while algorithmic machines desire structures that are more emergent, with bifurcating forks of expansive parallelism. The machine loves multiplicity, whereas narrative experience desires linearity. It is almost as if we&#8217;ve reconstructed in video games the figure of the brain itself, especially its&#8217; serial vs. parallel contradictions.</p>

<p>////</p>

<p>A few weeks ago, at the <a href="http://www.ecole-art-aix.fr/rubrique11.html">Atelier Hypermédia</a>, I was exploring the use of boolean values as &#8220;flags&#8221; with some students: we were looking at how to detect certain types of activity by setting up an interrelated series of boolean true/false variables that could flip from false to true and vice-versa depending both on changes in the environment and the states of internal variables. Our example was a simple object on the screen: a student wanted to know how to program a single-fired <strong>action</strong> when the object entered into collision with either another object or the player (via mouse or touch, whatever). As we explored various situations, we eventually were confronted with an fairly straightforward behavior that left most of us stumped and took about a half hour of collective experimentation and debate to code. The behavior itself is of little importance here; it had something to do with an object splitting into two when touching another object. What is important is the fact it took us about a half an hour to describe how one simple &#8220;state&#8221; would affect a subsequent &#8220;state&#8221;, and that we were debating it with the code sitting in front of us all as a group, as if it were some sort of enigma that required solving collectively.</p>

<p><img src="http://www.abstractmachine.net/index/images/blog/laracroft_puzzle.jpg" alt="Lara Croft" /></p>

<p>Anyone who has sat bewildered in front of their television for a half an hour of Lara Croft trying to figure out how to advance the game, should just about now be recognizing the scene. When you pull off the various layers of representation of bodacious ponytailed scientists in dark caves with molten lava, waterfalls, rock formations and dynamite, the player is essentially looking at the same complex interrelation of true/false boolean variables that we were looking at when structuring our code. In other words, a Lara Croft game is just a series of interrelated true/false switches that the player has to enact in the right combination in order to unlock a new series of true/false switches.</p>

<pre>
##########################################################################
# RSG-SMB-TAB-1.1                                                        #
##########################################################################

How to Win "Super Mario Bros"                Nintendo Entertainment System

WORLD 1 - LEVEL 1

                               +----------------------------------+       
  Key:     < = Left            |                                  |       
           > = Right           |    ^                             |       
           ^ = Up              |   <>                   O   O   |       
           v = Down            |    v    select  start     B   A  |       
           B = B button        |                                  |       
           A = A button        +----------------------------------+       


< ------------------------------------------------------------------------
> OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
^ ------------------------------------------------------------------------
v ------------------------------------------------------------------------
B --------------------------OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
A ------------------------------------------------------------------------
</pre>

<p>In Alex Galloway&#8217;s &#8220;<a href="http://artport.whitney.org/gatepages/artists/galloway/">How to Win Super Mario</a>&#8220;, a listing of left/right/up/down/a/b button combinations are printed out in text files organized by chapter (&#8220;World 1-1&#8243;, &#8220;World 1-2&#8243;, &#8220;World 1-3&#8243;, …). If these &#8220;how to play Super Mario&#8221; instructions look just as obscure as artist Ben Fry&#8217;s &#8220;<a href="http://benfry.com/dismap/">Dismap</a>&#8221; visualization of the Super Mario Bros. code itself, it is precisely because in many ways the two forms (gameplay vs. game code) are simply different forms of representation of the same algorithmic substrate. In order to play a game, we need to understand something about the algorithmic, and even machinic, structure of how the game was constructed. Playing a game requires a certain process of exploring the game code in reverse, reading it on the player&#8217;s end of the equation via the render engine, even if the player knows little to nothing about how pointers, variables, and if/then structures work. But from a purely experiential/intuitive perspective from within the game, the successful player of Super Mario knows <strong>exactly</strong> how these very-same structures <strong>work</strong> in order to actually play the game.</p>

<p><img src="http://www.abstractmachine.net/index/images/blog/fry_dismap_small.jpg" alt="Dismap, Ben Fry" /> <img src="http://www.abstractmachine.net/index/images/blog/fry_dismap_mario_zoom.jpg" alt="Dismap, Ben Fry" /></p>

<p>////</p>

<p>The principle criticism of back-in-the-day text adventures (circa 1977-) was the tedium of this logic of interrelated boolean switches the player had to unlock in order to advance in the game: <em>open mailbox, get letter, open letter, read letter, drop letter, close mailbox, go north, look, pick up shovel, dig hole, get gun, shoot self in head</em>.</p>

<p>Here is a map from the first commercial textual adventure game hit, &#8220;Dungeon&#8221; (later renamed to &#8220;Zork&#8221;), where we can see the complex interrelations of one room to the next and the objects they contained:</p>

<p><a href="http://wildfireds.files.wordpress.com/2010/11/dungeon.jpg"><img src="http://www.abstractmachine.net/index/images/blog/dungeon.jpg" alt="Dungeon Map" /></a></p>

<p>— Click for hi-res: <a href="http://wildfireds.files.wordpress.com/2010/11/dungeon.jpg">Dungeon Map</a>, by Stephen Rost, taken from <a href="http://wildfireds.wordpress.com/2010/11/18/a-begining/">&#8220;You May Be Eaten By a Grue&#8221;</a></p>

<p>In order to play the game, players had to map out all these interrelated rooms along with the objects they contained and discover how they were all interconnected. While the unwrapping of this maze/puzzle could indeed lead to storytelling (&#8220;It is pitch black. You are likely to be eaten by a grue.&#8221; &#8211; cf. <a href="http://en.wikipedia.org/wiki/Grue_(monster)">Grue</a>), for the most part the player was simply trying to poke their way around a hopelessly complex maze and find the right combination of non-sequitur commands.</p>

<iframe width="640" height="352" src="http://www.youtube.com/embed/LRhbcDzbGSU?rel=0&#038;start=2195" frameborder="0" allowfullscreen></iframe>

<p>From the documentary, &#8220;<a href="http://www.youtube.com/watch?v=LRhbcDzbGSU&amp;t=36m35s">Get Lamp: The Text Adventure Documentary</a>&#8220;, interactive fiction writer Dan Shiovitz:</p>

<blockquote>
  <p>&#8220;It&#8217;s like, you ring a bell and kick a dog a bunch of times, and it starts crying after you ring a bell a couple of times.&#8221;</p>
</blockquote>

<p>While Shiovitz was originally criticizing the absurdity of mazes in interactive fiction, his description is equally apt in describing the absurdity of interactive narrative at its most basic level. Most of the time, the author as well as player are simply trying to unlock a series of boolean switches in the right combination, in order to advance to the next chapter of the story, i.e. the next set of boolean switches in the code. While puzzles are interesting in and of themselves, and can indeed contain interesting opportunities for storytelling, in the case of interactive narratives <em>we seem more to be playing with the machinic structure that made the story possible, than the story itself</em>.</p>

<p>////</p>

<p>Most interactive storytelling, whether it be in the form of a 3D first-person shooter or a 2D sprite-based platformer, evolves directly out of the data structures originally designed by Will Crowther as &#8220;<a href="http://en.wikipedia.org/wiki/Colossal_Cave_Adventure">Colossal Cave Adventure</a>&#8220;. This original &#8220;Adventure&#8221; was based on a map of a real cave, the <a href="http://en.wikipedia.org/wiki/Mammoth_Cave_National_Park">Mammoth Cave system of Kentucky</a>. Crowther&#8217;s idea was to equate each item of data to another data item via a spatial relationship: item &#8220;a&#8221; is connected to item &#8220;b&#8221; via the command &#8220;north&#8221;, which in turn is connected to item &#8220;c&#8221; when item &#8220;d&#8221; is present at item &#8220;b&#8221;. By using the real cave as a map for the data, he was able to create potential walkways that players could use to move from one datapoint to the next as if traversing the successive grottos within the cave system. It was essentially a representation for navigating a datafield, much like the Mac Finder or Windows Explorer offers their own representation via folders and subfolders. By situating data items as points on a map, one could move around the data as if moving around in space. It was upon this foundation, using data points as map points and placing narrative excerpts at each data point, that contemporary interactive narrative was built.</p>

<p><img src="http://www.abstractmachine.net/index/images/blog/wumpus_diagram.png" alt="Hunt The Wumpus" /></p>

<p>From this idea we get text adventures, such as &#8220;<a href="http://en.wikipedia.org/wiki/Zork">Zork</a>&#8220;, point-and-click adventures such as &#8220;<a href="http://en.wikipedia.org/wiki/Day_of_the_Tentacle">Day of the Tentacle</a>&#8220;, maze-monster first-person-shooters of the &#8220;<a href="http://en.wikipedia.org/wiki/Doom_(video_game)">Doom</a>&#8220;/&#8221;<a href="http://en.wikipedia.org/wiki/Quake_(video_game)">Quake</a>&#8221; variety, and more poetic propositions such as the &#8220;<a href="http://en.wikipedia.org/wiki/The_Legend_of_Zelda">Zelda</a>&#8221; series of adventures, or &#8220;<a href="http://en.wikipedia.org/wiki/Ico">Ico</a>&#8220;. While many of these games contain story, character, landscape, dialogue and all sorts of choices and actions that must be enacted to evolve the narrative, they are still fundamentally structured around finding the location of the next switch that will lead to a new series of switches. At the beginning of the game &#8220;Ico&#8221;, the player must first climb up a series of ladders, find the right windows to climb out of the castle and then back in again, enabling safe passage to a platform close enough to jump onto a cage that will then lower a trapped girl to the first floor where she can safely exit. Once all of these tedious tasks have unravelled, some dialogue ensues, and the story moves on to the next task at hand which is also the next piece of narrative cue. Unfortunately, from a purely literary perspective, such pulling of levers and pushing of switches embodies all the poetic charm and substance of searching for a missing hardware driver buried deep within an external hard disk.</p>

<p>////</p>

<p>*Spoiler reminder: stop reading this if you haven&#8217;t played any of these games.</p>

<p>The beauty of Passage, The Graveyard and now Journey, is that none of this peeking and poking matters any more. Passage truly began the trend with a powerful opening volley: here is a game in which you will lead a character to his death. And while this goal is not explicit at the beginning of the game, it is part of the beauty of realization that takes you over when playing the game. When demonstrating the game last week to the <a href="https://vimeo.com/headmediadesign">Media Design</a> students, one of them &#8212; upon realizing the fatality (note that I did not use the term &#8220;futility&#8221;) of the game as the player starts balding and slowing down his gait &#8211;, exclaimed &#8220;c&#8217;est horrible!&#8221; His reaction was unambiguously emotional. Teeny pixelated graphics with a dorky 8-bit retro soundtrack, and yet a game can still evoke a sentiment of inevitability. It&#8217;s just a funky little pixelated representation on a screen, nevertheless &#8220;c&#8217;est horrible!&#8221;</p>

<p><img src="http://www.abstractmachine.net/index/images/blog/passage_playtime_ailleurs.jpg" alt="Passage, Jason Rohrer" /></p>

<p>Journey follows this formula fairly closely, to such a degree that I wonder in what way the former influenced the later. If so, it certainly would be a nice touch. We know through interviews with Journey&#8217;s central designer, Jenova Chen, that he definitely is looking at fellow games and gaming history with an informed eye, but so far I have yet to see a direct causal relation.</p>

<p>Whatever the case, Journey is very much a similar affair. At the beginning of the game we are simply a voyager who picks up a scarf in the desert. In the distance, framed in a sweep of the camera straight out of that pivotal desert scene in Indiana Jones: a mountain beckons us, clearly inspired by aforementioned Hollywood classics, but almost certainly as well <a href="http://en.wikipedia.org/wiki/Thirty-six_Views_of_Mount_Fuji">the Mount Fuji woodblock prints by Hokusai</a>.</p>

<p><a href="http://en.wikipedia.org/wiki/File:Inume_pass_in_the_Kai_province.jpg"><img src="http://www.abstractmachine.net/index/images/blog/hokusai_fuji.jpg" alt="Inume Pass In the Kai Provence, Hokusai" /></a> <a href="http://thatgamecompany.com/games/journey/"><img src="http://www.abstractmachine.net/index/images/blog/journey_mountain.jpg" alt="Journey, That Game Company" /></a></p>

<p>The landscape is gorgeous, the simulation of the sand beneath your feet subtle and totally pleasing; we are experiencing an aesthetic audiovisual convergence reminiscent of grandiose cinematography on the scale of Nestor Almendros in Days of Heaven or Caleb Deschanel in Black Stallion (we&#8217;ll still have to wait for rendering shaders on the level of Sven Nykvist on The Sacrifice, but I am now hopeful).</p>

<p><a href="http://www.youtube.com/watch?v=LlZDsMCW0U4"><img src="http://www.abstractmachine.net/index/images/blog/days_of_heaven.jpg" alt="Days of Heaven, Terrence Malick" /></a> <a href="http://thatgamecompany.com/games/journey/"><img src="http://www.abstractmachine.net/index/images/blog/journey_behind_figure.jpg" alt="Journey, That Game Company" /></a></p>

<p>Unsurprisingly, all of this subtle and-yet spectacular beauty takes place within a highly stylized rendering queue. I say unsurprisingly because it is only in embracing the artificial nature of the image construction that 3D simulation will find its way. We are clearly in the realm of animation, illustration even, and far from the realistic renderings that occupy more and more of the gazillion-dollar 3D shooter blockbusters currently on sale for $75 at your local supermarket. Perhaps, and this might be due to the algorithmic nature of the image, my cinematographic references should instead be harking back to the history of animation, and not live action. For it looks as if we are inching ever closer to the visual plasticity of a <a href="http://en.wikipedia.org/wiki/Brothers_Quay">Brothers Quay</a> production, à la <a href="http://www.youtube.com/watch?v=2TooXlWon0A">The Comb</a> or <a href="http://en.wikipedia.org/wiki/The_Piano_Tuner_of_Earthquakes">The Piano Tuner of Earthquakes</a>. Again, not quite, not even close, but one can always hope.</p>

<p>From this luscious tableau, we begin our journey from
desert to mountain. The sophistication-in-simplicity argument comes from the translation of Passage&#8217;s 2D left-to-right narrative mechanics into Journey&#8217;s 3D near-to-far construction: the next &#8220;goal&#8221;, which is more the next &#8220;step&#8221; on your path, is often a barely perceptible building or outlying natural structure that acts as a beacon leading you forward. Amazingly, the mountain itself acts like a character in the story, through mere shifts in lighting and humidity levels which interact thematically with the evolving storyline and landscape to evoke different &#8220;moods&#8221; as we progress: at first ominous, then distant, ethereal, massive, brooding, violent, festive, and ultimately, ambiguous.</p>

<p>////</p>

<p>I won&#8217;t linger any further into the journey itself because it is not really important to what is, I hope, shaping into my central thesis: namely that by removing the tedious goal posts as the motivating factor of a game and replacing it specifically (and quite explicitly given the title itself of the game) into the space in-between &#8212; i.e. into that aesthetic field where the gameplay can unfold &#8211;, the game designers have further evolved a narrative language that was originally suggested by Colossal Cave Adventure, re-articulated in Super Mario Bros. and then Zelda, and finally brought into the more literary realm of figure and metaphor via Passage.</p>

<p>////</p>

<p>One of my favorite cinema sequences comes from the third chapter of Akira Kurosawa&#8217;s end-of-career tone poem, &#8220;Dreams&#8221;. The dream is entitled &#8220;<a href="http://en.wikipedia.org/w/index.php?title=Dreams_(1990_film)&amp;useformat=desktop#The_Blizzard">The Blizzard</a>&#8221; and depicts a group of exhausted explorers climbing a mountain ridge in a snowstorm, haggard, nearly extinguished, and clasping to their last breaths. The scene is interminable, and often shot with a telephoto lens from the side so as to further flatten their gasping faces into the underexposed terrain that visually engulfs them. All we hear are their panting breaths, and eventually their  complaints amongst one another. No back-story, no character motivation, just the sound of desperate breathing and a vague image of faces dragging their bodies through the blizzard.</p>

<p><a href="http://en.wikipedia.org/wiki/Dreams_(1990_film)#The_Blizzard"><img src="http://www.abstractmachine.net/index/images/blog/kurosawa_dreams_blizzard.jpg" alt="Kurosawa's Dreams, Blizzard" /></a> <a href="http://thatgamecompany.com/games/journey/"><img src="http://www.abstractmachine.net/index/images/blog/journey_snow.jpg" alt="Journey, That Game Company" /></a></p>

<p>There is a moment near the end of Journey (although not quite at the end), when two voyagers, ours and the voyager accompanying us, are similarly pulling our heavy bodies up a snow-covered mountain. Our gait is troubled, weighed down by fatigue. We carry on, ever more laboriously, into the headwind. Eventually our body gives out, the controls disconnect from our persona who keels over, face-first, into the snow. It is a moment of inevitability, of loss of control, and yet everything about the scene feels just right. It is progressively clear to the player what is about to happen and yet we advance into the snow nevertheless, resigned to whatever the narrative is holding out for us. In a medium that tends to prize interactive mastery above all else, this loss of control from within the interactive realm comes as a refreshing relief. This is not some pre-rendered cut-scene superimposed into an interactive fiction; this is the interactivity itself leading to its own extinction as a sort of accomplishment. Exhausting gameplay.</p>

<p>////</p>

<p>The second time I played through Journey, I was lucky enough to experience a lovely little poetic moment right at the end the game, as the two travelers approach the abyss. For those that have played the game (*at this point, it&#8217;s your problem if you have never played Journey and have herein spoiled any future experience of it), you will know that by pressing one of the buttons you can make a little melodic chirping sound, allowing you to communicate via very rudimentary means with your fellow traveller. So it was precisely at this point, just before the abyss engulfed us, that my fellow traveller and I decided to stop, not at first but eventually, in a back and forth choreography of following each other&#8217;s lead. At some point, we both simply decided to stop, just standing there before the abyss, the obvious ending point of the game. We had already travelled to this point and given that the game is cumulative, much like Passage, there is no real going back, even if one would want to. So in order to prolong the experience and simply take it in, we both at some point, through subtle character body-language, decided to just stop. At that point ensued several minutes of dialogue:</p>

<blockquote>
  <p>&#8220;Piou piou?&#8221;</p>
  
  <p>&#8220;Piou piou.&#8221;</p>
  
  <p>&#8220;Piou piou piou?&#8221;</p>
  
  <p>&#8220;Piou.&#8221;</p>
</blockquote>

<p>While I generally try to avoid cinematographic analogies when speaking of gaming (I in fact loathe such uniformed discourse), at this point I&#8217;m so guilty of hyperbole that I might as well just suck it up and give in to the impulse: the moment was damn cinematographic, despite the obvious cheesy cliche-ness of it all. The experience just worked, and on an emotional level rare for me when playing a video game. It was an experience which I have only previously known through now canonic, well-worn aesthetic forms such as music, literature, painting, illustration, photography or cinema.</p>

<p>////</p>

<p>Popular rhetoric, even within the video game community, gives great weight to the notion of &#8220;choice&#8221; in interactive narrative, as if choose-your-own adventure texts had somehow given us a heretofore unexploited key to some future form, despite the fact that no one seems to be interested any longer in the format.</p>

<p>Maybe it is just because we haven’t tried enough angles. Perhaps. Count me in on trying all those other angles, and this is in fact precisely what we are trying to do at <a href="https://vimeo.com/headmediadesign">Media Design</a> and at the <a href="http://www.ecole-art-aix.fr/rubrique11.html">Atelier Hypermédia</a>. Some of the experiments students are trying out in this direction are profoundly exciting, in spite of all my doubts.</p>

<p>And I do not doubt that there is indeed something yet-to-be-discovered in branching narratives, but in my opinion we are &#8220;digging in the wrong place&#8221; if we think that choice (more of it, better choices, etc) is going to enrich our experience of interactive narrative. I do not doubt the intent of games like <a href="http://en.wikipedia.org/wiki/Mass_Effect">Mass Effect</a>, which prolong players choices all the way through three super-productions, taking the risk of alienating their players at the end of the game as they try to resolve an infinite series of narrative threads. I wouldn&#8217;t know anyway, I have’t even played the game, my students have. But given that the apparent solution to their dilemma is to pull out a Deus ex machina (cf. <a href="http://www.onthemedia.org/2012/mar/30/new-endings/">On the Media, New Endings</a>) à la &#8220;it was all just a dream&#8221;, I figure my long polished reticence on this subject (15-years and counting) is still well founded.</p>

<p>To further flog the comparison-with-cinema horse, Robert Altman never felt the need to wrap all his intersecting narratives into a tight little package.</p>

<p>////</p>

<iframe width="640" height="352" src="http://www.youtube.com/embed/R2Dxx3_iF14?rel=0" frameborder="0" allowfullscreen></iframe>

<p>In the novel and subsequent film &#8220;Sophie&#8217;s Choice&#8221;, there is indeed a scene involving a profound <a href="http://www.youtube.com/watch?v=R2Dxx3_iF14">choice</a> that a woman has to make in order to save her child. And while this choice is indeed harrowing enough to be recounted and still retain something of its power, it is ultimately in the pregnant pauses between the lines that the true force of this choice is felt in the narrative realm. In the film rendition, it is on the infinite white screen of Meryl Streep&#8217;s face that we project all the horrors of her unbearable choice. The context of the choice itself is merely the frame upon which this face hangs. This we have known ever since the days of Lillian Gish in &#8220;<a href="http://www.youtube.com/watch?v=_0IbHFUc6M4">The Wind</a>&#8221; or Renée Falconetti in &#8220;<a href="http://www.youtube.com/watch?v=nAqnUPqj3JY">La Passion de Jeanne d&#8217;Arc</a>&#8220;. More recent film-makers understand this perfectly as well, for example Quentin Tarantino in the &#8220;La Louisianne&#8221; scene of Inglorious Basterds: we know going into the scene what the stakes are, and most of all we understand the strategic details of the narrative plot (underground bar, offset alcove with an eavesdropping nazi, etc); it is ultimately the dialogue as they intersect the faces, the <strong>how</strong> and not the <strong>why</strong>, the <strong>adverb</strong> and not the <strong>verb</strong>, that unpacks layer by layer the tension of the 25-minute scene. The whole thing is harrowing and entirely bad-ass, two descriptors that gamers would love to use to describe their games, and yet the entire weight of the scene hangs in the balance of the length of an vocal inflection.</p>

<p><a href="http://bouchards.tumblr.com/post/1292622241/lillian-gish-the-wind-1928"><img src="http://www.abstractmachine.net/index/images/blog/gish_the_wind.gif" alt="Lillian Gish, The Wind" /></a></p>

<p>Lillian Gish, The Wind, 1928; via <a href="http://bouchards.tumblr.com/post/1292622241/lillian-gish-the-wind-1928">Bouchards</a></p>

<p>Unfortunately for gaming &#8212; at least for the time being &#8211;, there is no equivalent to the face of Lillian Gish, especially when it comes to 3D attempts at realism such as Call Of Duty. Everything must be constructed by hand or through code. Motion-capture isn&#8217;t there yet, just watch any recent hollywood film. As a result, games are currently relegated to wide or medium shots of battle scenes, or over-the-shoulder renderings such as in Gears of War.</p>

<p>While photography, too, was a originally an affair of landscape before moving in to portraiture, photography nevertheless has a natural relationship with the real, a relationship that algorithmic machines have not yet developed with the physical world and the bodies that inhabit them.</p>

<p>////</p>

<p>Given these limitations, I find it encouraging that a new generation of game designers are beginning to experiment with the form of gaming on a level  not only of narrative complexity, but also of narrative subtlety, perhaps even maturity. We obviously still find ourselves in a significant dichotomy between the games sitting on big-name physical/digital store shelves, and the more independent/auteur fare that often has to play the distribution game at the margins, via Flash-based websites, etc. But this has always been the case with previous media forms. Solutions are out there and the landscape is currently shifting anyway.</p>

<p>Most importantly, it would seem the new generation wants to attack the issue of a more diverse narrative language in gaming. And while death seems to be one of the easier targets, it has been a central trope of the medium since nearly its origins, so why not. In any case, it unambiguously shifts the focus of the game back into the aesthetic and emotional experience of play. By removing all the goals, and keys, and puzzles to unlock, we settle in to a type of narrative where wider themes can be explored.</p>

<p>Case in point, a recent exchange between <a href="http://en.wikipedia.org/wiki/Brooke_Gladstone">Brooke Gladstone</a> and <a href="http://ultimatewalrus.com/">Sebastian Janisz</a> on the excellent <a href="http://www.onthemedia.org">On The Media</a>:</p>

<blockquote>
  <p>— BG: Your game was about depression, and this was the game that for me most fulfilled the goal, if that was your goal, to summon-up what it feels like to be depressed. There is the metaphor of beating your head against the wall. The second you get through to a new place, the same arduous process of beating your head against the wall begins again, or beating your head against various objects with little, very minor, spatters of blood, lest you forget that this is painful. And the whole thing feels very lonely.</p>
  
  <p>— SJ: Thank you. That really sounds a lot like what I would have hoped someone might get out of the game.</p>
  
  <p>— BG: You picture your own death. Or did I just… Spoiler alert!</p>
</blockquote>

<p>&#8220;<a href="http://www.onthemedia.org/2012/mar/30/personal-video-games/">Personal Video Games</a>&#8220;, On The Media, March 30, 2012</p>

<iframe width="640" height="480" src="http://www.youtube.com/embed/WN4P3TSfqrg?rel=0" frameborder="0" allowfullscreen></iframe>

<p>////</p>

<p>For another reading of Journey, try Ian Bogost&#8217;s &#8220;<a href="http://www.theatlantic.com/technology/archive/2012/03/a-portrait-of-the-artist-as-a-game-studio/254494/">Portrait of the Artist as a Game Studio</a>&#8220;</p>
]]></content:encoded>
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		</item>
		<item>
		<title>ofxSprite</title>
		<link>http://head.hesge.ch/made/projet/2012/03/01/3781/</link>
		<comments>http://head.hesge.ch/made/projet/2012/03/01/3781/#comments</comments>
		<pubDate>Thu, 01 Mar 2012 16:42:00 +0000</pubDate>
		<dc:creator>Douglas Edric Stanley</dc:creator>
				<category><![CDATA[Design Algorithmique]]></category>
		<category><![CDATA[feed]]></category>
		<category><![CDATA[Unterplay]]></category>

		<guid isPermaLink="false">http://head.hesge.ch/made/projet/?p=3781</guid>
		<description><![CDATA[+ Demo: ofxSprite<br />
+ Platform: <a href="http://openframeworks.cc/">OpenFrameworks</a><br />
+ Code: <a href="http://www.abstractmachine.com/code/SpriteDemo.zip">SpriteDemo.zip</a><br />
+ Addons: <a href="https://github.com/companje/ofxSpriteManager">ofxSpriteManager</a> &#038; <a href="https://github.com/companje/ofxAssets">ofxAssets</a>

We are currently building a lot of game prototypes as part of our Ünterplay project at the <a href="http://head.hesge.ch/made/">Media Design</a> department of the <a href="http://head.hesge.ch/">HEAD —Genève</a>. A lot of these games require sprites of some sort. So here is a simple demo project showing how to integrate <a href="https://github.com/companje/ofxSpriteManager">ofxSprite</a> into a basic <a href="http://www.openframeworks.cc/download/">OpenFrameworks</a> project for <a href="http://www.openframeworks.cc/download/">iOS</a>. This same technique should also work fine on Mac OS X, Windows and Linux, as the only other dependency is <a href="https://github.com/companje/ofxAssets">ofxAssets</a>.]]></description>
				<content:encoded><![CDATA[<p>+ Demo: ofxSprite<br />
+ Platform: <a href="http://openframeworks.cc/">OpenFrameworks</a><br />
+ Code: <a href="http://www.abstractmachine.com/code/SpriteDemo.zip">SpriteDemo.zip</a><br />
+ Addons: <a href="https://github.com/companje/ofxSpriteManager">ofxSpriteManager</a> &#038; <a href="https://github.com/companje/ofxAssets">ofxAssets</a></p>
<p>We are currently building a lot of game prototypes as part of our Ünterplay project at the <a href="http://head.hesge.ch/made/">Media Design</a> department of the <a href="http://head.hesge.ch/">HEAD —Genève</a>. A lot of these games require sprites of some sort. So here is a simple demo project showing how to integrate <a href="https://github.com/companje/ofxSpriteManager">ofxSprite</a> into a basic <a href="http://www.openframeworks.cc/download/">OpenFrameworks</a> project for <a href="http://www.openframeworks.cc/download/">iOS</a>. This same technique should also work fine on Mac OS X, Windows and Linux, as the only other dependency is <a href="https://github.com/companje/ofxAssets">ofxAssets</a>.</p>
<p>1. Start with a copy of a basic EmptyExample from the OpenFrameworks examples folder</p>
<p>2. Download the <a href="https://github.com/companje/ofxSpriteManager">ofxSpriteManager</a> &#038; <a href="https://github.com/companje/ofxAssets">ofxAssets</a> addons and place them into your &laquo;&nbsp;addons&nbsp;&raquo; folder.</p>
<p>3. Drag the two new addons into your XCode project. Delete the references to the &laquo;&nbsp;README&nbsp;&raquo; files if you want to:</p>
<p><img src="http://head.hesge.ch/made/projet/files/2012/03/Sprite_Xcode_Addons_drag.png" alt="" title="Drag ofxSprite addon into XCode" width="450" height="285" class="alignnone size-medium wp-image-3783" /></p>
<p>4. If you encouter problems with the &laquo;&nbsp;ofxExtras.h&nbsp;&raquo; addon, you can safely de-activate it as in the following illustration:</p>
<p><img src="http://head.hesge.ch/made/projet/files/2012/03/Sprite_deactivate_ofxExtras.png" alt="" title="ofxSprite deactivate ofxExtras" width="450" height="185" class="alignnone size-medium wp-image-3784" /></p>
<p>5. Copy the &laquo;&nbsp;testApp.h&nbsp;&raquo; and &laquo;&nbsp;testApp.cpp&nbsp;&raquo; files from the <a href="http://www.abstractmachine.com/code/SpriteDemo.zip">SpriteDemo.zip</a> example provided here.</p>
<p>6. Make sure to copy the included &laquo;&nbsp;Personnage&nbsp;&raquo; folder with the eight PNG images of the sprite. You can obviously replace this image sequence with any sequence of your own, in which case you will need to change line no.24 of &laquo;&nbsp;testApp.cpp&nbsp;&raquo;, using your own file/folder name.</p>
<p><img src="http://head.hesge.ch/made/projet/files/2012/03/ofxSprite_sprites.png" alt="" title="ofxSprite Sprite demo data folder" width="450" height="240" class="alignnone size-medium wp-image-3786" /></p>
<p>7. Compile and run the example.</p>
]]></content:encoded>
			<wfw:commentRss>http://head.hesge.ch/made/projet/2012/03/01/3781/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Code Impressions</title>
		<link>http://www.abstractmachine.net/blog/code-impressions/</link>
		<comments>http://www.abstractmachine.net/blog/code-impressions/#comments</comments>
		<pubDate>Sun, 12 Feb 2012 17:16:10 +0000</pubDate>
		<dc:creator>Douglas Edric Stanley</dc:creator>
				<category><![CDATA[abstractmachine]]></category>
		<category><![CDATA[atelier hypermedia]]></category>
		<category><![CDATA[code]]></category>
		<category><![CDATA[paper]]></category>
		<category><![CDATA[student]]></category>
		<category><![CDATA[workshop]]></category>

		<guid isPermaLink="false">http://www.abstractmachine.net/blog/?p=1388</guid>
		<description><![CDATA[<ul>    
    <li>Workshop: <a href="http://www.ecole-art-aix.fr/livret/enseignement,3,158.html">Code Impressions</a></li>
    <li>Invited artists: <a href="http://www.v3ga.net/">Julien Gachadoat</a>, <a href="http://cargocollective.com/mwebster">Mark Webster</a> / <a href="http://freeartbureau.org/">Free Art Bureau</a></li>
    <li>Enseignants: Jacques Hémery, <a href="http://www.abstractmachine.net/">Douglas Edric Stanley</a>, Antoine Bollasina</li>
    <li>Location: <a href="http://www.ecole-art-aix.fr">École supérieure d'art d'Aix-en-Provence</a></li>
    <li>Time + Dates: 9:00 - 18:00 / 14-17 February 2012</li>
    <li>Introductory meeting: 16:00, 13 February 2012 / <a href="http://www.ecole-art-aix.fr/rubrique11.html">Atelier Hypermédia</a></li>
    <li>Info: <a href="http://www.ecole-art-aix.fr/livret/enseignement,3,158.html">Code Impressions</a></li>
    <li><a href="http://www.ecole-art-aix.fr/livret/enseignement,3,158.html">Bibliography</a></li>
</ul>

<img alt="Code impressions, Julien Gachadoat + Mark Webster" src="http://www.abstractmachine.net/index/images/blog/code_impressions.jpg" title="Code impressions" class="alignnone" width="750" height="425" />]]></description>
				<content:encoded><![CDATA[<ul>    
    <li>Workshop: <a href="http://www.ecole-art-aix.fr/livret/enseignement,3,158.html">Code Impressions</a></li>
    <li>Invited artists: <a href="http://www.v3ga.net/">Julien Gachadoat</a>, <a href="http://cargocollective.com/mwebster">Mark Webster</a> / <a href="http://freeartbureau.org/">Free Art Bureau</a></li>
    <li>Enseignants: Jacques Hémery, <a href="http://www.abstractmachine.net/">Douglas Edric Stanley</a>, Antoine Bollasina</li>
    <li>Location: <a href="http://www.ecole-art-aix.fr">École supérieure d&#8217;art d&#8217;Aix-en-Provence</a></li>
    <li>Time + Dates: 9:00 &#8211; 18:00 / 14-17 February 2012</li>
    <li>Introductory meeting: 16:00, 13 February 2012 / <a href="http://www.ecole-art-aix.fr/rubrique11.html">Atelier Hypermédia</a></li>
    <li>Info: <a href="http://www.ecole-art-aix.fr/livret/enseignement,3,158.html">Code Impressions</a></li>
    <li><a href="http://www.ecole-art-aix.fr/livret/enseignement,3,158.html">Bibliography</a></li>
</ul>

<p><img alt="Code impressions, Julien Gachadoat + Mark Webster" src="http://www.abstractmachine.net/index/images/blog/code_impressions.jpg" title="Code impressions" class="alignnone" width="750" height="425" /></p>

<p>Starting Tuesday, <a href="http://www.v3ga.net/">Julien Gachadoat</a> and <a href="http://cargocollective.com/mwebster">Mark Webster</a> will be in Aix-en-Provence working in the <a href="http://www.ecole-art-aix.fr/rubrique11.html">Atelier Hypermédia</a> and the Atelier Sérigraphie for a workshop entitled « Code impressions ». Basically, we will be continuing our explorations of code + print in its various forms, this time via Seriography, by inviting two artists who have already organized similar workshops throughout France (cf. <a href="http://freeartbureau.org/blog/2011/10/14/algorithmes-serigraphiques-2/">Algorithmes sérigraphiques</a>).</p>

<p>Here is the official description of the workshop (en français):</p>

<p>objectif</p>

<p>Concevoir des affiches et des T-Shirts à partir de formes générés via des algorithmes. Explorer l&#8217;aspect génératif du code et comment à partir d&#8217;instructions simples on peut arriver à des formes complexes. Confronter les outils de production manuels avec les outils de production procédurales.</p>

<p>contenu</p>

<p>Les atéliers Sérigraphie et Hypermédia invitent cette année Julien Gachadoat et Mark Webster du Free Art Bureau afin d&#8217;explorer la confrontation de ces deux matériaux. L’occasion sera donnée de découvrir l’art de la programmation interactive, d’en comprendre les mécanismes grâce au logiciel Processing, environnement de création graphique dédié aux artistes et designers. Des données sonores, visuelles, gestuelles ou issues d’internet seront récupérées, analysées et traitées pour produire des visuels uniques qui, une fois exportés et retravaillés, seront imprimés sur un support textile par le biais de la sérigraphie.</p>

<p>méthode d’enseignement</p>

<p>Les deux premières journées seront consacrées à la découverte de la programmation graphique avec Processing. Elles seront animées par Julien Gachadoat pour aboutir à la création de graphismes prêts a être imprimés.</p>

<p>méthode d’évaluation</p>

<p>Exposition des travaux.</p>
]]></content:encoded>
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		<item>
		<title>Art + Recherche</title>
		<link>http://www.abstractmachine.net/blog/art-recherche/</link>
		<comments>http://www.abstractmachine.net/blog/art-recherche/#comments</comments>
		<pubDate>Tue, 07 Feb 2012 21:05:42 +0000</pubDate>
		<dc:creator>Douglas Edric Stanley</dc:creator>
				<category><![CDATA[abstractmachine]]></category>
		<category><![CDATA[atelier hypermedia]]></category>
		<category><![CDATA[CityMedia]]></category>
		<category><![CDATA[live]]></category>
		<category><![CDATA[media design]]></category>
		<category><![CDATA[Mur Communiquant]]></category>
		<category><![CDATA[student]]></category>

		<guid isPermaLink="false">http://www.abstractmachine.net/blog/?p=1375</guid>
		<description><![CDATA[<ul>
    <li>Conference: <a href="http://www.culturecommunication.gouv.fr/Disciplines-et-secteurs/Arts-plastiques/Art-et-recherche">Art &#38; Recherche</a></li>
    <li>Location: <a href="http://www.paris-belleville.archi.fr/">École nationale supérieure d'architecture Paris-Belleville</a></li>
    <li>Forum des écoles supérieures d'art : 15:00 - 19:00 / 8.2.2012</li>
    <li>Colloque internationale art et recherche : 9:00 - 19:00 / 9+10.2.2012</li>
    <li>English language link: <a href="http://www.culturecommunication.gouv.fr/Disciplines-et-secteurs/Arts-plastiques/Art-et-recherche/Art-and-Research">Art &#38; Research</a></li>
    <li>Organisers: <a href="http://www.ensapc.fr/recherche/la-recherche-en-art-colloque-international">ENSPAC</a> + <a href="http://www.culturecommunication.gouv.fr/Disciplines-et-secteurs/Arts-plastiques/Art-et-recherche">Ministère de la Culture et de la Communication</a></li>
    <li>Program: <a href="http://www.culturecommunication.gouv.fr/content/download/23152/195667/file/Programme%20Art%20et%20recherche.pdf">Art &#38; Recherche</a> (français), <a href="http://www.culturecommunication.gouv.fr/content/download/23228/196203/file/EN_PROGRAMME_Art_Research.pdf">Art Research</a>, <a href="http://www.culturecommunication.gouv.fr/content/download/23229/196207/file/EN_GENERAL%20OUTLINE_Symposium_Art_Research.pdf">Symposium Art Research</a>, <a href="http://www.culturecommunication.gouv.fr/content/download/23227/196199/file/EN_Art&#38;Research_programme_manifesto.pdf">Research Program Manifesto</a> (english)</li>
</ul>

Tomorrow I'll be speaking at 15:00 in a short presentation at the Symposium on Art &#38; Research, organized by the Ministry of Culture. My presentation, on the <a href="http://www.abstractmachine.net/blog/citymedia-at-mapping/">CityMedia</a> 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]]></description>
				<content:encoded><![CDATA[<ul>
    <li>Conference: <a href="http://www.culturecommunication.gouv.fr/Disciplines-et-secteurs/Arts-plastiques/Art-et-recherche">Art &amp; Recherche</a></li>
    <li>Location: <a href="http://www.paris-belleville.archi.fr/">École nationale supérieure d&#8217;architecture Paris-Belleville</a></li>
    <li>Forum des écoles supérieures d&#8217;art : 15:00 &#8211; 19:00 / 8.2.2012</li>
    <li>Colloque internationale art et recherche : 9:00 &#8211; 19:00 / 9+10.2.2012</li>
    <li>English language link: <a href="http://www.culturecommunication.gouv.fr/Disciplines-et-secteurs/Arts-plastiques/Art-et-recherche/Art-and-Research">Art &amp; Research</a></li>
    <li>Organisers: <a href="http://www.ensapc.fr/recherche/la-recherche-en-art-colloque-international">ENSPAC</a> + <a href="http://www.culturecommunication.gouv.fr/Disciplines-et-secteurs/Arts-plastiques/Art-et-recherche">Ministère de la Culture et de la Communication</a></li>
    <li>Program: <a href="http://www.culturecommunication.gouv.fr/content/download/23152/195667/file/Programme%20Art%20et%20recherche.pdf">Art &amp; Recherche</a> (français), <a href="http://www.culturecommunication.gouv.fr/content/download/23228/196203/file/EN_PROGRAMME_Art_Research.pdf">Art Research</a>, <a href="http://www.culturecommunication.gouv.fr/content/download/23229/196207/file/EN_GENERAL%20OUTLINE_Symposium_Art_Research.pdf">Symposium Art Research</a>, <a href="http://www.culturecommunication.gouv.fr/content/download/23227/196199/file/EN_Art&amp;Research_programme_manifesto.pdf">Research Program Manifesto</a> (english)</li>
</ul>

<p>Tomorrow I&#8217;ll be speaking at 15:00 in a short presentation at the Symposium on Art &amp; Research, organized by the Ministry of Culture. My presentation, on the <a href="http://www.abstractmachine.net/blog/citymedia-at-mapping/">CityMedia</a> 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&#8217;s presentations:
<div>
<ul>
    <li><strong>1/ Image, Son, Technologie</strong></li>
    <li></li>
    <li><strong>Images (~40 min)</strong></li>
    <li></li>
    <li>E Grande Image, Le Mans, CS</li>
    <li>E City Média, Aix en Provence</li>
    <li>RI Faux raccords, Angers</li>
    <li>RI Enactive TV, EESI</li>
    <li>RI Sciences et arts des interactions Lumière-Matière-Couleur, ENSAD</li>
    <li>RI Obs/IN, Arles</li>
    <li></li>
    <li><strong>Formes de l&#8217;interactivité (~40 min)</strong></li>
    <li></li>
    <li>E Écrans mobiles et récit interactif, Ensad/EnsadLab</li>
    <li>E DRII, ENSAD, Paris</li>
    <li>E Sliders-lab, Architecture et mémoire, accord cadre CNRS-MCC,(Angoulême-Poitiers)</li>
    <li>RI Interactions tactiles TIOP, Amiens</li>
    <li>RI « It’s interactive : so what ? », école média art de Chalon-sur-Saône (e|m|a|fructidor)</li>
    <li></li>
    <li><strong>Musique, son, instrumentalité (~25 min)</strong></li>
    <li></li>
    <li>E Locus-Sonus, accord cadreMCC/CNRS, ESA Aix en Provence, ENSABourges</li>
    <li>E Résonances, du sensible au sens, Le Mans, CS</li>
    <li>RI ARS, son architecture, urbanisme, Esal, Metz</li>
    <li></li>
    <li>[PAUSE]</li>
    <li></li>
    <li><strong>Nouveaux outils, nouvelles pratiques (~40 min)</strong></li>
    <li></li>
    <li>E Des oeuvres-outils/Webring, Toulouse</li>
    <li>E Créativité instrumentale, EESI</li>
    <li>RI Espace numérique – Extension de la réalité, ENSAD</li>
    <li>RI Opti Lab, Aix en Provence</li>
    <li>RI RANDOM (lab) Recherches 0uvertes en Art, Design et Nouveaux Médias, Saint-Etienne</li>
    <li>RI IDEA (If Design Else Art), Le Havre</li>
    <li></li>
    <li><strong>Culture « numérique », histoire (~35 min)</strong></li>
    <li></li>
    <li>E DatAData, groupe de recherche sur les médias poétiques, Lyon</li>
    <li>RI Formes et processus des pratiques artistiques du XXIème siècle au sein des cultures numériques, ESBAMA, Montpellier</li>
    <li>RI Digital Art conservation, Strasbourg</li>
    <li>RI Émergences de la synthèse d&#8217;images en France dans les années 1980-1990</li>
    <li>RI Tokyopad, Avignon</li>
    <li>RI Imaginaires, Technologies, société. Design et quête de sens, ESAD Reims</li>
</ul>
Légende : E = présentation de 8 à 10 min. RI = présentation de 4 à 5 min.</div></p>

<p></p>
]]></content:encoded>
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		</item>
		<item>
		<title>Design Open House</title>
		<link>http://www.abstractmachine.net/blog/design-open-house/</link>
		<comments>http://www.abstractmachine.net/blog/design-open-house/#comments</comments>
		<pubDate>Tue, 17 Jan 2012 00:43:53 +0000</pubDate>
		<dc:creator>Douglas Edric Stanley</dc:creator>
				<category><![CDATA[code]]></category>
		<category><![CDATA[Design Algorithmique]]></category>
		<category><![CDATA[geekrun]]></category>
		<category><![CDATA[media design]]></category>
		<category><![CDATA[Scolu]]></category>
		<category><![CDATA[Still life]]></category>
		<category><![CDATA[student]]></category>
		<category><![CDATA[Unterplay]]></category>

		<guid isPermaLink="false">http://www.abstractmachine.net/blog/?p=1327</guid>
		<description><![CDATA[<a href="http://head.hesge.ch/made/media-design/2011/10/18/v2_lab-ismar/"><img title="Geek Run, Maria Beltran, Emilie Tappolet, Raphaël Muñoz" src="http://head.hesge.ch/made/media-design/files/2011/10/Geek-Run-in-Ismar_HEAD©R.Mueller-11-400x266.jpg" alt="" width="362" height="241" /></a> <a href="http://head.hesge.ch/made/media-design/2011/10/18/v2_lab-ismar/"></a> <a href="http://head.hesge.ch/made/media-design/2011/10/18/v2_lab-ismar/"><img title="Geek Run, Maria Beltran, Emilie Tappolet, Raphaël Muñoz" src="http://head.hesge.ch/made/media-design/files/2011/10/Geek-Run-in-Ismar_HEAD©R.Mueller-12-400x275.jpg" alt="" width="353" height="241" /></a>]]></description>
				<content:encoded><![CDATA[<ul>
    <li>Open House / Journée portes ouvertes: <a href="http://head.hesge.ch">HEAD —Genève</a></li>
    <li>Master Design : <a href="http://g.co/maps/syvdt">Bâtiment de la Prairie, rue de Lyon 22</a></li>
    <li>Date+Time : 18.01.2012  /  13h30–19h00</li>
    <li>Brochure : <a href="http://head.hesge.ch/IMG/pdf/HEAD_Portes_ouvertes_2012.pdf">HEAD Portes Ouvertes</a></li>
    <li>Photos by <a href="https://www.facebook.com/people/Raphaëlle-Mueller/532308463">Raphaëlle Müller</a> and <a href="http://www.localf11.ch/sandra-pointet/">Sandra Pointet</a>, HEAD —Genève</li>
</ul>

<p>This Wednesday, the Geneva University of Art and Design (Haute École d&#8217;Art et de Design —Genève) will be hosting an open house starting around 2pm. The two departments of the <a href="http://head.hesge.ch/made">Master Design</a> (Media Design &amp; Space and Communication) will be showing some of our latest work. If you&#8217;re curious, come by and say hello.</p>

<p>Here are some highlights of the type of work we do over in the <a href="http://head.hesge.ch/made/media-design">Media Design</a> side of the program.</p>

<p><a href="http://head.hesge.ch/made/media-design/2011/10/18/v2_lab-ismar/">Geek Run</a>, Maria Beltran, Emilie Tappolet, Raphaël Muñoz</p>

<p><a href="http://head.hesge.ch/made/media-design/2011/10/18/v2_lab-ismar/"><img title="Geek Run, Maria Beltran, Emilie Tappolet, Raphaël Muñoz" src="http://head.hesge.ch/made/media-design/files/2011/10/Geek-Run-in-Ismar_HEAD©R.Mueller-11-400x266.jpg" alt="" width="362" height="241" /></a> <a href="http://head.hesge.ch/made/media-design/2011/10/18/v2_lab-ismar/"></a> <a href="http://head.hesge.ch/made/media-design/2011/10/18/v2_lab-ismar/"><img title="Geek Run, Maria Beltran, Emilie Tappolet, Raphaël Muñoz" src="http://head.hesge.ch/made/media-design/files/2011/10/Geek-Run-in-Ismar_HEAD©R.Mueller-12-400x275.jpg" alt="" width="353" height="241" /></a></p>

<p><iframe src="http://player.vimeo.com/video/34222893?byline=0&amp;portrait=0" width="720" height="405" frameborder="0" webkitAllowFullScreen mozallowfullscreen allowFullScreen></iframe></p>

<p><iframe src="http://player.vimeo.com/video/33411800?byline=0&amp;portrait=0" width="720" height="405" frameborder="0" webkitAllowFullScreen mozallowfullscreen allowFullScreen></iframe></p>

<p><a href="http://head.hesge.ch/made/diplomes2011/2011/07/12/matthieu-cherubini-rep-licants-org/">Rep.licants.org</a>, <a href="http://www.mchrbn.net/">Matthieu Cherubini</a></p>

<p><a href="http://head.hesge.ch/made/diplomes2011/2011/07/12/matthieu-cherubini-rep-licants-org/"><img alt="" src="http://head.hesge.ch/made/diplomes2011/files/2011/07/visualisation1.png" title="Rep.licants.org, Matthieu Cherubini" class="alignnone" width="720" height="540" /></a></p>

<p><a href="http://head.hesge.ch/made/diplomes2011/2011/07/11/max-mollon-dogbone/">Dog &amp; Bone</a>, Max Mollon</p>

<p><a href="http://head.hesge.ch/made/diplomes2011/2011/07/11/max-mollon-dogbone/"><img src="http://head.hesge.ch/made/diplomes2011/files/2011/07/dogbone-image3-sans.jpg" title="Dog &#038; Bone, Max Mollon" class="alignnone" width="300" height="225" /></a> <a href="http://head.hesge.ch/made/diplomes2011/2011/07/11/max-mollon-dogbone/"><img alt="" src="http://head.hesge.ch/made/diplomes2011/files/2011/07/dogbone-image1-sans-1024x545.jpg" title="Dog &#038; Bon, Max Mollon" class="alignnone" width="420" height="225" /></a></p>

<iframe src="http://player.vimeo.com/video/26482248?title=0&amp;byline=0&amp;portrait=0" width="722" height="406" frameborder="0" webkitAllowFullScreen mozallowfullscreen allowFullScreen></iframe>

<p><a href="http://head.hesge.ch/made/media-design/2011/03/09/reactive-walls-workshop-de-camille-scherrer-sigma6/">Reactive Walls</a>, Workshop by <a href="http://www.google.com/url?sa=t&#038;rct=j&#038;q=camille%20scherrer&#038;source=web&#038;cd=1&#038;ved=0CCcQFjAA&#038;url=http%3A%2F%2Fwww.chipchip.ch%2F&#038;ei=Lr4UT4PBLoPS4QS1ptGMBA&#038;usg=AFQjCNG1_tMqvqOzSVgj1A6epYDBzW0aSQ&#038;sig2=EpEUErleV0Y3c2xvsGPLcw">Camille Scherrer</a> &amp; <a href="http://www.sigma6.ch/">Sigma6</a></p>

<iframe src="http://player.vimeo.com/video/23222835?byline=0&amp;portrait=0" width="722" height="397" frameborder="0" webkitAllowFullScreen mozallowfullscreen allowFullScreen></iframe>

<p><a href="http://head.hesge.ch/made/media-design/2011/03/09/reactive-walls-workshop-de-camille-scherrer-sigma6/"><img alt="" src="http://head.hesge.ch/made/media-design/files/2011/03/MG_5109-400x266.jpg" title="Plafond réactif de Linda Voyame, Julie Petter, Roxane Schneider, Sophie Le Meillour" class="alignnone" width="360" height="240" /></a> <a href="http://head.hesge.ch/made/media-design/2011/03/09/reactive-walls-workshop-de-camille-scherrer-sigma6/"><img alt="" src="http://head.hesge.ch/made/media-design/files/2011/03/MG_5395-400x266.jpg" title="Plafond réactif &quot;Chapelle Sixtine 2.0&quot; de Johann Rosti, Filipe Mathez, Julien Mouron, Manon Carnino, Marie Ivol" class="alignnone" width="360" height="240" /></a></p>

<p>Édition expérimentale <a href="http://head.hesge.ch/made/media-design/2011/03/17/1126/">Digital + Paper</a>: Workshop by <a href="http://www.a-g-i.org/2012/members/lenz.html">Anette Lenz</a> &amp; <a href="http://www.my-os.net/blog/">Étienne Mineur</a></p>

<p><img alt="" src="http://head.hesge.ch/made/media-design/files/2011/03/MG_0492.jpg" title="Les Principes du Novlangue, Sandra Carrera &#038; Stéphanie Pilet" class="alignnone" width="722" height="480" /></p>

<p><img alt="" src="http://head.hesge.ch/made/media-design/files/2011/03/MG_0456-400x266.jpg" title="Doublepensée, Aurelien Farina &#038; Kyoung-Mi Kim" class="alignnone" width="360" height="240" /> <img alt="" src="http://head.hesge.ch/made/media-design/files/2011/03/MG_0386-400x266.jpg" title="Le Finiêtre, Dorothée Arnaud &#038; Cassandre Poirier-Simon" class="alignnone" width="360" height="240" /></p>

<p><a href="http://head.hesge.ch/made/media-design/2011/05/27/city-media-project-at-mapping-festival/">BodyDouble</a> Workshop by Douglas Edric Stanley, HEAD —Genève, <a href="http://mappingfestival.ch/">Mapping Festival</a> + <a href="http://liftconference.com/lift11/experience">Lift Experience</a></p>

<iframe src="http://player.vimeo.com/video/32799337?title=0&amp;byline=0&amp;portrait=0" width="722" height="406" frameborder="0" webkitAllowFullScreen mozallowfullscreen allowFullScreen></iframe>

<p><a href="http://www.flickr.com/photos/headmediadesign/5765132004/" title="MEDIA DESIGN in CITY MEDIA @ Mapping Festival 2011 by HeadMediaDesign, on Flickr"><img src="http://farm4.staticflickr.com/3464/5765132004_6b4c7c9ce6.jpg" width="330" height="220" alt="MEDIA DESIGN in CITY MEDIA @ Mapping Festival 2011"/></a> <a href="http://www.flickr.com/photos/headmediadesign/5764834115/" title="MEDIA DESIGN in CITY MEDIA @ Mapping Festival 2011 by HeadMediaDesign, on Flickr"><img src="http://farm6.staticflickr.com/5108/5764834115_36104cfab8.jpg" width="392" height="220" alt="MEDIA DESIGN in CITY MEDIA @ Mapping Festival 2011"/></a></p>

<p><a href="http://head.hesge.ch/made/media-design/2011/03/03/ecran-image-objet/">Écran-Image-Objet</a>, Workshop <a href="http://fdm.ensad.fr/?page_id=887">Mobilizing</a> by Jean-Louis Boissier, <a href="http://dominiquecunin.acronie.org/">Dominique Cunin</a></p>

<p><iframe src="http://player.vimeo.com/video/23634306?byline=0&amp;portrait=0" width="720" height="405" frameborder="0" webkitAllowFullScreen mozallowfullscreen allowFullScreen></iframe></p>

<p><iframe src="http://player.vimeo.com/video/22709318?byline=0&amp;portrait=0" width="720" height="405" frameborder="0" webkitAllowFullScreen mozallowfullscreen allowFullScreen></iframe></p>

<p><iframe src="http://player.vimeo.com/video/23323814?byline=0&amp;portrait=0" width="720" height="405" frameborder="0" webkitAllowFullScreen mozallowfullscreen allowFullScreen></iframe></p>

<p><a href="http://head.hesge.ch/made/projet/category/full-moon/">Still Life</a>, Clovis Duran, Nicholas Rivet</p>

<p><img title="Still Life, Clovis Duran, Nicholas Rivet" src="http://head.hesge.ch/IMG/jpg/ClovisDuran_NicolasRivet_StillLife-2.jpg" alt="" width="720" height="462" /></p>

<iframe src="http://player.vimeo.com/video/14922008?byline=0&amp;portrait=0" width="720" height="405" frameborder="0" webkitAllowFullScreen mozallowfullscreen allowFullScreen></iframe>

<p><a href="http://www.scolu.com/">Scolu</a>, Leïla Jacquet</p>

<p><img alt="" src="http://www.abstractmachine.net/index/images/blog/scolu.png" title="Scolu, Leïla Jacquet" class="alignnone" width="720" height="480" /></p>

<p><iframe src="http://player.vimeo.com/video/15555782?byline=0&amp;portrait=0" width="720" height="407" frameborder="0" webkitAllowFullScreen mozallowfullscreen allowFullScreen></iframe></p>

<p>Ünterplay Workshop, <a href="http://www.collectif-fact.ch/bio.html">Annelore Schneider</a> &amp; <a href="http://www.abstractmachine.net/biography">Douglas Edric Stanley</a></p>

<p><iframe src="http://player.vimeo.com/video/33127911?title=0&amp;byline=0&amp;portrait=0" width="720" height="405" frameborder="0" webkitAllowFullScreen mozallowfullscreen allowFullScreen></iframe></p>
]]></content:encoded>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>twothousandtwelve</title>
		<link>http://www.abstractmachine.net/blog/twothousandtwelve/</link>
		<comments>http://www.abstractmachine.net/blog/twothousandtwelve/#comments</comments>
		<pubDate>Sun, 01 Jan 2012 22:15:41 +0000</pubDate>
		<dc:creator>Douglas Edric Stanley</dc:creator>
				<category><![CDATA[abstractmachine]]></category>
		<category><![CDATA[code]]></category>
		<category><![CDATA[machine]]></category>

		<guid isPermaLink="false">http://www.abstractmachine.net/blog/?p=1323</guid>
		<description><![CDATA[<ul>
<li>Machine: <a href="http://www.abstractmachine.net/twothousandtwelve">twothousandtwelve</a></li>
<li>Concept+Development: <a href="http://www.abstractmachine.net/biography">Douglas Edric Stanley</a></li>
<li><a href="http://www.abstractmachine.net/twothousandtwelve">Play!</a></li>
</ul>]]></description>
				<content:encoded><![CDATA[<ul>
<li>Machine: <a href="http://www.abstractmachine.net/twothousandtwelve">twothousandtwelve</a></li>
<li>Concept+Development: <a href="http://www.abstractmachine.net/biography">Douglas Edric Stanley</a></li>
<li><a href="http://www.abstractmachine.net/twothousandtwelve">Play!</a></li>
</ul>
]]></content:encoded>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Graphisme génératif</title>
		<link>http://head.hesge.ch/made/projet/2011/12/22/graphisme-generatif/</link>
		<comments>http://head.hesge.ch/made/projet/2011/12/22/graphisme-generatif/#comments</comments>
		<pubDate>Thu, 22 Dec 2011 21:50:23 +0000</pubDate>
		<dc:creator>Douglas Edric Stanley</dc:creator>
				<category><![CDATA[Design Algorithmique]]></category>
		<category><![CDATA[feed]]></category>
		<category><![CDATA[workshop]]></category>

		<guid isPermaLink="false">http://head.hesge.ch/made/projet/?p=3744</guid>
		<description><![CDATA[<ul>
<li>Workshop: Graphisme génératif</li>
<li>Instructor: <a href="http://www.abstractmachine.net/biography">Douglas Edric Stanley</a></li>
<li>Location: <a href="http://head.hesge.ch/">—HEAD</a>, Genève</li>
<li>Date: 31/10/2011-4/11/2011</li>
<li>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</li>
<li>Documentation: <a href="https://www.facebook.com/search/results.php?q=Rapha%C3%ABlle+Mueller&#38;init=public">Raphaëlle Müller</a> —HEAD</li>
</ul>

<a href="http://www.flickr.com/photos/headmediadesign/6352615329/" title="Wsp Graphisme Generatif_HEAD©R.Mueller-3593 by HeadMediaDesign, on Flickr"><img src="http://farm7.staticflickr.com/6040/6352615329_cd7da39a03.jpg" width="240" height="360" alt="Wsp Graphisme Generatif_HEAD©R.Mueller-3593"/></a> <a href="http://www.flickr.com/photos/headmediadesign/6352612251/" title="Wsp Graphisme Generatif_HEAD©R.Mueller-3594 by HeadMediaDesign, on Flickr"><img src="http://farm7.staticflickr.com/6106/6352612251_57cfe9b37c.jpg" width="450" height="360" alt="Wsp Graphisme Generatif_HEAD©R.Mueller-3594"/></a>

<a href="http://www.flickr.com/photos/50632164@N08/6350499873/in/photostream">Whole generation</a> by Pierre-Alain Schilling and Jakub Svehla]]></description>
				<content:encoded><![CDATA[<ul>
<li>Workshop: Graphisme génératif</li>
<li>Instructor: <a href="http://www.abstractmachine.net/biography">Douglas Edric Stanley</a></li>
<li>Location: <a href="http://head.hesge.ch/">—HEAD</a>, Genève</li>
<li>Date: 31/10/2011-4/11/2011</li>
<li>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</li>
<li>Documentation: <a href="https://www.facebook.com/search/results.php?q=Rapha%C3%ABlle+Mueller&amp;init=public">Raphaëlle Müller</a> —HEAD</li>
</ul>
<p>A few weeks back I taught a workshop on generative graphics as part of a cross-disciplinary « semaine de tous les possibles » (week of possibilities) at the <a href="http://head.hesge.ch/">Geneva University of Art and Design</a>. The workshop combined students from the <a href="http://head.hesge.ch/made/media-design/">Master Media Design</a> and undergraduate students from <a href="http://head.hesge.ch/-COMMUNICATION-VISUELLE">Visual Communication</a>. We worked mostly in the realm of print, introducing code into traditional book design and/or poster design. For example, the books were generated directly in <a href="http://www.processing.org/">Processing</a> using the <a href="http://processing.org/reference/libraries/pdf/index.html">PDF Export library</a> to generate multi-page booklets.</p>
<p><a href="http://www.flickr.com/photos/50632164@N08/6352615329/in/photostream">Les 100 mots les plus utilisés dans le petit livre rouge de Mao</a> by Yann Anspach, Roger Guindon and Laetitia Sejmowski</p>
<p><a href="http://www.flickr.com/photos/headmediadesign/6352615329/" title="Wsp Graphisme Generatif_HEAD©R.Mueller-3593 by HeadMediaDesign, on Flickr"><img src="http://farm7.staticflickr.com/6040/6352615329_cd7da39a03.jpg" width="240" height="360" alt="Wsp Graphisme Generatif_HEAD©R.Mueller-3593"></a> <a href="http://www.flickr.com/photos/headmediadesign/6352612251/" title="Wsp Graphisme Generatif_HEAD©R.Mueller-3594 by HeadMediaDesign, on Flickr"><img src="http://farm7.staticflickr.com/6106/6352612251_57cfe9b37c.jpg" width="450" height="360" alt="Wsp Graphisme Generatif_HEAD©R.Mueller-3594"></a></p>
<p><a href="http://www.flickr.com/photos/50632164@N08/6350499873/in/photostream">Whole generation</a> by Pierre-Alain Schilling and Jakub Svehla</p>
<p><a href="http://www.flickr.com/photos/headmediadesign/6350499269/" title="Wsp Graphisme Generatif_©HEAD-0022 by HeadMediaDesign, on Flickr"><img src="http://farm7.staticflickr.com/6050/6350499269_58decbc2f0.jpg" width="280" height="280" alt="Wsp Graphisme Generatif_©HEAD-0022"></a> <a href="http://www.flickr.com/photos/headmediadesign/6350499873/" title="Wsp Graphisme Generatif_©HEAD-0030-2 by HeadMediaDesign, on Flickr"><img src="http://farm7.staticflickr.com/6112/6350499873_2312ca8c34.jpg" width="420" height="280" alt="Wsp Graphisme Generatif_©HEAD-0030-2"></a></p>
<p><a href="http://interne.tumblr.com/post/13459672145/workshop-graphisme-generatif-avec-douglas-edric">Roue du Dharma</a> by Kim Andenmatten, Amandine Baud and Annja Müller</p>
<p><a href="http://www.flickr.com/photos/headmediadesign/6351242774/" title="affiche flower by HeadMediaDesign, on Flickr"><img src="http://farm7.staticflickr.com/6044/6351242774_69296de2b2.jpg" width="240" height="300" alt="affiche flower"></a> <a href="http://www.flickr.com/photos/headmediadesign/6350371635/" title="Wsp Graphisme Generatif_HEAD©R.Mueller-3555 by HeadMediaDesign, on Flickr"><img src="http://farm7.staticflickr.com/6215/6350371635_a06847ed2d.jpg" width="447" height="300" alt="Wsp Graphisme Generatif_HEAD©R.Mueller-3555"></a></p>
<p><a href="http://www.flickr.com/photos/50632164@N08/6350495149/in/photostream">Alice</a> by Emily Bonnet, Angela Cardona, Marta Revuelta and Marie Rossi</p>
<p><a href="http://www.flickr.com/photos/headmediadesign/6352616875/" title="Wsp Graphisme Generatif_HEAD©R.Mueller-3599 by HeadMediaDesign, on Flickr"><img src="http://farm7.staticflickr.com/6226/6352616875_7c2d59fa3f.jpg" width="214" height="320" alt="Wsp Graphisme Generatif_HEAD©R.Mueller-3599"></a> <a href="http://www.flickr.com/photos/headmediadesign/6352616427/" title="Wsp Graphisme Generatif_HEAD©R.Mueller-3602 by HeadMediaDesign, on Flickr"><img src="http://farm7.staticflickr.com/6228/6352616427_6b6e637b06.jpg" width="480" height="320" alt="Wsp Graphisme Generatif_HEAD©R.Mueller-3602"></a></p>
<p><a href="http://www.flickr.com/photos/50632164@N08/6351118246/in/photostream">Sisyphe</a> by Lucas Bertinotti, Gention Cenko and Jimmy Roura</p>
<p><a href="http://www.flickr.com/photos/headmediadesign/6350375623/" title="Wsp Graphisme Generatif_HEAD©R.Mueller-3514 by HeadMediaDesign, on Flickr"><img src="http://farm7.staticflickr.com/6219/6350375623_560e1104c2.jpg" width="500" height="333" alt="Wsp Graphisme Generatif_HEAD©R.Mueller-3514"></a> </p>
<p><a href="http://www.flickr.com/photos/50632164@N08/6350501405/in/photostream">Le livre rouge de Jung</a> by Laura Couto Rosado, Patrick Donaldson and Camille Rattoni</p>
<p><a href="http://www.flickr.com/photos/headmediadesign/6350501405/" title="vue iPad by HeadMediaDesign, on Flickr"><img src="http://farm7.staticflickr.com/6058/6350501405_963f878263.jpg" width="336" height="240" alt="vue iPad"></a> <a href="http://www.flickr.com/photos/headmediadesign/6351116946/" title="Wsp Graphisme Generatif_HEAD©R.Mueller-3536 by HeadMediaDesign, on Flickr"><img src="http://farm7.staticflickr.com/6019/6351116946_6454ae32d6.jpg" width="361" height="240" alt="Wsp Graphisme Generatif_HEAD©R.Mueller-3536"></a></p>
<p><a href="http://www.flickr.com/photos/50632164@N08/6352613661/in/photostream">Kaleidoscope</a> by Nadezda Suvorova</p>
<p><a href="http://www.flickr.com/photos/headmediadesign/6352614719/" title="Wsp Graphisme Generatif_HEAD©R.Mueller-3585 by HeadMediaDesign, on Flickr"><img src="http://farm7.staticflickr.com/6101/6352614719_077105deed.jpg" width="220" height="330" alt="Wsp Graphisme Generatif_HEAD©R.Mueller-3585"></a> <a href="http://www.flickr.com/photos/headmediadesign/6352613661/" title="Wsp Graphisme Generatif_HEAD©R.Mueller-3587 by HeadMediaDesign, on Flickr"><img src="http://farm7.staticflickr.com/6215/6352613661_5280263073.jpg" width="495" height="330" alt="Wsp Graphisme Generatif_HEAD©R.Mueller-3587"></a></p>
<p><a href="http://www.flickr.com/photos/50632164@N08/6351239784/in/photostream">stop&#095;pattern&#095;ornamentation</a> by Julia-Garcia Skrenbneva</p>
<p><a href="http://www.flickr.com/photos/headmediadesign/6352615843/" title="Wsp Graphisme Generatif_HEAD©R.Mueller-3590 by HeadMediaDesign, on Flickr"><img src="http://farm7.staticflickr.com/6228/6352615843_8d21667c1e.jpg" width="220" height="330" alt="Wsp Graphisme Generatif_HEAD©R.Mueller-3590"></a> <a href="http://www.flickr.com/photos/headmediadesign/6351239784/" title="Affiche Julia Garcia-Skrenbneva by HeadMediaDesign, on Flickr"><img src="http://farm7.staticflickr.com/6219/6351239784_9b775345c1.jpg" width="233" height="330" alt="Affiche Julia Garcia-Skrenbneva"></a></p>
<p><a href="http://www.flickr.com/photos/50632164@N08/6351114064/in/photostream">Mapping</a> by <a href="http://camillededieu.com/">Camille Dedieu</a></p>
<p><a href="http://www.flickr.com/photos/headmediadesign/6351114064/" title="Wsp Graphisme Generatif_HEAD©R.Mueller-3567 by HeadMediaDesign, on Flickr"><img src="http://farm7.staticflickr.com/6228/6351114064_ee0ab7b742.jpg" width="240" height="360" alt="Wsp Graphisme Generatif_HEAD©R.Mueller-3567"></a> <a href="http://www.flickr.com/photos/headmediadesign/6351114858/" title="Wsp Graphisme Generatif_HEAD©R.Mueller-3564 by HeadMediaDesign, on Flickr"><img src="http://farm7.staticflickr.com/6221/6351114858_170e79e58d.jpg" width="450" height="360" alt="Wsp Graphisme Generatif_HEAD©R.Mueller-3564"></a></p>
]]></content:encoded>
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		</item>
		<item>
		<title>TimeHue</title>
		<link>http://www.abstractmachine.net/blog/timehue/</link>
		<comments>http://www.abstractmachine.net/blog/timehue/#comments</comments>
		<pubDate>Tue, 20 Dec 2011 06:00:41 +0000</pubDate>
		<dc:creator>Douglas Edric Stanley</dc:creator>
				<category><![CDATA[abstractmachine]]></category>
		<category><![CDATA[AppStore]]></category>
		<category><![CDATA[code]]></category>
		<category><![CDATA[design]]></category>
		<category><![CDATA[Marketplace]]></category>
		<category><![CDATA[software]]></category>

		<guid isPermaLink="false">http://www.abstractmachine.net/blog/?p=1266</guid>
		<description><![CDATA[<ul>
    <li class="link">Software: <a href="http://abstractmachine.net/timehue/">TimeHue</a></li>
    <li class="authors">Design + development: <a href="http://www.abstractmachine.net/biography">Douglas Edric Stanley</a></li>
    <li class="platforms">Platforms: iOS (3.0+), Android, HTML5</li>
    <li>Development Platform: <a href="http://www.openframeworks.cc">OpenFrameworks</a>, <a href="http://processingjs.org/">Processing.js</a></li>
    <li class="download">Available on the AppStore: <a href="http://itunes.apple.com/us/app/timehue/id488527821?ls=1&#38;mt=8">TimeHue</a></li>
    <li>Video: <a class="video" href="http://vimeo.com/33940736">TimeHue</a> (vimeo)</li>
</ul>

<img alt="TimeHue" src="http://www.abstractmachine.net/timehue/timehue_photo_960.jpg" title="TimeHue" class="alignnone" width="740" height="494" />

<p class="en">TimeHue is a clock that represents time as a series of hue values ranging from 0° to 360° within in the HSL color space.]]></description>
				<content:encoded><![CDATA[<ul>
    <li class="link">Software: <a href="http://abstractmachine.net/timehue/">TimeHue</a></li>
    <li class="authors">Design + development: <a href="http://www.abstractmachine.net/biography">Douglas Edric Stanley</a></li>
    <li class="platforms">Platforms: iOS (3.0+), Android, HTML5</li>
    <li>Development Platform: <a href="http://www.openframeworks.cc">OpenFrameworks</a>, <a href="http://processingjs.org/">Processing.js</a></li>
    <li class="download">Available on the AppStore: <a href="http://itunes.apple.com/us/app/timehue/id488527821?ls=1&amp;mt=8">TimeHue</a></li>
    <li>Video: <a class="video" href="http://vimeo.com/33940736">TimeHue</a> (vimeo)</li>
</ul>

<p><img alt="TimeHue" src="http://www.abstractmachine.net/timehue/timehue_photo_960.jpg" title="TimeHue" class="alignnone" width="740" height="494" /></p>

<p class="en">TimeHue is a clock that represents time as a series of hue values ranging from 0° to 360° within in the HSL color space.</p>

<p>To read the clock, start from the center and move outwards: the hue of the small circle represents hours, the middle continuous hue represents minutes and the surrounding outer hue represents seconds. The segmented color wheels are merely there for reference, broken into 12 color segments for hours and 60 color segments for minutes and seconds.</p>

<p><img alt="TimeHue" src="http://www.abstractmachine.net/timehue/timehue_diagram_960.jpg" title="TimeHue" class="alignnone" width="740" height="494" /></p>

<p>An iOS (iPhone, iPodTouch, iPad) version is now available on the iTunes AppStore (<a href="http://itunes.apple.com/us/app/timehue/id488527821?ls=1&amp;mt=8">TimeHue</a>). An Android edition of TimeHue will soon be available on the Android Marketplace.</p>

<p>A web-app compatible version can be viewed here: <a href="http://abstractmachine.net/timehue/timehue.php">TimeHue</a>.</p>

<p>TimeHue was designed and developed by Douglas Edric Stanley for the abstractmachine.net « discrete clocks » series. The iOS and Android editions were built with <a href="http://www.openframeworks.cc">OpenFrameworks</a>. The web-app edition was built with <a href="http://www.processingjs.org">Processing.js</a>.</p>

<p><a href="http://timehue.com">http://timehue.com</a></p>

<p><img alt="TimeHue" src="http://www.abstractmachine.net/timehue/timehue_ipod_photo_960.jpg" title="TimeHue" class="alignnone" width="366" height="244" /> <img alt="TimeHue" src="http://www.abstractmachine.net/timehue/timehue_ipad_photo_960.jpg" title="TimeHue" class="alignnone" width="366" height="244" /></p>

<p class="fr">TimeHue est une horloge qui affiche l&#8217;heure sous la forme de valeurs colormétriques entre 0° et 360° (cf. <a href="http://fr.wikipedia.org/wiki/Teinte_saturation_lumière">TSL</a>).</p>

<iframe src="http://player.vimeo.com/video/33940736?title=0&amp;byline=0&amp;portrait=0" width="720" height="405" frameborder="0" webkitAllowFullScreen mozallowfullscreen allowFullScreen></iframe>

<p><a href="http://itunes.apple.com/us/app/timehue/id488527821?ls=1&#038;mt=8"><img class="appstorelogo" src="http://www.abstractmachine.net/timehue/appstorelogo_white.png"/></a>&nbsp;</p>
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		</item>
		<item>
		<title>Photo/Nykto</title>
		<link>http://head.hesge.ch/made/projet/2011/12/05/photonykto/</link>
		<comments>http://head.hesge.ch/made/projet/2011/12/05/photonykto/#comments</comments>
		<pubDate>Mon, 05 Dec 2011 10:26:51 +0000</pubDate>
		<dc:creator>Douglas Edric Stanley</dc:creator>
				<category><![CDATA[Design Algorithmique]]></category>
		<category><![CDATA[feed]]></category>
		<category><![CDATA[Play iPad Game Light Dark]]></category>
		<category><![CDATA[Unterplay]]></category>

		<guid isPermaLink="false">http://head.hesge.ch/made/projet/?p=3680</guid>
		<description><![CDATA[<ul>
<li>Game: «&#160;Photo/Nykto&#160;»</li>
<li>Concept: <a href="http://www.collectif-fact.ch/bio.html">Annelore Schneider</a> &#38; <a href="http://www.abstractmachine.net/biography">Douglas Edric Stanley</a></li>
<li>Development: <a href="http://www.abstractmachine.net/biography">Douglas Edric Stanley</a></li>
<li><a href="http://head.hesge.ch/made/media-design/">Master Media Design</a> —<a href="http://head.hesge.ch/">HEAD Genève</a></li>
<li>Video link: <a href="http://vimeo.com/33127911">Photo/Nykto</a></li>
</ul>

<iframe src="http://player.vimeo.com/video/33127911?title=0&#38;byline=0&#38;portrait=0" frameborder="0" width="400" height="225"></iframe>

«&#160;Photo/Nykto&#160;» is an experimental game conceived by Annelore Schneider and Douglas Edric Stanley as part of the «&#160;Unterplay&#160;» project at the <a href="http://head.hesge.ch/made/media-design/">Master Media Design</a> —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.]]></description>
				<content:encoded><![CDATA[<ul>
<li>Game: «&nbsp;Photo/Nykto&nbsp;»</li>
<li>Concept: <a href="http://www.collectif-fact.ch/bio.html">Annelore Schneider</a> &amp; <a href="http://www.abstractmachine.net/biography">Douglas Edric Stanley</a></li>
<li>Development: <a href="http://www.abstractmachine.net/biography">Douglas Edric Stanley</a></li>
<li><a href="http://head.hesge.ch/made/media-design/">Master Media Design</a> —<a href="http://head.hesge.ch/">HEAD Genève</a></li>
<li>Video link: <a href="http://vimeo.com/33127911">Photo/Nykto</a></li>
</ul>
<p><a title="Photo/Nykto by Abstract Machine, on Flickr" href="http://www.flickr.com/photos/abstractmachine/6455948497/"><img src="http://farm8.staticflickr.com/7006/6455948497_2621f7bf5c_m.jpg" alt="Photo/Nykto" width="240" height="135" /></a></p>
<p>«&nbsp;Photo/Nykto&nbsp;» is an experimental game conceived by Annelore Schneider and Douglas Edric Stanley as part of the «&nbsp;Unterplay&nbsp;» project at the <a href="http://head.hesge.ch/made/media-design/">Master Media Design</a> —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.</p>
<p><iframe src="http://player.vimeo.com/video/33127911?title=0&amp;byline=0&amp;portrait=0" frameborder="0" width="400" height="225"></iframe></p>
<p>Photo/Nykto was developed by Douglas Edric Stanley using <a href="http://www.openframeworks.cc/">OpenFrameworks</a>.</p>
]]></content:encoded>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>互动编程艺术 (Processing)</title>
		<link>http://www.abstractmachine.net/blog/%e4%ba%92%e5%8a%a8%e7%bc%96%e7%a8%8b%e8%89%ba%e6%9c%af-processing/</link>
		<comments>http://www.abstractmachine.net/blog/%e4%ba%92%e5%8a%a8%e7%bc%96%e7%a8%8b%e8%89%ba%e6%9c%af-processing/#comments</comments>
		<pubDate>Wed, 30 Nov 2011 21:39:08 +0000</pubDate>
		<dc:creator>Douglas Edric Stanley</dc:creator>
				<category><![CDATA[abstractmachine]]></category>
		<category><![CDATA[atelier hypermedia]]></category>
		<category><![CDATA[code]]></category>
		<category><![CDATA[collaborators]]></category>
		<category><![CDATA[publication]]></category>
		<category><![CDATA[student]]></category>

		<guid isPermaLink="false">http://www.abstractmachine.net/blog/?p=1217</guid>
		<description><![CDATA[<ul>
    <li>Book: <a href="http://www.amazon.cn/Processing互动编程艺术-谭亮/dp/B005638KIU/">Processing 互动编程艺术 [平装]</a></li>
    <li>Author : <a href="http://www.amazon.cn/s?ie=UTF8&#38;search-alias=books&#38;field-author=谭亮">TAN Liang</a></li>
    <li>Date: 2011</li>
    <li>ISBN: 7121134632, 9787121134630</li>
</ul>

<a class="tt-flickr" href="http://www.flickr.com/photos/abstractmachine/6417961439"><img class="tt-flickr" src="http://farm8.staticflickr.com/7147/6417961439_34b3f5510a_m.jpg" alt="Processing 互动编程艺术" width="240" height="160" /></a> <a class="tt-flickr" href="http://www.flickr.com/photos/abstractmachine/6417962201"><img class="tt-flickr" src="http://farm8.staticflickr.com/7010/6417962201_84d3578c64_m.jpg" alt="Processing 互动编程艺术" width="224" height="160" /></a> <a class="tt-flickr" href="http://www.flickr.com/photos/abstractmachine/6417962665"><img class="tt-flickr" src="http://farm8.staticflickr.com/7013/6417962665_e03af7e2bf_m.jpg" alt="Processing 互动编程艺术" width="240" height="160" /></a>]]></description>
				<content:encoded><![CDATA[<ul>
    <li>Book: <a href="http://www.amazon.cn/Processing互动编程艺术-谭亮/dp/B005638KIU/">Processing 互动编程艺术 [平装]</a></li>
    <li>Author : <a href="http://www.amazon.cn/s?ie=UTF8&amp;search-alias=books&amp;field-author=谭亮">TAN Liang</a></li>
    <li>Date: 2011</li>
    <li>ISBN: 7121134632, 9787121134630</li>
</ul>

<p><a class="tt-flickr" href="http://www.flickr.com/photos/abstractmachine/6417961439"><img class="tt-flickr" src="http://farm8.staticflickr.com/7147/6417961439_34b3f5510a_m.jpg" alt="Processing 互动编程艺术" width="240" height="160" /></a> <a class="tt-flickr" href="http://www.flickr.com/photos/abstractmachine/6417962201"><img class="tt-flickr" src="http://farm8.staticflickr.com/7010/6417962201_84d3578c64_m.jpg" alt="Processing 互动编程艺术" width="224" height="160" /></a> <a class="tt-flickr" href="http://www.flickr.com/photos/abstractmachine/6417962665"><img class="tt-flickr" src="http://farm8.staticflickr.com/7013/6417962665_e03af7e2bf_m.jpg" alt="Processing 互动编程艺术" width="240" height="160" /></a></p>

<p>I was recently given a copy of this book on <a href="http://www.processing.org">Processing</a> by Liang TAN. This is great news as Liang was an invited instructor during the 2009-2010 academic year at the <a href="http://www.ecole-art-aix.fr/rubrique11.html">Atelier Hypermédia</a> where he studied <a href="http://www.ecole-art-aix.fr/rubrique81.html">Processing</a> (amongst other things) and participated in the <a href="http://vimeo.com/17174658">Mur Communicant</a>/<a href="http://vimeo.com/32799337">CityMedia</a> project. While I don&#8217;t (yet) read Chinese, I was able to more or less read the book by studying the code and gleaning information from various keywords ; it&#8217;s not an expert book, more of an overview of Processing and probably would be a decent introductory text for students starting out with the environment. At least it does get into Classes/objects near the end and has some nice sections about Arduino, libraries and so on.</p>

<p><a href="http://www.flickr.com/photos/abstractmachine/6417964731"><img src="http://farm8.staticflickr.com/7003/6417964731_a67007d6ee_m.jpg" alt="Processing 互动编程艺术" width="240" height="160" /></a> <a href="http://www.flickr.com/photos/abstractmachine/6417963913"><img src="http://farm8.staticflickr.com/7002/6417963913_9ae5da5fb5_m.jpg" alt="Processing 互动编程艺术" width="240" height="160" /></a> <a href="http://www.flickr.com/photos/abstractmachine/6417963269"><img src="http://farm7.staticflickr.com/6057/6417963269_c82dc1de7b_m.jpg" alt="Processing 互动编程艺术" width="240" height="160" /></a></p>

<p>This is a pleasant validation for our collaboration between the <a href="http://www.ecole-art-aix.fr">Aix-en-Provence School of Art</a> with the <a href="http://en.wikipedia.org/wiki/Guangzhou_Academy_of_Fine_Arts">Guangzhou Academy of Fine Arts</a> (<a href="http://www.gzarts.edu.cn/">广州美术学院</a>). We are currently hosting our third invited instructor, Hong Rongman, who is also learning Processing as well as electronics and interfacing via <a href="http://www.arduino.cc/">Arduino</a> and our own in-house <a href="http://pinguino.cc/">Pinguino</a> platform developed by <a href="http://jmandon.free.fr/">Jean-Pierre Mandon</a>.</p>

<p><a class="tt-flickr" href="http://www.flickr.com/photos/abstractmachine/6417967055"><img class="tt-flickr" src="http://farm8.staticflickr.com/7025/6417967055_04e678f7bf_m.jpg" alt="Processing 互动编程艺术" width="240" height="160" /></a> <a class="tt-flickr" href="http://www.flickr.com/photos/abstractmachine/6417965271"><img class="tt-flickr" src="http://farm8.staticflickr.com/7155/6417965271_d78589c32a_m.jpg" alt="Processing 互动编程艺术" width="232" height="160" /></a> <a class="tt-flickr" href="http://www.flickr.com/photos/abstractmachine/6417965923"><img class="tt-flickr" src="http://farm8.staticflickr.com/7007/6417965923_aa55a1245a_m.jpg" alt="Processing 互动编程艺术" width="240" height="160" /></a></p>
]]></content:encoded>
			<wfw:commentRss>http://www.abstractmachine.net/blog/%e4%ba%92%e5%8a%a8%e7%bc%96%e7%a8%8b%e8%89%ba%e6%9c%af-processing/feed/</wfw:commentRss>
		<slash:comments>2</slash:comments>
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		<title>Schéma Classe/Sous-classes</title>
		<link>http://head.hesge.ch/made/projet/2011/10/08/schema-classesous-classes/</link>
		<comments>http://head.hesge.ch/made/projet/2011/10/08/schema-classesous-classes/#comments</comments>
		<pubDate>Sat, 08 Oct 2011 14:41:09 +0000</pubDate>
		<dc:creator>Douglas Edric Stanley</dc:creator>
				<category><![CDATA[Design Algorithmique]]></category>
		<category><![CDATA[feed]]></category>
		<category><![CDATA[geekrun]]></category>

		<guid isPermaLink="false">http://head.hesge.ch/made/projet/?p=3442</guid>
		<description><![CDATA[Voici un schéma technique que nous avons re-écrit pour la nouvelle version de GeekRun pour <a href="http://www.v2.nl/">V2_</a> + <a href="http://www.ismar11.org/">ISMAR</a> 2011. Il prend en compte la version <a href="http://blog.makezine.com/archive/2011/03/geek-run-a-kinect-game.html">Lift&#8217;11 de GeekRun</a>, ainsi que la toute récente adaptation sous le nom du <a href="http://www.valais-community.ch/fr/passager-fute/description-du-jeu-680-25425">Passage Futé</a> pout <a href="http://www.voev.ch/index_fr.html">UTP</a>. Il s&#8217;agit de l&#8217;architecture du nouveau programme et de l&#8217;hiérarchie des classes qui formeront le programme.

<a href="http://head.hesge.ch/made/projet/files/2011/10/ismar_20111008_071913_0011.jpg"><img class="alignnone size-medium wp-image-3445" title="GeekRun - Schéma Classes/Sous-classes" src="http://head.hesge.ch/made/projet/files/2011/10/ismar_20111008_071913_0011-203x300.jpg" alt="" width="203" height="300" /></a>]]></description>
				<content:encoded><![CDATA[<p>Voici un schéma technique que nous avons re-écrit pour la nouvelle version de GeekRun pour <a href="http://www.v2.nl/">V2_</a> + <a href="http://www.ismar11.org/">ISMAR</a> 2011. Il prend en compte la version <a href="http://blog.makezine.com/archive/2011/03/geek-run-a-kinect-game.html">Lift&#8217;11 de GeekRun</a>, ainsi que la toute récente adaptation sous le nom du <a href="http://www.valais-community.ch/fr/passager-fute/description-du-jeu-680-25425">Passage Futé</a> pout <a href="http://www.voev.ch/index_fr.html">UTP</a>. Il s&#8217;agit de l&#8217;architecture du nouveau programme et de l&#8217;hiérarchie des classes qui formeront le programme.</p>
<p><img class="alignnone size-medium wp-image-3444" title="GeekRun - ISMAR + V2_ Préparation" src="http://head.hesge.ch/made/projet/files/2011/10/ismar_20111008_072132_002-300x200.jpg" alt="" width="300" height="200" /></p>
<p><a href="http://head.hesge.ch/made/projet/files/2011/10/ismar_20111008_071913_0011.jpg"><img class="alignnone size-medium wp-image-3445" title="GeekRun - Schéma Classes/Sous-classes" src="http://head.hesge.ch/made/projet/files/2011/10/ismar_20111008_071913_0011-203x300.jpg" alt="" width="203" height="300" /></a></p>
<p>&nbsp;</p>
]]></content:encoded>
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		<slash:comments>0</slash:comments>
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		<item>
		<title>Quelques blogs + podcasts</title>
		<link>http://head.hesge.ch/made/projet/2011/10/05/quelques-blogs-podcasts/</link>
		<comments>http://head.hesge.ch/made/projet/2011/10/05/quelques-blogs-podcasts/#comments</comments>
		<pubDate>Wed, 05 Oct 2011 18:37:30 +0000</pubDate>
		<dc:creator>Douglas Edric Stanley</dc:creator>
				<category><![CDATA[Design Algorithmique]]></category>
		<category><![CDATA[feed]]></category>

		<guid isPermaLink="false">http://head.hesge.ch/made/projet/?p=1720</guid>
		<description><![CDATA[Voici un petit tour rapide de quelques blogs que nous avons rapidement rassemblé lors du premier cours de Design algorithmique :

<ul>
<li><a href="http://arduino.cc/blog/">Arduino Blog</a></li>
<li><a href="http://boingboing.net/">Boing Boing</a></li>
<li><a href="http://www.kickstarter.com/">Kickstarter</a></li>
<li><a href="http://www.instructables.com/">Instructables</a></li>
<li>...</li>
</ul>]]></description>
				<content:encoded><![CDATA[<p>Voici un petit tour rapide de quelques blogs que nous avons rapidement rassemblé lors du premier cours de Design algorithmique :</p>
<ul>
<li><a href="http://arduino.cc/blog/">Arduino Blog</a></li>
<li><a href="http://boingboing.net/">Boing Boing</a></li>
<li><a href="http://www.kickstarter.com/">Kickstarter</a></li>
<li><a href="http://www.instructables.com/">Instructables</a></li>
<li><a href="http://www.cityofsound.com/">City of Sound</a></li>
<li><a href="http://www.coolhunting.com/">Cool Hunting</a></li>
<li><a href="http://www.creativeapplications.net/">Creative Applications</a></li>
<li><a href="http://createdigitalmotion.com/">Create Digital Motion</a></li>
<li><a href="http://createdigitalmusic.com/">Create Digital Music</a></li>
<li><a href="http://daringfireball.net/">Daring Fireball</a></li>
<li><a href="http://datavisualization.ch/">Datavisualization</a></li>
<li><a href="http://www.designersreviewofbooks.com/">Designer&#8217;s Review of Books</a></li>
<li><a href="http://digitaltools.node3000.com/">Digital Tools</a></li>
<li><a href="http://www.ecrans.fr/">Écrans</a></li>
<li><a href="http://www.my-os.net/blog/">Étienne Mineur Blog</a></li>
<li><a href="http://ffffound.com/">ffffound</a></li>
<li><a href="http://www.fubiz.net/">Fubiz</a></li>
<li><a href="http://www.good.is/">Good</a></li>
<li><a href="http://graphism.fr/">Graphisme et interactivité</a></li>
<li><a href="http://www.ushahidi.com/">Ushahidi</a></li>
<li><a href="http://www.highsnobiety.com/">Highsnobiety</a></li>
<li><a href="http://infosthetics.com/">Infosthetics</a></li>
<li><a href="http://1024d.wordpress.com/">1024 Architecture Blog</a></li>
<li><a href="http://blog.lecollagiste.com/">Le collagiste</a></li>
<li><a href="http://jeansnow.net/">Jean Snow</a></li>
<li><a href="http://encyclopediadramatica.ch/">Encyclopedia Dramatica</a></li>
<li><a href="http://knowyourmeme.com/">Know Your Meme</a></li>
<li><a href="http://kotaku.com/">Kotaku</a></li>
<li><a href="http://blog.makezine.com/">Makezine</a></li>
<li><a href="http://mercigeorges.com/">Merci Georges</a></li>
<li><a href="http://modprobe.complex.ch/">Modprobe</a></li>
<li><a href="http://motionographer.com/">Motionographer</a></li>
<li><a href="http://www.ordigami.net/blog?page=0189">Ordigami</a></li>
<li><a href="http://www.liftlab.com/think/nova/">Pasta&amp;Vinegar</a></li>
<li><a href="http://www.processing.org/exhibition/">Processing Exhibition</a></li>
<li><a href="http://rhizome.org/">Rhizome</a></li>
<li><a href="http://www.visualcomplexity.com/vc/">Visual Complexity</a></li>
<li><a href="http://we-make-money-not-art.com/">We Make Money Not Art</a></li>
<li><a href="http://www.wired.com/">Wired</a></li>
<li><a href="http://www.webcreme.com/">Web Creme</a></li>
</ul>
<p>Quelques podcasts (audio/vidéo) :</p>
<ul>
<li><a href="http://www.franceculture.com/emission-place-de-la-toile.html">Place de la toile</a> (podcast audio)</li>
<li><a href="http://www.ted.com/">TED Talks</a></li>
<li><a href="http://videos.arte.tv/de/videos#/tv/coverflow///1/100/">Arte+7</a> &#8211; notamment « Metropolis » + « Tracks »</li>
<li><a href="http://www.coolhunting.com/video/">Cool Hunting</a> (podcast vidéo)</li>
<li><a href="http://www.kcrw.com/etc/programs/de">Design &amp; Architecture</a></li>
<li><a href="http://knowyourmeme.com/">Know Your Meme</a> (vidéo)</li>
<li><a href="http://blog.makezine.com/podcast/">Make Podcast</a> (vidéo)</li>
<li><a href="http://www.franceinter.fr/emission-la-tete-au-carre-0">La tête au carré</a></li>
<li><a href="http://www.onthemedia.org/">On The Media</a> (podcast audio)</li>
<li><a href="http://www.radiolab.org/">Radiolab</a> (podcast audio)</li>
<li><a href="http://www.liberation.fr/grille-des-programmes-et-podcasts/040131-silence-on-joue">Silence on joue</a> (podcast audio)</li>
<li><a href="http://www.rsr.ch/#/la-1ere/programmes/rien-n-est-joue/">Rien est joué</a></li>
<li><a href="http://www.ubu.com/">Ubu Web</a> (audio+vidéo)</li>
</ul>
]]></content:encoded>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>(char)playable podcast</title>
		<link>http://www.abstractmachine.net/blog/charplayable-podcast/</link>
		<comments>http://www.abstractmachine.net/blog/charplayable-podcast/#comments</comments>
		<pubDate>Wed, 29 Jun 2011 21:09:06 +0000</pubDate>
		<dc:creator>Douglas Edric Stanley</dc:creator>
				<category><![CDATA[abstractmachine]]></category>
		<category><![CDATA[code]]></category>
		<category><![CDATA[interview]]></category>
		<category><![CDATA[play]]></category>
		<category><![CDATA[podcast]]></category>
		<category><![CDATA[rant]]></category>

		<guid isPermaLink="false">http://www.abstractmachine.net/blog/?p=1170</guid>
		<description><![CDATA[<ul>
<li>Podcast: <a href="http://playablecharacter.com/">Playable Character</a></li>
<li>Episode: <a href="http://playablecharacter.com/2011/06/29/004-invaders-history-and-chip-music-controversy/">004: Invaders!, History, and Chip Music Controversy</a></li>
<li>Interviewees: <a href="http://www.abstractmachine.net/blog/biography/">Douglas Edric Stanley</a>, <a href="http://twitter.com/#!/tjowens">Trevor Owens</a>, Marty Kraham a.k.a. <a href="http://tvdeathsquad.shiftwave.org/">TV Death Squad</a>
</li><li>host: <a href="http://twitter.com/#!/shanehinton">Shane Hinton</a></li>
<li>Download: <a href="http://playablecharacter.com/podcasts/playablecharacter_004.mp3">playablecharacter_004</a></li>
<li>iTunes link: <a href="http://itunes.apple.com/us/podcast/playable-character/id436942703">Playable Character</a></li>
</ul>

<a href="http://www.flickr.com/photos/abstractmachine/2893092049/" title="Invaders! @ Leipzig by Abstract Machine, on Flickr"><img src="http://farm4.static.flickr.com/3033/2893092049_9ab472e0dd.jpg" width="500" height="313" alt="Invaders! @ Leipzig"/></a>]]></description>
				<content:encoded><![CDATA[<ul>
<li>Podcast: <a href="http://playablecharacter.com/">Playable Character</a></li>
<li>Episode: <a href="http://playablecharacter.com/2011/06/29/004-invaders-history-and-chip-music-controversy/">004: Invaders!, History, and Chip Music Controversy</a></li>
<li>Interviewees: <a href="http://www.abstractmachine.net/blog/biography/">Douglas Edric Stanley</a>, <a href="http://twitter.com/#!/tjowens">Trevor Owens</a>, Marty Kraham a.k.a. <a href="http://tvdeathsquad.shiftwave.org/">TV Death Squad</a>
</li><li>host: <a href="http://twitter.com/#!/shanehinton">Shane Hinton</a></li>
<li>Download: <a href="http://playablecharacter.com/podcasts/playablecharacter_004.mp3">playablecharacter_004</a></li>
<li>iTunes link: <a href="http://itunes.apple.com/us/podcast/playable-character/id436942703">Playable Character</a></li>
</ul>

<p><a href="http://www.flickr.com/photos/abstractmachine/2893092049/" title="Invaders! @ Leipzig by Abstract Machine, on Flickr"><img src="http://farm4.static.flickr.com/3033/2893092049_9ab472e0dd.jpg" width="500" height="313" alt="Invaders! @ Leipzig"/></a></p>

<p>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 :-)</p>

<p>In the interview I go back over the whole <a href="http://www.abstractmachine.net/blog/invaders-video/">Invaders!</a> controversy, give some pretentious-art-&amp;#@*%&#8217;s perspective for gamerz debating the whole art/game issue, and then tie that in somehow with <a href="http://atocorp.free.fr/"> Antonin Fourneau</a>&#8216;s <a href="http://www.eniarof.com/">ENIAROF</a> concept for a contemporary play festival. The transition might not be obvious, but it was in fact Eniarof that first recycled <a href="http://www.abstractmachine.net/blog/30-years-of-invasions/">Invaders!</a> 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.</p>

<p>My interview is followed by an interesting essay by Trevor Owens from <a href="http://www.playthepast.org/">Play the Past</a> about in-game terminals, and reconstructing (a) history from pseudo-documents in Fallout 3. I didn&#8217;t know <a href="http://www.playthepast.org/">Play the Past</a> before, it looks like an interesting blog. For fairly obvious reasons, I ended up reading <a href="http://www.playthepast.org/?p=1392">Rebooting Counterfactual History with JFK Reloaded</a> and this interesting follow-up discussion which uncovers an irreverant necrophiliac comment buried in the WAD file of the game : <a href="http://www.playthepast.org/?p=1519">A Revisionist History of JFK Reloaded (Decoded)</a>.</p>

<p>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.</p>
]]></content:encoded>
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		<slash:comments>3</slash:comments>
<enclosure url="http://playablecharacter.com/podcasts/playablecharacter_004.mp3" length="30246368" type="audio/mpeg" />
		</item>
		<item>
		<title>HEAD Master Design 2011</title>
		<link>http://www.abstractmachine.net/blog/head-design-master-2011/</link>
		<comments>http://www.abstractmachine.net/blog/head-design-master-2011/#comments</comments>
		<pubDate>Wed, 29 Jun 2011 19:18:55 +0000</pubDate>
		<dc:creator>Douglas Edric Stanley</dc:creator>
				<category><![CDATA[Design Algorithmique]]></category>
		<category><![CDATA[exhibition]]></category>
		<category><![CDATA[media design]]></category>
		<category><![CDATA[student]]></category>

		<guid isPermaLink="false">http://www.abstractmachine.net/blog/?p=1172</guid>
		<description><![CDATA[<ul>
<li><a href="http://head.hesge.ch/made/media-design/2011/06/29/exposition-des-diplomes-media-design-et-espaces-et-communication/">Exposition des diplômes Media Design et Espaces et communication</a></li>
<li><a href="http://head.hesge.ch/#IMG/jpg/PoW-wow-WEb-2.jpg">Haute École d'Art et de Design / Geneva University of Art and Design</a> —HEAD</li>
<li><a href="http://head.hesge.ch/made/media-design">Media Design</a>: Stanislas Bernatt, Cédric Brunel, Alexandre Burdin-François, Matthieu Cherubini, Clovis Duran, Leila Jacquet, Max Mollon, Nicolas Rivet</li>
<li><a href="http://head.hesge.ch/made/espaces_et_communication">Espaces et Communication</a>: Sylviane Borel, Justine Lavoine, Paul Michelon, Célia Sozet, Manon Thomas, Anh Truong, Carina Ow</li>
<li>location: <a href="http://maps.google.com/maps/ms?%20ie=UTF8&#038;hl=en&#038;msa=0&#038;msid=115112837973774324060.000479e351e7ce50322d4&#038;ll=46.209596,6.141529&#038;spn=0.012444,0.027874&#038;z=16&#038;start=0">Pavillon de la Prairie, rue de Lyon 22, 1201 Genève</a></li>
<li>dates: 30 June - 2 July 2011 &#124; 13:00 - 18:00</li>
<li>info: <a href="http://head.hesge.ch/made/media-design/2011/06/29/exposition-des-diplomes-media-design-et-espaces-et-communication/">Media Design blog</a></li>
</ul>]]></description>
				<content:encoded><![CDATA[<ul>
<li><a href="http://head.hesge.ch/made/media-design/2011/06/29/exposition-des-diplomes-media-design-et-espaces-et-communication/">Exposition des diplômes Media Design et Espaces et communication</a></li>
<li><a href="http://head.hesge.ch/#IMG/jpg/PoW-wow-WEb-2.jpg">Haute École d&#8217;Art et de Design / Geneva University of Art and Design</a> —HEAD</li>
<li><a href="http://head.hesge.ch/made/media-design">Media Design</a>: Stanislas Bernatt, Cédric Brunel, Alexandre Burdin-François, Matthieu Cherubini, Clovis Duran, Leila Jacquet, Max Mollon, Nicolas Rivet</li>
<li><a href="http://head.hesge.ch/made/espaces_et_communication">Espaces et Communication</a>: Sylviane Borel, Justine Lavoine, Paul Michelon, Célia Sozet, Manon Thomas, Anh Truong, Carina Ow</li>
<li>location: <a href="http://maps.google.com/maps/ms?%20ie=UTF8&#038;hl=en&#038;msa=0&#038;msid=115112837973774324060.000479e351e7ce50322d4&#038;ll=46.209596,6.141529&#038;spn=0.012444,0.027874&#038;z=16&#038;start=0">Pavillon de la Prairie, rue de Lyon 22, 1201 Genève</a></li>
<li>dates: 30 June &#8211; 2 July 2011 | 13:00 &#8211; 18:00</li>
<li>info: <a href="http://head.hesge.ch/made/media-design/2011/06/29/exposition-des-diplomes-media-design-et-espaces-et-communication/">Media Design blog</a></li>
</ul>

<p><a href="http://head.hesge.ch/made/media-design/2011/06/29/exposition-des-diplomes-media-design-et-espaces-et-communication/"><img alt="Diplômes Master Design HEAD 2011" src="http://www.abstractmachine.net/index/images/blog/Diplomes_Master_11-400x567.jpg" title="Diplômes Master Design HEAD 2011" class="alignnone" width="400" height="567" /></a></p>
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		</item>
		<item>
		<title>Nyan Cat Therapy Software</title>
		<link>http://www.abstractmachine.net/blog/nyan-cat-therapy/</link>
		<comments>http://www.abstractmachine.net/blog/nyan-cat-therapy/#comments</comments>
		<pubDate>Wed, 01 Jun 2011 20:37:37 +0000</pubDate>
		<dc:creator>Douglas Edric Stanley</dc:creator>
				<category><![CDATA[abstractmachine]]></category>
		<category><![CDATA[code]]></category>
		<category><![CDATA[software]]></category>

		<guid isPermaLink="false">http://www.abstractmachine.net/blog/?p=1143</guid>
		<description><![CDATA[<ul>
    <li>Software: <a href="http://www.abstractmachine.com/download/NyanCatTherapy.zip">Nyan Cat Therapy</a></li>
    <li class="authors">Development: <a href="http://www.abstractmachine.net/biography">Douglas Edric Stanley</a></li>
    <li class="platforms">Platform: Mac OS X</li>
    <li>Development Platform: <a href="http://www.openframeworks.cc">OpenFrameworks</a>, <a href="http://opencv.willowgarage.com/">OpenCV</a>, <a href="http://forum.openframeworks.cc/index.php?&#038;topic=2006.0">ofxHaarFinder</a> (face tracking)</li>
    <li>Download: <a href="http://www.abstractmachine.com/download/NyanCatTherapy.zip">Nyan Cat Therapy</a> (Mac OS X)</li>
    <li>Source Code: <a href="http://www.abstractmachine/code/NyanCatTherapy.zip">NyanCatTherapy.zip</a></li>
    <li>Derivative Source Material: <a href="http://nyan.cat/">Non-Stop Nyan Cat</a></li>
</ul>

<img src="http://www.abstractmachine.net/index/images/blog/NyanCatTherapy_0.jpg" title="Nyan Cat Therapeutic Software" alt="Nyan Cat Therapeutic Software" width="300" height="225" /> <img src="http://www.abstractmachine.net/index/images/blog/NyanCatTherapy_1.jpg" title="Nyan Cat Therapeutic Software" alt="Nyan Cat Therapeutic Software" width="300" height="225" />]]></description>
				<content:encoded><![CDATA[<ul>
    <li>Software: <a href="http://www.abstractmachine.com/download/NyanCatTherapy.zip">Nyan Cat Therapy</a></li>
    <li class="authors">Development: <a href="http://www.abstractmachine.net/biography">Douglas Edric Stanley</a></li>
    <li class="platforms">Platform: Mac OS X</li>
    <li>Development Platform: <a href="http://www.openframeworks.cc">OpenFrameworks</a>, <a href="http://opencv.willowgarage.com/">OpenCV</a>, <a href="http://forum.openframeworks.cc/index.php?&#038;topic=2006.0">ofxHaarFinder</a> (face tracking)</li>
    <li>Download: <a href="http://www.abstractmachine.com/download/NyanCatTherapy.zip">Nyan Cat Therapy</a> (Mac OS X)</li>
    <li>Source Code: <a href="http://www.abstractmachine/code/NyanCatTherapy.zip">NyanCatTherapy.zip</a></li>
    <li>Derivative Source Material: <a href="http://nyan.cat/">Non-Stop Nyan Cat</a></li>
</ul>

<p><img src="http://www.abstractmachine.net/index/images/blog/NyanCatTherapy_0.jpg" title="Nyan Cat Therapeutic Software" alt="Nyan Cat Therapeutic Software" width="300" height="225" /> <img src="http://www.abstractmachine.net/index/images/blog/NyanCatTherapy_1.jpg" title="Nyan Cat Therapeutic Software" alt="Nyan Cat Therapeutic Software" width="300" height="225" /></p>

<p class="en">Inspired by the <a href="http://www.funnyordie.com/videos/7ff1b04f38/the-ludovico-transformer-treatment">Ludovico Treatment</a> for moral reform, Nyan Cat Therapy uses a camera-enabled Macintosh to fully couple the human gaze to the rainbow-riding <a href="http://nyan.cat/">Nyan Cat</a>. In order to maximize the full effect, subjects are required to download, decompress and exectute the accompagnying application and position themselves face-forward before their computer. Upon detection of a sustained human gaze, the Nyan Cat Therapy software will activate the enigmatic cat.</p>

<p><img src="http://www.abstractmachine.net/index/images/blog/NyanCatTherapy_2.jpg" width="600" height="450" /></p>

<p>For more scientific analysis of the Nyan Cat phenomenon and its various incarnations, please visit <a href="http://www.knowyourmeme.com">Know Your Meme</a>&#8216;s page on <a href="http://knowyourmeme.com/memes/nyan-cat-pop-tart-cat">Nyan Cat/Pop Tart Cat</a> developing meme.</p>

<p class="fr">Inspiré du <a href="http://www.funnyordie.com/videos/7ff1b04f38/the-ludovico-transformer-treatment">Traitement Ludovico</a>, Le logiciel de Traitement Nyan Cat utilise un ordinateur doté d&#8217;une camera vidéo afin de mieux fusioner le regard humain et les forces énigmatiques du chat-arc-en-ciel, le <a href="http://nyan.cat/">Nyan Cat</a>. Pour maximiser l&#8217;effet, les sujets doivent télécharger le logiciel, le décompresser et l&#8217;executer, puis se positionner devant leur écran. Au moment de la détection d&#8217;un regard humain continu, le logiciel activera le Nyan Cat.</p>
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		<item>
		<title>CityMedia</title>
		<link>http://www.abstractmachine.net/blog/citymedia-at-mapping/</link>
		<comments>http://www.abstractmachine.net/blog/citymedia-at-mapping/#comments</comments>
		<pubDate>Thu, 19 May 2011 22:48:21 +0000</pubDate>
		<dc:creator>Douglas Edric Stanley</dc:creator>
				<category><![CDATA[abstractmachine]]></category>
		<category><![CDATA[atelier hypermedia]]></category>
		<category><![CDATA[CityMedia]]></category>
		<category><![CDATA[code]]></category>
		<category><![CDATA[exhibition]]></category>
		<category><![CDATA[live]]></category>
		<category><![CDATA[media design]]></category>
		<category><![CDATA[software]]></category>
		<category><![CDATA[student]]></category>
		<category><![CDATA[video]]></category>
		<category><![CDATA[workshop]]></category>

		<guid isPermaLink="false">http://www.abstractmachine.net/blog/?p=1110</guid>
		<description><![CDATA[<ul>
    <li>CityMedia Platform</li>
    <li class="link">Software: <a href="http://www.abstractmachine.net/blog/citymedia-at-mapping/">CityMedia</a></li>
    <li>Video: <a class="video" href="http://vimeo.com/32799337">CityMedia at Mapping</a> (vimeo)</li>
    <li>Project: <a href="http://www.secondenature.org/citymedia/">CityMedia</a></li>
    <li>Exhibition: <a href="http://www.mappingfestival.ch/">Mapping Festival 2011</a></li>
    <li>Location: <a href="http://www.centre.ch/">Batiment d'art contemporain</a> Genève (<a href="http://maps.google.com/maps?client=safari&#038;q=Rue+des+Vieux-Grenadiers+10++1205+Gen%C3%A8ve&#038;oe=UTF-8&#038;ie=UTF8&#038;hq=&#038;hnear=Rue+des+Vieux-Grenadiers+10,+Jonction+1205+Gen%C3%A8ve,+Switzerland&#038;z=16">Map</a>)</li>
    <li>Installation: <a href="http://www.centre.ch/">BAC</a>, 11:00-19:30, 19-30 May 2011</li>
    <li>Conference: <a href="http://mappingfestival.ch/2011/types/?artist=1291&#038;lang=en">From HAL to Kinect: Live Visuals and Body Tracking</a>, <a href="http://www.centre.ch/">BAC</a>, 16:00-19:00, 25 May 2011</li>
    <li>Workshop: <a href="http://mappingfestival.ch/2011/workshops/">Body Double: Kinect Hacking</a>, <a href="http://www.centre.ch/">BAC</a>, 10:00-17:00, 26 May 2011</li>
    <li>CityMedia Production: Pierre-Emmanuel Reviron, <a href="http://www.secondenature.org">Seconde Nature</a></li>
    <li>Development: <a href="http://www.ecole-art-aix.fr/rubrique11.html">Atelier Hypermédia</a>, <a href="http://www.ecole-art-aix.fr">École supérieure d'art d'Aix-en-Provence</a></li>
    <li class="authors">Artistic direction + system design/development: <a href="http://www.abstractmachine.net/biography/">Douglas Edric Stanley</a>, <a href="http://www.abstractmachine.net/blog/citymedia-at-mapping/">et al.</a></li>
    <li>System development: <a href="http://010175.net">Guillaume Stagnaro</a></li>
    <li>Additional development: <a href="http://www.ubaa.net">Stéphane Cousot</a>, <a href="http://www.carbonecommunication.com/">Tomek Jarolim</a>, <a href="http://www.prossel.com/">Pierre Rossel</a> (<a href="http://head.hesge.ch/made/media-design/">Media Design</a> <a href="http://head.hesge.ch/">—HEAD</a>), <a href="http://www.v3ga.net/">Julien Gachadoat</a> (<a href="http://www.2roqs.com/">2Roqs</a>), <a href="http://msavisuals.com/">Memo Akten</a></li>
        <li>Structure + Scenography: Elizabeth Guyon, <a href="http://www.ddeluxe.com/">Digital Deluxe</a>
        </li><li>Project consultants: <a href="http://fing.org/">Fing</a></li>
        <li>User study: <a href="http://www.zinclafriche.org/">Zinc/Friche</a> + <a href="http://www.telecom-paristech.fr/">Telecom Paris Tech</a> (<a href="http://codesignlab.wp.institut-telecom.fr/research-projects/citywall/">CoDesign Lab &#038; Media Studies</a>)</li>
    <li>Application Development: <a href="http://www.ecole-art-aix.fr">École supérieure d'art d'Aix-en-Provence</a>, <a href="http://head.hesge.ch/made/mediadesign">Media Design</a> <a href="http://head.hesge.ch/">—HEAD</a></li>
    <li>Application Design: Jane Antoniotti (<a href="http://www.ecole-art-aix.fr">ESAA</a>), Joël Belouet (<a href="(http://www.ecole-art-aix.fr">ESAA</a>), Maria Beltran (<a href="http://head.hesge.ch/made/media-design/">Media Design —HEAD</a>), Carine Bigot (<a href="http://head.hesge.ch/made/media-design/">Media Design</a>), Cédric Brunel (<a href="http://head.hesge.ch/made/media-design/">Media Design</a>), Alexandre Burdin-François (<a href="http://head.hesge.ch/made/media-design/">Media Design</a>), Matthieu Cherubini (<a href="http://head.hesge.ch/made/media-design/">Media Design</a>), Pascal Chirol, Julien Gachadoat, Lizzie Houellebec (<a href="http://www.ecole-art-aix.fr">ESAA</a>), Hyejin Kim (<a href="http://www.ecole-art-aix.fr">ESAA</a>), Tomek Jarolim, Leïla Jacquet (<a href="http://head.hesge.ch/made/media-design/">Media Design</a>), Nicolas Levacher (<a href="http://head.hesge.ch/made/media-design/">Media Design</a>), Baptiste Milesi (<a href="http://head.hesge.ch/made/media-design/">Media Design</a>), Maxime Mollon (<a href="http://head.hesge.ch/made/media-design/">Media Design</a>), Raphaël Muñoz (<a href="http://head.hesge.ch/made/media-design/">Media Design</a>), Cristina Dos Santos (<a href="http://head.hesge.ch/made/media-design/">Media Design</a>), Stéfan Piat, Cassandre Poirier-Simon (<a href="http://head.hesge.ch/made/media-design/">Media Design</a>), Ellwood-Léo Spafford (<a href="http://head.hesge.ch/made/media-design/">Media Design</a>), Douglas Edric Stanley, Emilie Tappolet (<a href="http://head.hesge.ch/made/media-design/">Media Design</a>)</li>
</ul>

<iframe src="http://player.vimeo.com/video/32799337?byline=0&#38;portrait=0" width="740" height="416" frameborder="0" webkitAllowFullScreen mozallowfullscreen allowFullScreen></iframe><a href="http://vimeo.com/32799337">Citymedia Project &#38; Body Double Workshop - Mapping Festival Profile</a> from <a href="http://vimeo.com/user413918">mappingfestival</a> on <a href="http://vimeo.com">Vimeo</a>.FILMED AT MAPPING FESTIVAL - GENEVA - MAY 2011<br />
www.mappingfestival.com<br />]]></description>
				<content:encoded><![CDATA[<ul>
    <li>CityMedia Platform</li>
    <li class="link">Software: <a href="http://www.abstractmachine.net/blog/citymedia-at-mapping/">CityMedia</a></li>
    <li>Video: <a class="video" href="http://vimeo.com/32799337">CityMedia at Mapping</a> (vimeo)</li>
    <li>Project: <a href="http://www.secondenature.org/citymedia/">CityMedia</a></li>
    <li>Exhibition: <a href="http://www.mappingfestival.ch/">Mapping Festival 2011</a></li>
    <li>Location: <a href="http://www.centre.ch/">Batiment d&#8217;art contemporain</a> Genève (<a href="http://maps.google.com/maps?client=safari&#038;q=Rue+des+Vieux-Grenadiers+10++1205+Gen%C3%A8ve&#038;oe=UTF-8&#038;ie=UTF8&#038;hq=&#038;hnear=Rue+des+Vieux-Grenadiers+10,+Jonction+1205+Gen%C3%A8ve,+Switzerland&#038;z=16">Map</a>)</li>
    <li>Installation: <a href="http://www.centre.ch/">BAC</a>, 11:00-19:30, 19-30 May 2011</li>
    <li>Conference: <a href="http://mappingfestival.ch/2011/types/?artist=1291&#038;lang=en">From HAL to Kinect: Live Visuals and Body Tracking</a>, <a href="http://www.centre.ch/">BAC</a>, 16:00-19:00, 25 May 2011</li>
    <li>Workshop: <a href="http://mappingfestival.ch/2011/workshops/">Body Double: Kinect Hacking</a>, <a href="http://www.centre.ch/">BAC</a>, 10:00-17:00, 26 May 2011</li>
    <li>CityMedia Production: Pierre-Emmanuel Reviron, <a href="http://www.secondenature.org">Seconde Nature</a></li>
    <li>Development: <a href="http://www.ecole-art-aix.fr/rubrique11.html">Atelier Hypermédia</a>, <a href="http://www.ecole-art-aix.fr">École supérieure d&#8217;art d&#8217;Aix-en-Provence</a></li>
    <li class="authors">Artistic direction + system design/development: <a href="http://www.abstractmachine.net/biography/">Douglas Edric Stanley</a>, <a href="http://www.abstractmachine.net/blog/citymedia-at-mapping/">et al.</a></li>
    <li>System development: <a href="http://010175.net">Guillaume Stagnaro</a></li>
    <li>Additional development: <a href="http://www.ubaa.net">Stéphane Cousot</a>, <a href="http://www.carbonecommunication.com/">Tomek Jarolim</a>, <a href="http://www.prossel.com/">Pierre Rossel</a> (<a href="http://head.hesge.ch/made/media-design/">Media Design</a> <a href="http://head.hesge.ch/">—HEAD</a>), <a href="http://www.v3ga.net/">Julien Gachadoat</a> (<a href="http://www.2roqs.com/">2Roqs</a>), <a href="http://msavisuals.com/">Memo Akten</a></li>
        <li>Structure + Scenography: Elizabeth Guyon, <a href="http://www.ddeluxe.com/">Digital Deluxe</a>
        </li><li>Project consultants: <a href="http://fing.org/">Fing</a></li>
        <li>User study: <a href="http://www.zinclafriche.org/">Zinc/Friche</a> + <a href="http://www.telecom-paristech.fr/">Telecom Paris Tech</a> (<a href="http://codesignlab.wp.institut-telecom.fr/research-projects/citywall/">CoDesign Lab &#038; Media Studies</a>)</li>
    <li>Application Development: <a href="http://www.ecole-art-aix.fr">École supérieure d&#8217;art d&#8217;Aix-en-Provence</a>, <a href="http://head.hesge.ch/made/mediadesign">Media Design</a> <a href="http://head.hesge.ch/">—HEAD</a></li>
    <li>Application Design: Jane Antoniotti (<a href="http://www.ecole-art-aix.fr">ESAA</a>), Joël Belouet (<a href="(http://www.ecole-art-aix.fr">ESAA</a>), Maria Beltran (<a href="http://head.hesge.ch/made/media-design/">Media Design —HEAD</a>), Carine Bigot (<a href="http://head.hesge.ch/made/media-design/">Media Design</a>), Cédric Brunel (<a href="http://head.hesge.ch/made/media-design/">Media Design</a>), Alexandre Burdin-François (<a href="http://head.hesge.ch/made/media-design/">Media Design</a>), Matthieu Cherubini (<a href="http://head.hesge.ch/made/media-design/">Media Design</a>), Pascal Chirol, Julien Gachadoat, Lizzie Houellebec (<a href="http://www.ecole-art-aix.fr">ESAA</a>), Hyejin Kim (<a href="http://www.ecole-art-aix.fr">ESAA</a>), Tomek Jarolim, Leïla Jacquet (<a href="http://head.hesge.ch/made/media-design/">Media Design</a>), Nicolas Levacher (<a href="http://head.hesge.ch/made/media-design/">Media Design</a>), Baptiste Milesi (<a href="http://head.hesge.ch/made/media-design/">Media Design</a>), Maxime Mollon (<a href="http://head.hesge.ch/made/media-design/">Media Design</a>), Raphaël Muñoz (<a href="http://head.hesge.ch/made/media-design/">Media Design</a>), Cristina Dos Santos (<a href="http://head.hesge.ch/made/media-design/">Media Design</a>), Stéfan Piat, Cassandre Poirier-Simon (<a href="http://head.hesge.ch/made/media-design/">Media Design</a>), Ellwood-Léo Spafford (<a href="http://head.hesge.ch/made/media-design/">Media Design</a>), Douglas Edric Stanley, Emilie Tappolet (<a href="http://head.hesge.ch/made/media-design/">Media Design</a>)</li>
</ul>

<p><iframe src="http://player.vimeo.com/video/32799337?byline=0&amp;portrait=0" width="740" height="416" frameborder="0" webkitAllowFullScreen mozallowfullscreen allowFullScreen></iframe></p><p><a href="http://vimeo.com/32799337">Citymedia Project &amp; Body Double Workshop &#8211; Mapping Festival Profile</a> from <a href="http://vimeo.com/user413918">mappingfestival</a> on <a href="http://vimeo.com">Vimeo</a>.</p><p>FILMED AT MAPPING FESTIVAL &#8211; GENEVA &#8211; MAY 2011<br />
www.mappingfestival.com<br /></p>

<p class="en">The CityMedia system is an open platform for the exploration of public screens and new forms of collective interaction. It uses multi-touch sensors, 3*d body tracking, webcams and internet connectivity to connect people, data, media and objects. CityMedia systems can connect to other CityMedia systems, with the first two exhibited simultaneously in Aix-en-Provence and Marseille during the month of April 2011. The CityMedia Project was exhibited at the <a href="http://www.centre.ch/">Bâtiment d&#8217;art contemporain</a> as part of the [Mapping Festival](http://www.mappingfestival.ch) in Geneva, Switzerland in May 2011.</p>

<p><img src="http://www.abstractmachine.net/index/images/blog/citymedia_peripeties_0.jpg" title="CityMedia Platform" alt="CityMedia Platform" /></p>

<p>Over the past year, we have been building and experimenting various applications at the <a href="http://www.ecole-art-aix.fr">Atelier Hypermédia</a> in Aix-en-Provence and at the <a href="http://head.hesge.ch/made/media-design/">Master Media Design</a> —HEAD Genève. We were also joined in the prototyping phase by students and teachers from the <a href="http://www.studiolentigo.net/">Studio Lentigo</a>, ESBA Marseille, the <a href="http://www.esa-paris.fr/">École spéciale d&#8217;architecture</a> Paris, and the <a href="http://www.ensad.fr">École nationale supérieure des arts décoratives</a>, Paris. Over forty students have built about twice as many prototypes in 10 different sessions dedicated to designing, prototyping and developing uses for and with the system.</p>

<p><img src="http://www.abstractmachine.net/index/images/blog/citymedia_peripeties_1.jpg" title="CityMedia Platform" alt="CityMedia Platform" /></p>

<p>There are currently about 25 applications presented in the system, with eventually more to come at the end of a workshop dedicated to Kinect hacking this Thursday, May 26, 2011, also at the <a href="http://www.centre.ch/">BAC</a>. This workshop sold out very quickly, and unfortunately we do not have any more room for extra participants. So please people, stop begging, it&#8217;s heartbreaking. You are welcome to come at the end of the workshop though, and watch as will attempt to add any working applications developped during the workshop into the system.</p>

<p><img src="http://www.abstractmachine.net/index/images/blog/citymedia_hypercartel_nadia_baptiste.jpg" alt="" />
<img src="http://www.abstractmachine.net/index/images/blog/citymedia_geek_run_logo.jpg" alt="" width="370" height="245" /><img src="http://www.abstractmachine.net/index/images/blog/citymedia_hypercartel_geek_run.jpg" alt="" width="370" height="245" /></p>

<p>While the project was developed principally at the <a href="http://www.ecole-art-aix.fr/rubrique11.html">Atelier Hypermédia</a> in Aix-en-Provence, our students in the <a href="http://head.hesge.ch">Media Design</a> Master at the <a href="http://head.hesge.ch">HEAD</a> did a considerable amount of work in the design and development of the various applications and contributed as well to the design of some important platform components; as a consequence we wanted to show the result of this work in Geneva. Given that there was already this interresting festival dedicated to real-time visualization, and given the amount of body tracking and various other techniques of real-time image manipulation we use in our system, the venue seemed appropriate.</p>

<p><img src="http://www.abstractmachine.net/index/images/blog/citymedia_daniel_zea.jpg" alt="" /></p>

<p>Finally, I will be giving a talk Wednesday afternoon at 16:30 at the auditorium of the <a href="http://www.centre.ch/">BAC</a>, along with <a href="http://web.media.mit.edu/~labrune/">Jean-Baptiste Labrune</a> and <a href="http://www.vjfader.com/">VJ Fader</a>, moderated by <a href="http://www.liftlab.com/nicolas-nova">Nicolas Nova</a>. For my part, I&#8217;ll be exploring some of the artistic and speculative predecessors to Microsoft&#8217;s latest Kinect device, and will finish with the artistic work, research, and collaborations that allowed us to quickly get up to speed with these new devices.</p>

<p><img src="http://www.abstractmachine.net/index/images/blog/citymedia_shadow_play.jpg" alt="" /></p>

<p>P.S. There are some good pictures of the exhibit over at Pasta&amp;Vinegar: <a href="http://liftlab.com/think/nova/2011/05/23/from-hal-to-kinect-live-visuals-music-and-body-tracking-technologies-mapping-festival-geneva/">From Hal to Kinect: live visuals, music and body tracking technologies &#8211; Mapping Festival Geneva</a></p>

<p class="fr">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 qui intègre également un système de capture du mouvement, qui peut être activé par plusieurs personnes à la fois, agissant de concert ou de manière indépendante. Véritable plateforme d’innovation ouverte, le City Media intègre une vingtaine d’applications développées par des étudiants d’écoles d’art —— le support de présentation des travaux du workshop mené par Douglas Edric Stanley pendant le Mapping Festival.</p>
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		<title>Amstrad art</title>
		<link>http://www.abstractmachine.net/blog/amstrad-art/</link>
		<comments>http://www.abstractmachine.net/blog/amstrad-art/#comments</comments>
		<pubDate>Wed, 13 Apr 2011 20:07:38 +0000</pubDate>
		<dc:creator>Douglas Edric Stanley</dc:creator>
				<category><![CDATA[abstractmachine]]></category>
		<category><![CDATA[code]]></category>
		<category><![CDATA[flickr]]></category>

		<guid isPermaLink="false">http://www.abstractmachine.net/blog/?p=1089</guid>
		<description><![CDATA[After doing some work on the <a rel="nofollow" href="http://www.secondenature.org/citymedia/">City Media</a> project in Marseille I wandered upstairs into <a rel="nofollow" href="http://iarvers.free.fr/">Isabelle Arvers</a>' <a rel="nofollow" href="http://www.facebook.com/GameHeroes">Game Heros / Pixellissme</a> exhibit. There I found a lonely <a rel="nofollow" href="http://en.wikipedia.org/wiki/Amstrad_CPC_464">Amstrad</a> with <a rel="nofollow" href="http://www.qsl.net/hb9xch/computer/amstrad/locomotivebasic.html">Locomotive Basic</a> 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.

<a title="Amstrad Art by Abstract Machine, on Flickr" href="http://www.flickr.com/photos/abstractmachine/5617305828/"><img src="http://farm6.static.flickr.com/5182/5617305828_80c7fa9a52_m.jpg" alt="Amstrad Art" width="240" height="180" /></a><a href="http://www.flickr.com/photos/abstractmachine/5617304784/" title="Amstrad Art by Abstract Machine, on Flickr"><img src="http://farm6.static.flickr.com/5221/5617304784_3efdc55083_m.jpg" width="240" height="180" alt="Amstrad Art"/></a>]]></description>
				<content:encoded><![CDATA[<p>After doing some work on the <a rel="nofollow" href="http://www.secondenature.org/citymedia/">City Media</a> project in Marseille I wandered upstairs into <a rel="nofollow" href="http://iarvers.free.fr/">Isabelle Arvers</a>&#8216; <a rel="nofollow" href="http://www.facebook.com/GameHeroes">Game Heros / Pixellissme</a> exhibit. There I found a lonely <a rel="nofollow" href="http://en.wikipedia.org/wiki/Amstrad_CPC_464">Amstrad</a> with <a rel="nofollow" href="http://www.qsl.net/hb9xch/computer/amstrad/locomotivebasic.html">Locomotive Basic</a> 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&#8217;s not the most elegant code, for example I couldn&#8217;t figure out how to bitmask, hence all the OR commands.</p>

<p>I&#8217;m amazed at how robust the Amstrad was, some 25 years later. Since BASIC is installed in the ROM, you just have to turn it on and away you go, with the given extra of recording onto a cassette player which ironically probably stores its&#8217; data longer than my CD-Roms I can&#8217;t read anymore. Apparently the Amstrad has some easy to access PEEK and POKE for getting sound and graphics going, but I didn&#8217;t have the time to fiddle around with it. I&#8217;ll have to get myself one and see what I can do with it. The PAPER and PEN commands are easy to learn with a totally cool list of the color table written right there on the device. What does that say about a machine that has the color codes screened directly onto the case?</p>

<p><a rel="nofollow" href="http://www.facebook.com/archeopterix.chip">Archéopterix</a> was there maintaining the exhibit and was worried this little improvisation would dissapear, but actually that&#8217;s the whole fun of it. Just code it old-skool : type it back in and press RUN</p>

<p><a title="Amstrad Art by Abstract Machine, on Flickr" href="http://www.flickr.com/photos/abstractmachine/5617305828/"><img src="http://farm6.static.flickr.com/5182/5617305828_80c7fa9a52_m.jpg" alt="Amstrad Art" width="240" height="180" /></a>
<a title="Amstrad Art by Abstract Machine, on Flickr" href="http://www.flickr.com/photos/abstractmachine/5617302540/"><img src="http://farm6.static.flickr.com/5027/5617302540_1e8e7e47b3_m.jpg" alt="Amstrad Art" width="240" height="180" /></a>
<a href="http://www.flickr.com/photos/abstractmachine/5617304784/" title="Amstrad Art by Abstract Machine, on Flickr"><img src="http://farm6.static.flickr.com/5221/5617304784_3efdc55083_m.jpg" width="240" height="180" alt="Amstrad Art"/></a></p>

<p><a href="http://www.flickr.com/photos/abstractmachine/5617302964/" title="Amstrad Art by Abstract Machine, on Flickr"><img src="http://farm6.static.flickr.com/5104/5617302964_3e9740f346_z.jpg" width="640" height="480" alt="Amstrad Art"/></a></p>
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		<title>CITYMEDIA » City Media 2011-03-26 20:10:23</title>
		<link>http://www.secondenature.org/citymedia/archives/49</link>
		<comments>http://www.secondenature.org/citymedia/archives/49#comments</comments>
		<pubDate>Sat, 26 Mar 2011 19:10:23 +0000</pubDate>
		<dc:creator>Douglas Edric Stanley</dc:creator>
				<category><![CDATA[City Media]]></category>
		<category><![CDATA[CityMedia]]></category>
		<category><![CDATA[feed]]></category>

		<guid isPermaLink="false">http://www.carbonecommunication.com/wordpress/?p=49</guid>
		<description><![CDATA[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&#8217;un grand écran interactif tactile, installé dans l&#8217;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&#8217;une expérimentation menée à Helsinki. C’est un nouveau média urbain de communication, de service et d&#8217;échange entre les habitants et les visiteurs de la ville.]]></description>
				<content:encoded><![CDATA[<p>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.</p>
<p>Celui-ci prend la forme d&#8217;un grand écran interactif tactile, installé dans l&#8217;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&#8217;une expérimentation menée à Helsinki. C’est un nouveau média urbain de communication, de service et d&#8217;échange entre les habitants et les visiteurs de la ville.</p>
<p>En tant que producteur de ce projet, Seconde Nature coordonne un consortium de partenaires constitué de :  l’ Ecole Supérieur d’Art d’Aix-en-Provence (via son atelier Hypermedia), le Zinc de la friche de la Belle de Mai à Marseille, les villes d’Aix en Provence et de Marseille, et enfin la Fondation Internet Nouvelle Génération. La conception des contenus est également réfléchie dans la cadre d’une collaboration élargie avec un ensemble d’établissements d’enseignements supérieur français et étrangers.</p>
<p>A partir du 22 mars 2011, deux prototypes de &laquo;&nbsp;murs communicants&nbsp;&raquo; reliés ente eux seront installés au sein de la bibliothèque de l’Alcalzar (Marseille) et de la Cité du Livre (Aix-en-Provence).</p>
<p>&nbsp;</p>
<p><strong>INFOS PRATIQUES :</strong></p>
<p><strong>Cité du Livre<br />
</strong>Du mardi 22 mars au samedi 30 avril 2011 (prolongation possible), mardi, jeudi, vendredi : 12h-18h / mercredi, samedi : 10h-18h<br />
8-10 rue des Allumettes, Aix en Provence / 04 42 91 98 88</p>
<p><strong>Bibliothèque de l’Alcazar</strong><br />
Du mardi 22 mars au samedi 9 avril 2011, du mardi au samedi de 11h à 19h<br />
58 cours Belzunce, Marseille / 04 91 55 90 00</p>
<p>ENTRÉE LIBRE.</p>
<p><span style="color: #000000;"><strong>PARTENAIRES DU PROJET</strong></span></p>
<p>Financement : Région PACA / FEDER / Ville d&#8217;Aix<br />
Production : Seconde Nature<br />
Réalisation : Atelier Hypermédia / École Supérieure d&#8217;Art d&#8217;Aix-en-Provence<br />
Étude : ZINC / La Friche<br />
Expertise conseil : FING / Ville 2.0<br />
Soutien : Villes d&#8217;Aix-en-Provence et des mairies 1er &amp; 7éme de Marseille<br />
Design : Digital Deluxe<br />
Lieu d&#8217;expérimentation : Alcazar Bibliothèque de Marseille à Vocation Régional et Cité du Livre, Aix-en-Provence et le concours du festival IVIV et le label Lowave.</p>
<p><strong>ÉCOLES ET LABORATOIRES ASSOCIÉS A L&#8217;EXPÉRIMENTATION :</strong></p>
<p><strong> </strong>Studio Lentigo / École Supérieure des Beaux-Arts Marseille<br />
École Spéciale d&#8217;Architecture, Paris<br />
École Nationale Supérieure des Arts Décoratifs, Paris<br />
Media Design / Haute École d&#8217;Art et de Design, Genève<br />
Telecom ParisTech (Ecole Nationale Supérieure des Télécommunications)<br />
Avec le concours du Master professionnel &nbsp;&raquo; Communication des organisations &laquo;&nbsp;, à l&#8217;Université de Provence, Aix-Marseille I</p>
<p><img class="alignnone size-full wp-image-249" style="padding-top: 15px;" title="logos" src="http://www.secondenature.org/citymedia/wp-content/uploads/2011/03/logos.png" alt="" width="763" height="132" /></p>
<p><img class="alignnone size-full wp-image-364" title="logo_atmopaca" src="http://www.secondenature.org/citymedia/wp-content/uploads/2011/03/logo_atmopaca.gif" alt="" width="212" height="40" /></p>
<p><img class="alignnone size-full wp-image-345" title="iviv" src="http://www.secondenature.org/citymedia/wp-content/uploads/2011/03/iviv.png" alt="" width="74" height="40" /></p>
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		<title>ofxTwitter</title>
		<link>http://head.hesge.ch/made/projet/2010/12/23/ofxtwitter/</link>
		<comments>http://head.hesge.ch/made/projet/2010/12/23/ofxtwitter/#comments</comments>
		<pubDate>Thu, 23 Dec 2010 11:55:10 +0000</pubDate>
		<dc:creator>Douglas Edric Stanley</dc:creator>
				<category><![CDATA[Design Algorithmique]]></category>
		<category><![CDATA[feed]]></category>
		<category><![CDATA[Mur Communiquant]]></category>

		<guid isPermaLink="false">http://head.hesge.ch/made/projet/?p=2525</guid>
		<description><![CDATA[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&#8217;11. To install, [...]]]></description>
				<content:encoded><![CDATA[<p>This is a fast+lame attempt at making a simple <a href="http://apiwiki.twitter.com/">Twitter</a> addon for <a href="http://www.openframeworks.cc/">OpenFrameworks</a>. It is based on various discussions found on the OF forum, but specifically on this article from <a href="http://in.somniac.me/">Paul Shen</a> : <a href="http://in.somniac.me/2010/01/openframeworks-http-requests-xml-parser/">openFrameworks + HTTP requests + XML parser</a>.</p>
<p><a href="http://head.hesge.ch/made/projet/files/2010/12/ofxTwitter.png"><img src="http://head.hesge.ch/made/projet/files/2010/12/ofxTwitter.png" alt="" title="ofxTwitter" width="345" height="300" class="alignnone size-full wp-image-2537" /></a></p>
<p>We are using this addon for some installations we are preparing for <a href="http://liftconference.com/lift11/">Lift&#8217;11</a>.</p>
<p>To install, unzip+copy the ofxTwitter folder into your &laquo;&nbsp;addons&nbsp;&raquo; folder in OpenFrameworks. Then unzip+copy the TwitterSearch example into your &laquo;&nbsp;addonsExamples&nbsp;&raquo; folder in OpenFrameworks.</p>
<p>If you start from a new OF project, you will have to drag the following addons into your project usually these are placed in the &laquo;&nbsp;addons&nbsp;&raquo; folder inside Xcode: <a href="http://www.addons.openframeworks.cc/files/081112131900_ofxHttpUtils_02.zip">ofxHttpUtils</a>, ofxThread, ofxTwitter, ofxXmlSettings.</p>
<p><a href="http://head.hesge.ch/made/projet/files/2010/12/addons_folder.png"><img src="http://head.hesge.ch/made/projet/files/2010/12/addons_folder.png" alt="" title="addons_folder" width="258" height="88" class="alignnone size-full wp-image-2540" /></a></p>
<p>The example is Xcode (Mac OS X) only for the moment. When I&#8217;ve cleaned it up and run it through its&#8217; paces, I&#8217;ll release it as a true OpenFrameworks addon via GitHub.</p>
<ul>
<li><a href="http://www.abstractmachine.net/index/software/ofxTwitter.zip">ofxTwitter.zip</a> -> addons</li>
<li><a href="http://www.abstractmachine.net/index/software/TwitterSearch.zip">TwitterSearch.zip</a> -> addonsExamples</li>
</ul>
<p>And finally, here&#8217;s a practically empty Twitter+Kinect example that requires the ofxKinect addon. There is no interaction between the tweets and the Kinect image sensor. We will be using this base example as a starting point for our projects: <a href="http://www.abstractmachine.net/index/software/Tweenect.zip">Tweenect.zip</a></p>
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