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    MAHISHGame culture, art and studies & ludology... a tak
    ALERT
    ALERT --- ---
    Dan Sandin - Imerzivní prostory a radikální technologie
    http://www.iim.cz/?id=78〈=0#node
    22. * 23. kv*ten 2008
    Daniel J. Sandin je profesor na School of the Art and Design,
    University of Illinois v Chicagu, ředitel tamní interdisciplinární
    výzkumné laboratoře EVL (Electronic Visualization Laboratory),
    umělec, vynálezce a vývojář nástrojů pro zpracování videa (analogový
    Sandin Image Processor). Je také spoluvynálezcem prvního "divadla
    virtuální reality" CAVE (1992, s Tomem de Fanti) a dalších VR či AR
    (augmented reality) aplikací (ImmersaDesk, Varrier) a jedním z
    nejvýznamnějších tvůrců v historii elektronického umění. Zabýval se
    mimo jiné videoartem, interaktivním videem, imerzivními elektronickými
    prostory, technologií videoher, virtuální realitou a hnutím open source.

    pátek 23. května, 12:45 - 17:00, IIM

    prezentace díla Dana Sandina v 3D prostředí CAVE, představení dalších
    VR 3D aplikací, dílna se studenty a pedagogy

    http://www.evl.uic.edu/dan/
    http://en.wikipedia.org/wiki/Daniel_J._Sandin
    http://www.vdb.org/smackn.acgi?SANDIND

    Článek o návštěvě Dana Sandina a Institutu intermédií:
    http://www.tyden.cz/rubriky/kultura/vytvarne-umeni/v-prazske-divotvorne-jeskyni-se-predstavi-mag-dan-sandin_55640.html

    trochu k tematu, cave parba :)
    MAHISH
    MAHISH --- ---
    Play With Me! Blindfolded Labyrinth Running in San Francisco
    http://avantgame.blogspot.com/2008/04/april-20-play-with-me-blindfolded.html

    The ancient Greeks banned it, but we're playing it anyway!
    http://avantgame.blogspot.com/2008/04/video-ancient-greeks-banned-it-but-were.html
    MAHISH
    MAHISH --- ---
    Ještě jsem neměl čas to číst, ale vypadá to na zajímavý článek:

    Persuasive Games: Texture
    But unlike paintings and plats principaux, games are not static scenes or objects -- they are interactive models of experiences. To simulate the behavior, rather than just the appearance of texture, games have to use more than visual effects.

    http://www.gamasutra.com/view/feature/3652/persuasive_games_texture.php
    MAHISH
    MAHISH --- ---
    MAHISH
    MAHISH --- ---
    Jedna z věcí, o kterých se mi dennodenně zdá, je už koukám nějakej ten pátek realitou. Art engine:)


    Margarete Jahrmann and Max Moswitzer nybble-engine (2000-2004)
    Nybble-Engine, a nybble is four bits or half a byte.










    Nybble-Engine-Toolz is a peer-to-peer server network. The installation's software converts network processes into three-dimensional abstract movies and projects them in a cinema-like fashion onto a semicircular surround screen. Additionally, real-time generated surround sounds are played. This setup closes the loop of the installation: participants sit on a central "surfer sofa" as if they were in their own living-room. They use game-pads to enter a shooter game environment where "bullets" from data objects, action bots and other players whiz around. Every hit on an object triggers network processes; at every shot an anti-war mail is created and sent.
    ___

    Nybble-engineering refers to a method that starts at the programming level of real-time tools. Here it is primarily their replicating components that represent a technical artistic challenge. The AV products generated from these, so-called nybble-engine-movies (NEMs), are structurally interactive real-time network films. Nybble-engine thus stands for both the entire program framework and for the action-bots in their function as non-linear emergences. In addition, a freeze frame is extracted on the basis of nybble engineering and sintered via a 3D printer: the data-objectile. This object represents a functional equivalent that is not analogously conceptualized, but rather in terms of problem orientation. The nybble engine project is generally presented in a pop-coded form as a live modular lecture.


    http://climax.at/ - http://climax.at/nybble-engine/

    http://youtube.com/watch?v=_c2uCL9XMC4 - http://www.aec.at/en/prix/news_detail.asp?iNewsID=369 - http://www.aec.at/en/archives/prix_archive/prix_projekt.asp?iProjectID=12473

    The Pong Dress http://www.we-make-money-not-art.com/archives/2006/08/apparently-vali.php



    Margarete Jahrmann (A) artist and theorist, born 1968, lives in Zurich and graduated from the University of Applied Arts in Vienna in 1994. Since then she has realized a variety of mediapoietic network projects, CD-ROMs, life generated modular software lectures, data objects and projects. Jahrmann is also co-founder of the art-server konsum.net. 96 - 98 correspondent of the online Journal Telepolis.

    Max Moswitzer (A), multimedia artist. He works on hardware hacking and art-scripting, server-art setups, generative visuals and dynamic data visualizations. 1990 co-founder of the artist group "You Never Know", where he exhibited e.g. at the Secession Vienna or international experimental galleries. Moswitzer studied at the University of Applied Arts Vienna, where he is now lecturer for hybrid media.
    KHALAVERA
    KHALAVERA --- ---
    MAHISH: super
    MAHISH
    MAHISH --- ---
    HARRIS: Jé, až to řeknu kamarádům, že jsem Bůh!... tak mi na to odpovědí ať už ty hry nehraju:)) Super, určitě tu svůj fetiš nech pořádně rozjet;)

    Mně konečně přišla kniha http://www.gamescenes.org/ , tak sem z ní budu postupně něco přidávat.
    Tak třeba tohle má pěkný provedení:)

    Micah Ganske Look In To My Eyes (2005)









    As technology in home-entertainment advances, one finds oneself confronted with virtual environments that more and more accurately mirror reality. The idea that we are entertained by these things simply because they are in the format of a “game” is fascinating to me. Eventually we will be able to have perfectly realistic simulations of our day-to-day lives where every second chance can be had by just hitting “restart.” This photographic series is about simulating this eventual simulation by placing the viewer behind my eyes. It is about how the most monotonous activity becomes pure candy when it’s placed at a sufficient level of distance to the spectator.

    2005 Adobe Design Achievement Awards
    Digital Photography/Imaging: Winner

    Micah Ganske
    Yale University School of Art

    http://www.michalganske.com
    KHALAVERA
    KHALAVERA --- ---
    HARRIS: bezva
    HARRIS
    HARRIS --- ---
    KHALAVERA: no teď už aktivní bádání, na herní hudbu dělám ročníkovou práci a snad i bakalářku jednou
    HARRIS
    HARRIS --- ---
    A ještě jedna bakalářka, taky se v ní něco najde, ale nevím, jestli nejde otevřít jen pro studenty MU

    Teorie digitálních her: metody analýzy a teorie žánrů (Bakalářská práce)

    Martin Horný

    http://is.muni.cz/th/144072/fss_b/horny_bc_prace.txt
    KHALAVERA
    KHALAVERA --- ---
    HARRIS: a je to koníček nebo aktivní bádání? :)
    HARRIS
    HARRIS --- ---
    KHALAVERA: Děkuji Bohu za tuto diskuzi, konečně mohu projevit svůj fetiš :)
    HARRIS
    HARRIS --- ---
    no a pro ty co jsou na soundtracky

    http://bluelaguna.net/pages/selectmp3.php
    KHALAVERA
    KHALAVERA --- ---
    HARRIS: ještě lepší!
    HARRIS
    HARRIS --- ---
    Jaroslav Švelch, Fakulta sociálních věd univerzity karlovy:

    Počítačové hry a jejich místo v mediálních studiích

    http://publication.fsv.cuni.cz/attachments/267_009%20-%20Svelch.pdf
    KHALAVERA
    KHALAVERA --- ---
    HARRIS: najs
    HARRIS
    HARRIS --- ---
    historie firmy ATARI, celkem sranda

    -http://www.sweb.cz/historie.atari/
    HARRIS
    HARRIS --- ---
    http://www.gamessound.com/
    -GamesSound.com is a site dedicated to academic studies of games audio
    -spíše analýza herní hudby, spousta dalších odkazů a článků
    Kliknutím sem můžete změnit nastavení reklam