One of the primary innovations of contemporary technology studies has been the recognition that technology does not stand apart as an external force that impacts society and culture. Rather, technologies are embodiments of social and cultural structures that in turn, get taken up in new ways by existing social groups and cultural categories.
From `networked publics` introduction by Mizuko Ito [Cultural Antrhopologist]Networks are drastically changing our spaces, ways of life and impacting our culture and social norms. Again, it is important to remember that this is not necessarily a `novel` 21st century phenomenon. Think about mail, telegrams and telephones as precursors.
Networks augment objects with connectivity and computation power, effectively augmenting our physical spaces. This Machine to Human or Machine to Machine communiation mesh network is referred to as `Internet of Things`
From making homes `smarter` using connected security cameras to our pocket computers, to adaptively adjusting our living environment's temperature, IOT has already established its own market.
From making homes `smarter` using connected security cameras to our pocket computers, to adaptively adjusting our living environment's temperature, IOT has already established its own market.
Artist's curiosity lead them to experiment with their contemporary technology as medium. Spacebrew is an example of programmatically augmenting space.
Artist's curiosity lead them to experiment with their contemporary technology as medium. Spacebrew is an example of programmatically augmenting space.
The proliferation of web sites as virtual representations of physical locations has reached a saturation point. Despite the massive surge of bricks and mortar spaces (such as schools, businesses, organizations) maintaining online presences, there is still little connection between the people simultaneously inhabiting these spaces. Alerting Infrastructure! addresses this by connecting a physical space such as a building to its online counterpart or web site that represents this structure / organization by scanning access logs of web site for new unique visitor “hits” and translating each new site hit into physical output in the form of activating a large, pneumatic jackhammer.
Alerting Infrastructure! by Jonah Brucker-CohenA smart sneaker with personality that can broadcast its story to the web.
Documentation produced 1988, Museum of Natural History, Vernon; The participant's image is digitized to create silhouettes which is analyzed by specialized processors. The processors analyze the image's posture, rate of movement, and its relationship to other graphic objects in the system. They then react to the movement of the participant and create a series of responses-be they visual or auditory reactions. Two or more environments could also be linked. A series of simulations is programmed based on any action and Videoplace offered over 50 compositions and interactions (including Critter, Individual Medley, Fractal, Finger Painting, Digital Drawing, Body Surfacing, Replay, among others). To illustrate, when the participant's silhouette pushed a graphic object-the computer choose to move the object or the silhouette. Or, as in Finger Painting where each finger created flowing paint without the distraction of the silhouette. Myron Krueger is one of the original pioneers of virtual reality and interactive art. Beginning in 1969, Krueger developed the prototypes for what would eventually be called Virtual Reality.
Myron Krueger - VideoPlaceWhat can re add/remove from the `real`?
Text rain by Camille UtterbackWhat if you could sing `shapes`?
Mesa di Voce by Golan Levin and Zachary LiebermanWhat would you look like in an other `reality`?
Face substitution by Atruro CastroHow can we augment choreography?
FIDELITY is an interactive-video-dance performance.Funky Forest is a wild and crazy ecosystem where children manage the resources to influence the environment around them.
Funky Forrest by Theo WatsonFace projection
Bright Eyes by Zach Lieberman, Francisco Zamorano et al.The "Augmented Hand Series" (by Golan Levin, Chris Sugrue, and Kyle McDonald, 2014) is a real-time, interactive software system that presents playful, dreamlike, and uncanny transformations of its visitors' hands. The installation consists of a kiosk into which the user inserts their hand, and a touchscreen display which reveals their reimagined hand—defamiliarized through a variety of dynamic, structural alterations. In the presentation shown here, at the 2014 Cinekid Festival in Amsterdam, the kiosk is accompanied by a large rear-projection.
by Golan Levin, Chris Sugrue, and Kyle McDonald, 2014The "Augmented Hand Series" (by Golan Levin, Chris Sugrue, and Kyle McDonald, 2014) is a real-time, interactive software system that presents playful, dreamlike, and uncanny transformations of its visitors' hands. The installation consists of a kiosk into which the user inserts their hand, and a touchscreen display which reveals their reimagined hand—defamiliarized through a variety of dynamic, structural alterations. In the presentation shown here, at the 2014 Cinekid Festival in Amsterdam, the kiosk is accompanied by a large rear-projection.
by Golan Levin, Chris Sugrue, and Kyle McDonald, 2014Teh/YC is an interactive video installation that explores the psychological impact of being displaced from one’s homeland and adapting to a new one. The idea is derived from a series of recurring dreams I experienced after moving from my home city of Tehran to New York City to pursue my MFA. The common denominator of these dreams is the displacement of elements and entities from the context of Tehran and New York City. When brought together, these create an experience that borrows various sensory elements from either location to paint a synthetic picture.
By Mani Nilchiani 2012Mani Nilchiani - Dec. 2015
maninilchiani.com