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    Net Lag : Vapour Trails Oct 9th

    While we can enjoy the fruits of being hyperconnected today – we have each other’s reading, listening and viewing habits at our fingertips, we can distribute globally on a whim – what creative performance options exist for real-time collaboration?

    Remember ResRocket?
    As long ago as 1997 ResRocket was developed by Willy Henshall (Londonbeat), and Tim Bran (Dread zone), as software to allow musicians to jam online, each represented by an avatar, and able to either play along in real time or perfect their part locally and add it to the mix later on – as long as you were playing MIDI instruments or traditional instruments rigged up for MIDI protocol translation. Some 65,000 users later in 2003, it was shut down by the Steinberg company who had bought it earlier. Various ex-rocket members cobbled together http://www.jamwith.us in 2004 which continues extending online jamming software to date.

    Rocket tangent?
    cold cutDuring their Australian tour in May 1999, Cold Cut agreed to perform a netcast from London to the Electrofringe festival in Newcastle Australia in October that year. Through a stroke of luck, the ISP sponsor for the festival had recently bought a warehouse beside the gig venue, and said “netcast? no worries, we can run a fibre optic cable across the carpark into the venue..” Bandwidth sorted ( which delivered us a 100kbs real video stream, luxurious at the time ), Cold Cut suggested doing an online jam at the end of their set with Resrocket. We hooked them up with beatmakers from Elefant Traks, who had been playing with their own online jamming software DASE ( Distributed Audio Sequencer Environment ), and the two groups jammed for a few months beforehand in preparation. On the night the ColdCut stream went fine ( with some of the loudest cheers for the text being written at bottom of screen ), but when it came time to have the jam, the Resrocket studio was inaccessible. The problem? Apparently a participating Resrocket sound engineer in San Francisco had fallen asleep, and the others couldn’t log into the room with the way he’d set it up.

    Online Jamming Today?
    Compared to Resrocket, the http://www.jamwith.us/ software is more a song production tool than a jamming tool, allowing musicians to synchronize and exchange audio material with most DAW platforms. “It has communication features to simplify the production process and keeps track of your tracks. You don`t need to be online at the same time as files are hosted on servers. The file exchange is optimized by compressing via the lossless flac algorithm.”

    http://ninjam.com (Mac OS X and Windows) is a program to allow people to make real music together via the Internet. Every participant can hear every other participant, and tweak their personal mix to his or her liking. Since the inherent latency of the Internet prevents true realtime synchronization of the jam, and playing with latency is weird, NINJAM provides a solution ( as did DASE back in 1999) by making latency much longer. The NINJAM client records and streams synchronized intervals of music between participants. Just as the interval finishes recording, it begins playing on everyone else’s client. So when you play through an interval, you’re playing along with the previous interval of everybody else, and they’re playing along with your previous interval.

    Similarly, ejamming.com imposes a delay on your instrument to keep you in sync with other musicians. The amount of delay is bandwidth and distance dependent. The better everyone’s upload speed and the closer the other players are to you, the lower the delay. The site recommends connecting with musicians close to you so you can adapt to the sync delay, and with their capslock on :
    “DO NOT TRY TO CONNECT TO MUSICIANS 5000-10000 KILOMETERS OR MILES AWAY THE FIRST FEW TIMES YOU TRY EJAMMING.” They also recommend headphones to minimize the sound level in the room of your instrument so you can focus on the delayed sound of your own instrument and the sounds of the other players coming over eJamming AUDiiO.

    http://networkjamming.com is an Australian developed networked interactive software application aimed at introducing schoolchildren to play in a virtual ensemble and jam with audio and video.

    Wiki for jamming online : http://en.wikiversity.org/wiki/Jamming_Online

    Beyond Midi And Timezone Drift
    Open Sound Control (OSC) is a protocol which attempts to transcend the limitations of MIDI, and provide a way of connecting machines more suited to modern networking technology, bringing with it greater interoperability, accuracy, flexibility, and enhanced organization and documentation. Much of today’s audio ( eg audio mulch, reaktor ) and VJ ( eg VDMX ) software is OSC capable, so online jams can include advanced ways of connecting parameters on machines located in different places. More sophisticated patch based software such as max/msp and pure data multiplies these capacities, as exemplified by the likes of Max Neupert’s Video Sampler where remote artists are both able to control an interface and see the other’s simultaneous adjustments, allowing a live remote jamming ( based on both sides having the same local set of media to start off with ).

    And aye, haven’t even touched on games, the vastness of online multiplayer games somehow daunts me. I like to think though, there’s a bunch of rastafarian orcs singing acappella tunes together in some hidden corner island of World of Warcraft, a gathering of Grand Theft Auto gangsters making music with avatar gunclicks, and others tweaking out weird audiovisual levels with unreal tournament game engines.

    And all kinds of remixing media possibilities have emerged with the widespread adoption of media storage sites online. Using a specific tag such as ‘melb2008digitalfringe’ on media uploaded @ pool.org.au, flickr, blip.tv or vimeo.com allows contributing artists from different locations to remix each others work during performances ( see below). Most media storage sites also tend to feature RSS feeds of media that can be subscribed to and utilised within software, and API’s ( programmer friendly code which provides database access to media for custom uses ).

    And So..On Oct 9th – NetLag : Vapour Trails
    vapour trails
    In the Digital Fringe leg of the Melbourne 2008 Fringe Festival, Plug N Play Melbourne, and Share Outpost will be hosting an event simultaneously with others in Brisbane, Perth, Tokyo and New York, where we’ll be trying to milk some of the collaborative possibilities, and trying to provide some introductory way of linking our events. Aside from a range of performances that night @ Horse Bazaar, we’ll be using the streaming software at mogulus.com/netlag, to select feeds from the other cities at various times, and to send an overall mix out to the web and to those at other events. The mogulus software allows live chatting via web, and anyone watching can also send twitter messages from their phone or web to twitter.com/netlag and these will scroll across the bottom of the netcast.

    The Mobile Projection Unit will be wandering around Melbourne projecting some of this, and also beaming back to the venue, and web, camera views of these projections. Crazy kinds of feedback loops possible to play with there – artists painting walls in NY say, being beamed through mogulus to our event, we select their feed and send to the mobile van, to project their art onto walls around Melbourne, video camera sends footage of this back to us, and back to the web, where the artists in NY can see how their work is being recontextualised in Melbourne, and adapt to it. The mogulus software is pretty good too, for allowing easing cueing and transitioning from feed to feed, so each member can send a feed to the web from their location, and the admin user can easily select which feed becomes the main feed. Should be fun at least, to cut in snippets from elsewhere, to our event in Melbourne, and hopefully fun for others to receive some of ours. And fun to see what kind of remixes emerge from the tagged media everyone has access to.

    In the end, just an experiment at linking events, but will be interesting to see where it goes… ( esp with the end of travel being predicted and all.. )

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    Gangster-Free* Winter Arts in Sydney

    jp | Audiovisual, Cinema, DIY, Music, Video, Vj-ing, animation, electronic art, games | Thursday, 19 June 2008

    underbellyUnderbelly @ Carriageworks
    July 3 – 13, 245 Wilson st, Eveleigh, halfway between Macdonaldtown and Redfern stations.

    While at first glance, it might seem as enticing as a community mosaic mural event or an amateur bongo night ( both great for participants but not necessarily audiences), this actually looks like a lot of fun – a public lab from 3-10 July, where a large range of artists converge to create art projects under the public gaze, with the aim of performing and presenting their work within the 2day Underbelly festival Jul 12 ( midday – 11pm ) and Jun 13 ( 2-10pm ). What makes it look interesting is the calibre and diversity of artists involved, and the range of projects they are aiming to complete. Clicking ‘artists’ at the site, reveals AV tagteams performing sets in a geodesic dome, artists trying to ‘make the narrative film process physical’, theatre groups with flying machines, an inflatable sideshow theatre, experimental tactile mixing interfaces, aerial acrobatics against video, bicycle powered projections, shadow-puppets, multimedia hiphop, a Mekanarky industrial sculpture retrospective, hanging gardens and floating sculptural speech balloons, kamikaze couture and muchos moros. People are encouraged to wander in to see the works in progress during the lead-up ( hence ‘public lab’ ), and then witness the end result on the 12th+13th.

    Sydney Biennale Highlights?
    To be honest, whether the site is to blame or not, couldn’t find much of interest within it. There is a free collection of films screening at the National Gallery every Wednesday, 2:00pm and 7:15pm, and every Sunday, 2:00pm ( Hans Richter, Alfred Hitchcock, Robert Breer, Len Lye, Dziga Vertov, Michael Snow etc etc c’mon down… ). Also notable – a free ferry shuttle to Cockatoo Island in Sydney harbour every hour, seven days a week, in aid of getting people to various art events there. Might try and coincide a free harbour ride with the Shaun Gladwell talk on Sunday. Elsewhere? A bunch of talks and performances, exhibitions as you’d expect, but not much that really jumped out. Again, maybe the website wasn’t really selling it, which seems odd given the scale of the biennale…

    (* ie not this )

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    8Bit The Movie And Even The Afterparty

    April 24th hosts both the ‘8Bit’ documentary about video games (6pm @ ACMI - introduced by the director) and a remarkably interstate gathering afterwards of 8Bit performers @ Horse Bazaar.

    8bit
    8 Bit : A documentary history of Video Games + Art
    As part of ACMI’s current ‘Game On’ exhibition, ‘8Bit the movie’ hits Melbourne shortly – a decent rummage through the history of the computer game and it’s intersection with the art world, with culture, with the creation of meaning in the world. Aye, this means lots of talking heads and archival footage, but passionate peoples abound, gleefully reminiscing about their early exposure to computer games, and subsequent integration of games into their various art practices, music-making, storytelling and media creation.

    History is a construct, but at least this version is colourful, choosing to include early software hackers, and computer game crackers in the computer hall of fame, and then later people like Johan Kotlinkski – the creator of the LSDJ software which enabled live music making on the Nintendo Gameboy, Oliver Wittchow ( who made a similarly seminal piece of software, Nanoloop ), Alex Galloway who created an artwork out of the bugs in the Tony Hawk playstation release, Eddo Stern talking about trying to overcome the novelty factor in machinima ( cinema made using a game engine ), Mary Flanagan discussing the mastery of power, fantasy and control within a computer game, Cory Arcangel who loves to create game-based art ( eg mario brothers minus everything except the clouds ) and facilitate others making their own games, Team Tendo wearing bear suits while performing in Paris, This Spartan Life who conduct talkshow interviews within an online shooter and Ed Halter, author of ‘Sun Tzu to Xbox : War and Videogames’, who points out that games play people as much as people play games – the game player not so much being in control of a game, but only being part of the circuit that completes the algorithim. All up a pretty entertaining and provocative crowd – with a relentlessly upbeat soundtrack, dripping with that distinctive early computer chip sound.

    Bonus : director Marcin Ramocki, answering questions after the film, and performance by Adelaide’s DJ Tr!P.

    8Bit Afterparty with DJ TR!P, Dot.Ay, 10kfreemen + Maddest Kings Alive
    Crazy little pre-Anzac day holiday convergence happening @ Horse Bazaar – a stellar line-up of 8-Bit-hitters : DJ TR!P from Adelaide ( SID Vicious album launch), Dot.Ay from Brisbane, 10kfreemen from Sydney ( http://10kfreemen.com) and Maddest Kings Alive from Perth ( now living in Melb ). Rounding out that crazy line-up is game related panoramic video across 6 screens by myself + Keith Deverell, and two other events on either side – OffBeat DJ residents Lephrenic & Sea from 8-10, and the Make It Up Club DJs continuing after the 8Bitness. “Bring it!”

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    Soundtracking Armageddon

    In other words, various ways to use the Four Joystick Buttons of The Apocalypse.

    billion.jpg
    Kings of Power 4 Billion %

    Pixel auteur Paul Robertson ( Melbourne animators, represent! ) is clogging the internets again, – ie fans of supercute low-res hyperviolence have been busy downloading his latest gargantuan animation effort, this one a 12 minute epic of biblical proportions that combines alien invasions, most major religions, Hulk Hogan, Capt Picard, endless pop cultural cameos, and the usual cast of fighting masses.
    Download details can be found over at http://probertson.livejournal.com, along with 200+ comments along the lines of :

    “Are you using secret japanese technologies when making all the this bright flickering? The ones which make innocent children fall into satanic epilepsy attacks?”

    Inadvertently, the video is also an advertisement for the bit torrent protocol: the large video is listed as being mirrored on several sites, but many of these are slow or hammered by the heavy demand. Bit torrent, however is a protocol and an application which gets around the limitations of small sites by sharing the bandwidth of the downloaders between them. So as some people download, some of their ‘spare’ upload space is also used to help someone else get part of the file. Which can lead to decentralisation… and eliminating the need for centralised all-powerful distributors – a good thing for a healthy ecology of media.

    Annnnnnnie-ways, if you’re familiar with his 2006 effort, ‘Pirate Baby’s Cabana Battle Street Fight‘, then the above makes some kind of noodley sense. If not, distil the retro-game fighting aesthetic to an essence, then use this to super-saturate the plot, all of the characters, and all of the on-screen motion. And take the more surreal sequences of the Akira movie as a starting point, but as they may have looked if designed for a late 1980s or early 1990s arcade game machine. Except this clip is an even more herculean effort than the last one, as relentlessly stroboscopic and action-packed as befits an ‘end of the world’ epic. And then there’s the soundtrack.

    Quatronica

    qua.jpgHalf French synthesiser spaceships, and half viking riffed glam metal guitar shredding – the soundtrack to ‘Kings of Power 4 Billion %’ definitely provides a lot of the animation’s energy and momentum, it’s sense of epicness. The dual synth and shredder sonics in this case were choreographed by Cornel Wilczek, another Melbourner who has been releasing music on Surgery Records and now Mush, under the alias ‘Qua‘. Equally at home playing acoustic instruments and laptop chopping with the nerdcorest of them, Cornel has 2 releases coming out this year and has developed a live ‘Qua’ show that playfully combines his instrument playing and splinter-funk with the live drums of James Cecil (ex-Architecture in Helsinki + check Paul’s AIH pixel clip too..).

    As it turns out, am VJing for Qua on May 3rd @ Richmond’s Corner Hotel ( also playing : High Pass Filter, One Watt Sun ( Oz/Ger), which will also be interesting for 2 more reasons : Lemur & OSC. Aye, Cornel has one of those Lemur touchscreen controllers ( as recently popularised by Daft Punk in their video pyramid at the Grammys ) which allows multi-touch control, and highly configurable interfaces ( customise your controller to suit every gig if you want ). The Lemur also has a built in ethernet interface which allows it to connect to a whole network and it uses OSC ( Open Sound Control ), which has many advantages over midi when it comes to sending information between machines, including lower latency, higher data capacity and easy configurability. And so – it’ll be fun to see the Lemur in action, but also to have it sending OSC data and manipulating some vidi-yo in time with those splinter beats. “Good times”

    Future Oil Wars made Fun

    oilwars.gif

    Even more apocalypso bang for your buck – via selectparks.net – check out Frontlines: Fuel of War, a high profile game out shortly which finds China & Russia joining forces against the U.S. + Europe and battling it out in an era of dwindling oil supplies. Not sure which side Mad Max picks there, but there’s something eerie about these kind of games modelled around contemporary news projections. Insert coin.

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    Julian Oliver : The Art of Gardening

    jp | Audiovisual, Software, Video, animation, electronic art, games, imagery, online art | Friday, 07 December 2007

    3000 words written quite a while ago for Julian Oliver’s ‘Packet Garden’ exhibition @ Arnolfini(UK).
    pg

    pgAppropriately, for an artist whose work has long been about exploring boundaries and intersections ( of media, artforms, of technologies ), Julian Oliver’s latest work is situated in that long celebrated interface between art and nature, between order and disorder, the garden. Across cultures, throughout time, the garden has been designed / created / explored / experienced as a place resonant with meaning, our relationship with the world probed through the use of symbolic themes and features. In Packet Garden, we are invited to map the world of our daily screens, to create our personal media landscapes. Creating order from our own disorder, we discover our own topologies, media patterns, our habits.

    Structuring that disorder partially explains Packet Garden’s appeal, the allure of rendering a tangible world from the messy abundance of currently available media and communications technologies and protocols. Another way to make sense of the information ecology we wade through daily. Widespread adoption of the mediasphere as ecology metaphor in part informs Packet Garden’s sense of inevitablity, and one aspect of this metaphor is worth exploring in relation to the trajectory of Julian’s earlier works. In ecosystems the productive and most diverse areas are believed often to be found in boundary zones, where one ecosystem meets another ( eg where land meets the sea). Browsing Julian’s work prior to Packet Garden, it can be seen that his preferred terrain is that contained by overlapping boundaries, be they of art, software, games or performance.

    Code = Poetry?

    “By calling digital art “[new] media art,” public perception has focused the zeros and ones as formatted into particular visual, acoustic and tactile media, rather than structures of programming. Software art means a shift of the artist’s view from displays to the creation of systems and processes themselves; this is not covered by the concept of ‘media.’” – Florian Cramer and Ulrike Gabriel (1)

    Explore enough electronic arts email lists or online forums, wander through enough digital arts collective manifestoes, collect enough ‘new media’ calling cards – inevitably this means swimming in slogans that argue for software and programming to be considered an artform. For every digital artist who uses off the shelf software with limited palettes, to create wonderful works of media, there’s another artist who wishes to redefine the palette itself, who recognises the art in extending the range and limits of software, its nuances and interface design, the merits in creating overall systems capable of delivering uniquely customised possibilities. Julian Oliver falls into this latter category, a group of artists whose work is too often critiqued on the merits of the media it outputs, as noted by software art theorist Florian Cramer:

    “The software which controls the audio and the visuals is frequently neglected, working as a black box behind the scenes. “Interactive’’ room installations, for example, get perceived as a interactions of a viewer, an exhibition space and an image projection, not as systems running on code.”(2)

    Understanding that the analysis of a user’s network traffic is what makes Packet Garden compelling, is not to deny that it’s stylised rendering of that network traffic is visually beautiful. The project’s merits however are in it’s underlying principles, reinforced by the appropriately chosen visual metaphor for displaying our net travels. As a project which scrutinises our relationship with data, the distribution licensing of Packet Garden is worth looking at more closely. At an explanatory homepage, Julian takes care to point out that Packet Garden is not ‘freeware’, but is distributed as ‘free software’ under a legally binding license which allows users to modify and redistribute PG as long as the license terms are followed. As an artist who likes to get under the bonnet Julian’s work often builds on the shoulders of coders before him. His long connections with the free software movement make visible both the ways his “>projects are indebted to modular components provided for use by others, as well as the ways in which Julian provides access to his own developed code for others to use.

    Audiovisual Remapping & Synchrony

    “…if we simply mimic the existing conventions of older cultural forms such as the printed word and cinema, we will not take advantage of all the new capacities offered by a computer: its flexibility in displaying and manipulating data, interactive control by the user, and the ability to run simulations, etc.’

    Lev Manovich, Cinema As a Cultural Interface (3)

    As well as sharing large threads of connectivity to the free software movement, the panorama of Julian’s work is inescapibly intertwined with the computer game. As an artist with programming skills, Julian consistently exploits the rich availability of game construction software to create opportunities for artistic exploration, interactive installations and performance. Game engines otherwise used for creating virtual architecture where players seek to shoot each other, are modified, customised and repurposed to develop innovative ways of generating sonic and visual material.

    Amongst Julian’s earliest repurposing of game software was a series of ‘Quake hacks’, including ‘q3aPaint’ – a series of paintings and an automatic painting system made with QuakeIII Arena, and q3apd ( made with Steven Pickles) – a free software project that turned QuakeIII into a music-making system. Julian’s sonic experiments continued with the free 3D software package Blender, exploring ‘positional audio mixing’ and using ‘collision events’ to trigger and control sound generating processes in music making software ( Pure Data, which in turn used the OSC protocol to send information between the software applications ). Another sonic interactive study was Tapper, which explored positional audio and 3D mixing for a hypothetical installation, six machines manipulated to change the bounce cycle of a puck that emits sound on collision with the ground.

    Aside from exhibited installations, these experiments are also used in a performance environment by Julian ( under the moniker ‘delire’ ) to harness the real-time capabilities and responsiveness of game engines for generating music. In practical terms, this means an inner-city bar filled with electronic music fans, a make-shift table covered in computing debris, a tangle of cables, an occasional crash and reboot screen, and then the launch of customised software. Unlike other acts simulating audiovisual synchonicity, Julian’s projected imagery and amplified sounds exert a real crackling synergy, movement and events in an abstract 3D space immediately and clearly defining the sounds, their sequence, their composition.

    Computer games, as noted by Lev Manovich(4), are an area of computer culture that has been dynamic in its use and extension of cinematic language. One example of this is the incorporation of virtual camera controls and privileging the user with dynamic points of view and the capacity to enjoy several perspectives at once or switch between these at will. Julian has long held a ‘fascination with multiple viewports’, for both the ‘visual compositional possibilities and for the divided object/subjecthood’, and explores these to great effect within ‘Trapped Rocket’(2006), which built a ‘prison’ out of six virtual cameras, containing an aggressive rocket trying to get out. Together all six cameras form an inward facing cube, jailing the rocket as it toils trying new trajectories indefinitely. 2ndPS continues the fascination with perspective, attempting to move beyond the computer games traditional first and 3rd person shooters by building a ‘second person shooter’. In 2ndPS, ‘you control yourself through the eyes of the bot, but you do not control the bot; your eyes have effectively been switched. naturally this makes action difficult when you aren’t within the bot’s field of view. so, both you and the bot (or other player) will need to work together, to combat each other.’

    Experiments which explore Julian’s explorations in sound and vision can be found at Selectparks.net, ‘an online archive of divergent and artistic game-development practices’ founded by Julian in 1998 and now established as a key destination for game-art related news and research. The site includes a dedicated ‘sonichima’ category (sounds produced with computer games) and experiments which combine audio and vision – such as Max Miptex (2001 with Chad Chatterton), an experimental ‘glitch’ machinima film, and the very well received game based audio/visual performance engine ‘Fijuu2’ (2006 with Steven Pickles).

    Playing In The Garden

    fijuuDesigned to enable musicmaking using cheap Playstation 2 style gamepads, Fijuu2 is music improvisation software with a difference – it simultaneously generates abstract 3D graphics, and these visual representations can be manipulated on screen, an innovation that allows the exploration, anticipation and generation of music through visual means. Fijuu was performed at the Sonar festival in 2004, received an Honourable Mention at Transmediale 2005, then CyberSonica06 commissioned the development of Fijuu2, and the continuation of its attempts to transcend the limits of electronic music performance interfaces.

    Fijuu2 foregrounds the poetics of navigation, allowing 3D space and shapes to be played with in an instrument like manner. The tight real-time responsiveness of game engine software brings a real immediacy to the process, and the setting offers unique ways to respond to the unfolding music and visual display, uncovering accidental pleasures along the way, the user able to harness the system’s inherent quirks and glitches for musical benefit. By getting under the bonnet, new performance possibilities are created, and the scope of computer game as interface has been expanded.

    Aside from abstract and performative explorations, computer games are regularly utilised by many artists seeking to create immersive worlds pregnant with provocative meanings, ripe for profound discovery and expression. Selectparks.net regularly profiles (5) such game-art, including an array of politically inspired games tackling issues from the war on terrorism (September 12th ) to the fast food industry ( McDonalds the videogame ), the history of Latin America ( Tropical America ) and apocalyptic religious cults ( Waco Resurrection – C-level ). If any doubt remains about computer games as a legitimate, powerful form of cultural expression, able to uniquely engage contemporary audiences, even the briefest of interaction with the above games should settle that.

    escape woomeraEscape from Woomera was built by Julian Oliver with Katherine Neil & Kate Wild in 2002-3 as a response to the inhumane treatment of refugees in Australia. Set in remote desert, the harsh conditions of the Woomera detention centre are far from the public spotlight, something the makers of Escape from Woomera sought to remedy. Using extensive photographs of the compound and a modified version of the Half-Life game engine, the detention centre conditions were transformed into a 3D game – the user taking on the persona of a detainee in subhuman conditions, having escape as the ultimate goal. The refugees at Woomera have had to endure imprisonment for years at a time without knowing their ultimate fate, and raising awareness of this situation and their appalling conditions was a goal of the makers. This was achieved on a number of levels – through the engagement of gameplayers around the issue, through International publicity generated, and through even further publicity received when the Minister for Immigration Phillip Ruddock publicly condemned the game ( which had received some Government arts funding ). In a similar fashion, the Guantanamo Bay cell of Australian prisoner David Hicks ( who has been waiting many years for a trial as an alleged terrorist) has been recently recreated as a 360 panorama for users to navigate, similarly providing a fresh and intimate perspective on a political issue.

    Aside from raising awareness of issues, computer games with an overtly political message have also helped contribute to an improving perception of the computer game platform. By leveraging sophisticated immersive and interactive to provoke players into considering particular issues, these games introduce gamers and non-gamers alike into further accepting on some level the merits of the computer game as an artform in its own right. This new batch of believers also includes media theorists, McKenzie Wark in his most recent book ‘Gamer Theory‘, stating that ‘computer games constitute the dominant cultural form of our time’.

    Packet Gardening

    Stepping back in history, playful information representation has long been alive in the garden. his book ‘Gardens of the Gods: Myth, Magic and Meaning‘, Christopher McIntosh cheerfully delineates the ways in which the garden has been used across many cultures to convey meaning – landscapes designed and manicured to reflect various belief systems and mythologies. And a rich history it is, from which today’s landscape architects, town planners, ecologists and horticulturalists draw on heavily when designing or seeking to conserve parks, gardens or landscapes.

    McIntosh identifies three basic ingredients which give a common structure to the language of gardening – the form of the garden as a whole, the objects that are created or placed in the garden or existing landscape features to which specific meanings are attached and the plants in the garden and the meanings they are given. From this platform, the symbolic language of gardens is explored widely, from the renaissance gardens in Europe, that sought to search for, or recreate Eden (horticulture as reflecting the mingling of new scientific theories with older ideas and beliefs), to the Chinese & Japanese gardens that sought to balance the forces of nature ( with the influences of feng shui and taoism, balancing of yin and yang), to the Christian motifs in European gardens (renaissance magical and memory systems as a possible basis for the iconography and design of certain gardens), to the dense mythological symbolism of baroque and rococo gardens ( theatres of transformation ), the symbolism and allegory of gardens of the 18th century (reflecting ideas of 18th century enlightenment) and the foretaste of paradise suggested by Islamic gardens ( recurring features such as four water channels representing the rivers of Eden). Which brings us to our current tangle of light and wires.

    A wild and woolly network of computer networks, the internet’s world-wide operations are made possible by the use of a common set of communications protocols. Transmission Control Protocol/Internet Protocols ( TCP/IP) enable globally understood interaction between machines, and each machine must have an Internet Protocol number or address for it to communicate with others. An IP address is a unique number consisting of 4 parts separated by dots, e.g. 163.117.235.3 ( which is also the type of address ultimately found when looking at a web address such as http://www.google.com ). In addition to these protocols, another layer of protocols enable software applications to send messages between these addresses.

    Packet Garden generates a unique, explorable 3 dimensional world based on your internet use, and operates by monitoring the above protocols and noting which servers you have visited, quantities of traffic, geographic locations and which protocols were used. As Julian points out:
    “Uploads make hills and downloads valleys, their location determined by numbers taken from internet address itself. The size of each hill or valley is based on how much data is sent or received. Plants are also grown for each protocol detected by the software; if you visit a website, an ‘HTTP plant’ is grown.”

    Visualisation of such traffic is inherently interesting to the user, illustrating patterns and habits and often drawing attention to surprises – heavier than expected usage in some area, or by some application. Daily files or worlds can be stored and compared later to observe changing habits over time. In revealing the users internet usage in this unique way, an understanding of the underlying structure of the internet is necessarily nurtured – for example, wondering why some ‘plant’ is so prominent, might lead to discovering that some supposedly bandwidth benign application is using much more traffic than it should.

    Space is the Place

    “the space of flows… links up distant locales around shared functions and meanings on the basis of electronic circuits and fast transportation corridors, while isolating and subduing the logic of experience embodied in the space of places.”
    Manuell Castells (Informationalism and the Network Society)(7)

    Eminent sociologists ( Hi, Manuel ) are great for mapping the contours of a networked society across its various dimensions ( social, economic, political ), and with fine-toothed detail ( quantitative analysis of changes in labour market demographics across decades??? anyone? *). In his comprehensive three-volume series, The Information Age: Economy, Society and Culture, Manuel Castells carefully outlines the impact of advanced communications and information technologies, and the ways in which they have facilitated globalisation and transformed identity and society. He argues that ‘information technologies foster a networking logic, because it allows one to deal with complexity and unpredictability, which in itself is increased by these technologies’ (8) and introduces the ‘space of flows’ as a key way of understanding the importance of networks. The second volume, The Power of Identity is dedicated to the core tension behind Packet Garden, the juxtaposition between our lives in the space of places, and our jostling for position in the ethereal geography-less networks, the space of flows.

    It is often the cultural creatives who can best illustrate these tensions and nuances of our times, providing unique vantage points from which to gauge information technology’s continued transformations of our personal and collective identities across the globe. As Edward Tufte (9) might argue, well visualised information can make a strong contribution to helping distill the complexities of our aged. Lateral attempts to convey our times abound online : Richard Hodge’s rollercoaster version of the graph of US home prices adjusted for inflation (10), Carlo Zanni’s Ebay landscape which generates mountains from ebay stock market charts (11), and many mappings of global blog activity eg the Twingly screensaver which visualises global blog activity in real-time (12). See also Discover Magazines ‘Charting the network of jocks, gadget hounds, political junkies, and porn aficionados’ (13 ).

    Beyond simply good graphic design and well chosen visual metaphors however, strong conceptual software design can engage the reader / viewer’s participation on deeper levels. An excellent recent example of using contemporary visual interfaces to promote understanding of complex issues, would be the inclusion within Google Maps, of densely overlayed information relating to the genocidal atrocities happening in Darfur, Sudan(14). Within an information software manifesto of sorts, ‘Information Software and the Graphical Interface’(15), Bret Victor puts forward that information software ultimately serves the human urge to learn:

    “A person uses information software to construct and manipulate a model that is internal to the mind—a mental representation of information. Good information software encourages the user to ask and answer questions, make comparisons, and draw conclusions.”

    5. References / links

    (1) Florian Cramer and Ulrike Gabriel, ‘Software Art’, August 15, 2001.

    (2) Florian Cramer:

    “The software which controls the audio and the visuals is frequently neglected, working as a black box behind the scenes. “Interactive’’ room installations, for example, get perceived as a interactions of a viewer, an exhibition space and an image projection, not as systems running on code.”

    (3) Lev Manovich, Cinema As a Cultural Interface

    (4)Lev Manovich, Cinema As a Cultural Interface

    Computer games, as noted by Lev Manovich, are an area of computer culture that has been dynamic in its use and extension of cinematic language. One example of this is the incorporation of virtual camera controls.

    (5) September 12th – http://www.newsgaming.com. McDonalds the videogame – http://www.mcvideogame.com. Tropical America – http://www.tropicalamerica.com. Waco Resurrection – http://waco.c-level.cc.

    (6) Christopher McIntosh, ‘Gardens of the Gods: Myth, Magic and Meaning’ ( I.B. Tauris 2005 ).

    (7) (Informationalism and the Network Society. In: The Hacker Ethic and the Spirit of the Information Age. New York, Random House pp. 155-178, Himanen, Pekka 2001. )

    (8) ‘information technologies foster a networking logic, because it allows one to deal with complexity and unpredictability, which in itself is increased by these technologies’ (1996: 60-65)

    (9) Edward Tufte is a leading advocate of intelligent information visualisation and author of many books on the topic.

    (10) Richard Hodge’s rollercoaster graph of US home prices adjusted for inflation: http://www.speculativebubble.com/videos/real-estate-roller-coaster.php

    (11) Carlo Zanni’s Ebay landscape which generates mountains from ebay stock market charts http://www.vvork.com/?p=3720 Artist home page: http://www.zanni.org.

    (12) Twingly screensaver which visualises global blog activity in real-time: http://twingly.se/ScreenSaver.aspx

    (13) Discover Magazines ‘Charting the network of jocks, gadget hounds, political junkies, and porn aficionados’ ( http://discovermagazine.com/2007/may/map-welcome-to-the-blogosphere

    (14) “Educating today’s generation about the atrocities of the past and present can be enhanced by technologies such as Google Earth. When it comes to responding to genocide, the world’s record is terrible. We hope this important initiative with Google will make it that much harder for the world to ignore those who need us the most.” — Sara J. Bloomfield, Director, USHMM. http://www.ushmm.org/googleearth/

    (15) Bret Victor, ‘Information Software and the Graphical Interface’ http://worrydream.com/MagicInk/

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    C64 Shredding With Sweden’s Goto80

    goto80

    25 years after the Commodore 64 was unleashed, Sweden’s King Milker of it’s retrosonic glory is Goto80 ( aka Anders Carlsson ) who manages to coax 8-Bit reggae, bossanova, breakcore, metal and even country tunes out of that 64K.

    Superdöner? 5-man rock band, based on Commodore 64 and Gameboy and an unhealthy obsession of bad taste.

    Extraboy? Pseudonym I use to create slower electronica stuff – usually somewhere between electronic ambient and dub.

    HT? Me and Greg doing vocal micro synth pop in Swedish.

    Labelable? Net label that invents new music styles. I’ve made most of the songs there under various silly names.

    What’s so good about making music with the C64?

    The C64 offers the ultradigital standard 8-bit sounds that everyboy recognizes from old videogames, but also has unique features – analogue filters, ring modulation and actual bugs in the chip = dirty digital lo-fi sound. I don’t hear anything else that sounds like a C64. It leaves a lot of room for experimenting since there’s hundreds of programs to use, all letting you program the chip directly and totally control what’s happening. The chip’s a beast that cannot be fully tamed, which’s what I really like in the end.

    What else do you like to perform with at the moment?

    On my live shows I arrange songs live, play melodies on synthesizers and do vocals. Usually I add effects as well, but keep it quite clean. I’d like to think that my live shows is not a typical introverted laptop show.

    How’s the micromusic bandwagon travelling these days?

    The micromusic.net website works as a community for mainly European people inspired by home technology, but it’s still growing with new headquarters popping up around the world. The micromusic or chipmusic scene has evolved a lot in recent years to include more vocals and other instruments and has been heard in mainstream music like Nelly Furtado and Beck. Other people than old videogame-nerds are using the technology, which means that you get banjo-gameboyers like Bud Melvin, jazz masters like YMCK, punkrockers like Maniac Mansion or furious drummers like Duracell.

    Even Sex Pistols manager / swindler – Malcolm McLaren jumped on board for a while.. did he stick around?

    Although a lot of things he said simply wasn’t right, I guess Malcolm McLaren did a lot for this music as he talked about it in the media worldwide. Describing it as 8-bit punk, he wanted to portray us as poor hackers manipulating obsolete corporate technology with ideals to fuck more modern ways of doing it. It sounds cool, but it’s not true. He threw some parties and released some records, but as far as I know he’s now doing something else. It was possibly the first time in this scene that there was reason to actually discuss “selling out or not” which made it interesting. Money and fame has never really been a big issue, though it might be in the future. Anyway, as far as collecting such a diverse range of people into one package to present as something cool, maybe he did a good job. But he’s just a fucking sell out :)

    You often work with a dedicated VJ, Entter or Josssystem, in what ways do you collaborate / interact – in both production and live performance?

    Me and Entter (Raul bb and Raquel Meyers) collaborate in producing videos and some music together. As they are Spanish, we do some things separately and some things when we meet up or have a residency like for our cowboy video “Microcolorado”, shot in the south of France earlier this year. They also made my websites, and karaoke-part on my upcoming album “Made On Internet” (Pingipung, release in October). For live shows, we sing together and they keyboard-VJ in innovative and frenetic ways, much like my music. Jossystem from Sweden programmed a specific Goto80 VJ-tool to for easy improvisation with random parts of the memory to create some of the most beautiful data trash known to man. They also made some videos for me, and remixed my music under various names.

    What is ‘44422435 to nowhere’?

    An audiovisual, glitchy C64-video that me and Entter made this summer in Spain, based on altering the data of games and music. We used a C64 with a special cartrdige to gain access to the memory. With a complete listing of the memory, we would put random numbers and letters into the memory to manipulate graphics, sound and functionality. We could also pause the games and alter the graphics on the screen, and see what would happen we would run it again. We recorded it to VHS and edited it, and voila! I also made some live remixing of my songs with the music program that I’m using, spiced up with some RAM-hacking as well.

    ( Highly recommend checking out Entter’s 8-Bit Video demoreel… most entertaining! – jp )

    Seems you’ve been gigging busily, what’ve been some recent highlights?

    Just had a 2 week European tour and before that a Swedish tour with Entter and Meneo from Spain. Maybe it’s the first time a chipmusic act got thrown off stage (3 times!), when Meneo and Entter got naked on stage in Stockholm. The Blip Festival in New York – with more than 40 chipmusic artists from around the globe – was great, playing in an old bank 10 meters from Wall Street. Also, me and Entter played at the alternative stage at the Metro Dance Club in Southern Spain, this huge techno club where I felt really out of place. We actually managed to get the people dancing to the sounds of Commodore 64! People came expecting the usual 4/4 bassdrum kicks, but we hypnotized them with lo-tech beats and super pixel visuals! Great experience.

    You’ve released so much music both for sale and free download, what’re your thoughts on music distribution?

    When I release music commercially, I try to include special things that you can find if you put the CD into your computer. On “Commodore Grooves” I had 1 extra hour of music in various obscure music formats but also texts, videos, pictures, etc. On my new album “Made On Internet” you can put it into the computer to run a special karaoke program to sing along with some of my songs.

    As I don’t buy much music myself, I don’t demand that other people pay for my music. But if you’re an artist who can almost make a living out of it, and needs to get more money to do the music properly, it’s a shame if they have to stop just because people don’t support them financially. Doing it yourself – without labels, distributors, etc – is hard work and I for one don’t really like it as it has a lot to do with words and contacts rather than only music. I’m really happy to have Pingipung to release my next album, as they are both good people and a good label. :)

    Timbaland calls you, wanting to collaborate – what questions do you ask him?
    Timbaland took a complete song made by two friends of mine, and used it in a Nelly Furtado song without credits. I’m not one to complain about sampling and stealing, but this was maybe a bit too much since the whole song was sampled with only some basic additions (apart from the vocals). If Timbaland approached me with a very good idea, I’d first make sure to have some agreement before getting to work as I’ve had days of work disregarded because of big record companies “finally not liking it”. I’d basically make sure to get a lot of money if the musical ideas weren’t very much appealing to me, and then use that money to save the world.

    ( see Timbaland in other ‘sampling news’ over @ Wayne&Wax )

    3 sites / mp3 blogs you’d recommend for finding good chip music?
    www.rebelpetset.com
    http://robot-dreams.com/nahc/
    www.8bitpeoples.com

    What will you be making music with in 2015?

    Microphones and mountains.

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    Wii Are The Champions