Wednesday 13 May 2009

Workshop Experiment

During the workshop in week 2, we were instructed to take apart a few Keyboards as a group, and as we took them apart, we still had to continue to use it as if it still a keyboard. We managed to do this by connecting a standard copper wire to the usb port, and as there is a central unit inside the Keyboard (that processes information as keys are pressed), all we simply did was place the copper wire onto this unit to see what characters we could come out with
I managed to get the following keys: 
B, C, 1, 2, 3, 8, +, =, \, 'Return', 'Space', and 'Backspace'

I also played about with the keyboard keys by placing them back into the keyboard frame, but purposefully trying to create certain words here are some images, see if you can guess the words displayed:





The Arduino Board

Arduino is an open-source electronics prototyping platform based on flexible, easy-to-use hardware and software. It's intended for artists, designers, hobbyists, and anyone interested in creating interactive objects or environments.

Arduino can sense the environment by receiving input from a variety of sensors and can affect its surroundings by controlling lights, motors, and other actuators. The microcontroller on the board is programmed using the Arduino programming language (based on Wiring) and the Arduino development environment (based on Processing). Arduino projects can be stand-alone or they can communicate with software on running on a computer (e.g. Flash, Processing,MaxMSP).

The boards can be built by hand or purchased preassembled; the software can be downloaded for free. The hardware reference designs (CAD files) are available under an open-source license, you are free to adapt them to your needs.

Arduino received an Honory Mention in the Digital Communities section of the 2006 Ars Electronica Prix. The Arduino team is: Massimo BanziDavid CuartiellesTom IgoeGianluca Martino, and David MellisCredits


Wii Flash

WiiFlash.org is the WiiFlash project home.

WiiFlash has been developped by Joa Ebert and Thibault Imbert for fun.

WiiFlash is a project dedicated to the Wiimote and Flash® applications.

The WiiFlash project is divided into two parts:

  • WiiFlash Server (C++ or .NET server that handles Wiimote communication)
  • WiiFlash ActionScript API (SWC component)

Susy Oliveira


It is tough not to stare at Susy Oliveira’s clunky, 1980s-video-gamish polygon sculptures. Of course, sculpture is created for gawking, so clearly Oliveira has reached at least one of her goals with these large-scale pieces made of color photographic prints (c-prints) on archival card and wrapped onto foam core. Clockwise, these pieces are called Bird on a Log, The Living Boy, Time Is Never Wasted, and The Girl and the Bear. Inher description of her 2008 solo show at Toronto’s Peak gallery, Oliveira wrote about examining “our preoccupation with replacing nature with fabricated versions of itself.” Fittingly, she adds that these sculptures express an “opposition between the round aspects of sculpture and the flat aspects of photography, much like bringing a virtual model into a real space.” Oliveira is a graduate of the Ontario College of Art and Design (2000) and the University of Waterloo (2006). - Tuija Seipell

Messa Di Voce


Messa di Voce
 (Ital., "placing the voice") is an audiovisual performance in which the speech, shouts and songs produced by two abstract vocalists are radically augmented in real-time by custom interactive visualization software. The performance touches on themes of abstract communication, synaesthetic relationships, cartoon language, and writing and scoring systems, within the context of a sophisticated, playful, and virtuosic audiovisual narrative.

Tmema's software transforms every vocal nuance into correspondingly complex, subtly differentiated and highly expressive graphics. These visuals not only depict the singers' voices, but alsoserve as controls for their acoustic playback. While the voice-generated graphics thus become an instrument which the singers can perform, body-based manipulations of these graphics additionally replay the sounds of the singers' voices — thus creating a cycle of interaction that fully integrates the performers into an ambience consisting of sound, virtual objects and real-time processing.
Messa di Voce lies at an intersection of human and technological performance extremes, melding the unpredictable spontaneity and extended vocal techniques of two master composer-improvisers with the latest in computer vision and speech analysis technologies. Utterly wordless, yet profoundly verbal, Messa di Voce is designed to provoke questions about the meaning and effects of speech sounds, speech acts, and the immersive environment of language.

Uncle Roy All Around You


Uncle Roy All Around You is a game played online in a virtual city and on the streets of an actual city. Online Players and Street Players collaborate to find Uncle Roy's office before being invited to make a year long commitment to a total stranger.

The city is an arena where the unfamiliar flourishes, where the disjointed and the disrupted are constantly threatening to overwhelm us. It is also a zone of possibility; new encounters.

Building on Can You See Me Now? the game investigates some of the social changes brought about by ubiquitous mobile devices, persistent access to a network and location aware technologies.

The following text describes the work in June 2003 at the world premiere at the Institute of Contemporary Arts, London. The work was changed significantly in subsequent presentations .

The Game

Street Players buy a ticket and then are shown to the registration desk. They have their photo taken and hand over all their possessions: phone, purse, bag, loose change, etc. The Street Player receives a unique code, which they enter into their handheld computer thus triggering the 60 minute countdown to begin.

Having been told they must meet Uncle Roy within 60 minutes, Street Players take their handheld device out onto the streets. Their device shows a map and the names and positions of Online Players. The map can be dragged around to show other areas and can zoom in or out. A button marked: "I'm lost" is always available. Once outside, they receive a message from Uncle Roy. It says:

Online Players are moving around a virtual city which correlates exactly to the real city. They too are sent on a mission to meet Uncle Roy. They can view photos of the real city by going to the corresponding location in the virtual city and clicking on an icon. Initially they can chat with other Online Players but cannot see or contact Street Players.

When the Street Player first declares their position (by clicking "I'm here" on the handheld computer) their avatar appears in the virtual world at that location. Their card becomes visible to Online Players: it shows their name, their photo and a brief description of their clothes.

Selecting a Street Player's card allows the Online Player to send private messages to the Street Player. The Street Player can record audio replies or ignore these messages. Only the most recent audio message from each Street Player is available: a new message 'overwrites' the previous one. Potentially every Street Player and every Online Player can be in contact: social interaction governs how this actually happens.

After the Street Player arrives at the first location, Uncle Roy sends another message. It says: "There's something I want you to do for me. Start heading north into the West End. I will contact you as you go."

When the Street Player declares their position, Uncle Roy replies with context specific directions, e.g. "Pay no attention to the street cleaner with long gray hair. Find a dead end and follow it." After a time these directions become less context specific and more direct, e.g. "Go to 12 Waterloo Place and ring the bell marked Roy".

Online Players can assist Street Players by matching photos and Uncle Roy's comments and then passing relevant information to the Street Player, e.g. "The door to Uncle Roy's office has a metal grille".

The Office

When the Street Player arrives at the Office they ring the buzzer. The glass door slides open and gives them access to the deserted office.

Inside the room is an architect's desk, a chair and the rest of a typical executive office of the 1970s. Radio 4 comes from a Roberts radio. A blood red vinyl chair sits on the thick brown carpet. Black metal shelves hang on the dark olive green walls. A model of the surrounding city made of Post It notes sits on the desk: on a monitor nearby is an Augmented Reality display showing the Post It note city populated by all current Street and Online Players.

Online Players are informed that the Street Player is in the office and are invited to join them. Once in the virtual office, they see the Street Player on a live web cam. They are asked a series of questions culminating in: "Somewhere in the game there is a stranger who is also answering these questions. Are you willing to make a commitment to that person that you will be available for them if they have a crisis? The commitment will last for 12 months and, in return, they will commit to you for the same period."

If they agree, the Online Player is invited to enter their postal address. Once they have completed the questions they 'enter' the office and can see the web cam showing the Street Player.

On the desk is a postcard with "When can you begin to trust a stranger?" printed on it. Via the handheld device Uncle Roy asks the Street Player to answer the question and keep it with them as they walk outside to a nearby phone box.

Car

Once the they are in the phone box they receive a call instructing the Player to get into the back of a white limousine parked across the street.

A man gets into the car and asks the Street Player the same series of questions that the Online Player has answered.

If the Street Player agrees to make the commitment to a stranger then they are paired with an Online Player who has also agreed. As the Street Player is dropped off at the ICA, the postcard is posted to an Online Player who has given their address.

Meanwhile the Online Player emerges from the virtual office back into the virtual city. Their experience has no definite end: they can choose to chat further with Street Players, to go into the office a second or third time or to log out.


Uncle Roy All Around You premiered at the Institute of Contemporary Arts in London in June 2003 and has since been presented at Cornerhouse in Manchester, in collaboration with Digital Summer, and at The Public in West Bromwich as part of Fierce! festival. It is a collaboration between Blast Theory and the Mixed Reality Lab, University of Nottingham, with support from British Telecom, an Innovation Award from the Arts & Humanities Research Board, Equator and the Interdisciplinary Arts Department of Arts Council England through the National Touring Programme.

Can you see me now?

Can You See Me Now? is a game that happens simultaneously online and on the streets. Players from anywhere in the world can play online in a virtual city against members of Blast Theory. Tracked by satellites, Blast Theory's runners appear online next to your player on a map of the city. On the streets, handheld computers showing the positions of online players guide the runners in tracking you down.

With up to 20 people playing online at a time, players can exchange tactics and send messages to Blast Theory. An audio stream from Blast Theory's walkie talkies allowed you to eavesdrop on your pursuers: getting lost, cold and out of breath on the streets of the city.

Locations

The work was premiered in Sheffield at the b.tv festival. Other venues include the Dutch Electronic Arts Festival in Rotterdam; the Edith Russ Site for Media Art in Oldenburg; the International Festival for Dance, Media and Performance in Köln; Gardner Arts Centre in Brighton; ArtFutura in Barcelona; the InterCommunication Center (ICC), Tokyo; Interactive Screen at the Banff Center, Canada; Museum of Contemporary Art in Chicago; We Are Here 2.0 in Dublin; Donau Festival in Austria and as part of In Certain Places in Preston.

Conceptual Background

Can You See Me Now? draws upon the near ubiquity of handheld electronic devices in many developed countries. Blast Theory are fascinated by the penetration of the mobile phone into the hands of poorer users, rural users, teenagers and other demographics usually excluded from new technologies.

Some research has suggested that there is a higher usage of mobile phones among the homeless than among the general population. The advent of 3G (third generation mobile telephony) brings constant internet access, location based services and massive bandwidth into this equation. Can You See Me Now? is a part of a sequence of works (Uncle Roy All Around You and I Like Frank have followed) that attempt to establish a cultural space on these devices. While the telecoms industry remains focused on revenue streams in order to repay the huge debts incurred by buying 3G licenses and rolling out the networks, Blast Theory in collaboration with the Mixed Reality Lab are looking to identify the wider repercussions of this communication infrastructure. When games, the internet and mobile phones converge what new possibilities arise?

These social forces have dramatic repercussions for the city. As the previously discrete zones of private and public space (the home, the office etc.) have become blurred, it has become commonplace to hear intimate conversations on the bus, in the park, in the workplace. And these conversations are altered by the audience that accompanies them: we are conscious of being overheard and our private conversations become three way: the speaker, the listener and the inadvertent audience.

Can You See Me Now? takes the fabric of the city and makes our location within it central to the game play. The piece uses the overlay of a real city and a virtual city to explore ideas of absence and presence. By sharing the same 'space', the players online and runners on the street enter into a relationship that is adversarial, playful and, ultimately, filled with pathos.

As soon as a player registers they must answer the question: "Is there someone you haven't seen for a long time that you still think of?". From that moment issues of presence and absence run through Can You See Me Now?. This person - absent in place and time - seems irrelevant to the subsequent game play; only at the point that the player is caught or 'seen' by a runner do they hear the name mentioned again as part of the live audio feed from the streets. The last words they hear are "Runner 1 has seen ______ _______".

Proximity and distance exist at five levels within Can You See Me Now? Firstly, any game of chase is predicated on staying distant from your pursuer. Secondly, the virtual city (which correlates closely to the real city) has an elastic relationship to the real city. At times the two cities seem identical; the virtual pavement and the real pavement match exactly and behave in the same way. At other times the two cities diverge and appear very remote from one another. For example, traffic is always absent from the virtual city. Thirdly, the internet itself brings geographically distant players into the same virtual space. It also enables those players to run alongside the runners as it streams their walkie talkie chat. Fourthly, the name of someone you haven't seen for a long time but you still think of brings someone from the player's past into the present: their name is spoken aloud by a runner on the distant streets of the city and exists for a seconds before fading into the ether. Finally, the photos taken by runners of the empty terrain where each player is seen are uploaded to the site and persist as a record of the events of each game. Each player is forever linked to this anonymous square of the cityscape.

With the advent of virtual spaces and, more recently, hybrid spaces in which virtual and real worlds are overlapping, the emotional tenor of these worlds has become an important question. In what ways can we talk about intimacy in the electronic realm? In Britain the internet is regularly characterised in the media as a space in which paedophiles 'groom' unsuspecting children and teenagers. Against this back drop can we establish a more subtle understanding of the nuances of online relationships. When two players who know one another place their avatars together and wait for the camera view to zoom down to head height so that the two players regard one another, what is going on? Is this mute tenderness manifest to anyone else and should it be?

And alongside these small moments, there is a louder and more forceful set of interactions between runners and players based on insults, teasing, goading and humour. These public declarations seem to happily coexist with the private moments that appear marginal to the casual observer. Yet, this demotic discourse also can surprise: the online players understanding that the runners are tired, cold, struggling with the environment on the street can become a powerful emotion.

A player from Seattle wrote: "I had a definite heart stopping moment when my concerns suddenly switched from desperately trying to escape, to desperately hoping that the runner chasing me had not been run over by a reversing truck (that's what it sounded like had happened)."