Archive for the 'art and design' Category

day of the figurines

Friday, September 29th, 2006

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Last night was the world premiere of the artistic game “Day of the Figurines” by Brighton’s Blast Theory hosted by First Play Berlin, Trampoline an event which is part of UK’s radiator festival.
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micro graphics

Monday, September 25th, 2006

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atomic resolution micrograph of multiple twinned nanocrystalline film of Si (C. Song) in the ncem gallery

This post is sort of a followup to e.g. this randform post as it covers the unseeable.

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digital wellbeing

Wednesday, September 20th, 2006

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A new shop on Kings road dedicated to digital wellbeing.

The shop hosts – among other stars in interactive design:

BrixtonBerlinBased random international

via pixelsumo

(falls Flo das liest: auf superschicke klippslampe wird noch gespart)

8 Bit Trailer

Tuesday, September 19th, 2006

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art and video games seem to rise in acceptance in the art world hmm let’s say… at least the documentation 8 bit on art and games will be shown in the MOMA New York on Oct. 7 2006 8 p.m.

8 bit on youtube

via art fag city

signs of fashion

Thursday, September 14th, 2006

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safety tabi shoes as seen on ping mag

Signs are often context-sensitive, means they have a certain meaning only in certain contexts.

In my last posts (see e.g. here) I was speaking about the nature of garment acting as a sign or also as a symbol or icon. Here the context of a sign can imply very different meanings -even just for shoes.

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retro LED

Wednesday, September 13th, 2006

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Above “devil” (thats how I called her) is my personal piece of “wearable computing”. I soldered it when I was 11 years old…so yes…this was still in the seventies.

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supernatural

Monday, September 11th, 2006

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who is watching whom? image excerpt from a supernatural studio project

supernatural studios are hosting a very interesting lecture series in London`s Tate modern on visual effects and computer animation.

via rhizome

d-room

Wednesday, September 6th, 2006

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daytars project “d-room” was originally a proposal for a rhizome commission – however it didnt make it to the rhizome commisson‘s top ten. The proposal URL was only made public for rhizome members and since january the proposal is rotting on our server. So, I thought to make it public now.
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pixymbols

Monday, September 4th, 2006

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It is allways an interesting question at what point a picture becomes a symbol, i.e. a representative for something more abstract. This is also what I found to be the most important point which I missed in John Maeda’s commentary in this weeks post. How much is an avatar a symbol for the person behind it?

In the case of a logo the symbol nature is usually easy to manifest, but e.g. in the case of characters – especially from computer games – this depends. Sometimes they are pixymbols – just think of the pac man characters. For the smiley I find this is similar.

In this context it is worthwhile to see how early character design in computer games has transformed by time. And so I stumbled over these funny “round voxel”-3D analogs of game characters by designer Jeremy Dower who did – among others – also character design for the gameboy.

-See also an old randform post about pictoplasma.
-fake (?) space invaders characters e.g. here

trees

Thursday, August 31st, 2006

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trees in the urbanforest.

via slanted.