Taina Bucher interviews Julian Oliver, the Berlin-based media artist and programmer at the Subtle Technologies festival in Toronto. Where he taught a workshop on the Network as Material. The aim of the workshop reflects Oliver’s artistic and pedagogical philosophy nicely; to not only make people aware of the hidden technical infrastructures of everyday life but also to provide people with tools to interrogate these constructed and governed public spaces.
Generative music created from sounds found on the Internet. Sounds are curated together into pools, then randomly loaded, looped, and collaged together. This is done in real-time in your browser using my custom Flash sequencer program. The music is infinite.
The server space embraces art work and its byproducts in all shapes and forms, functioning and non-functioning; in fact, it revels in the successes, changes & even failures of the combinations of art and tech.
This internet based communication tool for discussing environmental affairs acknowledges by its structure the "importance of participation in any meaningful solutions that can be imagined". It offers viewers a variety of ways to retrieve and redistribute conversations from the archive in the form of straight transcripts or a visual replay (with speed control) of the chat through the interface. Viewers can speed-read for an overview of the discussion or take their time and follow up links. Eco-scope was featured in Ecomedia, a touring show exploring 'Ecological Strategies in Today's Art'.
pure:dyne is an operating system developed to provide media artists with a complete set of tools for realtime audio and video processing. pure:dyne is a live distribution, you don't need to install anything.
11 February 2011 (All day) - 11 March 2011 (All day)
Tenderpixel is pleased to present ‘Scapes’, a new installation by media arts collaborative Squidsoup. Created by Anthony Rowe, Gareth Bushell, Chris Bennewith, Liam Birtles and Alexander Rishaug, ‘Scapes’ conjures into being three-dimensional cities, landscapes and abstract architectures purely from sound, software and light.
In Part three of his series on classic Videogames and their appropriation into contemporary art. Mathias Jansson focuses on Space Invaders, giving examples of how the game has impacted artists' work and art culture and everyday life.
In Part Four of his series on classic Videogames and their appropriation into contemporary art. Mathias Jansson explores Pac-Man, with a selection of examples of how the game has impacted artists' work and contemporary art culture.
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