MachineMachine /stream - tagged with interactive http://machinemachine.net/stream/feed en-us http://blogs.law.harvard.edu/tech/rss Sweetcron therourke@gmail.com Rorschmap http://rorschmap.com//rorschmap http://t.co/3OoyZPxX is so right. – Folkert Gorter (folkertgorter) http://twitter.com/folkertgorter/status/188742061728612352 ]]> Sat, 07 Apr 2012 16:04:31 -0700 http://rorschmap.com//rorschmap Interactive Fluid Dynamics Rendered in ASCII http://nkwiatek.com//nick-kwiatek-web-amp-interaction-designer-developer Interactive Fluid Dynamics Rendered in ASCII (by @nkwiatek): http://t.co/zwEhxVMJ #code #play #x ]]> Sat, 17 Mar 2012 04:54:35 -0700 http://nkwiatek.com//nick-kwiatek-web-amp-interaction-designer-developer Pitchfork Interviews: Björk http://pitchfork.com/features/interviews/7996-bjork/ Björk's forthcoming Biophilia is an album. It's also an iPad app suite featuring interactive programs for each of its 10 songs... and a treatise on the natural world that involves everything from immense planets to tiny atoms... and a traveling exhibition that showcases one-of-a-kind instruments including a 10-foot bass-playing pendulum... and it's also an educational tool that aims to offer a modern take on music education, replacing notation and by-the-book theory with instinct and creativity. Biophilia-- due out later this year on One Little Indian/Nonesuch-- is many things. ]]> Mon, 04 Jul 2011 12:02:18 -0700 http://pitchfork.com/features/interviews/7996-bjork/ Cory Arcangel Goes Old School http://www.brooklynrail.org/2011/06/artseen/webbed-outcory-arcangel-goes-old-school Arcangel’s conflicted relationship  with technology drives his artistic practice and pervades Pro Tools, the artist’s first solo show at the Whitney Museum of American Art. At 33, Arcangel will be the youngest artist ever to receive an entire floor for new work. The exhibition features product demonstrations of mostly outdated technologies Ataris, Commodores, Pen Plotter Printers, to express suspicions about contemporary digital culture. The show is conspicuously absent of the Internet, ironic given Arcangel’s prolific body of web-art: no YouTube mash-ups of Lolcats playing Schoenberg, or digitally altered photographs morphing Paris Hilton into Macaulay Culkin and vice versa, or browser-based… ]]> Mon, 06 Jun 2011 15:11:05 -0700 http://www.brooklynrail.org/2011/06/artseen/webbed-outcory-arcangel-goes-old-school GlitchBot http://bitsynthesis.com/glitchbot/ GlitchBot is an automated glitch creation / distribution program and persona.
GlitchBot maintains an active presence on flickr, including a profile and photostream, with new images created and uploaded daily.
GlitchBot is not an interactive program. GlitchBot works alone on a fixed schedule, creating a single new glitched image every day and presenting it to the world via the GlitchBot flickr page (see above links) and slideshow (see below).
GlitchBot creates its images by glitching source images pulled from other flickr users' photostreams. Only source images with an appropriate Creative Commons license are used. In order to… ]]>
Mon, 30 May 2011 02:17:52 -0700 http://bitsynthesis.com/glitchbot/
The interface and the machine http://darc.imv.au.dk/publicinterfaces/?p=261 Being that this conference is about public interfaces, it would be evidently meaningful to talk about interfaces, machines and humans. But instead of examining the present multifaceted overwhelming and immense quantity of interfaces that daily calls for our attention, I will try to examine the relationship between the machine and the interface in a media archaeological perspective, that will, hopefully, point towards the physicality of the machine, in contrast to the symbolic ordering that is prevailing in the current understanding of interface.

In the introduction to this conference it is being stated that “in the case of… ]]>
Mon, 10 Jan 2011 04:53:12 -0700 http://darc.imv.au.dk/publicinterfaces/?p=261
Interactive Art: What Video Games Can Learn from Freud http://www.themillions.com/2011/01/interactive-art-what-video-games-can-learn-from-freud.html What if the best thing art has to offer is freedom from choice?
There’s a reason it’s high praise, not criticism, to say that a film or a piece of music or a good novel “sweeps you along.” There’s a selflessness in it: not just the pleasure in pausing the parts of the brain that plan and calculate and select, but in the temporary surrender of investing in someone else’s choices. Good art can be where we go for humility: when we’re encouraged to treat each of our thoughts as worthy of being made public, it can be almost… ]]>
Sat, 08 Jan 2011 08:38:49 -0700 http://www.themillions.com/2011/01/interactive-art-what-video-games-can-learn-from-freud.html
Is There Too Much Exposition in Games? http://uk.pc.ign.com/articles/112/1125824p1.html "Exposition is a dirty word," was one of Kasavin's top points. Too many developers front- or back-load games with heavy exposition to create the game world instead of smartly weaving it in the game itself. This kind of world building sets up a series of... ]]> Thu, 07 Oct 2010 02:31:36 -0700 http://uk.pc.ign.com/articles/112/1125824p1.html Is There Too Much Exposition in Games? http://uk.pc.ign.com/articles/112/1125824p1.html "Exposition is a dirty word," was one of Kasavin's top points. Too many developers front- or back-load games with heavy exposition to create the game world instead of smartly weaving it in the game itself. This kind of world building sets up a series of potential problems. One, if done too thickly, it can completely overwhelm a gamer – or worse, leave them with no surprises. After all, if a game drops a massive info dump on you within minutes, you might struggle to remember all of it when it finally comes time for the story to be wrapped up… ]]> Thu, 07 Oct 2010 02:31:00 -0700 http://uk.pc.ign.com/articles/112/1125824p1.html The Dudleys http://web.me.com/leegrid/Site/The_Dudleys.html THE DUDLEYS! takes the adolescent memories of a man and translates them into a malfunctioning 8-bit video game, the kind he used to play as a young adult. But instead of Megaman or Punch-Out, he plays The Dudleys, his own family of fifteen years ago, during the aftermath of his father’s death. Featuring a live band with original music composed on vintage video game equipment (Atari, Gameboy, Commodore 64) and 8-bit video footage, THE DUDLEYS! pits the two dimensional world of happy endings up against the confusion and aimlessness of real life. ]]> Wed, 28 Jul 2010 03:09:00 -0700 http://web.me.com/leegrid/Site/The_Dudleys.html 12 Events That Will Change Everything, Made Interactive http://www.scientificamerican.com/article.cfm?id=interactive-12-events This Web-only article is a special rich-media presentation of the feature, "12 Events That Will Change Everything," which appears in the June 2010 issue of Scientific American. The presentation was created by Zemi Media. Find all our other interactive offerings here. ]]> Wed, 14 Jul 2010 09:05:00 -0700 http://www.scientificamerican.com/article.cfm?id=interactive-12-events 1917 Anatomical Exploration of a Pig http://www.cookingissues.dreamhosters.com/uploads/Bacon_and_Hams_Foldout_Pig.html Fold out, fold out again. Observe the organs: flank or groin, lumbar vertebrae, jejunum and deum ]]> Fri, 04 Dec 2009 09:43:00 -0700 http://www.cookingissues.dreamhosters.com/uploads/Bacon_and_Hams_Foldout_Pig.html What do Amnesia, Immortality, and Mind Control have to do with Game Design, Immersion, and Suspension of Disbelief? http://eis-blog.ucsc.edu/2009/07/what-do-amnesia-immortality-and-mind-control-have-to-do-with-game-design-immersion-and-suspension-of-disbelief/ What breaks your sense of presence in a story? The culture of video game playing has developed a tolerance for the common practices and limitations in designing and producing games. We’ve stopped asking “why?” and have come to expect the typical input arrangements, the impermanence of death, and restrictions of our own free will. Although much of the work in the EIS lab is focused on investigating new practices in creating and playing games, I’ve found, in my personal “research” of popular games, that despite the predictability, certain innovations in narrative are notably novel. If we break down a game… ]]> Sat, 11 Jul 2009 06:53:00 -0700 http://eis-blog.ucsc.edu/2009/07/what-do-amnesia-immortality-and-mind-control-have-to-do-with-game-design-immersion-and-suspension-of-disbelief/ Simon Biggs http://littlepig.org.uk/ Website and interactive portfolio of artist ]]> Fri, 30 Jan 2009 09:02:00 -0700 http://littlepig.org.uk/