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There were a number of projects exploring social dynamics within immersive pieces, including the special jury prize winner for the XR competition PROOF AS IF PROOF WERE NEEDED. This was a projection-based video project that featured video feeds from four different rooms in a home where a couple is searching for different objects. There are five audience members who are walking between rooms represented by a top-down blueprint of the home, and there's a computer vision system that's detecting where the most people are located and then showing the feed from that room. There are six speakers providing an ongoing Foley-based spatial audio narrative of sounds coming from different locations giving the audience a clue as to where they should investigate to puzzle together the cryptic narrative. The core mechanics felt SLEEP NO MORE-inspired where you move between different rooms to see different threads of a multi-threaded story, and you use your body to edit the experience. But instead of a single POV, it's abstracted into a collective social experiment where you have to collaborate with four other people in order to vote on what room video feed to watch. In the end, there's a lot of the story that remained a complete mystery to me until I had the symbolic dream logic decoded in my interview with co-director Ting Tong Chang and Blast Theory representative Anne Rupert. Here's the jury statement about this piece, "Spoiler Alert! The Special Jury Award Winner made us feel lost, frustrated and disconnected from each other. What started as a slow burn, turned into an unexpected connection and dance between space, story, technology and human behavior." This is a listener-supported podcast through the Voices of VR Patreon. Music: Fatality
Living With AI Podcast: Challenges of Living with Artificial Intelligence
We're discussing AI and the arts, featuring Blast Theory with a discussion of their latest work 'Cat Royale' where an autonomous system attempts to create a cat utopia.Feature interview with Matt & Ju from Blast Theory recorded on May 11th 2023 Panel Discussion recorded on May 26th 2023 On the panel we have:Tim Smith-Laing Executive Master Programme Director of the Royal Academy of ArtsAli Hossaini a TAS artist in residenceSteve Benford, TAS Creative Lead, Founder of the Mixed Reality Lab at the University of Nottingham. Chat GPT summary when prompted to talk about the lionisation of art:"In summary, AI's role in making art more accessible is indeed a positive development. By removing barriers and providing opportunities for engagement, AI can contribute to a more inclusive and diverse appreciation of art, empowering individuals to explore and connect with the artistic world in ways they may have thought were unattainable."A few notes:Blast Theory: Blast TheoryCat Royale: Welcome to Cat Royale | Blast Theory 55mins Ali: Bach music mentions:Pablo Casals - Wikipedia Yo-Yo Ma - Wikipedia 1hr 8mins Tim: Lotus Eaters:Lotus-eaters - Wikipedia Podcast Host: Sean Riley The UKRI Trustworthy Autonomous Systems (TAS) Hub Website
Games and art have intersected at least since the early twentieth century, as can be seen in the Surrealists' use of Exquisite Corpse and other games, Duchamp's obsession with Chess, and Fluxus event scores and boxes--to name just a few examples. Over the past fifteen years, the synthesis of art and games has clouded for both artists and gamemakers. Contemporary art has drawn on the tool set of videogames, but has not considered them a cultural form with its own conceptual, formal, and experiential affordances. For their part, game developers and players focus on the innate properties of games and the experiences they provide, giving little attention to what it means to create and evaluate fine art. In Works of Game, John Sharp bridges this gap, offering a formal aesthetics of games that encompasses the commonalities and the differences between games and art. Sharp describes three communities of practice and offers case studies for each. "Game Art," which includes such artists as Julian Oliver, Cory Arcangel, and JODI (Joan Heemskerk and Dirk Paesmans) treats videogames as a form of popular culture from which can be borrowed subject matter, tools, and processes. "Artgames," created by gamemakers including Jason Rohrer, Brenda Romero, and Jonathan Blow, explore territory usually occupied by poetry, painting, literature, or film. Finally, "Artists' Games"--with artists including Blast Theory, Mary Flanagan, and the collaboration of Nathalie Pozzi and Eric Zimmerman--represents a more synthetic conception of games as an artistic medium. The work of these gamemakers, Sharp suggests, shows that it is possible to create game-based artworks that satisfy the aesthetic and critical values of both the contemporary art and game communities. John Sharp is Associate Professor of Games and Learning at Parsons the New School for Design and a member of the game design collective Local No. 12. Learn more about your ad choices. Visit megaphone.fm/adchoices Support our show by becoming a premium member! https://newbooksnetwork.supportingcast.fm/technology
Games and art have intersected at least since the early twentieth century, as can be seen in the Surrealists' use of Exquisite Corpse and other games, Duchamp's obsession with Chess, and Fluxus event scores and boxes--to name just a few examples. Over the past fifteen years, the synthesis of art and games has clouded for both artists and gamemakers. Contemporary art has drawn on the tool set of videogames, but has not considered them a cultural form with its own conceptual, formal, and experiential affordances. For their part, game developers and players focus on the innate properties of games and the experiences they provide, giving little attention to what it means to create and evaluate fine art. In Works of Game, John Sharp bridges this gap, offering a formal aesthetics of games that encompasses the commonalities and the differences between games and art. Sharp describes three communities of practice and offers case studies for each. "Game Art," which includes such artists as Julian Oliver, Cory Arcangel, and JODI (Joan Heemskerk and Dirk Paesmans) treats videogames as a form of popular culture from which can be borrowed subject matter, tools, and processes. "Artgames," created by gamemakers including Jason Rohrer, Brenda Romero, and Jonathan Blow, explore territory usually occupied by poetry, painting, literature, or film. Finally, "Artists' Games"--with artists including Blast Theory, Mary Flanagan, and the collaboration of Nathalie Pozzi and Eric Zimmerman--represents a more synthetic conception of games as an artistic medium. The work of these gamemakers, Sharp suggests, shows that it is possible to create game-based artworks that satisfy the aesthetic and critical values of both the contemporary art and game communities. John Sharp is Associate Professor of Games and Learning at Parsons the New School for Design and a member of the game design collective Local No. 12. Learn more about your ad choices. Visit megaphone.fm/adchoices Support our show by becoming a premium member! https://newbooksnetwork.supportingcast.fm/science-technology-and-society
Games and art have intersected at least since the early twentieth century, as can be seen in the Surrealists' use of Exquisite Corpse and other games, Duchamp's obsession with Chess, and Fluxus event scores and boxes--to name just a few examples. Over the past fifteen years, the synthesis of art and games has clouded for both artists and gamemakers. Contemporary art has drawn on the tool set of videogames, but has not considered them a cultural form with its own conceptual, formal, and experiential affordances. For their part, game developers and players focus on the innate properties of games and the experiences they provide, giving little attention to what it means to create and evaluate fine art. In Works of Game, John Sharp bridges this gap, offering a formal aesthetics of games that encompasses the commonalities and the differences between games and art. Sharp describes three communities of practice and offers case studies for each. "Game Art," which includes such artists as Julian Oliver, Cory Arcangel, and JODI (Joan Heemskerk and Dirk Paesmans) treats videogames as a form of popular culture from which can be borrowed subject matter, tools, and processes. "Artgames," created by gamemakers including Jason Rohrer, Brenda Romero, and Jonathan Blow, explore territory usually occupied by poetry, painting, literature, or film. Finally, "Artists' Games"--with artists including Blast Theory, Mary Flanagan, and the collaboration of Nathalie Pozzi and Eric Zimmerman--represents a more synthetic conception of games as an artistic medium. The work of these gamemakers, Sharp suggests, shows that it is possible to create game-based artworks that satisfy the aesthetic and critical values of both the contemporary art and game communities. John Sharp is Associate Professor of Games and Learning at Parsons the New School for Design and a member of the game design collective Local No. 12. Learn more about your ad choices. Visit megaphone.fm/adchoices Support our show by becoming a premium member! https://newbooksnetwork.supportingcast.fm/communications
Games and art have intersected at least since the early twentieth century, as can be seen in the Surrealists' use of Exquisite Corpse and other games, Duchamp's obsession with Chess, and Fluxus event scores and boxes--to name just a few examples. Over the past fifteen years, the synthesis of art and games has clouded for both artists and gamemakers. Contemporary art has drawn on the tool set of videogames, but has not considered them a cultural form with its own conceptual, formal, and experiential affordances. For their part, game developers and players focus on the innate properties of games and the experiences they provide, giving little attention to what it means to create and evaluate fine art. In Works of Game, John Sharp bridges this gap, offering a formal aesthetics of games that encompasses the commonalities and the differences between games and art. Sharp describes three communities of practice and offers case studies for each. "Game Art," which includes such artists as Julian Oliver, Cory Arcangel, and JODI (Joan Heemskerk and Dirk Paesmans) treats videogames as a form of popular culture from which can be borrowed subject matter, tools, and processes. "Artgames," created by gamemakers including Jason Rohrer, Brenda Romero, and Jonathan Blow, explore territory usually occupied by poetry, painting, literature, or film. Finally, "Artists' Games"--with artists including Blast Theory, Mary Flanagan, and the collaboration of Nathalie Pozzi and Eric Zimmerman--represents a more synthetic conception of games as an artistic medium. The work of these gamemakers, Sharp suggests, shows that it is possible to create game-based artworks that satisfy the aesthetic and critical values of both the contemporary art and game communities. John Sharp is Associate Professor of Games and Learning at Parsons the New School for Design and a member of the game design collective Local No. 12. Learn more about your ad choices. Visit megaphone.fm/adchoices Support our show by becoming a premium member! https://newbooksnetwork.supportingcast.fm/art
Nick Tandavanitj discusses Blast Theory and ACMI's ‘Rider Spoke', an immersive experience where participants cycle through the city to find a hiding place for a secret; Producer Rosie Roulette chats about 'The Chronic Cabaret' coming to Fringe Rebound; Monica Davidson, Director of Creative Plus Business, talks about a free online course teaching business essentials to creative practitioners. With presenter Richard Watts.
Welcome to Philosophy of Directing Podcast, a show in which the host, Natalie, considers various areas of directing and reflects on her own practice and the wider industry. This week she reflects on Immersive Performance, with a focus on the work of Punchdrunk and Blast Theory. This podcast has been created as part of Natalie's work on ALRAs directing course.
Alright gang, this is the first of two weeks with Karen, our virtual life coach. A smartphone app / interactive choose your own adventure game thing from Blast Theory that unfurls based on the choices you make. Karen has taken us on as a new client, but how much can we trust her? Our first week with Karen is spent building a foundation in an attempt to take more control of my life. But as the days progress, the sessions get deeper and the lines between coach and client become increasingly blurred. FOR ALL THINGS 'DIMED OUT' RELATED, WEBSITE, SUBSCRIPTION LINKS, OTHER PODCAST RELATED GUBBINS ETC https://linktr.ee/malfoster LIKE WHAT YOU'VE HEARD AND WANT TO HELP SHAPE THE FUTURE OF DIMED OUT? THEN CHECK OUT OUR KO-FI PAGE https://ko-fi.com/dimedout LOVE WHAT YOU'VE HEARD AND WANT EVEN MORE CONTENT? THEN CHECK OUT OUR PATREON PAGE https://www.patreon.com/dimedout DIMED OUT PHYSICAL & DIGITAL MERCHANDISE NOW AVAIlABLE SOCIAL MEDIA TWITTER INSTAGRAM FACEBOOK YOUTUBE --- This episode is sponsored by · Anchor: The easiest way to make a podcast. https://anchor.fm/app --- Send in a voice message: https://anchor.fm/dimedout/message
For the second episode of the Women Shaping the World Podcast, we discuss the fluid boundaries between online radical misogyny and extremist movements. The intoxicating nature of hateful online communities makes people, especially young men, susceptible to radicalisation, when they find the social life online that they lack in real life. While they might not be swayed by anti-semitic and racists rhetoric when they initially enter chat rooms, their isolation makes them easy prey to the discourse. Researcher Julia Ebner went undercover and infiltrated these communities for more than a year. Her book, Going Dark: The Secret Social Life of Extremists out in paperback now, tells the fascinating and alarming story of her journey to the darkest corners of the internet. She will tell us about the mechanisms of recruitment and her personal experience when confronted with ideas and images whose violence is hard to stand as a young woman. After the break, Blast Theory's Ju Row Farr will tell us about the company's Operation Black Antler, a participatory theatre play where the audience is invited to go undercover and infiltrate a far-right group. Can culture create bridges to reach out to young people before they are radicalised?
During the global coronavirus pandemic, FringeArts is pivoting the focus of our podcast to checking in with our artists, our audiences, and our community partners during these unprecedented times. Since we can't gather, we'll chat remotely about how we respond to this crisis, and how the role of art during a pandemic shifts. In this episode, FringeArts Community Engagement Manager Tenara Calem chats with Nancy Hill, museum manager at the Mütter Museum, and Beth Uzwiak, research director at Ethnologica about their collaboration with Blast Theory for the pandemic exhibit Spit Spreads Death last summer. In Spit Spreads Death, the team organized a processional to commemorate the victims of the 1918 Flu Pandemic in Philadelphia. Tune in to hear about the intersection of public health and art, and learn about what we have to be optimistic about during this dark time.
During the global coronavirus pandemic, FringeArts is pivoting the focus of our podcast to checking in with our artists, our audiences, and our community partners during these unprecedented times. Since we can't gather, we'll chat remotely about how we respond to this crisis, and how the role of art during a pandemic shifts. In this episode, FringeArts Community Engagement Manager Tenara Calem chats with Blast Theory, a performance company based in the United Kingdom that creates interactive art to explore social and political questions. Blast Theory was in Philadelphia last summer in 2019 for the opening of the Mutter Museum's pandemic exhibit Spit Spreads Death, in which they organized a processional to commemorate the victims of the 1918 Flu Pandemic in Philadelphia. Tenara chats with Blast Theory artists Matt Adams and Nick Tandavanitj about the prophetic nature of their project and how art can imagine a different future. Plus - look out for a special Part 2 episode on April 8th with two of the brains behind the Spit Spreads Death exhibit about the role of community organizing and performance in the medical humanities.
Matthew Sweet investigates viruses and how they could disrupt our understanding of the nature of organisms, and looks at what history can teach us about the current pandemic. With philosopher John Dupré, historian Mark Honigsbaum, New Generation Thinker Lisa Mullen and artist Matt Adams who works with Blast Theory. Mark Honigsbaum is the author of The Pandemic Century: One Hundred Years of Panic, Hysteria and Hubris. Lisa Mullen has written Mid-Century Gothic: The Uncanny Objects of Modernity in British Literature and Culture after the Second World War. Professor John Dupré is director of the Centre for the Study of Life Sciences, and professor of philosophy at the University of Exeter. You can find about Matt Adams' work at https://www.blasttheory.co.uk/ Producer: Luke Mulhall Check out our podcast episode New Thinking: Science Fiction Hetta Howes discusses how science fiction extends beyond literature with Caroline Edwards and Amy Butt https://www.bbc.co.uk/programmes/p086zq4g You might also like this Sunday feature looking at the idea of the grid https://www.bbc.co.uk/programmes/b08v8qn4 and this Sunday Feature about the idea of Apocalypse How https://www.bbc.co.uk/programmes/b088j46v from the Radio 3 programme archives.
In episode 25, we speak to Tony White, author of ‘The Fountain in the Forest’ (Faber, 2018) as well as ‘Road Rage’, ‘Satan Satan Satan’, ‘Charlieunclenorfolktango’, ‘Foxy-T’, ‘Shackleton’s Man Goes South’, the non-fiction title ‘Another Fool in the Balkans’, and many other short stories, novellas and collaborations. He was writer in residence at the Science Museum, and his novella with artists Blast Theory, ‘Zombies Ate My Library’, was shortlisted for for best novella in the Saboteur Awards 2017. We spoke to Tony about using mandated vocabulary, how working with artists who use other forms can lead to new approaches, writing a novel in Multicultural London English, and much more. Tony is on Twitter: @tony_white_ (https://twitter.com/tony_white_) Instagram: @pieceofpaperpress Website: https://pieceofpaperpress.com/ Find us on Twitter: @UnsoundMethods (https://twitter.com/UnsoundMethods) - @JaimieBatchan (https://twitter.com/JaimieBatchan) - @LochlanBloom (https://twitter.com/LochlanBloom) Jaimie's Instagram is: @jaimie_batchan Thanks for listening, please like, subscribe and rate Unsound Methods wherever you get your podcasts. Our website is: https://unsoundmethods.co.uk/
Another fast moving Tangent Show! We talk about Uber Quiet Mode and how far we should curate our real life experiences, how you can sell books without relying on keywords, we get excited about Minecraft Earth and other augmented reality technologies... including the creepiest dating app in the universe. Plus take a selfie with Salvador Dali and also how you can make money out of your backyard for a $700 investment (not a promotion!) Links: Tangent Templates: https://templates.tangent.rocks KDP Group: https://www.facebook.com/groups/amazoncreatespace Hipcamp: https://www.hipcamp.com Salvador Dali DeepFakes: https://www.theverge.com/2019/5/10/18540953/salvador-dali-lives-deepfake-museum Cabin for $700: https://www.curbed.com/2017/9/29/16383988/a-frame-cabin-tiny-house-design-kit Blast Theory: https://www.blasttheory.co.uk/ Tender: https://app.tenderbeta.com/ Game Detectives Academy: https://gamedetectives.net/academy
Tony White is the author of novels including Foxy-T, the non-fiction work Another Fool in the Balkans and editor and co-editor of short story collections including Croatian Nights, with numerous short stories published in journals, exhibition catalogues and collections including All Hail the New Puritans. Tony has been writer in residence at the Science Museum, London and Leverhulme Trust writer in residence at the UCL School of Slavonic and East European Studies. Tony White collaborated with Blast Theory to write Ivy4evr, an SMS-based, interactive drama for young people broadcast by Channel 4 in October 2010 and nominated for a BIMA award in 2011 by the British Interactive Media Association. Tony White is currently chair of London's award-winning arts radio station Resonance 104.4fm, and his latest novel is The Fountain in the Forest. See acast.com/privacy for privacy and opt-out information.
Anne Applebaum talks to Anne McElvoy about Russian nationalism and Ukrainian history in a programme exploring the importance of borders and the way identities are bound up with a sense of place. Nick Tandavanitj and Rhiannon White discuss creating drama out of the specific histories of Hull and Port Talbot. St John Simpson, curator of a British Museum exhibition devoted to a nomadic culture of antiquity, explains the ethos of the Scythians. Anne Applebaum is a Professor at LSE and a columnist for The Washington Post. Her new book is called Red Famine: Stalin's War on Ukraine and covers the period from 1917 to the present.Rhiannon White is co-artistic director of Common Wealth which is staging We're Still Here in Port Talbot at the Byass Works, Dock Road between 15 - 30 September in conjunction with National Theatre Wales. It's 6 years since they staged The Passion there. Nick Tandavanitj has worked with Blast Theory since 1994. 2097:We Made Ourselves Over comprises five short science fiction films – each accompanied by an interactive film for smartphones – and live events across both Hull and Aarhus. Scythians: warriors of ancient Siberia runs at the British Museum from 14 September 2017 – 14 January 2018. Producer: Torquil MacLeod
00:00:18 - Introductie Voor degenen die nog geen lid zijn op het forum maar wel regelmatig naar de podcast luisteren wordt de 3e editie van de Button Bashers dag aangekondigd, een dag met zoals ieder jaar weer veel gamen en gezelligheid. 00:06:40 - Game Talk Steef laat weten wat hij van het recente disruptieve fenomeen Pokemon GO vindt (7:39). Niels heeft een doos verf gekocht om zijn bordspelminiaturen van een kleurtje te voorzien tijdens zijn vakantie (26:15) en tijdens het drogen speelde hij Xenoblade Chronicles X (32:02) tot de laatste eindbaas, en daarnaast speelde hij een avondje Boom Street (44:55) met vrienden. Michael en Niels speelden of beter gezegd ervaarden ook beiden de op zijn minst gezegd bijzondere mobiele app Karen (52:15) van Blast Theory, daarnaast bouwde hij een krachtige nieuwe gaming PC waarmee hij The Witcher 3 (1:10:27) in al diens grafische glorie kan spelen en Song of the Deep (1:12:38). 01:22:54 - Koopgedrag en games Er komen te veel spellen uit om allemaal te kunnen spelen en jaarlijks worden we overdonderd met aankondigingen en spetterende trailers die ons tot aankoop proberen te verleiden. Wat zijn de beweegredenen om tot een aankoop te komen? Hoe keek het vaste drietal er vroeger tegenaan, en wat is het koopgedrag de Button Bashers forumleden? 02:41:04 - Afsluiting Muziek: - Shatterhand (NES) - Leisure Suit Larry 6 (PC) - Peepar Time (NES) outtro