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	<title>mar.canet</title>
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	<link>http://www.mcanet.info/blog</link>
	<description>new media art research</description>
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		<title>Shooping in one Minute</title>
		<link>http://www.mcanet.info/blog/?p=110</link>
		<comments>http://www.mcanet.info/blog/?p=110#comments</comments>
		<pubDate>Sun, 29 Aug 2010 19:57:49 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[1]]></category>

		<guid isPermaLink="false">http://www.mcanet.info/blog/?p=110</guid>
		<description><![CDATA[Project description:
Shopping in 1 minute is an artgame that is playfully criticizing the increasing desire of society for consumption. Our inspiration for creating the artgame came from the craziness of people during the sales period: long lines in front of supermarkets, stone-age-style behavior, lots of useless products, etc.
Thus, we are inviting audience to train for [...]]]></description>
			<content:encoded><![CDATA[<p><strong>Project description:</strong></p>
<p>Shopping in 1 minute is an artgame that is playfully criticizing the increasing desire of society for consumption. Our inspiration for creating the artgame came from the craziness of people during the sales period: long lines in front of supermarkets, stone-age-style behavior, lots of useless products, etc.</p>
<p>Thus, we are inviting audience to train for the next sales period. A player has to scan as many products as possible during a minute. As a reward each player will receive a ticket with bonus points according to his score.</p>
<p>Project done with <a href="http://www.varvarag.info/">Varvara Guljajeva</a>.</p>
<p>Video is done with the piece install in Tabakfabrik at Ars Electronica 2010 in the Interface Culture exhibition.</p>
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<p>Another aspect of the project was the selection of media, our aim was to replace a computer screen and integrate various devices for making the installation more rich. Thus, we came up with arcade-like screen that we built on our own. In the box are a LED-display, 7sigment LEDs, Arduino, light and an imagine (many thanx to Sabina Dallu!) of special light-sensitive paper.</p>
<p><img src="http://www.mcanet.info/blog/wp-content/uploads/p1020772.jpg" alt="" title="p1020776" width="300" height="224" class="aligncenter size-full wp-image-119" /></p>
<p><img src="http://www.mcanet.info/blog/wp-content/uploads/p1020776.jpg" alt="" title="p1020776" width="300" height="224" class="aligncenter size-full wp-image-119" /></p>
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		<title>World2020</title>
		<link>http://www.mcanet.info/blog/?p=109</link>
		<comments>http://www.mcanet.info/blog/?p=109#comments</comments>
		<pubDate>Sun, 07 Mar 2010 02:55:58 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[1]]></category>

		<guid isPermaLink="false">http://www.mcanet.info/blog/?p=109</guid>
		<description><![CDATA[World2020 is an interactive post-catastrophic landscape installation. In the year 2020 planet Earth has become a place that is almost impossible to live in, following radical climatic changes due to the effects of the continuous exploitation of resources and the high level of pollution. Several scientists have made very dramatic predictions for the next hundred [...]]]></description>
			<content:encoded><![CDATA[<p>World2020 is an interactive post-catastrophic landscape installation. In the year 2020 planet Earth has become a place that is almost impossible to live in, following radical climatic changes due to the effects of the continuous exploitation of resources and the high level of pollution. Several scientists have made very dramatic predictions for the next hundred years. For example, the renowned British physicist Stephen Hawking recently predicted the colonization of Mars by 2046 in order for mankind to survive. The installation *World 2020* opens a window into the future of this imaginary world. It is an immersive real-time generated scene showing where humanity just can&#8217;t live anymore. Instead people live underground and the installation represents a vantage point to the Earth&#8217;s surface. The audience has to wear special security goggles before they get offered a glimpse at three different scenarios of the world in 2020. This project tries to make an impact on the public by showing a possible future scenario about our current home planet.</p>
<p>Credits:</p>
<p>Idea and concept: Mar canet sola<br />
Technical development: Dietmar suoch, Mar canet sola<br />
Artistic direction: Mar Canet Sola, Dietmar Suoch<br />
3d artist: Jayme Cochrane, Timm Wilks and Marcin Wodzyński<br />
Exhibition design: Marc Atanes<span style="border-collapse: collapse; color: #500050; font-family: arial; font-size: 13px;"></span></p>
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		<title>My name is 192.168.159.16</title>
		<link>http://www.mcanet.info/blog/?p=101</link>
		<comments>http://www.mcanet.info/blog/?p=101#comments</comments>
		<pubDate>Sun, 07 Mar 2010 02:41:14 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[1]]></category>

		<guid isPermaLink="false">http://www.mcanet.info/blog/?p=101</guid>
		<description><![CDATA[

My name is 192.168.159.16 &#8211; is a metaphorical visualization of nowadays-human beings.  In my point of view we are not bounded to one body anymore. We are extended through networks to infinity. The location does not matter, what matters is connection. Thus, at this point I totally agree with Mitchell “disconnection would be amputation. I [...]]]></description>
			<content:encoded><![CDATA[<div>
<p><a href="../wp-content/uploads/ntw_doll4.jpg"><img title="ntw_doll4" src="../wp-content/uploads/ntw_doll4.jpg" alt="" width="552" height="367" /></a></p>
<p><a name="ntw_doll"><strong>My name is 192.168.159.16</strong></a> &#8211; is a metaphorical visualization of nowadays-human beings.  In my point of view we are not bounded to one body anymore. We are extended through networks to infinity. The location does not matter, what matters is connection. Thus, at this point I totally agree with Mitchell “disconnection would be amputation. I link therefore, I am.” We are becoming gradually fully equipped and totally dependent on technology cyberorgs.</p>
<p>The installation consists of 4 dolls in each a speaker inside, 4 relays, arduino, a computer, and a modem. We are using Processing, TTS (text to speech), and Arduino. The independent and at the same time isolated network is created. IP addresses are continuously renewed and sent to a random doll. Thus only one doll is speaking at a time (4 speakers are controlled by 4 relays through arduino).</p>
<p>Project developed in collaboration with <a href="http://varvarag.cdrews.de/">Varvara Guljajeva</a>.<br />
Exhibited at <a href="http://varvarag.cdrews.de/active.htm#fantasmarama"><strong>Fantasmarama</strong></a> group exhibition in Linz, Austria (September 09)<br />
<a href="http://varvarag.cdrews.de/active.htm#stuttgard"><strong>23rd Stuttgarter Filmwinter</strong></a> 20.-30.01.2010 (Stuttgart, Germany)<br />
received a<strong> jury prize</strong> for media art installation at <a href="http://www.wand5.de/wand5cms/index.php?option=com_content&amp;task=view&amp;id=170&amp;Itemid=253"><strong>23rd Stuttgarter Filmwinter!</strong></a></p>
<p><strong><br />
</strong><br />
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<p><a href="../wp-content/uploads/IP.jpg"><img title="IP" src="../wp-content/uploads/IP.jpg" alt="" width="567" height="378" /></a></p>
</div>
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		<title>Impossible love</title>
		<link>http://www.mcanet.info/blog/?p=86</link>
		<comments>http://www.mcanet.info/blog/?p=86#comments</comments>
		<pubDate>Fri, 05 Feb 2010 00:45:28 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Works]]></category>

		<guid isPermaLink="false">http://www.mcanet.info/blog/?p=86</guid>
		<description><![CDATA[It is a net.art project. It is a place of anonymity, which accumulate impossible love histories. Everyone deposit their lost loves, and can inform the recipient that someone mentioned this at some point in a story and has been included in the freezing chamber, where hope and love are preserved despite the years and wrinkles.
Installation [...]]]></description>
			<content:encoded><![CDATA[<p>It is a net.art project. It is a place of anonymity, which accumulate impossible love histories. Everyone deposit their lost loves, and can inform the recipient that someone mentioned this at some point in a story and has been included in the freezing chamber, where hope and love are preserved despite the years and wrinkles.</p>
<p>Installation consists of two parts, one is a web in which tags are displayed with stories of lost loves that is the depositing for the public and the second is located inside the exhibition hall where a printer will print the stories and deposited in a container that these will</p>
<p><a href=" http://impossiblelove.org">http://impossiblelove.org</a></p>
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		<title>the inspector</title>
		<link>http://www.mcanet.info/blog/?p=1</link>
		<comments>http://www.mcanet.info/blog/?p=1#comments</comments>
		<pubDate>Tue, 26 Jan 2010 21:59:25 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Works]]></category>

		<guid isPermaLink="false">http://www.mcanet.info/blog/?p=1</guid>
		<description><![CDATA[The inspector is a tool for SGAE (spanish society for authors and editors ) inspectors to assist them check which register music in his database can be download from Torrent servers.It is a tool that wants try to change the mentality of musicians that have copyright protection for music to an others formats of author [...]]]></description>
			<content:encoded><![CDATA[<p>The inspector is a tool for SGAE (spanish society for authors and editors ) inspectors to assist them check which register music in his database can be download from Torrent servers.It is a tool that wants try to change the mentality of musicians that have copyright protection for music to an others formats of author protections adapted to the more free information society.</p>
<p>The inspector is an Firefox addon that checks if the recorded music at SGAE is available on p2p networks. One of the problems of copyright is the difficulty of access to databases to know which is registered or not.</p>
<p><a href="http://www.derivart.info/index.php?s=p10&amp;lang=en" target="_blank">Download current version</a></p>
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		<title>Gamebroker</title>
		<link>http://www.mcanet.info/blog/?p=38</link>
		<comments>http://www.mcanet.info/blog/?p=38#comments</comments>
		<pubDate>Fri, 02 Oct 2009 00:18:48 +0000</pubDate>
		<dc:creator>admin</dc:creator>
		
		<guid isPermaLink="false">http://www.mcanet.info/blog/?p=38</guid>
		<description><![CDATA[GameBroker, a project developed in collaboration with David Pello (ladecadence.net). The project talks about the last three historical crisis in a serie of minigames for original Nintendo Gameboy(TM) . Three different computer games bring us back to the past financial crisis to 80&#8217;s, 90&#8217;s and dotcom crisis in 2000. The games make a player to [...]]]></description>
			<content:encoded><![CDATA[<p>GameBroker, a project developed in collaboration with David Pello (ladecadence.net). The project talks about the last three historical crisis in a serie of minigames for original Nintendo Gameboy(TM) . Three different computer games bring us back to the past financial crisis to 80&#8217;s, 90&#8217;s and dotcom crisis in 2000. The games make a player to discover the main reasons of each crisis, like the huge oil price increase, fast interest rate increase, or an enterprice bubble. Moreover the games remain as a classical 8bits games that challenge a player with questions about every crisis. Correct answers give a player extra points that increase his/her final score (and gain the most posssible money). Gamebroker invites to re-think the nature of financial crisis as a circle-phenomenon that is coming and going during last decades.</p>
<p><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="400" height="300" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="allowfullscreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="src" value="http://vimeo.com/moogaloop.swf?clip_id=5304444&amp;server=vimeo.com&amp;show_title=1&amp;show_byline=1&amp;show_portrait=0&amp;color=&amp;fullscreen=1" /><embed type="application/x-shockwave-flash" width="400" height="300" src="http://vimeo.com/moogaloop.swf?clip_id=5304444&amp;server=vimeo.com&amp;show_title=1&amp;show_byline=1&amp;show_portrait=0&amp;color=&amp;fullscreen=1" allowscriptaccess="always" allowfullscreen="true"></embed></object></p>
<p>The three games combine a minigame with questions referring to the crisis that is talking about, becoming a way to learn about and remember the past bubbles.</p>
<p><strong>80&#8217;s crisis</strong><br />
In the mini-game about 80&#8217;s crisis the enemy is the increasing price of petrol and comodities (raw materials like iron, coal, etc&#8230;). Moreover a player needs to destroy the high prices by shooting, otherwise the prices go even higher. The game design reminds the classical game called Space Invaders.<br />
<img style="padding: 2px;" src="http://derivart.info/projectes/gamebroker/screenshots/80/crisis80-1.bmp" alt="" /><img style="padding: 2px;" src="http://derivart.info/projectes/gamebroker/screenshots/80/crisis80-2.bmp" alt="" /><img style="padding: 2px;" src="http://derivart.info/projectes/gamebroker/screenshots/80/crisis80-4.bmp" alt="" /><img style="padding: 2px;" src="http://derivart.info/projectes/gamebroker/screenshots/80/crisis80-3.bmp" alt="" /></p>
<p><strong>90&#8217;s Crisis</strong><br />
At that time the high interest rates set the piece of world into dangerous. A player has to fight against the high interest rates and answer questions related to this crisis in the game  Arkanoid Style.<br />
<img style="padding: 2px;" src="http://derivart.info/projectes/gamebroker/screenshots/90/crisis90-1.bmp" alt="" /><img style="padding: 2px;" src="http://derivart.info/projectes/gamebroker/screenshots/90/bgb00005.bmp" alt="" /><img style="padding: 2px;" src="http://derivart.info/projectes/gamebroker/screenshots/90/crisis90-3.bmp" alt="" /><img style="padding: 2px;" src="http://derivart.info/projectes/gamebroker/screenshots/90/bgb00003.bmp" alt="" /></p>
<p><strong>Dotcom Crisis</strong><br />
Dotcom bubbles exploded around 2000 and put the whole world economy at risk. A player has to stop the dotcom bubble by hunting meteors in Asteroids. A palyer needs to answer all questions in order to increase the score.</p>
<p><img style="padding: 2px;" src="http://derivart.info/projectes/gamebroker/screenshots/com/crisiscom-1.bmp" alt="" /><img style="padding: 2px;" src="http://derivart.info/projectes/gamebroker/screenshots/com/crisiscom-4.bmp" alt="" /><img style="padding: 2px;" src="http://derivart.info/projectes/gamebroker/screenshots/com/crisiscom-3.bmp" alt="" /><img style="padding: 2px;" src="http://derivart.info/projectes/gamebroker/screenshots/com/crisiscom-6.bmp" alt="" /></p>
<p><strong>DIY technology and open source</strong></p>
<p>In order to release this new games for GameBoy(TM) platform, we developed our own DIY cadbridge and used some open software tools like GBDK, GBTD, GBMB, ATC and Lemon player. We have now technology that allow us to produce small series of cadbridges (designed by David Pello) that run in original gameboys and gameboy advance. Thus are able to become an indie game develpment studio for gameboy.</p>
<p>GameBroker ha sido desarrollado para su presentación en el <a href="http://conservas.tk/?p=170">festival Innmotion</a> en junio 2009 @ CCCB, Barcelona.</p>
<p><!-- Collaboration with the Denmark artist Morgens Jacobsen for his piece TurntablistPC--><img src="http://www.turntablistpc.net/turn000001.gif" alt="" width="1" height="1" /></p>
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		<title>Multi-timeline</title>
		<link>http://www.mcanet.info/blog/?p=34</link>
		<comments>http://www.mcanet.info/blog/?p=34#comments</comments>
		<pubDate>Thu, 01 Oct 2009 22:43:50 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Works]]></category>

		<guid isPermaLink="false">http://www.mcanet.info/blog/?p=34</guid>
		<description><![CDATA[
Multi-timeline is a syncronitch timeline system designed to visualize networks over time. This project is done in collaboration Dietmar Offenhuber working for Ludwig Boltzmann Institute. An example of the timeline displaying a historic data from artist collective The thing can be see at  website of LBI.
The timelines is coded in A3 and flex3. All [...]]]></description>
			<content:encoded><![CDATA[<p><img class="aligncenter size-medium wp-image-65" title="Imagen 2" src="http://www.mcanet.info/blog/wp-content/2009/10/Imagen-2-300x190.png" alt="Imagen 2" width="300" height="190" /></p>
<p>Multi-timeline is a syncronitch timeline system designed to visualize networks over time. This project is done in collaboration Dietmar Offenhuber working for Ludwig Boltzmann Institute. An example of the timeline displaying a historic data from artist collective The thing can be see at  <a href="http://vis.mediaartresearch.at/webarchive/public/view/mid:1">website</a> of LBI.</p>
<p>The timelines is coded in A3 and flex3. All code will be available in <a href="http://code.google.com/p/mcanet/">my google code</a>.</p>
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		<title>Pixel killers</title>
		<link>http://www.mcanet.info/blog/?p=28</link>
		<comments>http://www.mcanet.info/blog/?p=28#comments</comments>
		<pubDate>Thu, 01 Oct 2009 21:05:04 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Works]]></category>

		<guid isPermaLink="false">http://www.mcanet.info/blog/?p=28</guid>
		<description><![CDATA[
This game was shown at facade festival during Ars Electronica 2009.
The game is played by two teams of four, each team with a unique color. Each player is one pixel in the building and uses a wireless gamepad to move and shoot pixels around the building trying to score points or kill members of the [...]]]></description>
			<content:encoded><![CDATA[<p><img class="aligncenter size-full wp-image-70" title="IMG_0989" src="http://www.mcanet.info/blog/wp-content/2009/10/IMG_0989.jpg" alt="IMG_0989" width="392" height="261" /></p>
<p>This game was shown at facade festival during Ars Electronica 2009.</p>
<p>The game is played by two teams of four, each team with a unique color. Each player is one pixel in the building and uses a wireless gamepad to move and shoot pixels around the building trying to score points or kill members of the other team. Players can block shots from the other team to prevent them from losing pixels and losing the game. The game uses a unique screen of more than 1000 pixels and a huge size that will entertain all players.</p>
<p>The facade of the AEC building is an interactive screen and an open platform for creativity than more than thousand pixels. Each pixel in a normal AEC windows are 3m width by 2 height and It can show any RGB color done with a 4 LED system (RGB+ white).  The game was first time presented at Saturday 9th September 2009.<br />
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<p><a href="http://www.youtube.com/watch?v=XMUiYds5_EY" target="_blank">&gt;&gt; Other video played in february 2010</a></p>
<p><strong>Credits:</strong></p>
<p>Concept and development: Mar Canet</p>
<p>Sound: Enrique Tomas</p>
<p>Special thanks for help to Futurelab members: Andreas Pramboeck and Christopher Lindinger.</p>
<p>Thanks to Javi <span>Lloret to record the video.</span></p>
<p><span><a href="http://www.mcanet.info/blog/wp-content/uploads/IMG_1001.png"><img class="aligncenter size-full wp-image-99" title="IMG_1001" src="http://www.mcanet.info/blog/wp-content/uploads/IMG_1001.png" alt="" width="385" height="256" /></a><br />
</span></p>
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		<title>Punch out</title>
		<link>http://www.mcanet.info/blog/?p=16</link>
		<comments>http://www.mcanet.info/blog/?p=16#comments</comments>
		<pubDate>Thu, 01 Oct 2009 17:00:56 +0000</pubDate>
		<dc:creator>admin</dc:creator>
		
		<guid isPermaLink="false">http://www.mcanet.info/blog/?p=16</guid>
		<description><![CDATA[Project in collaboration: Jayme Cochrane, Travis Kirton
In the field of interactive installation artwork, GameArt interfaces have been extremely popular means of expression. In most cases GameArt pieces take single concepts, standarized and popularized throughout the history of computer gaming, and expand on them through new forms of interface design, computational design, or enhanced graphic environments.

PunchOut [...]]]></description>
			<content:encoded><![CDATA[<p>Project in collaboration: Jayme Cochrane, Travis Kirton</p>
<p>In the field of interactive installation artwork, GameArt interfaces have been extremely popular means of expression. In most cases GameArt pieces take single concepts, standarized and popularized throughout the history of computer gaming, and expand on them through new forms of interface design, computational design, or enhanced graphic environments.</p>
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<p>PunchOut is an artistic installation that remediates the classic Nintendo game of the same title. It achieves its classification through the design of a custom interface that forces participants into a full-bodied experience. The major components of this interface are a padded interactive screen, and a robust floor controller. These two interface components map directly to the controls of the game’s original interface: the classic square controller (buttons: up, down, left, right, select, start, a, b). Additionally, the installation “fights back” with a player&#8230; When the character on-screen is hit during a boxing match, the installation briefly flashes bright light in attempt to create a sense of disorientation for the player. The physicality of punching the soft screen, hopping back and forth in all directions, and the consequences of being “hit” amount to a physically embodied experience of a game that was originally playable only with one’s fingertips. The artistic purpose behind the design of this installation is to explore the possibilities of expanding old games and old technologies to create new experiences using low-level technical approaches to new media interaction.</p>
<p><img class="aligncenter size-full wp-image-89" title="20091127elpand_2" src="http://www.mcanet.info/blog/wp-content/2009/10/20091127elpand_2.jpg" alt="20091127elpand_2" width="620" height="456" /></p>
<p>This project was originally conceived for the Interfaces For Games workshop conducted by Phd candidate Mika Satomi at the Interface Culture department, University of Art and Design Linz. The entire project uses publicly available materials, and is constructed using Max/MSP, opensource hardware (Arduino), studio flashes and DIY sensors designed and constructed by the artists. All of these components come together in a full-body experience of a classic game, that is, they augment rather than recreating the original playability.</p>
<p>A soft screen is mounted inside a wooden frame that houses the entire installation, including the computer. Lights are hidden to the sides of the soft screen and flash whenever the player’s digital character is hit, in attempt to cause persistence of vision and some visual disorientation. The sensors used in the soft screen, as well as within the padded floor controls, are an original design conceived and developed by the artist.</p>
<p>The construction is simple, using basic components such as wires, foam and metallic tape. The concept behind the sensors was to create a simple, cheap, robust solution which can be easily fabricated. The artists have provided open access to the design, through the form of a tutorial, made available on the internet. These sensors are wired to a game controller so that the play is kept in identical fashion to the original style.</p>
<p>The original game is untouched, custom software tracks the computer screen and registers when a player is hit by his opponent. When the software registers a hit, the system triggers lights to the sides of the screen (peripheral vision) to flash in order to create a sense of disorientation.</p>
<p>This piece was exhibit first time in &#8220;<a href="http://www.zemos98.org/overthegame/">Over Games</a>&#8221; exhibition in Sevilla curated by <a href="http://www.zemos98.org/">Zemos98</a> and Flavio Escribano. The piece is explain the DIY done in: <a href="http://www.instructables.com/id/PunchOut-The-Real-Installation/">http://www.instructables.com/id/PunchOut-The-Real-Installation/</a></p>
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		<title>The inspector</title>
		<link>http://www.mcanet.info/blog/?p=14</link>
		<comments>http://www.mcanet.info/blog/?p=14#comments</comments>
		<pubDate>Tue, 29 Sep 2009 00:35:55 +0000</pubDate>
		<dc:creator>admin</dc:creator>
		
		<guid isPermaLink="false">http://www.mcanet.info/blog/?p=14</guid>
		<description><![CDATA[The inspector is a tool for SGAE (spanish society for authors and editors ) inspectors to assist them check which register music in his database can be download from Torrent servers.It is a tool that wants try to change the mentality of musicians that have copyright protection for music to an others formats of author [...]]]></description>
			<content:encoded><![CDATA[<p>The inspector is a tool for SGAE (spanish society for authors and editors ) inspectors to assist them check which register music in his database can be download from Torrent servers.It is a tool that wants try to change the mentality of musicians that have copyright protection for music to an others formats of author protections adapted to the more free information society.</p>
<p>The inspector is an Firefox addon that checks if the recorded music at SGAE is available on p2p networks. One of the problems of copyright is the difficulty of access to databases to know which is registered or not.</p>
<p><a href="http://www.derivart.info/index.php?s=p10&amp;lang=en" target="_blank">Download current version</a></p>
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