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When was the last time you saw a short film in the theater? I don't mean an 85-minute animated
movie; I mean an actual short, like they give separate Oscars to. Otherwise known as a short
subject, defined (by the Academy) as anything with a running time less than 40 minutes. Chances
are, unless you attend film festivals, go to see the toured screenings of Oscar shorts, or bought a
ticket to Paris, Je
T'Aime, it's been awhile since you actually saw a short film on a big screen.
Or, maybe I should specify that it's likely been awhile since you purposefully went to see a
specifically timed screening of a short film or compilation of shorts at the theater. Technically
some ads for Coca-Cola and other companies, the ones made by novice filmmakers as part of a
competition or something, count as shorts. And, I'm fully aware that some arthouse cinemas, such as
NYC's IFC Center, run a short film in place of pre-show commercials. But as far as I can tell, such
shorts are not specifically advertised as screening at a designated time. Sure, you can go on
the IFC Center's website and find out that Erik
Rosenlund's Looking
Glass is the short currently being shown (as it was this past week when I saw Trouble the Water
there), but for most people (myself included), it's a surprise. And I doubt anyone has trekked to
IFC just to see that particular film, unless anyone is a huge aficionado of frightening black and
white Swedish animation.
The Jack the Ripper ‘industry’ got a boost on the 120th
anniversary of his first acknowledged murder. The great-grandson of the police chief
in charge of the 1888 Whitechapel Murders arrived at the Ripper exhibition at the Museum in
Docklands in East London—just before the 120th anniversary of the
murder Mary Ann Nichols, a prostitute known as ‘Polly,’ believed
by many to be his first victim. He arrived with evidence from his Victorian ancestor
revealing the Ripper’s true identity.
This year’s Prix Ars
Electronica recognized a tactile augmented reality game, a game sculpture, and the project
behind an optical-illusion game that, as it happens, I spent quite a bit of time playing earlier
this year (at the Game Developers Conference). Each got an honorary mention in the interactive
art category. The larger Ars Electronica festival also featured something between an urban game,
a flash mob, and a ritual.
Julian Oliver’s levelHead, like
many augmented reality experiences, is experienced both immediately (at the site of non-augmented
reality) and by looking in a video mirror (where the augmentation is visible). It’s a
spatial navigation and memory game that involves moving an animated silhouette through
photographic rooms of an odd, technically-oriented building (e.g., it has a “machine
room”). The piece has been around since 2007, but I’ve never had a chance to play it
before.
Like others I saw at Ars, drawn in from the moment they got their hands on the piece, I found it
a pleasure just to hold the levelHead cube, see the image change as I tilted it, watch
the figure walk, and so on. I wasn’t bothered at all by the flickering of the AR image
— when I was playing I filtered it out, noticing it much more when I was a spectator (and
it’s pretty evident in this video I took). However, on the other hand, I had persistent
trouble with “playing in the mirror.” I didn’t make errors when I wanted to
move the character side-to-side, but I kept tilting the cube toward me when I should have tipped
it away (and vice versa). Obviously, given the AR nature of the interface, this isn’t
something that should be “fixed” by allowing me to invert the vertical axis on my
controller (this cube is no thumbstick). But I was surprised that I didn’t adapt during the
period I played (which, admittedly, I would have liked to be longer, but there was a queue).
The similarly-capitalized-and-enjambed “theDemos” is the alternate name of
Yan Kit Keith Lam, creator of Moving
Mario. Unfortunately, this project was only present as documentation — while the
entire point of the piece is to take the virtual world of Super Mario Bros and bring it,
lurching, into the physical space of the everyday world. In the video documentation it looks
intriguingly awkward. I would have liked to see certain other elements of Mario’s world
recreated (like the inability to go back to the left after moving right) but it’s of
limited value to offer much critique of a sculpture like this without its physical presence. (I
really wonder what it sounds like.)
The game I played at GDC was the PlayStation and PSP title Echochrome. Its basis is Jun Fujiki’s Escher-style OLE
Coordinate System. This was brought together with a number of Fujiki’s other applications for a Prix honor under the
name Extended Cognitive Tools.
In the video documentation presented, other tools (like Constellation) looked
fascinating. But only the OLE Coordinate System was available for hands-on play. Still, the
original was clearly as compelling to the Ars audiences as the more polished commercial version
was to GDC audiences.
Finally, I didn’t make it to either the 3pm or 9pm iterations of the “Linz city
game” StadtRitual, but I’m guessing that the
play was pretty unstructured. The card that came with my badge includes the line, “There is
only one rule: Persons wearing same colored badges are friends for the day.” But I’m
planning to take a look at the online documentation again when I get home.
Overall, while I would be surprised to see an Ars category for games any time soon, the Prix
seems more gaming-friendly than one might guess, and I suspect there’s more gaming goodness
waiting in some of the exhibitions I haven’t yet seen (I noticed an arcade cabinet when I
walked past one of them last night). It will be interesting to see how things develop.
Overview: For many years now there has been a debate between who would win,
Pirates, or Ninjas, this game lets you play as ether, and two more (Robots, and Zombies) in a game
of dodge ball, And each team member is packed with its own special ability to spice things up
during the heat of battle.
Gameplay: There are a few different modes to play, and three different ways to
play them:
Exhibition : this is pretty much free mode, you choose your team's size (1x1, 2x2, 3x3, or 4x4) the
number of rounds, the difficulty mode (easy, medium, or hard) the arena, the two teams you want in
the game, how many balls, and the rules (game mode)
"Combat Dodge Ball" is the first mode in the list, here, you will notice that the line that goes
through the middle is removed, giving you the freedom to roam around the whole map.
"traditional Dodge Ball" is probably the closest thing to an actual dodge ball game you'll find
here, due to the fact that as soon as you step foot across the line, you will be turned back to
your side.
"Enhanced Dodge Ball" is by far my favorite, You are allowed to step foot on enemy territory for
three seconds, which adds a good amount of strategy, and it is always fun to steal your enemy's
balls.
Then there is story mode, where you will start out with only one team mate, and work your way up to
three buds to make up your team, throughout your journey, you will encounter numerous text boxes,
normally i would skip them, but these ones caught my attention since i AM a pirates vs ninjas
debater, and found that the story, altho senseless and short, has many jokes that will make you
smirk.
ARRRG! YOU THERE!
If you are playing offline, then you have an extra option available, which is co-op play, this
allows you and up to three friends to play through the story together, fun as it may seem, you will
often get lost and run in circles trying to figure out where you are at, not only is this
contributed by the fact that there are too many players on screen in such a small arena, but all
the characters look alike from far away, specially if you are playing on a standard T.V.
Apart from story you can do a local match which is the same thing as an exhibition match, except
you get to play with, or against friends, sadly enough, there are only four different arenas in
which to play, and altho they all look beautiful, some may resemble one another in large
amounts.
If you are playing online, then you have the options to play privately, ranked, or just a player
match, here you loose alot of the options you once had in local modes, you will only be able to
choose your character, and the amount of players, everything else seems to be randomly
generated.
Not excluding online mode, when you play with three or more players per team, you will easily loose
track of yourself which is why in my opinion, two on two is the best way to go, not only do you
keep track of your self at all times, but you also gain a great seance of team work.
Going deeper into the game, you have a few cool things you can do while in game, apart from each
player having their own special power, you can also preform special throws which will make the game
go in slow motion for about a second, allowing you to see the flamed up ball slowly reach its
targeted flesh (or metal if it is going after a robot) it is always cool to see someone dodge it in
slow motion, or slowly hit the ground from the impact, which brings me to say that smacking someone
with a ball in this game feels good, no seriously, you can REALLY FEEL the ball hit your opponent,
it is one of the most rewarding things i have ever done in a game in years, unfortunately, that is
probably the peek of this game, the controls feel flimsy, and it is hard at times to grab the ball
seance the 3D environments can be very confusing at times due to the fact that you are almost
getting a side view of the arena, it seems to me like an over the head camera view would have been
more appropriate for the game.
There is also a stamina meter which goes down every time you dodge, (the right analog) strike, or
jump, which are the two actions you will be doing the most; If it ever goes down all the way, you
will be forced to stand still until it goes back up.
You can also catch balls to gain some health back up, but should only be attempted after alot of
practice or you will simply be a sitting duck, hit balls to throw them back at whoever threw the
ball at you in the first place to hit him, this can be done back to you so stay alert.
Can you find all four ninjas? OFF COURSE NOT! THEY ARE HIDDEN!
Graphics: It doesn't take much more then a few minutes to appreciate the level of
detail found not only in the characters, but in the arenas as well, in the snow arena for example,
when you step on thick snow, it will go down, but the fact that there are obstacles on screen, not
only serves to purpose of having something to hide behind, but it aslo makes the game a hell of
alot harder, when you go behind a tree for instance, it will not turn translucent, fully blocking
the view of your character, this quickly becomes repetitive, and you will soon be wanting to play
in levels with less obstacles.
Other then that, they do a good job animating the characters, and keeping a good frame rate
throughout the game, still, a wider variety of models would have been appreciated, mainly just so
that i don't keep thinking i am some huy, and then find out i am all the way across the screen
getting hit by a robot.
Sound:There is a nice song that plays at the beginning of the game and stays
throughout the menu screen featuring Chinese instruments and pirate "arrgs"apart from that you will
hear alot of "ouchs" and "wooshses" as you may expect, and each level has its own fitting song.
Difficulty:For the most part, the AI in this game is absolutely horrible, they
will stand in one place waiting for you to hit them, and the next minute they are running towards
the ball deflecting anything you throw at them and catching every ball that gets near them, and
then go back to maybe running in circles while you go grab the ball, on the bright side, you don't
have to play against them scene the game comes with on, and offline multiplayer.
Replay Value:It is no secret that most games with multiplayer have at least a
decent amount of replay value, and this is no exception, playing two on two can actually get pretty
exiting, but most other multiplayer game modes are virtually broken, they are frustrating and
confusing for the most part, which is a shame because this game had the potential to be a great
one, but bad level design and controls made it go down on the fun factor.
Achievements: Most achievements are pretty simple, and if you dedicate
about an hour to them, you can get most of them, they ARE fun, but too obvious at times I mean, you
get an achievement for dodging a ball :P and another one for winning a match, ect, they could have
been a bit more imaginative.
Conclusion:At the end of the day, even tho this not the best game ever made,
multiplayer modes you will keep you happy for a few days, specially if you have something to prove
to your friends (who is better, pirates or ninjas) but for an 800 ms pt price tag, I can't really
recommend it.
Also, there is a free downloadable special moves pack available which is a nice touch, tho I don't
see why it couldn't come in the game if it was going to be free in the first place.
Because a dodge ball is more valuable then a chest full of gold.
_________________________________________ Pros:
*Great graphics
*Each character has its own special move
*finally! a pirates vs Ninjas game!
*Fun multiplayer
*The story is entertaining
Cons:
*Character movement feels odd
*Only four stages
*You can easily get confused
*too many times it won't feel like a dodge ball game
NCC works broadly across disciplines in creative direction, graphic, installation, film and
motion. Since its establishment in the 90's, it continues to develop by hand a raw, layered,
collaged, and primal approach while expanding in scope and vision.
The mission is always to remain experimental and diverse working closely with clients, curators,
galleries and institutions on a broad range of specific print executions, billboards and other
one-off projects.
Other work includes editioned screenprints, zines and working with universitites / publishing
houses on a broad range of exhibitions, public programme's, installations, talks and workshops.
NCC has exhibited widely including solo exhibitions across Europe and in Group Shows that include
the Spank The Monkey exhibition at the Baltic Centre for Contemporary Art where NCC together with
Banksy and David Shrigley were the three invited British artists. As well as regular commissions,
NCC has attracted Arts Council of England and British Council support for its projects.
NCC has released three monographs/books: Neasden Control Centre (Die Gestalten Verlag, 2003);
Smithfield Building (ROJO, 2006); and Lost Control (Die Gestalten Verlag, 2007). Both the 2003
and 2006 books have sold out. Just now ROJO got some remaining copies of Smithfield Building so
buy fast!
Order one of the last available copies of Smithfield Building book here
Neasden Control Centre brand new website
writes in - LIGHTWAVE 2009 - OPEN
CALL
Calling all techno-artists, playful scientists, renegade engineers, architects, sculptors,
lighting designers, fashion designers, guerrilla projectionists and inventors! LIGHTWAVE returns
to the Science Gallery at Trinity College Dublin following the unprecedented success and
international acclaim received in its phenomenal inaugural show. Bigger, better and raising the
bar, LIGHTWAVE 2009 promises to mesmerize audiences not only within the Science Gallery, but to
captivate on-lookers city wide as interactive experiences, roving installations and participatory
workshops flood the creative, cultural quarters of Dublin. The launch of LIGHTWAVE 2009 will open
with a 9-day festival running from January 24th to the February 1st 2009, with exhibitions
continuing to February 21st.
Dream Match Tennis est un jeu de tennis qui mise sur le réalisme de ses parties pour
séduire les amateurs de la petite balle jaune. Avec deux modes de jeu (Challenge et
Exhibition), trois surfaces (dure, gazon et terre battue) et quatre personnages, Dream Match Tennis
conviendra à la plupart des joueurs pour un prix modique, sans atteindre bien sûr la
qualité des mastodontes commerciaux. La version shareware permet de jouer sans limitation
pendant 5 minutes. [Lire la
suite]
It's our pleasure to announce the 3rd Upgrade! International meeting "Chain Reaction" that will
take place in Skopje, Macedonia from September 11th to 14th, 2008. Growing from the Upgrade!
International community, this event takes the form of a city-wide digital art and networked culture
festival including exhibitions, screenings, live local and streamed performances and a program of
critical and active lectures and workshops exploring numerous facets in the field of digital
art.
Chain Reaction brings together artists, curators and art producers from more than 20 cities
worldwide (Asia, Canada, Europe, North America, South America, South Africa, New Zealand)
The artistic program shows current tendencies in the use of hardware and software development for
artistic means. The artists presented here are the emergent creative force on the international new
media art scene. Some of the works have been part of other exhibitions and festivals, and others
have been created exclusively for this event. One of the dominant principles that have emerged in
this collection of works is the blurring of the boundaries between art, cultures, technology and
physical surroundings. This blurring is not about fading out; it is about illuminating and
distributing new kinds of practices. It is about multiple modes of participating, navigating and
deconstructing.
Chain Reaction explores issues of cultural development and growth in the local region as well as
within digital networks. Exhibiting works and presentations from over 20 cities across the world,
the organizers expect this event to be a catalyst for dialog, future collaborations and new
cultural understanding.
he meeting theme "Chain Reaction" illustrates the network itself, the way it works and functions,
correlates and interacts. The Upgrade!International started as a creative spark that gradually grew
into an international group of nodes influencing each other continually through permanent
communication. The meeting gathers Upgrade! nodes into one core event in Macedonia and will
hopefully cause a positive chain reaction. Upgrade! network gathers annually or bi-annually, each
time in a different city for a festival by artists who participated in the Upgrade! meetings around
the world.
COLLECTIVE EXHIBITION CYCLE AT CAMDEN ART GALLERY, LONDON.
CURATED BY ROSE MARIE BELLEMUR
“The exhibition include a great presentation with a large number of works of art, some of
them with a high size and also white and black photos. The contrast between the light are amazing
and provoke images of many content's, introducing a personal language with human and urban
character, which determines an epoch that sustain a mirror of our time"
RoseMarie Bellemur
Curator -
Camden Art Gallery inaugurates the Collective Exhibition with the following international
artists:
Jide Alakija, Patrick Lee, Richard Lock, Nurive Ferraretto, James Scudamore,Ireri Castro
Mareno,Francesco Di Giorno, Carla Do Carmo.
The Camden Art Gallery at London, had inaugurated a cycle of collective exhibitions initiated from
16 August until 29 of September of 2008. This event organized by the fine artist and curator Rose
Marie Bellemur has the objective to promote works of artists from different nationalities. This
moth the exhibition with international artists occurs among 6 to 26 of September, at the 61, Farm
Chalk Road at London. The other future shows will be from 27 September to 7 October and 8 to 29
October.
The idea of this project is to divulgate the ecletism of artistic languages with the intention that
general public can see art as one concept were 'aesthetics' is the word to relate him with artistic
creation. The different cultures and formation's of the artists that made part of this project
created by the Camden Art Gallery are a mean for that the communication between fine art's and
people open new frontiers in the field of contemporary art.
Contacts:
CAMDEN ART GALLERY LONDON
61 CHALK FARM ROAD
NW1 8AN.LONDON - ENGLAND
www.camdenartgallery.com
manager@camdenartgallery.com
camdenartgallery@hotmail.com
Take a look at my new work diary. It was made for the colective exhibition curated by Nancy Rojas
for the Oficina Cultural de la Embajada de España. This is a net-art work part of my
contribution for the show: it is intended to be a kind of online personal diary but (publicly)
shared with all who enter it and leave a message. At the same time it is sort of the diary of the
exhibition itself.
Background images are selected randomly at any time the php file is open. They are photographies
taken by myself or that have to do something with my artistic production.
You can also receive every comments of a day by email.
It is related to blog and fotolog format but I didn't wanted to do something like that but
something visually and conceptually divergent from that format.
http://www.rechen.com/diary_show/index.php
Visiten mi nuevo trabajo diario. Forma parte de la exposición colectiva curada por Nancy
Rojas para la Oficina Cultural de la Embajada de España. Es un trabajo de net-art parte de
mi presentación para la muestra. Especie de diario personal online compartido con todos los
que quieran ingresar y dejar un mensaje. Al mismo tiempo deviene una especie de diario de la misma
muestra.
Las imágenes de fondo son seleccionadas al azar cada vez que se abre el archivo php. Son
fotos tomadas por mi o que se relacionan con mi producción artística.
También pueden recibir los comentarios ingresados cada día vía email.
El trabajo se basa en el formato de blogs y fotologs pero no quise hacer algo con ese formato sino
que fuera visual y conceptualmente divergente de esa modalidad.
http://www.rechen.com/diary_show/index.php
The Watch Anywhere Monitoring Camera can catch your mate or
kids in the act of doing something that they would rather you not know. About the size of a
webcam, it installs in a room or car. When the motion sensor detects something, it sends a 3
second video to the owner’s cell phone. Users can also dial to receive images, listen with
its built-in mic, or set it up at night with infrared mode. Launched last week at the Melbourne
at Home Exhibition, it comes with a price of $495.00. We are thinking this is a bit too much Big
Brother for us.
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