The Impossible City – Malte Steiner, Servando Barreiro
Reflection on architecture, urbanism and utopian ideals, created during Malte Steiners artist-in-residency reated during Steiners artist-in-residency at the Open City (La Ciudad Abierta) Of Ritoque, nearby Concon in Chile in June 2011. Open City was founded in 1970 as a community by poets, architects, philosophers, painters and sculpturers and was meant as a platform of sharing and collaboration. They designed and built their own houses. Steiner was invited to create an electronic art piece with Pure Data and came up with asking Quo Vadis Open City, where are you standing now?But also reflection on architecture, radical urban concepts like mobile citys and the role of the architect according to Jean Baudrillard influenced Steiners installation The Impossible City.It consists of three screens which are separated with the help of videomapping, projected against three destinct surfaces. The first exhibtion in Chile used a metal sculpture by Oscar Santis, the second show on PD con 2011 in Berlin a staircase at Leap. It could be also shown outside and using architectural features to create the destinct screens with only one projector.

It reacts on the motions of the visitor and rearrange a 3D form to new pseudo architectural combinations. Also a 2D view can be seen with a ever changing steel features. Interactive sound come on top.

 

Be Your Own Souvenir! – blablabLAB
Be Your Own Souvenir aims to connect street users, arts and science, linking them to underlying spaces and their own realities. The installation was enjoyed during two weekends in January 2011 by the tourists, the neighbors of La Rambla and citizens of Barcelona, a city that faces a trade-off between identity and gentrification, economic sustainability and economic growth.This takes shape through a technological ritual where the audience is released from established roles in a perspective exchange: spectator / performer, artist / tourist, observer / object. The user becomes the producer as well as the consumer through a system that invites them to perform as a human statue, with a personal souvenir as a reward: a small figure of them, printed three-dimensionally from a volumetric reconstruction of the person generated by the use of three structured-light scanners (Kinect).The project mimics the informal artistic context of this popular street, human sculptures and craftsmen, bringing diverse realities and enabling greater empathy between the agents that cohabit in the public space.

http://prix.aec.at/winner/3366/

 

City Fireflies – Sergio Manuel Galán Nieto, Victor Manuel Díaz Barrales
City Fireflies is a multiplayer collaborative game developed originally for the media-facade at Medialab-prado (Madrid)In this game we introduced a new way of interacting with public screens. The traditional ways of interacting usually are:1. Body shape recognition.
2. Software for mobile phones.

The first one is very used and limited. And the second one imposes people to download a specific software. Our goal was to remove as much as possible the barriers to start playing so people walking around and finding the screen could start playing without effort.

Our solution was to use the mobile phone in a different way: We track the light of the screen. So it is compatible with most of the devices in the market.

For the Pikel 11 festival we would like to transform the game designed for the media lab square and facade, into a game that works in a public square in Bergen and transform this square into a playful field.

The game mechanic is simple: players need to remove the “threats” that are trying to take over the square.
There are different levels but to completely clean the screen one player is not enough, so as the game progress, it becomes a multiplayer collaborative game.

http://vimeo.com/25071870

 

UKI game level one – infect the city – Shu Lea Cheang, Massimo Avvisati, Jara Rocha
UKI game level one [infect the city] designates UKI as meta-sexual viral agents to ‘gesturally” infect the city and the world.UKI , a sequel to Cheang’s cyberpunk sci-fi movie I.K.U (2000, an Uplink Tokyo production), is structured both a viral performance – live code live spam and a viral game in two levels – infect the city and enter the bionet.I.K.U. tells the story of GENOM Corp, a net-porn enterprise who dispatches I.K.U. coders to collect orgasm data. Made into mobilephone chip, GENOM introduces orgasm on the go and makes a huge profit. In post-netcrash UKI, the data deprived I.K.U. coders are dumped on the Etrashscape where coders, twitters, networkers crush and crashed. Exchanging sex for code, code sexing code, UKI as virus emerge admist noise blast while GENOM retreats to BioNet.

GENOM CORP. takes human body hostage to initiate BioNet, a network made up of microcomputing cells. With genetic engineering, the red blood cells (erythrocytes) are formatted as autonomous cellular computing units engaging in re-programming human orgasm. Code named “ORGANISMO”, GENOM is to re-invent human orgasm into “self-sustained pleasure”. Another profitable sex scheme for GENOME CORP. conspired without any precaution for damaging the biosphere.

UKI game level one [infect the city] Invites the public to sign on as viral agents using

API Geolocation interface to spread UKI virus. This level one game is designed to mobilized UKI viral force. During the level one, the viral agents through infection rate can be upgraded to

superagents and be advanced to game level two [enter the bionet] in which UKI virus infiltrate GENOM’s BioNet and sabotage the blood cells’ production of ORGANISMO. As a collective game, the players jointly defeat the blood cells by numbers. UKI virus aims to reclaim the lost orgasm (data). END GAME / COLLECTIVE ORGANISMO, This is love. This is not sex.