Things I enjoy. Games, Computing, Design, Art.

Gaming the Network Poetic

10 months ago on September 22nd, 2009 at 9:41 am | Permalink

Life Size Computer Snowball Game

10 months ago on September 22nd, 2009 at 2:22 am | Permalink

Context and Aesthetic Judgements » Lone Gunman

people rate pictures as more aesthetically pleasing (and actually experience more pleasure while viewing them) if they believe they come from art galleries.

Because I have not paid to access the full study, some of this will be conjecture, but I’d like to use it to begin a discussion of interested to my research on the presentation of videogames in artistic contexts. I first wondered what an art historian might think of this study so I asked Professor Scott Montgomery in the art department at the University of Denver and found him skeptical but interested in the results:

I think that the physical/scientific evidence is really really interesting and does shed light on HOW we physiologically engage with visuals and concepts (for what is art?), but have never felt that we can fully understand art with purely logical/cerebral means.  Emotions and their manifold variations/expressions play a huge role in the varying perceptions of art.

I share some of his skepticism, especially when I wonder why this study might have been undertaken. What were the assumptions about the subjects? What seems most significant about the study is that it is the mere semantics of context, and not actually seeing a given work presented in multiple contexts, that adjust the brain’s expectations. One doesn’t have to make much of a jump to envision context as a brand that sets a consumer’s expectations for the coming experience. 

I also wonder about the negative results, if there were any. Had those individuals had a bad experience within a gallery context? Were the subjects screened to ensure that they had had a gallery experience? How would such a study run in a cultural group without a solid concept of galleries?

One more possible takeaway from the study is that this group abhors viewing artworks on a computer, and thus their negative associations with the computer overwhelmed their sense of appreciation of the work - the context overwhelmed the work. How can we know that the subjects rated the work and not the context when the two intertwine?

Before I wondered what this study says for videogames in art galleries. For my purposes it is simply a reminder that some viewers will not be interested in engaging with computers in a gallery space, but also that creating a considered environment for presentation of videogame works can possibly defeat aversions to genre - context beats content. Then they can intertwine like they’re supposed to.

More stuff to chew on relating to neuroaesthetics: http://www.lonegunman.co.uk/2009/08/24/art-and-the-brain/

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10 months ago on September 10th, 2009 at 12:49 pm | Permalink

America’s Army Game Used to Create Machinima About Post-Traumatic Stress Disorder | GamePolitics

Machinima artist Paolo Pedercini turns the tables on the U.S. Defense Department’s controversial America’s Army recruiting game in Welcome to the desert of the real.

The 6:37 video uses footage from America’s Army to highlight symptions of post-traumatic stress disorder, an increasingly prevalent condition among U.S. service personnel returning from combat zones in Iraq and Afghanistan.

If you’re expecting action, however, this is not the machinima for you. Pedercini’s work is low-key, almost ponderous. The artist seems to want to capture the feeling of detachment that is typical of those suffering from PTSD.

This is an interesting machinima piece, first and foremost because it uses America’s Army, the game financed by the US Army as a recruiting tool. The artist calls this a reverse propaganda game, although I would argue that it’s just propaganda and that using “reverse” intends to highlight the nature of the message as against the consistently dismissive government and military response to accuratedly diagnosing PTSD. It’s half-artistic, half-didactic nature is interesting, giving the viewer diagnostic pieces of information to contemplate as they view the rest of the piece. It’s worth checking out.

 

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11 months ago on August 31st, 2009 at 12:33 am | Permalink

The Beauty of Retro Game Design

Not just in terms of pixels, the two tumblogs highlighted below offer examples of typography of title screens and arcade cabinet and box art, respectively. There’s even some Fairchild box art mixed in there. Lots of sweeping, curved, thick, parallel lines in these late seventies/early eighties designs, and the typefaces follow (think of the Pong title). These are mostly eye candy, but interesting for those with a love of retro games.

 

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11 months ago on August 30th, 2009 at 9:50 am | Permalink

Learning to Program Games - Greenfoot Book Released

I wanted to share this excellent book on programming in Greenfoot (just released), which is a Java-based simulation/programming environment that we’ve been using for the past three years on the P4 Games project to teach programming to people new to programming. I haven’t seen a program that does a better job of introducing and visualizing the concept of objects (and with it, inheritance) while remaining close to traditional programming than Greenfoot. I was a reviewer on the book and have seen it evolve into the excellent final text.

Those with kiddos interested in computing or programming might want to check out Greenfoot and this book. Those with younger kids might want to check out Scratch and it’s books (1, 2 - the second book says it’s targeted to teenagers, but I’ve found that younger kids pick up Scratch remarkably well). I’m not as familiar with Agentsheets, but have heard that it is also good for younger kids. Greenfoot and Scratch are free while Agentsheets is not (but it does have a free trial). 

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11 months ago on August 22nd, 2009 at 10:11 am | Permalink

Play Multitask, a free online game on Kongregate

Think you can handle multiple games at once? See just how coordinated you are.

Curiously addictive, if only to see what comes next, and would make an interesting entry point into a discussion of strategy in games. What strategies did you find yourself using? What score did you decide was enough?

(I stopped at 84 because I just wanted to see that fourth screen. At that point, I couldn’t single-task and switch fast enough).

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11 months ago on August 19th, 2009 at 2:30 pm | Permalink

Kind of Bloop: An 8-Bit Tribute to Miles Davis’ Kind of Blue

Kind of Bloop

An 8-Bit Tribute to Miles Davis’ Kind of Blue

Believe it or not, the samples for this chiptune remake of Miles Davis’s Kind of Blue sound really impressive. What’s almost as fascinating is the story of how it got made. To cover the royalty fees and other costs, the producer Andy Baio collected the $2000 needed in four hours through donations at Kickstarter, “a funding platform for artists, designers, filmmakers, musicians, journalists, inventors, explorers…” for which he is the CTO.

The full story of the album and donation links are here.

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11 months ago on August 19th, 2009 at 2:30 pm | Permalink

Game Over by PES

11 months ago on August 11th, 2009 at 5:12 pm | Permalink

FILE & São Paulo - Photos and Video

The first gallery is from the FILE International Electronic Language Festival. It includes some documentation of my own work, but mostly tries to give an overall idea of the show and focus on a few of the works that I found most compelling.

This second gallery contains mostly photographs of the amazing graffiti in the Liberdade neighborhood of São Paulo. On my second-to-last day in the city, Tim, Katie, and I went to the market at São Bento, which was one of the craziest, busiest places I’ve ever been. The video at the bottom of this post is not mine, but does a good job communicating what it felt like to be there.

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11 months ago on August 6th, 2009 at 3:09 pm | Permalink