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TODAY, Mobile Application

Wed, 07/02/2008 - 12:48
TODAY is a piece of generative design for mobile phones. It’s an application that visualizes personal mobile communication. It sits on the periphery of the machine, monitoring our connectivity through the number and type of calls we receive, subtly displaying them back to us, in the form of a generative graphic. Here, the visual result is a figurative and seemingly abstract picture – the story of your day. Some days will be really colourful and wired, others quieter and more reflective, either way the resulting visuals will always be personal, unrepeatable and unique. What lies at TODAY’s core was the idea of using personal data as the basis for an aesthetic system, while providing individuals with a visual diary of their communication patterns. It’s an intimate piece that ‘lives’ in your pocket. It's freely distributed for Symbian phones at today.cada1.net Credits: A Project by CADA Idea and Design: Sofia Oliveira/Jared Hawkey Symbian Programming: Heitor Ferreira Site Developer: Damian Stewart Second phase of development funded by DGArtes, Ministério da Cultura, Portugal

Tw[i.Ns::RiUinEs:swind:RIveRrES:

Tue, 07/01/2008 - 12:13
it is paradoxical to tie a truth so intimate as that of self-consciousness (the return of being to full and irreducible sovereignty) to these completely external determinations. Yet it is easy to perceive the deep meaning of these determinations if one returns to the essential without further delay. In the first place, the paradox is carried to an extreme owing to the fact that politics considered in terms of "the dominant international economy" only aims at an improvement of the global standard of living. It is in a sense disappointing and depressing. A point must be uncovered where dry lucidity coincides with a <a href="#" onMouseOver="MM_showHideLayers('wtclayer1','','hide','ansazi1','', 'hide','antw1','','hide','antw2','','hide','models','','hide', 'distancecol','','hide','windsat','','hide','viewnorthfrom','','hide', 'upinfog','','hide','interior','','hide','inprocess','','hide','maddie','', 'show','sophie','','show','spaceoftheOTher','','hide','nowritten','','hide', 'bhabha1','', 'hide','bataille1','','hide','polarch','','hide','bhabha2','', 'hide','wtcanimlay1','','hide','refsopen','','show','refsclosed','','hide')">sense of the sacred. This implies the reduction of the sacred world to the component most purely opposed to things, its reduction to pure intimacy.

Because Why

Tue, 07/01/2008 - 12:11
A statement of propositional logic which holds for all truth values of its atomic propositions

Attention Hog

Tue, 07/01/2008 - 12:10
Attention Hog is built on the model of “casual games”, a rising industry and pastime. The player is cast as a pig whose goal is to capture the love and attention of as many people as possible. The game’s subject reflects some of the social and psychological trends present in social-networking communities, including self-promotion, social anxiety, obsessive need for peer validation, and distraction as entertainment. The game operates on a conventional level, and can be shared with others and embedded on web pages, blogs, and social-networking sites such as Facebook and MySpace.

=-ap-prox::val::atr=-

Wed, 06/25/2008 - 12:08
Includes custom Poser characters of the Seventh Life (basic male and female), as well as OBJ BVH files to aid in the creation of similar models in other 3D BVH files to aid in the creation of similar models in other 3D and BVH files to aid in the creation of similar models in other 3D applications.* These models can be used BVH files to aid in the creation of similar models in other 3D to generate more accurate character animations for upload Poser characters of the Seventh Life (basic male and female), into Seventh Life. Additionally, they can be used as mannequins to test clothing and other related textures without requiring logging in to (basic male and (basic male and Seventh Life. Download the below zip file* with all 121 animation BVH files used for basic movement(basic male and (basic male and (basic male and and gestures in SL. Please note: Many of these animations will not look quite the same in Poser as they do inworld.(basic male and

g:e:or::gi:a:n

Wed, 06/25/2008 - 12:07
რა არის უნიკოდი?

უნიკოდის ყოველ სიმბოლოს შეესაბამება უნიკალური რიცხვი,
არა აქვს მნიშვნელობა რომელი პლატფორმაა,
არა აქვს მნიშვნელობა რომელი პროგრამაა,
არა აქვს მნიშვნელობა რომელი ენაა.

ფაქტიურად, კომპიუტერებს ურთიერთობა აქვთ მხოლოდ რიცხვებთან. მათ ნებისმიერი ასოსთვის ან სიმბოლოსთვის გამოყოფილი აქვთ უნიკალური რიცხვი. უნიკოდის გამოგონებამდე არსებობდა ასობით სხვადასხვა სახის კოდირების სისტემა,

MYPOCKET

Wed, 06/25/2008 - 07:55
Mypocket discloses the artist's personal financial records to the world by exploring and revealing essential patterns in the daily transactions of his bank account. These are the records that we usually keep secret, whereas financial institutions intensively analyze them to score our credibility. Archived on the site, the artist's two years of spending history is analyzed by the custom software to predict future spending; these predictions sometimes determine his future choices, creating a system in which both the software and the artist adapt to one another. Influenced by today's techno-cultural milieu, Mypocket presents a hybrid interface to a living physical/digital process.

An (extra)ordinary place for a hijacking advertising

Tue, 06/24/2008 - 15:28
While the olympic curtain softly falls on the chinese repression in Tibet, the imaginary art-group Les Liens Invisibles celebrates the upcoming Olympic Games with a new fake-based hybridation between art, activism and advertising strategies. Exploiting the global visibility of the Olympic Brand, the ambiguous www.peking2008.com domain has been used by Les Liens Invisibles as a powerful advertising medium to subvert attention economy mechanisms and to promote the tactical (ab)use of fake-publishing as a new paradoxical way to reclaim the Truth. Have a look at the advertising space > http://www.peking2008.com Watch the fake-based advertising spot > http://www.peking2008.com/ad/ Exclusive! Become a counter-olympic sponsor (*) > http://www.peking2008.com/sponsors/ Have a fake publishing demonstration. Wear the Olympic Mask > http://fake.isafake.org/2008/05/19/peking2008/ Want more? Discover new fake-themes > http://fake.isafake.org/category/themes/

Deathbuzz: The Twitter Death Suite

Tue, 06/24/2008 - 15:23
A three-part study of the presence of death in Twitter. Does death creep its way into the bottomless banality of everyday life? No, death is part of the bottomless banality of everyday life.

Degenerative

Tue, 06/24/2008 - 15:13
A web page that slowly becomes corrupted. Each time the page is visited, one of its characters is either destroyed or replaced.

Silhouette: A Dance

Tue, 06/24/2008 - 15:09
“Silhouette: A Dance” was created for Born Magazine and interprets Addie Tsai’s poem of the same name. The aim of the interpretation was based primarily around the structure of the poem, exploring its ambiguity by presenting a different version of it each time the user accesses the project. The accompanying visual element hopes to create tension between the non-linearity of the poetic structure and its reliance on the random command, with that of the linear pre-defined structure of the gradually emerging background graphic.

Interception 2

Thu, 06/19/2008 - 12:27
„Interception 2 ” 2008 Over the course of one night, there had been an intervention into public space, during which six surveillance cameras had been rendered unusable. In every location where the surveillance camera had been disabled, the author left a mark- the word „Panopticon”, which pointed to the meaning of the action. Interception 2 is a continuation of project Interception (2007). During “Interception” a surveillance camera that was used to monitor public space was hijacked and reinstalled at a subway station. The camera was used intentionally to broaden consciousness concerning the problem of increasing lack of privacy. Both actions were illegal.

Data_Scape

Thu, 06/19/2008 - 12:23
Data_Scape is a live representation of Internet traffic passing over the local network. As the information is read, it is translated into both sound and image. The transformation of information into these reduced forms questions the notion of the digital environment in which we find ourselves participating, knowingly or unknowingly.

Voyage Into The Unknown

Thu, 06/19/2008 - 12:08
Blending fiction and fact in a fantastic scrolling landscape, VOYAGE INTO THE UNKNOWN is a multimedia adventure in which users join John Wesley Powell's famous journey down the Colorado River beginning May 25 1869. You will discover a landscape dotted with observations, competing diary notes, and side routes – some of which may be deadly... You will travel across writing modes as well as spaces. Knowledge comes in integrating many such modes. Here, first comes the adventure, then comes its representation. Much later, comes critical examination, and, perhaps, as a whole, re-invention... This work is free and on-line. For more, visit www.unknownterritories.org

Remembering Bogle Chandler

Thu, 06/19/2008 - 12:03
The bizarre and tragic deaths of Margaret Chandler and Gib Bogle on the banks of the Lane Cove River in Sydney, 1963, remain an elusive and intriguing Australian mystery. This website explores the theme of inconsistent and impermanent memory, allowing you to shift forward and backward through time, space and point-of-view, and so compare eyewitness accounts of the deaths. The story is represented by a dynamic montage of sound, image and text, and is controlled via a map/graph interface. As you progress through it, the project becomes less about solving the crime and more about revealing the enigma of individual experience and interpretation. It is also about how a time and place, in this case Cold War Sydney, inescapably shapes the perceptions of the people who live within it, and how people who suffer an unexplainable tragedy are often blamed for it. It is the story of an improbable murder or an implausible accident; a puzzle without a solution where objective truth becomes impossible to grasp because it does not exist.

Little Pharma

Wed, 06/18/2008 - 14:50
Using the "blog" format again (previous art blog-wwfsd?) as a starting point for a new project, artist collective Finishing School, explores the complicated world of Big Pharma, Health, and Alternative Medicine. The hope is to learn more themselves through blogging, become healthier as individuals, and solicit collaborators for the future of the project. Planned future project endeavors include workshops, exercise actions, round-tables, exhibitions, and a book. Project Description: Little Pharma is an inter-disciplinary project that investigates "alternative" medicine, health, and well-being as a viable antidotes to some of the Big Pharma pathologies. The blog is the first phase of this project. We are looking for people to help with this project-all ideas welcome. Please join us. Project Website: www.little-pharma.blogspot.com www.finishing-school.net

globtxt

Wed, 06/18/2008 - 14:49
blog that has been imploded and only images remain from multiple feeds from photo sites online through blog program from the words that are no longer

Real 3D friend

Wed, 06/18/2008 - 14:46
Virtual worlds are the fact and in 10 years they will be like mobile phones today. The very realistic appearance of virtual worlds will make users strongly emotional bound to them, so it will become the parallel society and have a very strong influence on the "real life". That's why it is very important for us artists to help forming new, positive ethics for virtual worlds. Ethics, which are based on openes, freedom and human rights, instead on the paradigm "the right for the profit". The aim of virtual reality should be to make dreams come true for everyone, not again only to those, who can buy it. Selling an virtual Island, which is nothing else but few kilobytes of data, for 1000 US$ + 120 US$ months fee is exactly what virtual reality shouldn't be. And it don't need to be, because there are tools, standards and technical possibilities to build virtual worlds without limitations, where one makes his Island, state or planet on his own server or webpage and share it with others for free. We don't need virtual shopping centres, we need virtual reality to spread our fantasy and associate with people from around the world. To make people closer to each other, not to make differences between rich and pure, developed and undeveloped, even bigger. But one corporation, Linden Labs has convinced people, that the new 3-dimensional web is their own online multiplayer game Second life, which is stricktly draft on commercial values. Linden Labs, owner of Second life has the best PR department on the planet. They have suckered the press and marketing communities like no one else I have ever seen. That's why people think, Second life is a new 3D web, but in fact Its a private environment, the equivalent of one office building in a city. It keeps trying to protray itself as open and opensource like but the truth is there is one door. A place like second life is too experimental and seemingly open, but essentially you are operating under THEIR umbrella. If you create a 3D world and put it up on your own server space, then you are INDEPENDENT. The web3D needs to focus on bringing 3D directly to the webserver, not to be pushed on individual webpages and by companies who are focusing their virtual worlds efforts to very specific applications. Second Life bought about a lot of hype and at this point, I think its negative publicity. To the outside, Second Life looks like a place full of freaks, REAL freaks, but in fact the only application second life has perfected is to mirror the worst social vibe of the real world, instead of trying to create an atmosphere which extracts the best dreams from the real world. That's why I built this platform, called Real 3D friend: because friend is not the one, who wants to sell you something. It is a platform, which uses open tools and standards, the real 3D web, not just one web page, owned by some corporation, build with one single purpose: to make money. In contrary to Second life and other closed worlds, which are entry points to one world on one server, is Real 3D friend entry point into the real 3D web, an open web of millions of free virtual worlds and places, where people share virtual "things" instead trying to sell them. It is a world for human relations instead for business relations.

Remote Instructions

Wed, 06/18/2008 - 14:43
Remote Instructions is a web-central project that utilizes both the communication capabilities of the web and spectatorship of its users. From a central hub, Walton is collaborating with strangers globally via the web and orchestrating a series of video performances that will take place in real cities, neighborhoods, villages and towns around the world. A Project By Lee Walton, A 2007 Rhizome Commission.

RealityCPU

Tue, 06/03/2008 - 12:48
Our computers and simulated worlds are simulacra of reality. They provide a contrast to the real world that, when compared, reveal the value in the authenticity of reality and the qualities that make us human. However, the strict rules of reality and the limitations of the brain provide the same contrast, making the flexible rules of video games and the power of a computer so enjoyable. RealityCPU.com explores a few similar juxtapositions: that between humans and technology, the organic and the manmade, the real world and virtual worlds, human emotions and computer stoicism, and life and its portrayal in video games. A harmony and a friction can be currently found between the these in our modern existence. This condition is explored through a ongoing series of vignettes that relate life to technology using the visual and verbal language of computers, technology, and video games, combined with a certain raw quality that provides them a sense of the organic. They are refereed to as Levels, a term adopted from video games that is descriptive of function and aesthetics of the vignettes. A level of a video game presents an artistic interpretation of the real world. The content of the vignettes is the matter of the real world seen through a digital lens. A level is something that is experienced and played through, taking time to reveal its self. This is similar to the way the vignettes are experienced, requireing the viewer to take some time to fully experience the image due to the amount of animation and visual stimulation contained within each vignette. The looping animated gifs are similar to the qualities of nature because their motion is both ambient and persistent, and they reveal more detail the closer they are examined. The graphic quality of the images is distorted, distressed, and raw; things shake and jitter in a way that speak more to the qualities of nature than digital perfection. Meanings can be derived through the interaction of these elements. In a level of a video game each players experience is unique. The limitations of the simple web technology being used to display many animations at once on RealityCPU.com insures each viewers experience with the artwork is unique. The visuals of the vignettes are displayed differently on each viewers computer due to the variety of computer configurations possible. The speed of their computer, their internet connection, the browser they are using, the size of that browser window, and the size of their monitor all affect how the graphics are displayed and ultimately how the artwork is presented. This is similar to an individuals unique perception of reality. The mythology of Reality CPU is a metaphor that communicates why it is valuable to look for meaning in the computer and technology. It attributes more meaning to the computer than we usually provide it, suggesting that a deep connection and purpose exists between humans and the computer. The authority that we exert over technology combined with the seemingly limitless ability it provides us to create is similar to the relationship between god and a universe. The Reality CPU mythology describes our existence as a simulated reality, a hypothetical computer powered simulation so advanced that it is indistinguishable from true reality. With that, it must follow that every aspect of a simulated reality is described by a computer process. True reality is infinitely complex and intangible. This analogy makes it easier appreciate reality by describing, condensing, comparing it to something familiar. RealityCPU.com is intended for anyone who has experienced technology. However, a certain audience will take the most from it, they could be called Generation Y2K. Members of this generation have been exposed to modern technology since birth, they have never known an existence not infused with technology. For them Y2K posed the most threat to their understanding of daily life, a complete change from everything they were dependent on. Technology has become fully integrated with our lives, there is no going back. Despite this, the push to maintain a connection to nature has become stronger than ever. RealityCPU.com asks you to maintain this balance.