All posts filed under: Theory

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“Exhausting Gameplay” by Douglas Edric Stanley / Theory, Games

A significant percentage of video games employ in one way or another the figure of death. The thanatological sub-species of video game representations are practically endless: dismemberment, infection, untreatable wounds, explosion, etc. Players can be eaten, crushed, sliced, diced, quartered, electrocuted, impaled, and so on. Many of these representations are more or less approximate: in […]

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Invisible Airs – A Short Documentary on YoHa

Matsuko Yokokoji and Graham Harwood have been active as tactical media practitioners over the last two decades; the duo were members of Mongrel  and more recently have been working under the moniker YoHa. One of the central themes of YoHa’s work is the translation of abstract data systems into performative assemblages and installations, often highlighting contentious social realities […]

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An Interview with Bowyer – UIDesign + Funware + Luxury [Theory, iPad, Interview]

Bowyer is a new company by Vadik Marmeladov, Sergey Filippov, a man known as “The Client”, and Ilya Kolganov. In this interview we talk through their first collaborations, philosophy, process, commercial projects, and future plans. “Craftmanship is attention to details. Luxury is attention to unnecessary details.” Typical phone games and apps retain a certain average appearance […]

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Designing Programs [Theory]

(This essay was commissioned by Centre national des arts plastiques for Graphisme en France 2012) – Edited by Casey Reas and Chandler McWilliams – Technical mastery and innovation are part of the rich history of visual design. The printing press is the quintessential example of how a shift in design technology can ripple through society. In the […]

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Paul Prudence Interviews Mitchell Whitelaw [Theory]

Mitchell Whitelaw, #climatedata proposal (2009) One of the most articulate and accessible voices within the generative art scene is undoubtedly the Canberra-based scholar/practitioner Mitchell Whitelaw. Given his relative (internet) silence over the last year, news of an interview—conducted by Paul Prudence, no less—published in the most recent issue of Neural magazine, is cause for minor celebration. Mitchell posted the transcript of […]

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Patch Schematics – The Aesthetics of Constraint / Best Practices [Theory]

Visual programming languages, languages that create programs by the manipulation of graphical elements, as opposed to specifying lines of text, have seen an increased popularity in recent years both in audio and video synthesis. Some of the more well-known environments, ones that are regularly used for projects that are featured on CAN,  include VVVV (real-time […]

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Interview on the A.N.D project [Theory]

I recently had pleasure of meeting and talking to Tyler Flynn of the A.N.D project about my CAN adventures. Likewise Scott Snibbe and James Alliban reveal what inspires them and how they got involved with doing what they do. It’s a long read and definitely a worthy one… What’s being created today for the iPhone and iPad is mind-blowing. […]

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Mediated Cityscapes 03: DIY Cartography [Theory]

[Eric Fischer / Locals and Tourists #45 (GTWA #133): Los Angeles and Pasadena / 2010] A month ago in Minneapolis, nestled amidst the brilliant programming of the inaugural Eyeo Festival, Mark Hansen organized a panel on data visualization and social justice that brought veteran designers Laura Kurgan, Michael Migurski and Lisa Strausfeld together to discuss […]

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The Psychoeconomy War Room Table [Theory]

One of the interesting cultural by-products to have emerged from the American assassination of Osama bin Laden is the public’s sudden fascination with situation rooms. As noted by Alexia Tsotsis on TechCrunch last week, the photograph of Obama and his national security team taken during the raid has received millions of page views and inspired both serious […]

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Mediated Cityscapes 02: Memory and the City

In 1978 Rem Koolhaas (wiki) published Delirious New York, a “retroactive manifesto” that wildly reframed Manhattan through a rigorous analysis of the street grid, the skyscraper and congestion while excavating the history of the “mythical island”. A few years later Ridley Scott’s film adaptation of Blade Runner (wiki) explored the limits of the human condition […]