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28 SEPTEMBER 2012

Creative Industries KTN: Partnering For Innovation

"Creative Industries KTN will be hosting a half day event around challenge 3 of the funding competition which seeks projects that investigate the potential of Cross–Platform analytical metrics and feedback tools to help content producers better understand the consumption of their products in a converged landscape.

This session will provide an opportunity for potential applicants to learn more about the programme and how to apply to it."

(Creative Industries Knowledge Transfer Network)

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TAGS

2012aggregator • analytical feedback • analytical metrics • audience research • business of being a resident • content origination tools • content producer • converged landscape • creative contentcreative economyCreative Industries Knowledge Transfer NetworkCreative Industries KTNcross-platform • data ecology • digital content • emergent ecology • feedback tools • funding competitionGPS • GPS technology • hyperlocal • hyperlocal media • hyperlocal media models • knowledge-based economylocalisationlocationLondonmedia audiencemedia consumptionmedia convergencemetrics toolsmobile applications • publication mechanisms • quantitative data • resident • textual content • UKuser behavioursuser interactionsworkshop

CONTRIBUTOR

Simon Perkins
11 APRIL 2012

Towards a Performative Aesthetics of Interactivity

"I identify a two–decade period – roughly speaking 1985–2005 – as the pioneering experimental period of (computer based) interactive art. Crucial to the understanding of work in this period is the blindingly rapid development of the technological context. At the beginning of the period the graphical user interface was a novelty, the internet barely existed, the web was a decade away, interactivity was an intriguing concept. The production of acceptably high resolution illusionistic digital pictures (still frames) was an active research area and a megabyte of RAM was something luxurious.

The period neatly brackets the emergence of most of the major technological milestones which now undergird digital culture and ubiquitous computing: WYSIWYG, digital multimedia, hypermedia, virtual reality, the internet, the world wide web, digital video, real–time graphics, digital 3D, mobile telephony, GPS, Bluetooth and other mobile and wireless communication systems. It was a period of rapid technological change, euphoria and hype."

(Simon Penny, 2011)

Simon Penny (2011). "Towards a Performative Aesthetics of Interactivity", Fibreculture Journal, issue 19 2011: Ubiquity.

Fig.1 Sniff and Performative Ecologies were included in Emergence, a show of Artificial Life Art curated by Simon Penny and David Familian at the Beall Center for Art and Technology, University of California Irvine, December 2009–April 2010. Regrettably Performative Ecologies did not function as designed during the exhibition.

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TAGS

19852005academic journal • artificial life art • bluetoothcomputer based interactive artconvergencecross-disciplinarydesign historydesign researcherdigital 3Ddigital culturedigital multimediadigital videofibrecultureFibreculture JournalGPSgraphical user interfacehistory • honeymoon period • hypermedia • illusionistic digital pictures • interactive artinteractivityInternetmedia art • megabyte • mobile and wireless communication systems • mobile telephony • multimedianew medianovelty • performative ecologies • pioneering experimental period • RAM • rapid development • rapid technological changereal-time graphics • Simon Penny • speculative designtechnological changetechnological context • technological milestones • timelineubiquitous computingverisimilitudevirtual realityvisualisationweb designworld wide webWYSIWYG

CONTRIBUTOR

Simon Perkins
15 SEPTEMBER 2011

Nina Wenhart's blog on the prehysteries of new media

"this blog is nina wenhart's collection of resources on the various histories of new media art. it consists mainly of non or very little edited material i found flaneuring on the net, sometimes with my own annotations and comments, sometimes it's also textparts i retyped from books that are out of print.

it is also meant to be an additional resource of information and recommended reading for my students of the prehystories of new media class that i teach at the school of the art institute of chicago in fall 2008.

the focus is on the time period from the beginning of the 20th century up to today."

(Nina Wenhart, 26/06/2008)

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TAGS

20th centuryAlan Turingapplied researchARarchiveArs Electronicaart • art + science • art + technologyart of codeartificial intelligenceartificial life • artistic molecules • artistic practice • artistic software • artistsASCIIASCII-Artatom • atomium • audiofiles • augmented realityavant-gardebody • Cave Automated Virtual Environment (CAVE) • code art • cold warcollection • collection of resources • computercomputer animationcomputer graphicscomputer history • computer programming language • computer research • computer sculptureconcept artconceptual artconceptualisationconcrete poetry • copy-it-right • creative practicecritical theorycross-disciplinaryculture industrycuratingcurationcut-up techniquecybernetic artCybernetic Serendipitycyberneticscyberpunkcyberspacecyborgdata miningdata visualisationdesign research • dream machine • E.A.T. • early new media • Edward Ihnatowiczengineers • Eugen Roth • exhibitionsexpanded cinemaexperimental musicexperimentation • female artists and digital media • flaneur • flaneuring on the net • Fluxusfoundgenerative artgenetic artglitch • Gordon Pask • GPSgraffiti • Grey Walter • GUI • hackers and painters • hackinghacktivismHCIHerbert FrankehistorieshistoryhypermediahypertextIannis Xenakisimagineeringinformation theoryinsightinstructionsinteractive artinterdisciplinaryInternet • Ivan Picelj • Jack Burnham • Julije Knifer • Ken Rinaldo • kinetic sculpture • Lidija Merenik • live visualsmagic • Manchester Mark 1 • manifestomappingmediamedia archaeologymedia art • media art histories • minimalism • mother of all demos • mousemusical scorenetartnew medianew media art • new media exhibition • new media festival • Nina Wenhart • open sourceopen space • out of print • particle systems • Paul Graham • performance • phonesthesia • playlistpoetrypoliticspractice-led • prehysteries of new media • prehystories of new mediaProcessing (software)programmingprogramming languageprojectspsychogeographyradio artrare • re:place • real-timeresearch artefactresources • retyped • ridiculous • rotten + forgotten • SAIC • sandin image processor • School of the Art Institute of Chicagoscientific visualisation • screen-based • SIGGRAPHSituationistsslide projectorslit-scansoftwaresoftware studiesspeculative designspeculative research • Stewart Brand • surveillancetactical mediataggingtechniquetechnologytelecommunicationtelematic arttelematic experiencetext • textparts • Theo Jansentheoretical contexttheory buildingtimeline • Turing Test • ubiquitous computingunabomberundergraduate researchvideo artvideo synthesizervirtual realityvisual musicvisual research • Vladimir Bonacic • VRWalter Benjaminwearable computing • Williams Tube • world fair • world machine • Xerox PARCZKM • [Nove] tendencije

CONTRIBUTOR

Simon Perkins
06 MAY 2011

GPS-created art: walking as exhibitionism

"There was a flurry of activity in GPS–created art a few years ago. GPS Traces on OpenStreetMap, or GPS drawing, or Waag's Amsterdam RealTime project, collated on this Me–fi post, where the antecedent of forms created from urbanism in Paul Auster's New York Trilogy is noted. This was walking as exhibitionism, the inevitable dovetail of technology and showmanship, venturing forth because we could."

(things magazine, 07 January 2010)

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TAGS

Amsterdam RealTime • augmented realitycitiesconvergence • esoterica • exhibitionismgeographic locationGPS • GPS art • GPS drawing • GPS Traces • GPS-created art • information in contextinteractionlocationlocation-basedlocation-specificlocative media • Me-fi post • media art • New York Trilogy • OpenStreetMap • Paul Auster • proximity • showmanship • technology and showmanship • Things MagazineurbanismWaag Societywalking • walking as exhibitionism

CONTRIBUTOR

Simon Perkins
05 NOVEMBER 2010

Esquire uses 2D bar codes within magazine for mobile commerce

"By using the mobile device's camera and the ScanLife application, Esquire readers can scan the feature's bar codes to instantly buy items of clothing and accessories seen within the magazine article. ...

Each article of clothing in The Esquire Collection has its own unique black–and–white 2D bar code. When consumers scan the code with their device's camera, a menu will appear on screen that lets them perform several functions, including buying the item.

The Buy Now feature on the menu lets readers buy an item, get an itemized description and obtain additional information about items seen directly in the magazine.

Consumers can click Learn More About This Item to be taken to a URL where they learn more about the product, the brand, or alternative versions of the product.

Scanning a bar code will also give consumers the option to be redirected to a URL where they can enter their ZIP [post] code and find the brand's nearest retail location.

An update in the near future will let the GPS on the mobile device alert readers to the location closest to them.

Additionally, the scanned bar code will bring the user to an Esquire–branded URL that gives advice on how to style the item for his look or wardrobe."

(Chris Harnick, 4 February 2010, Mobile Commerce Daily)

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TAGS

2010 • 2D bar code • augmented realitybarcodecameraphoneclothingconsumerdigital mediaEsquire MagazinefashionGPS • Hearst Communications Inc • interactive magazine • locationmarketingmedia convergencemobilemobile browsermobile commerceold mediaprintprint mediapublishingQR codesQuick Response codescan • Scanbuy • ScanLife • smartphonetransformationURL • wardrobe

CONTRIBUTOR

Simon Perkins
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