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18 FEBRUARY 2013

Universal Everything & Field: Deutsche Bank Hong Kong

"FIELD were invited by Universal Everything to bring their concepts to life using realtime code. A unique and unrepeatable experience amazes staff and guests every time they walk by this 12m wide screen installation at Deutsche Bank Hong Kong. The 8 ever-changing video artworks show atmospheric cityscapes, hand-drawn sceneries, patterns and landscape animations. All generated in realtime, passers-by are invited to discover new details every day."

(Marcus Wendt and Vera-Maria Glahn, 2010)

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20103D animationart of code • atmospheric cityscape • audiovisual • brand art • computational designdata visualisation • Deutsche Bank • Deutsche Bank Hong Kong • Deutsche Bank Media Wall • digital print • digital screens • experience design • Field (collective) • generative designHong Konginteractive installation • landscape animations • Marcus Wendt • Matt Pyke • pattern • Pete Seaward • real timerealtime animation • realtime code • realtime generated visualsUniversal Everything • Vera-Maria Glahn • video artwork

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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20th centuryAlan Turingapplied researchARarchiveArs Electronicaart • art + science • art + technology • art of codeartificial intelligenceartificial life • artistic molecules • artistic practice • artistic software • artistsASCII • ASCII-Art • atom • atomium • audiofiles • augmented realityavant-gardebody • Cave Automatic Virtual Environment • code art • cold warcollection • collection of resources • computercomputer animationcomputer graphicscomputer history • computer programming language • computer research • computer sculpture • concept artconceptual artconceptualisationconcrete poetry • copy-it-right • creative practicecritical theorycross-disciplinary • culture industry • culture jammingcuratingcurationcut-upcybernetic artCybernetic Serendipitycyberneticscyberpunkcyberspacecyborgdata miningdata visualisationdesign research • dream machine • E.A.T. • early new media • Edward Ihnatovicz • engineers • Eugen Roth • exhibitions • expanded cinema • experimental musicexperimentation • female artists and digital media • flaneur • flaneuring on the net • Fluxusfoundgenerative art • genetic art • glitch • 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 score • netart • new medianew media art • new media exhibition • new media festival • Nina Wenhart • open sourceopen space • out of print • particle systems • Paul Graham • performance • phonesthesia • playlist • poetry • politicspractice-led • prehysteries of new media • prehystories of new mediaProcessing (software)programmingprogramming languageprojectspsychogeography • radio art • rare • re:place • real timeresearch artefactresources • retyped • ridiculous • rotten + forgotten • SAIC • sandin image processor • School of the Art Institute of Chicagoscientific visualisation • screen-based • SIGGRAPHSituationists • slide projector • slit scan • softwaresoftware studiesspeculationspeculative designspeculative research • Stewart Brand • surveillance • tactical media • taggingtechniquetechnologytelecommunicationtelematic arttelematic experiencetext • textparts • Theo Jansentheoretical contexttheory buildingtimeline • Turing Test • ubiquitious computing • unabomberundergraduate researchvideo art • video synthesizer • virtual realityvisual musicvisual research • Vladimir Bonacic • VRWalter Benjaminwearable computing • Williams Tube • world fair • world machine • Xerox PARCZKM • [Nove] tendencije

CONTRIBUTOR

Simon Perkins
05 MARCH 2011

Christian Marclay's The Clock: timekeeping through moments in cinema history

"'The Clock' is constructed out of moments in cinema when time is expressed or when a character interacts with a clock, watch or just a particular time of day. Marclay has excerpted thousands of these fragments and edited them so that they flow in real time. While 'The Clock' examines how time, plot and duration are depicted in cinema, the video is also a working timepiece that is synchronised to the local time zone. At any moment, the viewer can look at the work and use it to tell the time. Yet the audience watching 'The Clock' experiences a vast range of narratives, settings and moods within the space of a few minutes, making time unravel in countless directions at once. Even while 'The Clock' tells the time, it ruptures any sense of chronological coherence."

(White Cube, 2010)

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201024-hourappropriation • Christian Marclay • chronologicalchronologycinemacinema historyclockcontinuumcut-up • duration • fragmentarylinearmomentsorderingre-purposereal timerecombinantremix culturerupturesequencesuture • synchronised • temporal • The Clock • timetime of day • timekeeping • timepiecevideo collagevisual literacywatch • White Cube Gallery • wrist watch

CONTRIBUTOR

Simon Perkins
05 NOVEMBER 2010

Interactive Toys: enabling toys to form relationships with users

"Interactive toys have real time conversations with users, preferably employing speech recognition. ... Content is provided to users for their toys which enables toys to form relationships with users. Interactive Toys further utilize user knowledge bases to match entertainment, education and sales promotion content to user histories, behaviors and habits. Content is thus personalized to an individual user as well as to a user's environment including the user's location and the time at which the toy is used. Integration of content, such as entertainment, education and sales promotion is provided by merging Interactive Television techniques with Interactive Toys."

(10 August 2004)

Gabai, O., J. Gabai, et al. (2004). Methods and apparatus for integration of interactive toys with interactive television and cellular communication systems. United States, Creator Ltd. (Shmuel, IL).

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2004apparatusbehaviourconnectivityconvergencedeviceentertainmenthabitindividualisationinformation in contextinnovationinteractioninteractive toyslocationlocation awarenesspatentpersonalisationproduct designreal timerelationship • sales promotion • sociable robotspeech recognitiontechnologytoyusability • user awareness • user preferences • user-specific knowledge • users

CONTRIBUTOR

Simon Perkins
25 OCTOBER 2008

vvvv: a multipurpose toolkit

"vvvv is a toolkit for real time video synthesis. It is designed to facilitate the handling of large media environments with physical interfaces, real-time motion graphics, audio and video that can interact with many users simultaneously.

vvvv uses a visual programming interface. Therefore it provides a graphical programming language for easy prototyping and development."
(David, vvvv group)

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audiovisual • graphical programming language • interactivemediaphysical interfacesprototypingreal time • real-time motion • video synthesis • visual programming interface • vvvv

CONTRIBUTOR

Simon Perkins
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