Member 1883
36 entries

no city
Immortal since Sep 3, 2008
Uplinks: 0, Generation 3

@notthisbody twitter
@poietic twitter
@marija twitter
digital cartographers, narrative realization. image workers & pixel [re]searchers. emographers. memetic mappers. space cadets. polytopians.
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    From Wildcat
    Love.. as in, Fight ,...
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    notthisbody’s projects
    The human species is rapidly and indisputably moving towards the technological singularity. The cadence of the flow of information and innovation in...

    A series of rambles by SpaceCollective members sharing sudden insights and moments of clarity. Rambling is a time-proven way of thinking out loud,...

    Start your own revolution
    Catching up with the future. All major institutions in the world today are grappling to come to terms with the internet. The entertainment...
    Now playing SpaceCollective
    Where forward thinking terrestrials share ideas and information about the state of the species, their planet and the universe, living the lives of science fiction. Introduction
    Featuring Powers of Ten by Charles and Ray Eames, based on an idea by Kees Boeke.

    October 20-21st, 2012, 11am-6pm
    Los Angeles Edison Power Plant #3
    The Brewery Arts Colony, Downtown Los Angeles

    Lattices, honeycombs, checkerboards, triangles – form constants were first conceived and studied in 1926 by Heinrich Klüver as geometric shapes at the core of human visual perception, revealed through altered states of consciousness – hypnagogia, hallucinations, synesthesia, fever, meditation, near-death experiences…

    Others have continued to explore deeply common human experiences – Karl Jung worked with form constants of a different kind, those he called archetypes – psychological organs, analogous to the physical ones that arose through evolution; Noam Chomsky proposed a “universal grammer” hard-wired into the brain and properties that all natural human languages share.

    The evolution of technology, however, is morphing our perception through new extensions of our senses, changing our relationships with our environment – each other – and ourselves. Is what we take as common perceptions among humanity today diverging as we augment, enhance and mediate our subjective experience through technology, or is it bringing us closer together? Is the blend of flesh and information changing the very core of what is considered to be “human”?

    Using paint, pixels, light, sound, sculpture, games both online and off, FORM CONSTANTS #1 is an experiment and experience about perception, information, communication, culture and narrative – just what is the earthquake that none felt?

    Contributing Artists:

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    what takes an idea from inception to actualization & execution, the visualization & realization of that initial invisible spark?

    what keeps it in the realm of thought, of talk? what keeps it from reaching through to the visible and starting a fire? is is that we don't feel "ready"? don't feel we have the resources necessary to begin?

    "While idealistic architects, futurists, sociologists, philosophers - are in an endless search for creating the perfect island out of society, in a context totally foreign and segmented, there is a group of 15 people actually doing it. But its not just the creation of their world - but rather the connections they are gonna establish by sailing with the world that seems disconnected in a communication society. They are building a house on a boat - and its more than a house - its a multi purpose space - that lets you live on it, move with it, float with it and do service! Its a purposeful house. What an attempt...."

    the floating doctors have never been "ready" - they've scratched and struggled, begged, borrowed (but not stolen), slogged through the dirty work, the tedious work, the shit work & done the needful. and they still struggling. but it is a necessary one.

    the momentum gathers around them gains something of the autopoietic. their house is already floating, though they're not yet on the ocean.

    we have our invisible spark on SpaceCollective in the form of the Polytopia Project, but we need to start its active realization. SpaceCollective is a think-tank; think-tanks have output. what is ours? is it stuck on the level of talk? of thought? we must not watch & wait & comment but act. but we are not yet living under the same house. we are semi-connected nodes, surfacing on SC's recent posts page, sometimes on twitter or twine or friendfeed & then submerging again.

    we're shouting up here, across the void, how many are listening?

    there are few of us, we have some architectural plans, have started digging the foundation; open source of course. but we need help. to be explicit:

    who wants to start building our purposeful house?
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    A talk I attended by Martin Erickson, Creative Director of The Company P (participatory, playful, pervasive) at Power to the Pixel 2009, the crossmedia filmmaking film forum.

    There was also a workshop the next day with him. It quickly turned into a philosophical discussion on the implications of ARGs, pervasive gaming, TINAG (This Is Not A Game) & participatory entertainment.

    I recorded the talk and fixed up the audio as best I could. Might be better to use headphones. Enjoy!

    Download it on HERE

    Thanks to Jean-Yves & Gabriel Shalom for contributing greatly to the discussion!

    And many, many thanks to Martin for leading a deeply insightful discussion.

    Description of the workshop:

    Is this a game? – Towards a constructive audience contract in the participatory arts.

    All traditional art forms have established social contracts with their audience, dictating their behaviour and attitudes. Western movie audiences generally suspend disbelief, allowing them to be emotionally affected through a process of secondary identification with the characters on screen. Social entertainments like Alternate Reality Games (ARGs), participatory dramas and pervasive games are currently in the process of formulating this contract with its emerging global audience. Using the famous “TINAG” (This Is Not A Game) agreement used in most ARGs as a point of departure, this workshop explores the possibilities and pitfalls of encouraging different audience attitudes. The discussion and design exercises span the full range from pure competitive game-ism, via secondary identification, all the way to no-bars held 24/7 live-action role playing.

    See all the videos from the first day of Power to the Pixel online HERE (highly recommended for ANY digital storytellers)

    See the archive of tweets from #PTTP09 HERE
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