Surburban Blues

27 octobre 2006

Note
27th October 2006

Players: France Inter, already one year old

When I was young (5 to 10 years old) it was a place that absolutely fascinated a number of the children in the neighborhood (Sarcelles, then Garges-Lès-Gonesses): it was the Fort de Stains. This abandoned fortress was several kilometers away from my family home, and to get there we had to go through barbed wire and walk along a path overgrown with brambles. But the place had a magic about it with, for example, a canon turret (I now know that it was called the Mougin turret), emptied of its cannons, but with a helicoid railing which led us to imagine how it worked. It was for us like the ceremonial hall of a fairy-tale castle.

fort de stains
Fort de Stains, copyright Chelles-fortifs
Fort de Stains

Fort de Stains

Coupole Mougin
coupole mougin, source : lpracht.free.fr
coupoole mougin
Later, in Gonesse, it was the hypermarket Carrefour, one of the first to be built in France, which played the same role. It contained that blend of dream and of what was forbidden which always exercise a strong attraction. Can we experience the same fascination for places represented in videogames?

What sort of imagination can develop between military ruins and supermarket shelves?

Hyper
supermarket, Avignon (Art Impact, MB)

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Touristic Democrazy

25 octobre 2006

Des lunettes d’observation du type de celles que l’on trouve sur les lieux touristiques pour observer le paysage. (Adaptation des lunettes de Cosmopolis : http://cosmopolis.info ?). Un peu comme celle que nous implanterons sur l’Arc de Triomphe à Paris.

A partir des données provenant des réseaux téléphoniques sans fil (variante GPS). Chacun déclare son numéro comme étant OUI ou NON. Selon sa localisation dans les cellules du réseau, un cercle correspondant semble recouvrir une partie du territoire correspondant observable depuis les lunettes. OUI en bleu et NON en rouge. On voit au long du jour les surfaces colorées augmenter et recouvrir progressivement le territoire. OUI et NON peuvent être remplacés par toute alternative binaire.

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The GAME

23 octobre 2006

www

Notes

22nd October 2006

Several times in the last 15 years, I have had the opportunity to mention what I call the Game : those human activities not concerned with physical survival (feeding oneself, protecting oneself or reproducing), but rather man’s incapacity to accept the confrontation with the absurdity of his existence (Pascal, Camus etc.). When faced with the emergencies of survival, playful activities or pastimes (such as Solitary), are a response to the necessity to artificially justify time that we do not devote to physical survival and that our conscience leads us to appreciate in its immense void. There are a large number of games of this sort : philosophy, theology, fundamental scientific research, art, games etc.

An unexpected convergence, allowing us to share the fate and ambition of those whom we might consider to be the furthest away from us in respect of their practice.

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Come Back

23 octobre 2006

(Note) October 21th, 2006

Ancient projects returning in mind with new topicality as Art Trap are come back projects. It oscillates between obsession and sea snakes. Under pressure of multiple resurgence, it happens that they end in finding a form giving them the possibility of hatching.

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DNA Race

23 octobre 2006

Interactive scientific competition
21st October 2006

Players: V2 lecture Rotterdam

Sometimes the debate is sparked off by the question of a scientist who thinks he is an artist, either through the effort of representation involved in his profession or because he considers that the creativity essential to his job is similar to artistic practice.

Proposing a symbolic action which raises the question of representation, not at the service of a hypothetical political objective, but of a better quality of interpretation.

The competition is such, in scientific circles, that making it tangible would reinforce the double challenge of the image and the performance.

Watching a presentation which includes an illustration of the way in which DNA twists around like a rope constantly being wound up.

DNA race :

One rope per team.

The rope is twisted, by default, to a fixed and pre-determined number of rotations.

To support their team, two scientists each pull on one end of the rope to tighten it as much as possible. The aim is not to pull the other in your direction, but to transform the twists and turns of the rope into a line as straight as possible.

Opposite a virtual reality screen (or in the Cave) is a race-mat (probably a reference to the work of Marnix de Nij Run Mother Fucker Run, that I saw here in Rotterdam). The sportsman in each team runs opposite the image inside the DNA chain, as though along a tubular track that would follow the least twists and turns of the physical rope. At the beginning of the race, the track is very irregular, with continuous ups and downs.

The difficulty of making the mat move along is linked to the virtual slope. The virtual slope is linked to the physical rope, which depends on the effort made by the team of scientists to turn the track into a straight line.

There could be sound, in rhythm to the race, to accompany the alternating DNA segments, possibly adding more difficulty, with each having to keep track of the interruptions and anomalies encountered on the way, as in a treasure chase.

One of the challenges of the competition might be to discover the mapping out, the representation of the genetic code that would be the easiest to deal with so that the researcher/competitor may keep track of anomalies as quickly as possible. Like a well-tuned racing car, the choices of representation made by each team would be proof of its ability to set up an efficient scientific tool.

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Diamant Mari-age

23 octobre 2006

(Note)

witten : 21 octobre 2006

I like the idea of Chuck Palahniuk who, in Haunted, tells about this woman wearing her husbands ashes in a ring, converted into diamante for eternity (is it possible?).

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DNA Fields and Frames

23 octobre 2006

(weave and networks)

written : october 21st, 2006

Player: Derek Pr University of Rotterdam during his conference on the resection of DNA for early diagnostic.

I always dreamed of weaving information. Of finding a loom (the precursor with Jaccart of the information technology), that would be piloted to weave sheets, tablecloths, rugs surfaces. Based upon religious texts, hope messages or despaired messages, DNA corresponding to specific communities. The colour variations, line to line, the informative linear flux converted in surfaces as video raster transforms time in space. We could then live, eat, sleep, walk, pray on lives, on thoughts.

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ART TRAP

23 octobre 2006

(physical and network come back installation) October 21th, 2006

One reminds me of art trap.
Art Trap
It is a project I conceived when working on Art Impact for Beaubourg in 2000. The turnover operated in the attitude of the institution when a sponsor proposed to co-finance the work, was quite spectacular. We shifted from the ordering of an artwork and exhibition to a location renting (unfortunately under-financed, as usual) – and I thank, by the way, Daniel Soutif who, going over obstacles, made the thing possible. This sudden turn, not in Daniel Soutif’s attitude, but in the centre’s administrator’s attitude, was sufficiently spectacular and scheming so that I propose making out of it a special device.
Art Trap was born, left in the state of concept; I presume it has its place here, in the project’s purgatory.
Art Trap 2
Art Trap is funded on the idea that the artistic institution’s economy is a permanent compromise with the financiers. Some will say the whole art history is in the same boat. I, therefore propose to take possession of a location of minimum surface of 16m2, in a museum. A museum, I insist, not a gallery; it is the area dedicated in art in its most institutionalised version that interest me here. So I build four walls without ceiling above. In the middle of each wall, an opening without door. Above the opening, a projector turned inside. Online, a proposition to buy the space of visibility. Each volunteer/patron invests the desired amount of money and obtains the proportional visibility according to online engagements. The first one sees his logo, name, tag, brand on the wall facing the projector. As soon as the second one comes in for the same amount of money, each one fills only half of the space, and on and on.
Art Trap 3 When the number of « patrons » becomes significant, with plaster and trowel, I reduce the openings sizes to increase the « renting » surface. After some time, the four doors will only leave a cat size visitor in. And the so told and requested visibility would be reduced to electronic surveillance that report, online and black and white, the effective presence of the patrons with their logos.
The gained money, after deduction of charges, would be shared between the museum, renting the location, and the artist that will be able to, on a fix bank account, report the way the money is used, survival or pleasure expenses. A screen, outside the box, would transmit in real time, the state of the bank account: expenses, bills.

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The players and the wall/world

23 octobre 2006

(note)
October 21th, 2006

For me, creation is a bit like tennis, if one plays with itself, it is the wall/world that sends the ball back, more or less in a good way. If, at the occasion of a meeting, one finds itself facing a good player, who sends back well, seeking for weakness of defence or attack, without hesitating, then as a miracle, one plays like never before. The worse, for me, is when there are absolutely no bounces. The ball is sent and never comes back. While serving in emptiness, one gets exhausted or bored.

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Emotion Forecast

23 octobre 2006

emotion forecast

October 20th, 2006
Player: Evo

Concept developed upon the frame of the Mechanics of Emotions. Architecture built on the model of stock market prediction system. Using yesterday’s data to project the emotional state of the planet up to 15 days.
Evolution:
Becomes interesting if the thing has an impact not in terms of future information but as a help for decision. The day-to-day version would only be available by very expensive subscription, goaling finance and stock market’s circle. Anticipating the emotional state of the planet is predicting important changes and settling placement shares in advance.
A new degree in the vapourware?
How a fiction has a concrete impact on reality and limits of the system. To pay naivety. The Emotional Forecast is a realistic fiction.

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