T#Walker is a real-time ‘Tweet-Walker’ (or ‘Tweet-Crawler’): it pulls real-time Tweets from Twitter and finds its own way in the vast Twitter world.
In fact it’s an arbitrary mirror of the world; showing what people are talking about, right now, at this very moment, linking tweets by keywords.
The way it works: It retrieves the most recent tweets for a specific ‘keyword’ and displays them word by word, with information about that tweet (at the bottom of the screen) like the date and time it was tweeted, the Twitter name of the tweeter, the number of followers of the tweeter, the geo-location of the tweeter (if available).
The avatar of the tweeter will be displayed in the middle of the screen.
If the tweet contains a link T#Walker will show a QR-tag with the link information in the upper left corner of the screen so the visitors can scan it with their smart phone, if they like.
After the set of tweets has been displayed the next ‘keyword’ will be picked from all the words in the previous set of tweets:
User interaction: The flow of T#Walker can be influenced by the visitors of the exhibition by sending tweets to Twitter.
The tweets should contain the hashtag #twalker2013, followed by a space and exactly one keyword.
For instance: #twalker2013 bibliotheek
The installation will pick up the visitors keywords and use them as a starting point for further crawling.
The title, Exquisite Zone, references the 1920-30s surrealist drawing game called ‘Exquisite Corpse’, in which each collaborator adds to a collective composition.
Exquisite Zone invites nightly participants to use their smart phones to make digital marks in public space. The idea is simple, but we've never seen it done real time with mobile devices, such as phones. The concept was developed in a 2010 Baltan Labs workshop.
Many people can add to the ‘collaborative public drawing’. Each time they move their finger over the phone canvas, a line will be drawn on their phone and on the wall. Although a participant's phone displays only their individual canvas, Exquisite Zone projects the collective canvas on an architectural structure.
SjansMachine v2.2 reflects the world we live in and the ever-increasing technologies that incorporate daily life. The idea of sjansmachine is to bring social network ‘friending’ into real space to connect people in the real world again.
Participants intuitively use emerging technologies, such as QR tags and face detection, to ‘find new friends’ based on their favorite movie genres.
official opening of the SjansMachine installation by Miss Match Doro Sunday September 26th, 2010, 8-10pm
SjansMachine v2.0 reflects the world we live in and the ever-increasing technologies that incorporate daily life. The idea of sjansmachine is to bring social network ‘friending’ into real space to connect people in the real world again.
Participants intuitively use emerging technologies, such as QR tags, Augmented Reality, and face detection, to ‘find new friends’ based on their favorite movie genres.
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Sjansmachine is an interactive installation that works with realtime images and face detection software. The aim of this installation is to bring people closer together in a playful and fun way. This project is a collaboration between Eindhoven based artists Rolf van Gelder, Carmin Karasic and Olga Mink.
SjansMachine was created for PlazaPlus Festival 2010 @ Plaza Futura.
Anthropocene is the era in which human activities significantly impact the Earth's climate and ecosystems. This artwork highlights interdependencies between human activities that impact global warming.
The artwork 'Anthropocene' depicts the sun in the background, as the central energy source, with population, deforestation, CO2 emissions, industry, oil and water as conceptual gears.
Each rotating gear-like image causes the one next to it to rotate.
Population growth leads to energy demands that drive industry, which in turn leads to deforestation.
All three lead to increases in green house gases. Everything has a relationship to water.
A live feed 'ticker tape" displays related data, changing as it scrolls above and below the animation.
The music, "In C", is by Terry Riley.
'Antrhopocene' was created for MAD @ GLOW 2009.
The artwork consists of digital collages and statistics controlled by a program written in the Processing language.
"Throughout its history quilt-making has been viewed as a community-building activity as well as a form of communal creativity. The quilting bee, a gathering of people to construct a quilt, remains a way for people to interact in a group art process. Similarly, the origins of the Internet are community-building in nature. From the beginning, art made for the Internet has had an interactive aspect that allowed for group participation.
For this project, quiltmaker Clara Wainwright and the web artists Carmin Karasic and Rolf van Gelder have brought the communal creativity of the web and the quilting bee together in The Virtual Quilt: An Interactive Art Project. The entire online world is invited to participate in the creation of a virtual quilt that will be made into a real quilt and displayed here at DeCordova.
This quilt-process is the fabric version of the virtual quilt. Through the DeCordova Museum Web site, cyberspace visitors by design a square for the quilt online. On Tuesdays of each week, Clara Wainwright will print out the new square designs, create the squares in fabric, and stitch them to this quilt. You can follow the growth process of the quilt online.
Many thanks to Carmin Karasic and Rolf van Gelder for creating this virtual quilt, which allows us to expand the exhibition beyond the gallery walls."
Curator of New Media
DeCordova Museum and Sculpture Park, Lincoln, MA, USA
This cyberart collaboration explores the relationships and correlations between replication, sex, power, and violence. This work is based on the collaborators' two different perspectives: the personal observations by a black American woman and a white European man. Reality is based on perception, as we perceive it to be. Perspective is based on our cultural filters.
Positioned as two simultaneously looping movies, the artists' visions confront each other's realities. Concepts of conquest and cooperation circle about the human drive for lineage preservation. Power has reproductive implications. Violence is used to gain power. Their comparisons of perceived power and control create a dialogue that concludes: sex is the primary root of war.
Claude Monet was born in Paris on November 14th, 1840. The characteristically brilliant colour of his painterly compositions have garnered him the respect and admiration of both critics and art lovers worldwide. The images of this internationally-renowned artist may be found in numerous galleries; both on the walls of these hallowed institutions, as well as decorating the keychains, coffee mugs, and T-shirts of the warm & friendly giftshops contained therein. In recent years, this artist has moved from the traditional to the digital canvas; an aesthetic shift which elicited much shock in the artistic community. Monet stands by his recent explorations into the realm of digital art. "The elements which featured so prominently in my earlier work -- my study of light and interest in the passage of time -- are explored even further in this exciting new medium" asserts Monet. "Why paint light when you can paint with light?"
Saint Lucy (also called Lucia) is a member of a wealthy and influential Sicilian family. Regrettably, the barriers of privacy that surround this same family have made its members something of a mystery to the world-at-large. Hence, little is actually known about Lucy and her clan. Wild rumours circulate, hinting at a woman with a shady past. How she came to be acquainted with the artist Monet is also a mystery. Allegations have been made of an illicit relationship between the young Lucy and the considerably older Monet. Neither party has denied nor confirmed these allegations.