Really Good

Julian Oliver

Posted by lubisintern in Uncategorized on October 2, 2011 | Edit

New Zealand artist based in Berlin

levelHead v1.0 – 2007

– an augmented-reality spatial-memory game
– uses a hand-held solid-plastic cube as its only interface. On-screen it appears each face of the cube contains a little room, each of which are logically connected by doors.
– By tilting the cube the player directs this character from room to room in an effort to find the exit.

Bill Viola


Posted by lubisintern in Abstract AnimationBill ViolaGameInteractiveUncategorized on August 19, 2011 | Edit


The Night Journey, work in progress

– video game/art project based on the universal story of an individual mystic’s journey toward enlightenment
– The interactive design attempts to evoke in the player’s mind a sense of the archetypal journey of enlightenment through the “mechanics” of the game experience – i.e. the choices and actions of the player during the game
–  The core mechanic in the game is the act of traveling and reflecting rather than reaching certain destinations – the trip along a path of enlightenment

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Cao Fei

Posted by lubisintern in Cao FeiCharacter ArtGame AestheticsImageNon-InteractiveUncategorized on August 3, 2011 | Edit

Un-cosplayers, 2006

– photographs of Beijing residents wearing role-playing costumes. The project revisits the theme of her 2004 COSplayers film, which captured Chinese youth acting out anime fantasies


Troy Innocent


Posted by lubisintern in GameInteractiveTroy Innocent on August 2, 2011 | Edit


Colony, 2008

– weathering steel, acrylic, computer-controlled light, 12-channel sound, interactive installation, iPhone web app
–  there are multiple levels of activity within this urban art environment: firstly, the autonomous network of interactions that the totems have with themselves; secondly, the stimulus received from human presence; and thirdly, via direct play from an iPhone. This third form of interaction allows the performance of individual totems as audiovisual instruments; triggering light and sound events, and in turn feeding energy into the system. Thirty-six people with thirty-six iPhones play the colony as an electronic light and sound orchestra.
–  Each totem is inscribed with glyphs from a constructed language inspired by prelinguistic communication, digital game iconography, and asemic writing, a wordless open semantic form of writing.

Troy Innocent & Indae Hwang

Noemaflux, 2010

– creating new experiences of urban space and ways of seeing the city
– the term ‘noemaflux’ expresses the experience of being in a mixed reality where perception is changed via digital interventions into the real world
–  Players use mobile devices to explore streets and laneways and find augmented reality (AR) markers integrated into the urban environment. These act both as signposts that indicate the space of the work and as gateways into the artificial world.
– urban spaces are reinvented and inscribed with new meaning via a mixed reality. In this new space, the main street and adjoining laneways of the city of Ogaki are populated by media creatures from the Micronation of Ludea

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Tiago Martins, Ricardo Nascimento & Andreas Zingerle


Posted by lubisintern in GameInteractivePerformanceSound on July 17, 2011 | Edit


Headbang Hero, 2009
– Music/dance videogame for testing and improving your headbanging prowess
–  Using a wireless motion-sensing wig as game interface, anyone – regardless of how much hair they have – can become a Headbang Hero
–  When the game ends the player receives a printed health report based on his performance analysis. Included in this report are tips on how to improve the performance and advice on how to avoid injuries.



Martin Bricelj

Posted by lubisintern in GameGame AestheticsHuman MemoryInteractiveMartin BriceljPerformance on July 17, 2011 | Edit

Public Avatar
–  project documenting the relationship between virtual reality and our perceptions of self and society
– global audience to explore real-world locations remotely, and to interact with objects and people in those locations through real-time control of a human test subject
– available online on special events during the year
– Users will be able to see and hear what Public Avatar sees and hears via live video stream
– Public Avatar seeks to turn the virtual back into everyday reality, replacing polygons and pixels with a human being in a real-world location, albeit under computer control.

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Kotoro Tanaka


Posted by lubisintern in GameInteractiveKotoro Tanaka on July 17, 2011 | Edit


Micro PacMan

Using original Pac-Man hardware and a projector, Tanaka reflected the game through a mirror to create a square barely half an inch to a side, with a resolution of nearly 1,500 pixels per inch.
The image was much too small to play with the naked eye, which is why a microscope was mounted above it, and Tanaka encouraged players to adjust the focus and zoom to make the game more challenging.


Baden Pailthorpe

– Australian artist based in Paris
– his work exploits the elasticity and malleability of technologies such as video games, websites, photography and other media objects.
– Pailthorpe explores the cultural and political contexts that produce these ubiquitous technologies, teasing out hidden meanings and diverting intended uses


Anita Fontaine


Posted by lubisintern in GameGame AestheticsInteractiveMachinima on July 7, 2011 | Edit


– creates conceptually challenging and surreal experiences to expand the parameters of new media, videogames and the moving image

– CuteXDoom: video-game mod that takes a violent shoot em up and converts it into a hyper- cute experience that explores popular culture and the obsession with kawaii culture

Cory Arcangel & Paul Davis

NES cartridges reprogrammed with some photographs of Buffalo NYC

Cory Arcangel



I Shot Andy Warhol, 2002

– A modification of the NES game Hogan’s Alley, the gangsters have been replaced by Warhol, and the “innocents” have been replaced by the Pope, Flavor Flav and Col Sanders



Posted by lubisintern in Abstract AnimationGame AestheticsImageInteractiveLightsPixel ArtSound on June 29, 2011 | Edit

LOVEGL by Glaznost – a digital psychedelic flash interactive experimental piece. Just turn on or off the 4 channerls and enjoy the bits.



Posted by lubisintern in ImageNon-InteractiveOtromaticPixel Art on June 28, 2011 | Edit




Posted by lubisintern in Game AestheticsImageNon-InteractiveNullsleep on June 28, 2011 | Edit

New York Roomscapes –
Originally released in early 2004, this short series of photographs captures those fleeting moments where New York meets Nintendo


8-Bit Operators


Posted by lubisintern in Non-InteractiveSonichimaSound on June 28, 2011 | Edit


8-Bit Operators: The Music of Kraftwerk was released in 2007 by the group 8-Bit Operators on Kraftwerk‘s US homelabel Astralwerks and EMI Records worldwide. It features cover versions of Kraftwerk songs by several prominent chiptune artists

Over 20 of the biggest 8-bit international names in 8-bit chip music, all utilizing the hardware of re-tooled, classic Game Boys, Ataris, Nintendo Entertainment Systems, circuit-bent toys, Commodore 64s and Apple II computers.




Posted by lubisintern in Abstract AnimationGame AestheticsMachinimaMovieNon-InteractivePesSound on June 28, 2011 | Edit

animation imitating early 90s games. take something electronic and make it by hand

Eddo Stern


Posted by lubisintern in Eddo SternGameGame AestheticsHuman MemoryInteractive on June 27, 2011 | Edit


Cockfight Arena

One night event, viewer vs viewer in brutal virtual cockfighting theatre. Audience volunteers don game controller full size wings and feathered helmets. Combatants enter arena to control their life size game avatars through vigorous flapping and pecking, competing for birdfeed while inflicting onscreen bodily harm.

Eddo Stern

Posted by lubisintern in Eddo SternGameInteractiveMachinima on June 27, 2011 | Edit

– San Francisco based, Eddo Stern’s work ranges from video game modifications, to machinima and installations.
– His work explores new modes of narrative and documentary, fantasies of technology and history, and cross-cultural representation in film, computer games, and the Internet.

Tekken Torture Tournament: combines latest video game technology, untapped public aggression and painful electric shock. Willing participants are wired into a custom fighting system – a modified Playstation (running Tekken 3) which converts virtual on screen damage into bracing, non-lethal, electric shocks.





Paul B. Davis



– Artist & lecturer residing in London

– Pioneered the use of video game cartridges as an artistic medium and created the first hacked video game artworks

Super Abstract Brothers – hacked Super Mario Brothers. Characters and backgrounds were erased and replaced with abstract shapes/colours/patterns. An investigation of game aesthetics and human memory.



Cory Arcangel and Paul Davis

Posted by lubisintern in Abstract AnimationCory ArcangelImageMoviePaul DavisSculptureSound on June 25, 2011 | Edit

– Cory Arcangel: Computer programmer, web designer and digital media artist (in Brooklyn)
– Paul Davis: Musician and artist, collaborator, “uses computer game hacking to bridge the gap between computers and art”
– Both are part of BEIGE; a multimedia programming collective and record label–2

Nintendo installation 2001, 3 hacked mario cartridges which were reprogrammed to show images of hockey fights while playing a 3 channel sound work.



Mary Flanagan

– Mary Flanagan focuses on how people create and use technology.
– As an artist, her work ranges from game-inspired systems to computer viruses, embodied interfaces to interactive texts; these works are exhibited internationally.
– As a scholar interested in how human values are in play across technologies and systems, Flanagan has written more than 20 critical essays and chapters on games, empathy, gender and digital representation, art and technology, and responsible design.
– Flanagan founded the Tiltfactor game research laboratory in 2003, where researchers study and make social games, urban games, and software in a rigorous theory/practice environment.

Giant Joystick, 2006:







Feng Mengbo


Posted by lubisintern in ArtistsFeng MengboMediaPoliticsThemes on April 30, 2011 | Edit


The Long March: Restart

– Chinese artist Feng Mengbo
– Mashes up elements of popular culture with Chinese political imagery to make arresting aesthetic statements
– Hacking video games to transform them into political commentary, such as his Taking Mt. Doom By Strategy, which combined the video game Doom with the cultural revolution’s opera Taking Tiger Mt. By Strategy

Mark Essen

Posted by lubisintern in ArtistsMark EssenMediaThemes on April 30, 2011 | Edit

Video game artist Mark Essen makes lo-fi, beautiful and harsh video games, from the two person sword-fighting game Nidhogg to the trippy, slightly ghastly Randy Balma: Municipal Abortionist. His work isn’t just aesthetically pleasing, but fairly addictive too.


Randy Balma: Municipal Abortionist

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