Category Archives: Events and Exhibitions

Technarte Bilbao

Technarte is an international conference on art and technology that has been taking place in Bilbao from 2006. After seven editions, Technarte has become one of the most important events of its kind in Europe. The main aim of Technarte is to present technological developments that enhance a broader expression of modern art, and to provide a forum for debate and reflection on the convergence between technology and art. In Technarte, the interaction between Technological Innovation and Contemporary Art applies to reality; the state-of-the-art technological innovations allow artists to explore endless possibilities; and the technological society uses the creativity of the artists as an inspiration to new technological projects.

The technarte programme is available here.

The Art of Video Games – Three Voices

“The Art of Video Games,” opens March 16 at the Smithsonian American Art Museum in Washington, D.C. and is accompanied by a book of the same title. Chris Melissinos  is interviewed by Emma Mustich at Salon. See here for the full interview. The following excerpt is related to authorship and  agency in interactive media. It reactivates an older argument about reader centred viewpont but here in relation to the playing of video games.

I am not sure about the term voice being used here? Voice would suggest output but is the player outputting content? I guess they are if you could interpret them as playing the story to themselves or to others (other players) with whom they interact via networked games. There is also the ‘over the shoulder’ spectator who affects the actions of the player as they narrate, jusdge and suggest play options on the fly – often a primary source of frustration for the player.

One premise of the exhibition is that each player experiences a particular game in his or her own way. What’s the role of the user in creating this sort of art?

This question ties directly into something that I call the “three voices of video games.” It’s what separates video games, as an art form, from any other form of art.

The first voice is that of the designer or author. Somebody who is crafting a world, an experience, an expression and point of view — something they want to say through their game. What they want to say could range from a message that is socially reflected to something that is just designed to entertain and delight or enthrall.

The second voice is that of the game itself. The mechanics of the game, the possibilities faced, how you interact with that environment as it’s presented to you … all this is that second voice. But none of it becomes art until it’s played. And that’s where the voice of the player, the third voice, comes in.

We, as players, bring to the experience our own moral code, our own experiences, our own desires and tastes; what comes out of the experience is very personal and unique for every single person who plays the same game. Contrast this to the way people experience books or movies. If you and I watched Episode 5 of “Star Wars,” which is of course, the best one, you might say “Do you remember this one scene?” and I’d say, “Yes, I remember that scene.” It is a shared experience that really does not deviate from the author’s intent. But with a video game, it’s different. You and I could both be playing “Uncharted,” and you might say, “Did you explore this one area?” And I could say, “No, I explored this area instead.” But we still both arrived, at the end of the game, at the same place the author intended. So video games allow the authority of an author to remain, while still allowing for this lateral exploration by the players themselves, within that narrative arc. That’s what’s different about video games; that’s what makes them so compelling as an art form.

Museum Interaction Projects

[nggallery id=25]

The project is located within the growing field of experience design and takes advantage of the exponential growth in the application of ICT applications and media technologies in cultural contexts.  This has been manifest explicitly in recent years through the strategies employed by museum curators and managers coming to terms with the challenges new technologies bring to the effective exhibition of historical and cultural artefacts. While heritage centres and institutions are a natural target venue for non-resident tourists the museum environment has been challenged by an ongoing need to attract visitors back in order to justify reinvestment in new exhibits. The process of developing and rotating static exhibits is both expensive and time intensive therefore the possibilities offered by new media technologies is naturally attractive to curators invested with the responsibility of preserving and exhibiting historical artefacts. A related challenge is to do with the public engagement with fragile works and how this can be made experientially rewarding without necessitating erosion or damage to them. These kinds of issues when partnered with the emergence of digital media and the interdisciplinary interests of multimedia practitioners and/or user-viewer experience researchers  has pioneered a specific subfield of HCI/Experience Design that focuses on museum interaction.

Such research in recent years has spawned a variety of museum technologies that are mobile, interactive, playful and reusable. The “Rethinking Technologies in Museums” initiative has recently demonstrated the widespread appeal technology augmented experience holds for the heritage sector. Research projects dedicated to developing multimodal approaches for improving visitor experience have produced multi-touch interfaces; VR interfaces; augmented and mixed reality objects; smart phone apps; eye tracking information assistants; AI agents.

This research project pulls together the interests of  four museums in the Cork City area and overlaps these with research priorities established in Interdiciplinary Arts and Informatics at Cork Institute of Technology.

The Museums involved are Cork City Gaol, Cork Public Museum, Cork Butter Museum, Blackrock Castle Museum and Observatory.