On the run from the Nazis in 1940, the philosopher, literary critic and essayist Walter Benjamin committed suicide in the Spanish border town of Portbou. In 2011, over 70 years later, his writings enter the public domain in many countries around the world. Anca Pusca, author of Walter Benjamin: The Aesthetics of Change, reflects on the relevance of Benjamin’s oeuvre in a digital age, and the implications of his work becoming freely available online.
Via The Public Domain Review. Continue HERE
Fabric Balls by Klas Herbert
Through a mass choreographed act of walking and endurance running, NVA’s Speed of Light will illuminate the iconic mountain, which rises dramatically from the heart of the city. A mesmerizing visual display unfolds on the ascent to the summit as hundreds of runners wearing specially commissioned light suits take to the intricate path networks below. As a member of the walking audience, you become part of the work, with portable light sources set against the dark features of the mountainside.
Text and Image via Edinburgh International Festival.
“Mouth Factory”, by Cheng Guo, is a series of functional machines specifically designed to be operated by the mouth of the user. It explores the capabilities and versatility of this wondrous organ and correlating facial expressions, re-contextualized within the realm of production. As a comment on human enhancement, the project aims to explore the aesthetic of production through a series of performative devices. By focusing on the mouth, the production devices acquire a fantastic quality that amplifies and render visible the reciprocal relationship and effects between our body and our tools.
Inhaling vacuum form machine
Blowing rotational molding machine
Molleindustria aims to reappropriate video games as a popular form of mass communication. Our objective is to investigate the persuasive potentials of the medium by subverting mainstream video gaming clichè (and possibly have fun in the process).
According to founder Paolo Pedercini:
We can no longer consider videogaming as a marginal element of our everyday lives. In recent years, the turnover of the videogame industry has exceeded that of cinema, and there are a growing number of adult and female players. There are more frequent overlaps with other media: there are videogames for advertisements (advergames), for educational purposes and for electoral propaganda. space invadersHow did videogames become such a central element of the mediascape? During the second half of the nineties, major entertainment corporations extended their activities in this sector and extinguished or absorbed small producers.
Now videogames are an integral part of the global cultural industry, and they are in a strategic position in the ongoing processes of media convergence. These developments inhibit the political and artistic emancipation of this medium: every code line is written for the profit of a big corporation.
All text via Molleindustria
Jay Cheel: “Here’s a new short that I filmed with some friends over the past month. It’s a 10 minute documentary called “The Politics of Competitive Board Gaming Amongst Friends”; a title that pretty much sums up the content.
From a technical standpoint, I wanted to shoot this short as a sort of dry run for the recreations in my upcoming feature documentary, How to Build a Time Machine. Although the content and approach will be pretty different than what’s presented here, I just wanted to take on a small project that would allow me to play around with re-enactments. I shot this with the Panasonic AF100, using the following lenses: Nikon 50mm, Nikon 35mm, Panasonic Lumix 14mm. I didn’t do a whole lot for lighting aside from assisting some of the practical lights in Matt’s apartment (a 650 bounced off the ceiling), and stringing some coloured Christmas lights in the background for some visual points of interest. For the interviews, it was simply a single bulb cool light hung directly overhead the subjects.”
Photo/Nykto is an experimental game conceived by Annelore Schneider and Douglas Edric Stanley as part of the « Unterplay » project at the Master Media Design —HEAD, Genève. It is a game for nyktophobes and photophobes. It is played by switching on and off the lights in order to avoid reaching the edge of the screen. The score increases exponentially near the edges, and speeds up with each change from light to dark and back.