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(sn)thtk::02/05
Live::
+Kevin Parish (Trash America)
DJ::
+ Harry Rod (O.S.T.)
+ Zygote
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02/13::TELEOPOLIS
exploratorium 3601 lyon street san francisco
+++ZYGOTE::
LIVE & DATA SOUNDTRACKING
ABOUT TELEOPOLIS:
In the past, being a part of a city required that you work, play, or other
wise participate in the culture as a real live human being. Now, there are
possibilities for us to be citizens of a city remotely. How does the fact
that we can be avatars in our own cities (or adopted cities) effect the
cultural fabric of the city itself? Or the fact that we can now exist in
multiple cities at once? On Wednesday, February 13 at 7pm, the
Exploratorium's 2nd Wednesdays series will explore our preconceived notions
of cities and how those conceptions are being reevaluated based on the
effects of media and technology. How do they alter the cities themselves?
Can we have conversations with architecture? Can a city be made of icons,
images and content? Can media pollute the city? Teleopolis includes
provoking artistic projects that redefine and question our roles as citizens
and inhabitants of cities impacted by science and technology.
Featured Projects/Artists on Teleopolis include:
Autonomous, Popular, and Akward by Zygote (Under the Radar)
Zygote's music is a mixture of computer based composition, sequenced
synthesiser music, and prerecorded sounds. Zygote (aka Stephen Ruiz) creates
soundscapes that reflect the not only the ideas of technology, but the
ideals of technology.
http://www.undertheradar.net/zygote.html
Hubbub by Dr. Sha Xin Wei
Hubbub is an investigation of how accidental and non-accidental
conversations
can be catalyzed in urban spaces by means of speech projected onto public
surfaces. Hubbub installations may be built into a bench, in a bus stop, a
bar, a
cafe, a school courtyard, a plaza, and a park. As you walk by a Hubbub
installation, some of the words you speak will dance in projection across
the
surfaces to the energy and prosody of your voice. The project capitalizes on
recognition errors to give a playful character to the visual projection
space.
Hubbub treats speech as a computational substance for architectural
construction,
complementary to its role as a medium of communication. Success will be
measured
by the extent to which strangers who revisit a hubbub space
begin to interact with one another socially in ways they otherwise would
not.
Hubbub is part of a larger cycle called Urban Ears, which explores how
cities
conduct conversations via the architecture of physical and computational
matter.
Sauna 02 by Sponge
The urban environment is not only polluted by solid matter, waste and the
fallout of
unbridled consumption-it is also polluted by information and media. We are
bombarded every second by electronic media-the average American sees over
20,000 logos per day. Meaning is firmly encoded and stamped into our
collective
consciousness by the persuasive rhetoric of marketing and design. In
response to
this over saturated landscape, the art collective of Sponge has created
Sauna 02.
Sauna 02 is an environmental/architectural experiment. It invites an
individual to
pass through a contemplative space that will act as an antidote to the
overstimulating sensorial pollutants of the modern city. Using the same
media that
is one cause of our over-saturated lives to create a restful environment,
this
micro-architectural space should act as a refreshment for the urban weary.
In the
Spring of 2002, Sponge will deploy several of these contemplative hybrid
media
environments in public urban spaces in San Francisco. Sponge will show one
of
the sauna models during the Teleopolis evening.
Icon City/Live Wired by Erik Adigard
A project that was originally produced for the SFMOMA exhibition Icons:
Magnets of
Meaning, Icon City is an interactive multimedia work that explores how
cities
have become media environments-shifting from the physical towards
increasingly
electronic, information saturated spaces. Through dense, rapid fire collages
of
graphic images and sound, Icon City examines the contemporary city as a
space
of navigation, similar to the web and the computer desktop.
Fauna 2.0 by Adrian Van Allen
Fauna 2.0 is an interactive installation that explores our cultural attitude
towards
the natural and urban worlds from a biotechnological perspective. The
project
consists of two parts (1) a collection of life-size models of transgenic
taxidermy
form creatures wearing clothing with integrated technology, accompanied by a
text
panel and (2) a user-controlled projection of 3-D Quick Time VR photographs
of
the creatures in various urban environments. Visitors will be able to view
the
physical prototypes of the creatures, read the accompanying text panel and
see
them integrated into different urban environments in the projection. Fauna
2.0
offers a forum for literal and mental; play with the concepts of natural vs.
fabricated,
real vs. unreal, possible vs. plausible.
_________________________________________________________________
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