Wednesday 30 September 2015

Bibliography


(20150 Seriously, what is Post-Internet Art? Elephant

(2015) Revive, Neural

(2016) Robert Gagno is the new pinball World champion. Pinball Magazine. Available from: http://www.pinball-magazine.com/?wpdmpro=wpdmpro&download=robert-gagno-is-the-new-pinball-world-champion

Armitage, T. (2014) A Lamppost is A Thing Too. Available from: http://solidcon.com/solid2014/public/schedule/detail/33291   [Accessed 29 April 2014].

Benford, S., Magerkurth, C. and Ljungstrand, P. (2005) Bridging the physical and digital in pervasive gaming. Communications of the ACM. 48 (3), pp.54-57. Available from: http://www.pervasive-gaming.org/Publications/ACM-Bridging-the-Physical-and-Digital-in-Pervasive-Gaming.pdf [Accessed 29 March 2014].
Berry, D., Dartel, M., Dieter, M., Kasprzak, M., Muller, N., O'Reilly, R. and Luis de Vicente, J. (2012) New Aesthetic, New Anxieties. Rotterdam: V2_ Institute for the Unstable Media. Available from: http://v2.nl/publishing/new-aesthetic-new-anxieties [Accessed 3 March 2013].
Bridle, J. (2014) The New Aesthetic. Available from: http://new-aesthetic.tumblr.com/ [Accessed 1 April 2013].
Bridle, J. (2013) Surveillance Spaulder. Available from: http://booktwo.org/notebook/surveillance-spaulder/      [Accessed 29 April 2014].
Bridle, J. (2012) #sxaesthetic: Report from Austin, Texas, on the New Aesthetic Panel at SXSW. Available from: http://booktwo.org/notebook/sxaesthetic/[Accessed 1 April 2014].
Colson, R. (2007) The Fundamentals of Digital Art. Lausanne: AVA Academia.
Davies, H. (2007) Place as media in pervasive games. Proceedings of the 4th Australasian Conference on Interactive Entertainment, p.1-4, Melbourne, Australia Available from: http://dl.acm.org/citation.cfm?id=1367963 [Accessed 23 March 2014].
Drachen, A., Nacke, L.E., Yannakakis, G. and Pedersen, A.L. (2010) Correlation between heart rate, electrodermal activity and player experience in first-person shooter games. Proceedings of the 5th ACM SIGGRAPH Symposium on Video Games, Los Angeles, California. Available from: http://hci.usask.ca/publications/view.php?id=176 [Accessed 19 March 2014].
Feireiss, L., Klanten, R. and Ehmann, S. (2011) A Touch of Code: Interactive Installations and Experiences. Berlin: Gestalten Verlag.
Giannachi, G., Rowland, D., Benford, S., Foster, J., Adams, M. and Chamberlain, A. (2008) Blast Theory's Rider Spoke, Its Documentation and the Making of Its Replay Archive. Contemporary Theatre Review. 20 (3), pp.219-257. Available from: http://www.tandfonline.com/doi/abs/10.1080/10486801.2010.489047#.U2EstMdO1NU [Accessed 14 March 2014].
Haun, D. (2016) Presenting for Geeks [online]. Kindle ed. : Lean Publishing [Acessed 15 April]

Hjelm, S., (2003) The Making of Brainball [online]. Report number: CID- 235.Stockholm, Sweden: CID, Centre for User Oriented IT Design. Available from: http://cid.nada.kth.se/pdf/CID-235.pdf [Accessed 27 April 2014].
Huizinga, J. (1955) Homo Ludens: A Study of the Play Element in Culture. Boston: Beacon Press.
Kotsia, I. , Zafeiriou, S. , Fotopoulos, S. (2012) Affective Gaming: Beyond using Sensors. Rome, 2-4 May 2012. Proceedings of the 5th International Symposium on Communications, Control and Signal Processing, ISCCSP 2012, Rome, Italy, 2-4 May 2012. Available from: http://ieeexplore.ieee.org/xpls/abs_all.jsp?arnumber=6217768 [Accessed 26 April 2014].
Kotsia, I. , Zafeiriou, S. , Fotopoulos, S. (2013) Affective Gaming: A Comprehensive Survey. Proceedings of 2013 IEEE Conference on Computer Vision and Pattern Recognition Workshops, Portland, OR, 23-28 June 2013. Available from: http://ieeexplore.ieee.org/xpls/abs_all.jsp?arnumber=6595944 [Accessed 26 April 2014].
Kunzru, H., Newell, L.B. and Salazar, L. (2013) Memory Palace. London: V&A Publishing.
Li, K. , Counts, S. (2007) Exploring Social Interactions and Attributes of Casual Multiplayer Mobile Gaming. Proceedings of the 4th international conference on mobile technology, applications, and systems and the 1st international symposium on Computer human interaction in mobile technology, September 10-12, 2007, Singapore. Available from: http://www.kevinli.net/momentus.pdf [Accessed 26 April 2014].
Magerkurth, C. , Engelke, T. , Memisoglu, M. (2004) Augmenting the Virtual Domain with Physical and Social Elements. Proceedings of the 2004 ACM SIGCHI International Conference on Advances in computer entertainment technology, p.163-172, June 03-05, 2005, Singapore. Available from: http://dl.acm.org/citation.cfm?doid=1067343.1067363  [Accessed 29 March 2014].
Magerkurth, C., Cheok, A., Mandryk, R. and Nilsen, T. (2005) Pervasive games: bringing computer entertainment back to the real world. Computers in Entertainment (CIE). 3 (3), pp.1-19. Available from: http://vislab.cs.vt.edu/~quek/classes/aware%2Bembodiedinteraction/papers/magcmnl05.pdf [Accessed 19 April 2014].
McGonigal, J. (2003) 'This Is Not a Game': Immersive Aesthetics and Collective Play. MelbourneDAC, the 5th International Digital Arts and Culture Conference. Available from: http://www.seanstewart.org/beast/mcgonigal/notagame/paper.pdf [Accessed 26 April 2014].
Montola, M. (2007) Tangible Pleasures of Pervasive Role-Playing. Situated Play, Proceedings of DiGRA 2007 Conference. Available from: http://www.digra.org/wp-content/uploads/digital-library/07312.38125.pdf [Accessed 23 April 2014].
Montola, M. (2005) Exploring the Edge of the Magic Circle:Defining Pervasive Games. Copenhagen; Digital Arts and Culture. Available from: http://remotedevice.net/main/cmap/exploringtheedge.pdf [Accessed 23 April 2014].
Montola, M., Stenros, J. and Wr̆n, A. (2009) Pervasive Games: Theory and Design [online]. Amsterdam; London: Elsevier/Morgan Kaufmann. [Accessed 13 March 2014].
Nieuwdorp, E. (2007) The pervasive discourse: an analysis. Computers in Entertainment (CIE). 5 (2); Available from: http://dl.acm.org/citation.cfm?id=1279553 [Accessed 20 April 2014].
Olivri, T. (2014) Geek Art, Chronicle Books
Reas, C., McWilliams, C. and LUST (2010) Form+code in Design, Art, and Architecture. New York: Princeton Architectural.
Richardson, M (2014) Getting Started with Raspberry Pi: Electronic Projects with Python, Scratch, and Linux, Maker Media

Rogers, S (2014) Level Up! The Guide to Great Video Game Design, Wiley

Salen, K. and Zimmerman, E. (2004) Rules of Play: Game Design Fundamentals. London: MIT Press.
Sharp, J. (2015) Works of Game, MIT Press

TEDxTalks. (2012) Noisy Jelly: Marianne Cauvard & Raphael Pluvinage at TEDxHanzeUniversity, [online]. HanzeUniversity (Groningen, NL): Available from: http://tedxtalks.ted.com/video/Noisy-Jelly-Marianne-Cauvard-Ra/ [Accessed 20 Mar 2014].
Temple, K. (1991) Pinball Art. London: H.C. Blossom.
Diver, M. (2016) Vice Gaming Podcast. Episode 5 - It's an Indie Games Special [podcast]. 15 April Available from: https://soundcloud.com/user-216688353/vice-gaming-podcast-episode-5 [Accessed 15 April 2016]

This Flipping Podcast - various episodes 2015 - 2016 [podcast]

Play Dead  - various episodes  2016 [podcast]

BBC Click - various episodes 2015-2016  [podcast]

Wizard Mode Filme http://www.wizardmodefilm.com/

Pinball: Project Proposal

I wanted to get some practice in writing proposal documents for likes of funding applications. It's possible I'll look into these things for the MA project so this can be used as a starting point.


Overview

I'm interested in the digital presence in the physical world, games and play as art (in the artists making process, and interactivity for the viewer). These ideas led me to pinball, which I have been thoroughly researching, playing and making work in response to over the past year.

  • The medium of arcade games and play - specifically pinball
  • The relationship between digital and physical objects. How does a digital object translate to physical
  • There’s something I need to explore more with memories. Memories creating these objects via a digital space? Memories create the artwork? The artwork is the object?

Goals


  1. Self directed body of work for a group exhibition - based on previous research & practice
  2. Explore ways to articulate, test, evaluate and execute concepts quicker and more efficiently
  3. Create more refined finished work - suitable for exhibiting
  4. Invest time into learning new digital skills - increase employability
  5. A shareable project to gain exposure for ongoing work + exhibitions, particularly online

Specifications

The project has three sections - which will likely have crossovers.

I'm setting myself some pretty clear goals to start out with, I'm hoping setting some boundaries will allow me to work purely creatively. However the outcomes are totally flexible, keeping in mind to achieve what I want to this year, I need to focus.

Pinball Machine

Physical & digital versions of a pinball machine. Build a simple version to capture the essence of pinball as an interactive installation and digital game.

Physically I will use existing pinball parts which control the traditional steel ball along with something (likely screen based) within the machine. However I don’t want it to be entirely screen based. I hope to achieve an installation that appeals to multiple sensory organs and provides a reason to physically experience the artworks.

The digital game may sit alongside, or separately as a game online accessible via smartphone. It’s possible it could speak to the physical version in some way.

Prints & Mini Print

A playground for the direction + style of my work.

3D sketchbook to visualise ideas digitally to help plan and communicate more effectively. Gamifying the sketching process?

  • Repetition - in the printmaking process + the nature of playing pinball
  • Observational & memory - records of thoughts or moments
  • Not restrained to a particular process - expand on skills I already have


Marble Run

An extra idea - if time allows. Alternatively it could be incorporated to the pinball machine (example see Marbelous table - where the marble run feeds into the pinball machine.

Kinetic sculpture integrated into my exhibition space. Repetitive / captivating / fun. site specific, playful installations

Milestones


  1. Review - 14/1/16
  2. Degree Show - 1/6/16

Funding


  • Santander Bursaries
  • Grants for the arts - Arts Council

I wanted to get some practice in writing proposal documents for likes of funding applications. It's possible I'll look into these things for the MA project so this can be used as a starting point.

Tuesday 22 September 2015

Hit the ground running

I'm about to embark on my final year of MA Multi-Disciplinary Printmaking at UWE, Bristol.
The crescendo to the three years is, of course, the degree show in June 2016.

I've been on a bit of a journey, exploring themes of the digital presence in the physical world, games and play as art (in the artists making process, and interactivity for the viewer). Leading me to pinball which I have been thoroughly researching, playing and making work in response to over the past year.

Although it hasn't been easy to work it all out, I'm now making links between these areas of interest, working towards extending my practice through a refined body of work and the final group exhibition.

Conceptually I am exploring the relationship between digital and physical objects using the theme of games and play - specifically pinball.

The Starting Line
With a world of possibilities, I'm setting myself some pretty clear goals to start out with, I'm hoping setting some boundaries will allow me to work purely creatively. These outcomes are totally flexible, but to achieve what I want to this year, I need to focus. Time is tight. No fucking around.

This also marks the start of a 3D sketchbook, where I visualise ideas digitally (in addition to a traditional sketchbook) in order to plan and communicate more effectively.


1.  Pinball Machine - Physical & digital
2.  Marble/Pinball Wall Run - integrated into my exhibition space


3. Mini Print - a playground for the direction + style of my work

More on progress in each individual part as time goes on. Which it will. Fast.

Project Management
I'm using GitHub to project manage.
Check my Pinball repository over on GitHub.

Let's go!
So wish me luck, feel free to get in contact either by commenting, emailing or over on twitter.

Wednesday 16 September 2015

Campanology - The Ringing of Bells


Campanology from Jono Sandilands on Vimeo.

Campanology from Jono Sandilands on Vimeo.


Inspired by bell ringing, Campanology is a collaboration between five artists from a multitude of disciplines. It incorporates a wide range of practices, from fine art printmaking, traditional casting and contemporary design. This installation will interact with the local surroundings, the church of St Mary Redcliffe and influenced by cuckoo clocks, it will come to life when the church bells chime.
This work is inspired by childhood memories of building marble runs. Here the marbles act as the bell ringers, slowly pushing their way to the top of the tower before hurtling down the track, ringing bells on their automated and repetitive journey.
Exhibited at the Control Room, Bristol 4 – 11 August 2015 as part of a group exhibition alongside Charlotte Biszewski, Aoife Barrett, Naomi Greeves and Lorna Sylvester.