dodging the purple plums. A simple concept you may think but equally impossible to break!
I have been on level one for way too long . . . .
Expect a new work inspired by it soon.
And the Atari Centipede ALTERNATIVE
BLOGGED BY CAPTAIN CAPTAIN
> DCA, 152 Nethergate, DD1 4DY
Wednesday 29th October 2008, 5.30 - 7pm
Prepare your retinas for the phenomenon that is Jaygo Bloom, aka Captain Captain, aka Pointless Creations, aka Whack Karaoke, aka aka aka. An energetic multi-disciplinary explosion of colour, Jaygo works bend video and graphic streams in the production of interactive installations, mashed up games systems and banging live performance.
JAYGO BLOOM recently premiered his new biologically governed open network WORLDWIDEWEGG. Which enabled chickens at Gorgie City Farm in Edinburgh to DJ throughout the run of the exhibition Alt-w: New Directions in Scottish Digital Culture at CCA Glasgow. Other projects range from a global grooves games console TAO JOYSTICK , an 8bit latino percussive interface MARRAKATTAK and an unwilling audience target device BUMP.
Working independently and as part of the Glasgow based audio visual team ‘Pointless Creations’, Jaygo Bloom has exhibited at Pixelazo 2007, Futuresonic 2006, Glasgow International 2005, Pixelache 2005 and Pong.Mythos.
Throughout his demonstration to Upgrade, Jaygo will be touching on the subjects of intrusive entertainments, professional practice, low tech digital workshops, ubiquitous computing, audience participation, un/participation TEAMWORK and much more....
Blogged by CAPTAIN CAPTAIN
source : NEW MEDIA SCOTLAND
Witness in glorious 3D techni-vision the vast array of Intrusive Entertainments and un/participation target devices created exclusively and exhaustedly for the kids by WHACK organiser JAYGO BLOOM.
Premiered at the show alongside game mod's MARRAKATTAK and APOCALYPSTICK was 'Whack Karaoke' An all new sensation in participative mash-up music-mongering!
And for all you lucky Glasgow scenesters out there, the opportunity to experience this a second time round when it is presented at the CENTRE FOR CONTEMPORARY ARTS on September 12th so come join in if you think you're WHACK enough.
Now grab yer specs and check out these excellent 3d photos created especially for the show by the multi-lensed multi-talented CLOCKWORKROBOT!!
THE APOCALYP-STICK in 3D BUTOH VISION
EM_SPACE WHACKED OUT ON THE BREAKOUT
THE VOR SPRUNG DORK TECHNICIANS
WHISTLIN' GEORGE ON THE WHACK KARAOKE
Blogged by CAPTAIN CAPTAIN
Heres some fresh images from the website which should give you a feeling of the theme I am following.
And any of you in Germany between the 11 February to 30 April 2006
be sure to check out the exhibition at the Wuerttemberg Art Association in
Stuttgart, as it hosts the premiere of PONG.mythos the exhibition.
An exhibition about one ball, two bats and our life in a digital world
PONG.mythos presents over 30 works that revolve around the
computer game Pong. Pong, in the early 70s, turned the simple game of
tennis into the signal for the emergence of the computer game industry.
Since then, it has developed from its historical origin in game halls to
an important social, scientific and cultural reference system.
//////////fur//// (D), Ascii Art Essemble (NL/SLO), Ralph Baer (USA),
Blinkenlights(D), Jaygo Bloom (GB), Blunty (AU), James Clar (USA) (tbc),
Dirk Eijsbouts (NL), VALIE EXPORT (A), Kiia Kallio (FI), Stephan ST
Kambor(D), Andrew Milmoe (USA), Mathilde MµPe (NL), Josh Nimoy (USA),
Noel Nissen, (USA), Oska Software (AU), Alan Outten (GB), Niklas Roy
(D), Leif Rumbke (D), Antoine Schmitt (F), Jan-Peter ER Sonntag (D),
Olaf Val (D), buro vormkrijgers (NL), Philip Worthington (UK)
For the first time the complex manifestations of one of the largest and
most popular establishment myths of our digital information society are
united in one place; the pong.mythos exhibition shows artistic, popular
and scientific works that expose how influential this little game has
become. Over 20 international artists take up the Pong game and its myth
directly. The exhibition moves consciously between the terrains of
computer history, the entertainment industry, science and art; research
projects that use Pong as an experimental playing field for future human
computer interfaces are presented along with historical game consoles
and a Pong game for the blind.
In 1972, when Nolan Bushnell founded Atari, the first video game
company, to manufacture the Pong game console, he was hardly conscious
of the historical dimension of this act. The emerging digital games also
marked the beginning of the digitization of daily life. Computer games
were the first applications with which many humans learned computer
engineering. In this sense, Pong, apart from its meaning for computer
games history, has a significant social value. The success of Pong
stands - in the sense of concrete and transferred history - in direct
connection with the development of our digital information society.
pong.mythos is a cooperation between the Computer Games Museum in
Berlin, the Württemberg Art Association, The Games Convention/Messe,
Leipzig, Kornhausforum, Bern and other partners.
I find this of particular interest when considering how other people use and interact with video games, how people sit, what other objects they use, whether they are with friends or solo. The ‘user experience’ is essential when considering immersive environment content.
"At the same time as people are diving into game worlds, the games are starting to invade the real world. You're moving through the streets of Melbourne stalking your quarry. A phone call on your GPS mobile phone tells you your target is only a few streets away. A direct kill means boosting your team's score. And in this game, winning is everything. Welcome to the world of "real-life" games that blur the boundary between gaming and reality.
Last year the classic arcade game Pacman came to life on the streets of New York. A player dressed as Pacman ran around Manhattan collecting virtual "dots" while trying to evade four players dressed as ghosts. Each player had a human controller back at base who monitored their progress online and phoned through strategy and advice.
A few months later, a lab at Singapore National University had developed a version of the same game using GPS and motion sensors to track players through the city's streets. This time, players could see the game overlaid on the real world through special goggles called augmented-reality headsets." Continue reading Street games by Fran Molloy, The Sydney Morning Herald.
Pong returns!!. A year has passed since I created this seminal videopiece and now what at first started out as a joke has become an everyday obsession! Festivals and events are very fond of it, fortunately this provides me with the occasional opportunity to visit alternative media spaces throughout Europe and meet other far more interesting makers
Next on its list is the Computergame Museum of Berlin. They are planning on including it within their exhibition PONG:Mythos The show that tells the story of Pong by spanning a bridge from the area of game history over game/pong art and through to science.
I owe this break to a whizzkid low tech enthusiast who goes by the name of CyberNIKLAS
Check out his Pongmechanik a fantastic remake of the analogue game converted into wires pullys and levers!
During my stay in Liverpool I happened to meet Josh Nimoy through mutual connections at FACT The Foundation for Arts and Creative Technology. His work balldroppings has been chosen for the show too. Its so addictive, likewise are his interestingly addictive workshops and seminars.
Work that gives me that same feeling of 'connectedness' as I get through surfing the internet, yet through a completely physical act.
I guess this is similar to the butterfly concept or like making waves in the bottom of a teacup.