Networked_Performance / machinima
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Live Stage: Lily & Honglei [us Lowell, MA]

NOTE: DIFFERENT VENUE AND TIME Upgrade! Boston: Lily & Honglei (杨熙瑛, 李宏磊) :: March 22, 2010; 3:00-5:00 pm :: Auditorium Room 222, O’Leary Library, University of Massachusetts Lowell, 71 Wilder Street, Lowell, MA 01854 [map]

Lily Xiying Yang and Honglei Li are new media artists from Beijing, currently based in New York City. Since 2005, they have been working under the collective name Lily & Honglei. They create new artistic expressions by integrating traditional and digital art forms. Utilizing online virtual world applications and digital animation, Lily & Honglei reinterpret Chinese folkloric traditions that metaphorically reflect current global cultures and societies. Continue reading


Mar 12, 13:24
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Understanding Machinima: Essays on Filmmaking in Virtual Worlds

[Image: Merry-go-Round by Lily & Honglei] Understanding Machinima: Essays on Filmmaking in Virtual Worlds :: Call for Papers — Deadline: August 30, 2010.

Submissions are invited for an edited book with the working title Understanding Machinima: Essays on Filmmaking in Virtual Worlds. Machinima - referring to “filmmaking within a real-time, 3D virtual environment, often using 3D video-game technologies” as well as works which use this animation technique, including videos recorded in computer games or virtual worlds - is challenging the notion of the moving image in numerous media contexts, such as video games, animation, digital cinema and virtual worlds. Continue reading


Feb 25, 19:27
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Sensual Technologies: Collaborative Practices of Interdisciplinarity [uk London]

DRHA 2010 Conference - Sensual Technologies: Collaborative Practices of Interdisciplinarity :: September 5-8, 2010 :: Brunel University, West London, UK :: Call for Papers and Performances — Deadline: March 31, 2010.

The conference’s overall theme will be the exploration of the collaborative relationship between the body and sensual/ sensing technologies across various disciplines. In this respect it will offer an interrogation of practices that are indebted to the innovative exchange between the sensual, visceral and new technologies.

At the same time, the aim is to look to new approaches offered by various emerging fields and practices that incorporate new and existing technologies. Specific examples of areas for discussion could include: Continue reading


Feb 23, 17:52
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“Claiming Its Space: Machinima” by Michael Nitsche

Claiming Its Space: Machinima by Michael Nitsche, Dichtung-Digital #37, 2007:

ABSTRACT: Although machinima has grown exponentially, it remains a largely undefined digital artistic practice in-between existing traditions. Machinima makers freely sample/ combine/ and break elements of traditional media. They “play” their references. This essay does not attempt to fix machinima to any single definition but will identify the intermedia relations to better position machinima into the digital media landscape. The argument will target three main influences: film, television, and theatrical performance. To exemplify these points the essay will discuss exemplary and relevant machinima pieces. It puts emphasis on the real-time aspects in production and play back to highlight the key specifics of this relatively new format.


Nov 28, 12:45
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“Trace” by Lily & Honglei

For better quality, visit Trace by Lily & Honglei (machinima based on Land of Illusion, 5 minutes 30 seconds, with sound. 2009) Continue reading


Nov 9, 16:43
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Encoding Liveness: Performance and Real-time Rendering in Machinima

Encoding liveness: Performance and real-time rendering in machinima by Cameron David, Carroll John [September 2009 Breaking New Ground: Innovation in Games, Play, Practice and Theory]:

Machinima is the appropriation of software-generated 3D virtual environments, typically video games, for filmmaking and dramatic productions. The creation and distribution technology of machinima tends to hide the nature of the performer, provoking consideration of a definition of ‘liveness’ that can accommodate the real-time rendering of screen content by game software in response to human input, or – at the extreme – as if there is human input in accordance with performance parameters coded by humans. This paper considers the continuum of creative modes that machinima makers work on, and the differing aesthetic/technical decisions affecting the level of liveness in the finished production. Continue reading


Oct 24, 19:36
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WoW: Emergent Media Phenomenon [us Laguna Beach]

WoW: Emergent Media Phenomenon :: June 14 - October 4, 2009 :: Laguna Art Museum, 307 Cliff Drive, Laguna Beach, CA.

WoW: Emergent Media Phenomenon explores various forms of cultural production based on World of Warcraft in particular and on gaming in general. While surveying Warcraft’s Fifteen-year history, the exhibition looks at artistic practices that have been influenced by game culture. Fourteen international artists were selected to consider this movement with the following themes in mind: elements of desire, the collapse of fantasy, medievalism, creative critiques, and public intervention. Continue reading


Jun 16, 16:11
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The Racialization of Labor in World of Warcraft

“Abstract: This article examines the racialization of informational labor in machinima about Chinese player workers in the massively multiplayer online role playing game World of Warcraft. Such fan-produced video content extends the representational space of the game and produces overtly racist narrative space to attach to a narrative that, while carefully avoiding explicit references to racism or racial conflict in our world, is premised upon a racial war in an imaginary world — the World of Azeroth. Continue reading


Jun 10, 10:58
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Live Stage: Farbrook + Rosenstock [us Boston, MA]

Upgrade! Boston: Joseph Farbrook + Joshua Rosenstock :: April 14, 2009; 7:00 - 9:00 pm :: Massachusetts College of Art and Design [map] Follow the signs posted on the outside of the Tower Building (black glass) [Green Line Train "E"].

Multi-media artist Joseph Farbrook focused on performance and narrative while studying at the University of Colorado, where he wrote electronic music, poetry, and fiction. As he became interested in a more immersive approach to narrative, he began using computers and the Internet as creative media. Continue reading


Apr 13, 15:17
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Live Stage: Virtual Art [us NYC]

Virtual Art: Lily & Honglei, John Craig Freeman + Will Pappenheimer :: February 15 - 28, 2009 :: Opening Reception: February 19; 6:00 - 8:00 pm :: Broadway Gallery, 473 Broadway, 7th Floor, New York City.

Virtual Art unveils the latest trend and experiment in the field of new media art - creating contemporary artistic expressions with Second Life, which utilize virtual environments, animations, videos, cyberspace performances as well as traditional fine arts language. The exhibition highlights artistic practice in Second Life engaging with history and contemporary geo-political realities or utopia, exposing their complicated dynamics. Featured artworks include Beijing artists Lily & Honglei’s video installation and machinima “Land of Illusion”, American artists John Craig Freeman and Will Pappenheimer’s interactive installation “Imaging Wall Street.” Continue reading


Feb 10, 14:11
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Networked Performance (N_P) is a research blog that focuses on emerging network-enabled practice.
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Turbulence Works

These are some of the latest works commissioned by Turbulence.org's net art commission program.
ABSML Ars Virtua Artist-in-Residence (AVAIR) (2007) Bonding Energy Bronx Rhymes Cell Tagging (2006) Data Diaries Domain of Mount Greylock—Video Portal Eclipse FUJI spaces and other places by Nurit Bar-Shai Gothamberg (2007) Grafik Dynamo (2005) Handheld Histories as Hyper-Monuments (2007) html_butoh (2007) I'm Not Stalking You; I'm Socializing by Liz Filardi Invisible Influenced by Will Pappenheimer and Chipp Jansen iPak - 10,000 songs, 10,000 images, 10,000 abuses by Ajaykumar Lumens My Beating Blog (2006) MYPOCKET by Burak Arikan No Time Machine by Daniel C. Howe and Aya Karpinska Nothing Happens: a performance in three acts (2006) Oil Standard (2006) Peripheral n°2: KEYBOARD (2006) Plazaville Recollecting Adams School of Perpetual Training Self-Portrait (2006) ShiftSpace Superfund365, A Site-A-Day (2007) Touching Gravity 2/Tilt Tumbarumba Urban Attractors and Private Distractors (2007) Wikireuse Without A Trace Yeas and Nays [meme.garden] (2006)
More commissions