Realistic Monk

»Realistic Monk« ist ein neues Performance-Projekt des aus den USA stammenden Komponisten Carl Stone sowie der Klangkünstlerin und Komponistin Miki Yui. Der Name des Projekts ist ein Fantasiewort – ein Anagramm, gebildet aus den Namen der Beteiligten. Das Duo konzentriert sich auf Klänge, die so fragil sind, dass sie sich am Rande der Wahrnehmung bewegen und die Zuhörer dazu ermutigt, konzentriert zuzuhören. Aus Stimmen, Geräuschen, Field Recordings und Rückkopplungseffekten schaffen Stone und Yui dabei tiefe Klanglandschaften, die es sich zu entdecken lohnt.

Weitere Informationen unter http://zkm.de/event/2016/06/realistic-monk

Go Turmberg

Der Fachbereich Medienkunst / Digitale Medien der Staatliche Hochschule für Gestaltung Karlsruhe präsentierte mit „Go Turmberg“ am Freitag, den 17. Juni ab 22 Uhr am Turmberg eine multimediale Inszenierung. Initiiert von Prof. Michael Bielicky verwandelten junge KünstlerInnen verschiedener Disziplinen die beeindruckende Kulisse des Turmberges in eine temporäre Medienkunstausstellung. Lichtprojektionen, interaktive Installationen und Live-Performance bieteten ein abwechslungsreiches Kunstprogramm nicht nur für Erwachsene.

Go Turmberg

Eine multimediale Inszenierung am und im Turmberg Durlach am 17. Juni 2016.

Der Fachbereich Medienkunst / Digitale Medien der Staatliche Hochschule für Gestaltung Karlsruhe präsentiert mit „Go Turmberg“ am Freitag den 17. Juni ab 22 Uhr am Turmberg eine multimediale Inszenierung.
Initiiert von HfG-Professor Michael Bielicky (Institut für postdigitale Narrativität), verwandeln junge KünstlerInnen verschiedener Disziplinen  unter dem Titel “Go Turmberg” die beeindruckende Kulisse des Turmberges in eine temporäre Medienkunstausstellung.
Lichtprojektionen, interaktive Installationen und Live-Performance bieten ein abwechslungsreiches Kunstprogramm nicht nur für Erwachsene.

© 2007- Institut für Postdigitale Narrativität – HfG Karlsruhe

Realistic Monk

»Realistic Monk« ist ein neues Performance-Projekt des aus den USA stammenden Komponisten Carl Stone sowie der Klangkünstlerin und Komponistin Miki Yui. Der Name des Projekts ist ein Fantasiewort – ein Anagramm, gebildet aus den Namen der Beteiligten. Das Duo konzentriert sich auf Klänge, die so fragil sind, dass sie sich am Rande der Wahrnehmung bewegen und die Zuhörer dazu ermutigt, konzentriert zuzuhören. Aus Stimmen, Geräuschen, Field Recordings und Rückkopplungseffekten schaffen Stone und Yui dabei tiefe Klanglandschaften, die es sich zu entdecken lohnt.

Weitere Informationen unter http://zkm.de/event/2016/06/realistic-monk

© 2007- Institut für Postdigitale Narrativität – HfG Karlsruhe


Go Turmberg

Eine multimediale Inszenierung am und im Turmberg Durlach am 17. Juni 2016.

Der Fachbereich Medienkunst / Digitale Medien der Staatliche Hochschule für Gestaltung Karlsruhe präsentiert mit „Go Turmberg“ am Freitag den 17. Juni ab 22 Uhr am Turmberg eine multimediale Inszenierung.
Initiiert von HfG-Professor Michael Bielicky (Institut für postdigitale Narrativität), verwandeln junge KünstlerInnen verschiedener Disziplinen  unter dem Titel “Go Turmberg” die beeindruckende Kulisse des Turmberges in eine temporäre Medienkunstausstellung.
Lichtprojektionen, interaktive Installationen und Live-Performance bieten ein abwechslungsreiches Kunstprogramm nicht nur für Erwachsene.

Gerda Leopold // Filmprojektion KARUSSELL + Sprechstunde // Do, 09.06. // ZKM Medientheater

Liebe Studierende, 
wir möchten auf die Filmprojektion KARUSSELL aufmerksam machen und erwähnen,
dass es eigens für HfG-Studenten eine Vorführung geben wird:

Do, 09.06.
14::00 Uhr
Medientheater, ZKM

Karrusell (Filmlänge ca 90 min)
Eintritt Frei!

Nach der Filmvorführung steht Gerda Leopold für Fragen und Anmerkungen zur Verfügung.
Bitte kurze Anmeldung an Ali Gharib!!

Auch hat Sie sich bereit erklärt, eine Sprechstunde am selben Abend zu geben.
Wer also Lust und Interesse hat, 
seine ArbeitenGerda Leopold zu zeigen,
möge sich diesbezüglich bei uns anmelden!

Filmprojektion KARUSSELL
von Gerda Leopold
https://vimeo.com/139397636

Die österreichische Filmemacherin Gerda Leopold schafft mit ihrem Film KARUSSELL einen
neuen Erlebnisraum Kino: Fünf 
Filme, die ausschließlich aus der Sicht der ProtagonistInnen
gefilmt wurden, werden an die vier Wände sowie Decke des eigens für die Vorführung
konstruierten kubischen Raums projiziert. 
Für KARUSSELL übersetzt die Filmemacherin das
Strukturprinzip 
des Bühnenstücks Reigen (Uraufführung 1920) von Arthur Schnitzler in eine
zeitgenössische Fassung. 
Die ZuschauerInnen werden unausweichlich Teil des Geschehens:
Während 
des Drehs trugen die SchauspielerInnen einen Helm auf dem fünf Kameras montiert waren.
Die ZuschauerInnen erleben nicht 
aus einer passiven Außensicht, sondern werden unmittelbar in
die Handlung hineingezogen: Ihr Gegenüber sieht sie direkt an. Mit dem erzählerischen Format,
das in Form und Inhalt neue 
Wege einschlägt, konfrontiert Gerda Leopold die ZuschauerInnen
mit Emotionen, die in Schnitzlers Reigen zur Sprache kommen:
Liebe, Zugehörigkeit und Verantwortung.

Gerda Leopold über KARUSSELL
„Ich wollte einen Spielfilm mit fünf Kameras machen, erzählt aus dem subjektiven Erleben
der Protagonisten. Dazu fiel mir gleich der ‚Reigen’ 
von Schnitzler ein,
weil das eines der wenigen Stücke ist, in dem es keine 
Haupt- und Nebenpersonen gibt,
sondern alle darin vorkommenden 
gleichwertig sind. Durch den subjektiven Blick ist das
Beurteilen der Protagonisten 
erschwert. Es ist mehr Leben als Kino.“

Handlung des Filmes
KARUSSEL erzählt in zehn Szenen über Liebe, Zugehörigkeit und Verantwortung: 
Zwei Menschen kommen in Wien an. Die Lyrikerin will nur umsteigen und weiterreisen,
der Puppenspieler hat genug von seinen 
Tourneen und möchte endlich heim zu Frau und Kind.
Beide vertreten 
zwar deutlich ihren jeweils eigenen Standpunkt, doch die Lyrikerin lässt sich
überreden zu bleiben. Beide verbringen getrennt voneinander ihren 
Tag,
treffen alte Bekanntschaften, stoßen auf neue und am nächsten 
Tag treffen sie sich wieder.
Was sie erlebt haben, möchten sie nicht 
dem anderen mitteilen.
Insgesamt begegnen die ZuschauerInnen zehn 
ProtagonistInnen und ihren Sehnsüchten,
jeder auf der Suche nach 
seinem Glück. Ein Wechselbad aus Vertrauen und Misstrauen,
Lügen 
und Aufrichtigkeit, Ankommen und Weglaufen beginnt.

IMAGIT – Besuch

Vom 24. Mai bis 5. Juni 2016 bekommt die HfG Besuch von sechs Studierenden der Ungarische Akademie der Bildenden Künste, die sich ebenfalls am EU-Projekt IMAGIT beteiligen und ihre Projektideen hierzu vorstellen werden. Während dieses Austauschs findet zudem ein offener Workshop im Rahmen der GPN 2016 statt sowie ein Abschussevent mit audiovisueller Präsentation zu den Projektarbeiten:

Workshop: 26. Mai 2016, 15:00h, Entropia
Seminar: 30. Mai 2016, Entropia
Abschlussevent: 3. Juni 2016, Lichthöfe

IMAGIT – Seminars

Seminars: Prof. M. Bielicky
Media Arts/ Digital Media – Info Art

Overview of seminars related to IMAGIT.

 

IMAGIT
Media Art / Digital Media – Info Art
Prof. M. Bielicky
Seminar: Mondays, 14h – 16h, weekly, room 323 (Entropia)

The international cooperation project IMAGIT takes place at HfG during the summer semester 2016 and the following winter semester 2016/17. Among other things, HfG participates at the creation of an app by reflexive and artistic contribution.

The seminar IMAGIT – The App is primarily dedicated to the topic Big Data and its artistic interpretation within the frame of a communication-based app. Questions about user-motivation to share their data, the ethical responsibility regarding the use of theses data as well as the relevance of a reward-system will be discussed from a theoretical point of view. Single tools to realize and design possible answers to these questions may be worked out and implemented over the seminar. A lively exchange with the project partners HANGAR in Barcelona, brainz in Prague and a visiting-exchange with the Universtiy of Fine Arts in Budapest (May 2016/autumn 2016) will foster the international discussion. Further courses within the frame of IMAGIT at HfG are listed under: //infoart.hfg-karlsruhe.de/

According to individual interests, the interdisciplinary seminar can be joined for one or two semesters. Students of all disciplines are welcome.

 

Go Public goes Turmberg
Media Art/ Digital Media – Info Art
Prof. M. Bielicky
Block-seminar: First meeting 19. April 11h -13h, local inspection 22. April , further dates after consultation.

What exhibition-possibilities offers the public space? What kind of audience do we reach outside of classical cultural institutions? The public space is an alternative cultural space and should be understood and used this way. The series “Go Public” takes action again to oppose the global tendency to privatize public spaces, this time in form of a block-seminar with the goal on a one-day exhibition at the Turmberg. Actions will be planned and conceptualized within three meetings for the experimental one-day exhibition. Furthermore, within this semester, this seminar offers the possibility to join the international cooperation project IMAGIT by focusing on works in the frame of app- and game concepts. Especially topics like interface design, user interaction, data collection, analysis, interpretation and representation as well as user experiences will play a big role. More information follows at the beginning of the semester.

 

GameLab – Making Games
Media Art/ Digital Media – Info Art
Prof. M. Bielicky / Greta Hoffmann
Seminar: Wednesdays, 14h – 17h, room 323 (Entropia)
Starting date: 20.04.2016, 14h

This seminar offers space to realize own artistic projects, focused on interactive media. Participants get support by practical consultation and background information in regards to their works to increase processes in Game Design (brainstorming, pitching, rapid prototyping, play-testing) as well as in aesthetic arrangements (narration, audio-visual interfaces, artistic aspects, connections to Media Arts etc.). A special focus is set on joint discussions and teambuilding as well as joint works to create game-projects with an artistic approach.

Furthermore, within this semester, the seminar offers the possibility to join the international cooperation project IMAGITby focusing on works in the frame of app- and game concepts. Especially topics like interface design, user interaction, data collection, analysis, interpretation and representation as well as user experiences will play a big role. More information follows at the beginning of the semester.

 

Interactive Narrative
Media Art/ Digital Media – Info Art
Prof. M. Bielicky / Martin Buntz
Bock-seminar:
Thursday, 12.05.2016, 10h-13h
Thursday, 19.05.2016, 10h-18h
Friday, 20.05.2016, 13h-18h
Thursday, 26.05.2016, 10h-18h
Friday, 27.05.2016, 13h-18h
Room 323 (Entropia)

The seminar addresses interactive and non-linear forms of storytelling. Different approaches will be presented and analysed in various steps. Based on experiences with analog and digital games the possibilities and borders will be sounded out by small sketches. Own works should be realized within the semester whereby these aren’t limited to games or digital works.

Students of all disciplines are welcome.

Furthermore, within this semester, the seminar offers the possibility to join the international cooperation project IMAGIT by focusing on works in the frame of app- and game concepts. Especially topics like interface design, user interaction, data collection, analysis, interpretation and representation as well as user experiences will play a big role. More information follows at the beginning of the semester.

 

   

195

IMAGIT

IMAGIT is a cultural project of international cooperation dedicated to creative communication. The self-defined approach of “Digital Symbolism” circles the endeavours around non-verbal, data-based and interactive ideas exploring the potentials of both existing and emerging communication-technologies. The project run by Prof. Michael Bielicky is accompanied at HfG by seminars, workshops, student exchanges and study trips.

 

www.imagit.net

 

What has been discussed?

Communication in images

As images surround our everyday lives to an unprecedented extent their application as a medium for the transport of valuable information seems undeniable. However, if we think of a sufficient icon or image to express simple necessities (“You need a warm jacket if you want go out today”), a project idea (“I’d like to go to that controversial demonstration and use a 360° Camera“) or a thoughts of higher sociological or philosophical complexity (“This surround-photography should provide a higher degree of objectivity in the observation of the relationship between conservatives, extremism and freedom of speech“) we might conceive our tools as restricted in the first instance.

The term non-verbal communication has been thoroughly discussed in the seminar taking into consideration its qualities to overcome linguistic borders, culture-specific codes and hegemonies as well as the (temporary) withdrawal from control mechanisms.

https://thenounproject.com/search/?q=cold+weather
https://thenounproject.com/search/?q=racism
https://thenounproject.com/search/?q=objectivity

This lead us to an approach where we were investigating on the qualities of the nonlingual parts of communication — written text often needs interpretation where a call or a face to face conversation delivers information on intention and emotional evaluation more easily. This might apply even on a higher degree for content exchange and socializing in international projects. In social media the amount of smileys, emoticons or stickers is consequently increasing – however only few can address the intensity emotions and their transition over time. Timebased and responsive icons could be an essential feature to an inventive form of visual communication. Introducing the option of fluidity to an image liberates it from its ultimacy and as such for example the tracability of a dispute after its conclusion.

a-page-of-madness A Page of Madness (1926)

What’s (the) New

The digitalization is widely conceived as one of the major media shifts of human history such as language, written text and book printing – a promising circumstance for developing and reflecting on new ideas, whereas a lot you can think of is already there and maybe even old. Hence it became a crucial part of the seminar to gather information both on recent developments in the use of new technical possibilities and devices and digital spaces such as social media, scientific platforms, and distribution channels and the new form behaviour from the single individual to political institutions within. Also the history of the image and the icon approximates the same origin as the invention of language.

medienepochen-der-stadt Dirk Baecker – Medienepochen der Stadt

 

Communication, Liberty and Ethics

The issue of freedom of speech is currently one of the hottest topics – anyone involved with the conception of an openly accessible communicative tool is requested to reflect on the negative outcome of the infrastructure s/he provides. Those who raise their voices right now in the name of the people often represent minorities. At the same time online activity can be strongly connected to the neurotic feeling of being watched and controlled already – installing an ethical control committee can be helpful to prevent hate speech, yet increase general uncertainty. The strength of the image/icon could here lie in its ambiguity – it may easily be constructed to express a variety of meanings (a full academic branch is engaged with image interpretation). An application or system where the image is the main tool for communication could even invite to a rhetorically or poetically engaged expression through the mediums multidimensional and ambivalent nature. This probably can and must be addressed in the very basic construction of the application, in order to work out.

Games and Art in a New Language

Here the question on the artistic value of the application comes into play with two starting perspectives: Would I like to use it as an artist? What is artistic about the application?

The first question opens another one: which existing fields of art could use it or could it even develop one of its own. One proposed idea is of course circling around a most ancient form of art – the narration. A dynamic network of interdependent events, emotional strings, consequential interactions, climaxes and denouements are just some of the characteristic features that could be taken into account – one feature that should be circumcised is the one of closure. The important question is how is the narrative informed.

Since we are interested in the capabilities of the digital global data-streams such as weather change or stock exchange figures influence our lives subliminal and could be amplified (“What’s happening in the world right now?”). If data is a suitable nutrient and we come back to the user of the possible application (the soil). We can assume our avatars by Google or/and Facebook as already quite elaborate, yet we don’t know what they really look like. We are traced and have limited control – one could try to go the other way around.

If the user is invited to give the data s/he decides to give just like in a conversation and gets a feedback through a relative, triggered act, scenery, behaviour relationship to other users a timebased and datadriven version of the Surrealists Cadavre Exquis could be the result.
Concerning the feedback it could also be useful to offer continuity via accounts – a dairy effect could emerge. This should not be mandatory as the threshold should be set very low.

The second question about the artistic quality of the application in itself could be addressed in concepts around the way in which data is being gathered (questionnaire – yes/no, percentage answers), how they are transformed and how they interact on the graphical user interface. It could also be made possible for the user to act directly within the image/icon scenery. Another focus could lie on the relationship to the users geography.

What are we working on?

App Project by Franziska Rau

Franziska’s project is rendering out around the idea of a city or area map, including a chatroom for messages and tips. It works based on a formular through which the data about the individuals interests is being gathered to show them the most fitting events or locations.

She also introduced a game version where you can go on trips where you visit several places throughout the city and get hints as you go along.

Inspiration and formats she connects to with this projects are for example the organization of flashmobs and other crowd events like public picknicks, Geocaching and chatroom-apps.
Another dimension that uses relatively little data could be realized with pathways and markers within the city. You would not have to be online to get the info you like (short-termed events excluded).

(Please find a high-resolution PDF at the end of this report)

Animated Icons by Sebastian Fintzenhagen

Sebastian’s interest lies in the expressive qualities of icons: how can emotions be processed with the right amount of intensity, how does an icon behave in time.

For the exhibition Sebastian made a video-loop with self-designed animated icons forming presented singularly first, then forming the IMAGIT Logo.

360° Coverage by Kim Beets

The conceptual idea behind Kim’s approach is the introduction of a new level of objectivity in the socio-political realm. This addresses vivid discussions and allegations in Germany about news coverage and reliability of images and storys circling around in social media.

Her idea would be an online platform where people can upload 360° images of such events. The recipient is provided with more than a framed version of the moment and can wander through the image and zoom in and do a framing for her/himself.

Research project by Bianca Jankowski and Julia Bielefeld

Bianca and Julia focus on a research around the communication through images and its different application through time from hieroglyphs, o sign language, prison tattoos, Otl Aichers pictrogramms or customizable icons in vector-graphic formats for web-applications.

 

COLLDOO – Christina Vinke

Christina is currently working on an application based on doodling with an interest in subconscious communication.
Mum’s the word!
Research and Analysis – Lukas Rehm

Lukas follows the process from an analytical, theoretically informed look-out, questioning the specifics of the ideas at play, introducing existing applications and forms of communication.

(Please find a high-resolution PDF at the end of this report)

Credits:
Summary-Text and Photos: Lukas Rehm

IMAGIT is a collaborative project of The Karlsruhe University of Art and Design, brainz.cz (Prague), HANGAR.ORG (Barcelona) and The Hungarian University of Fine Arts (Budapest), under the leadership of Prof. Michael Bielicky (Media Art) and supported by the Creative Europe program of the European Commission.

 

For further information please visit  www.imagit.net
or follow the project on facebook www.facebook.com/IMAGITproject

 

   

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MAU x HfG Go Public Schlachthof/ Circus 3000

MAU x HfG Go Public

Donnerstag, 29.10. – 19 Uhr – Schlachthof/ Circus 3000 

Studierende der MAU Tokio und der HfG Karlsruhe zeigen am 29. Oktober ab 19 Uhr im gesamten Außenbereich des Schlachthofs und im Circus 3000 Video- und Performancekunst.  Im Rahmen einer langjährigen Kooperation der HfG mit der MAU Tokio sind diese Woche Studierende aus Tokio zu Gast in Karlsruhe. Es wird Gastvorträge, Konzerte und eine Ausstellung im öffentlichen Raum geben.Das gemeinsame Go Public Event im Schlachthof Karlsruhe schließt an ein dreitägiges Video- und Performancefestival in der Einkaufsstraße Ogu Ginza in Tokio an. In Ogu Ginza zeigten Karlsruher Studierende in Zusammenarbeit mit japanischen Studierenden Video- und Performancekunst an Hauswänden, in Baustellen oder Garagen.  

MAU x HfG Go Public – Donnerstag, 29. Oktober 19 Uhr Schlachthofs / Circus 3000 

Changes in Printing and Binding Techniques and their Influence on Book Design 1860s-1960s – Lecture by Ritsuko ENDO –  28. October 2015, 4 pm, Blackbox 3rd floor

Music and the environment – Concert by Christophe Charles 28. October 2015, 8 pm Klangdome 3rd floor

© 2007- Institut für Postdigitale Narrativität – HfG Karlsruhe