Artists will share projects and outputs in the form of realtime systems for performance && interaction.
Kevin Carey, Sal Cordova, Sanglim Han, Shawne Holloway, Nick Kegeyan, Eunice Kim, Alton Markham, Bryan Peterson, Marina Pfenning, David Riley, Alfredo Salazar-Caro, Sam Shapiro, Alexa Tamar, Nat Stone, & Andrew Valenzuela
1550 N Milwaukee Ave, FL3
Chicago, IL 60622
One way to look at any process in the universe is to distinguish it into a set of classes that have to do with inputs, processes, and outputs.
Dan Sandin in 5 Minute Romp Through the IP
In an important sense there are no "subjects" at all; there is only all knowledge, since the cross-connections among the myriad topics of this world simply cannot be divided up neatly.
Ted Nelson in Computer Lib/Dream Machines
PSYCH & SEEK: In this collaborative performance, the player nagivates throughout a maze in search of a set of 3d models they provided to the artist. Unaware of the objects' locations, the experience is as fresh for the player as it is for the audience. As the objects are collected, the maze becomes harder and harder to navigate until nothing is left but pure abstraction.
Kevin Carey is a Chicago-based new media artist. He employs glitches and feedbacks in his game spaces, videos, and realtime audio visual performances. His solo work explores the intersection of memory, nostalgia, and psychedelia. He is currently an active member of the D1TH3R DØØM movement, contributing live audio to the group's live realtime sets.
Not so subtly a self-portrait. Using a 3d bust of myself as the only
visual material betrays my narcissistic self love. My egotism
unapologetically gives permission to gaze at my colorful wireframe
head for an extended period of time. I find it immensely therapeutic.
The visuals constantly change, a reminder for the viewer to see the
piece as a series of moments, to dwell in the present, and bask in its
randomized loveliness. Inevitably, some moments are more visually
stimulating than others. Consider this a rumination upon the
impermanence of all things. The moments in which all the elements
conspire to create something compelling are fleeting. The gamut of
aesthetic activity spans from a rainbow of colors and jittering lines
to an absent, black void. This cyclical motion between being and
nothingness allows the piece to rebuild itself, revealing dynamic and
engaging visuals from peak to trough, while exploring all of the
system’s possible permutations. The audio component shares this
phasing quality. Random triggers and slow moving modulators direct the
sound, creating an ever-phasing loop of rhythmic clicks, transient
chords, and ethereal ambience. A meditation on cycles and the self.
DITHER_DOOM//NIL_JOY//3ND_T1M3RZ are end-timez-aware set of cultists/researchers who wish to invite you to an early introduction and warning about the soon-to-come end of the world.
Sanglim Han is a visual artist in Chicago, who was born and raised in South Korea. By engaging her work to stereotypical judgment and criticism she has observed, she attempts to investigate the concept of subjectivity. Primarily working in Video and New Media, her practice focuses on creating installations with hypothetical images and spaces by replacing an ordinary object with an unconventional one. She hopes to prompt viewers to associate what they see to what they could perceive, and generate new interactions with artworks. Her works have been presented in various festivals and galleries in the United States, and she is currently a candidate for the Bachelor of Fine Arts at the School of the Art Institute of Chicago.
kevin carey ft shawne michaelain holloway (re/cital) realtime expanded cinema) & shawne michaelain holloway ft kevin carey (a generative realtime performance)
LVLS (REMIX) is an ongoing, never-ending 3d environment created on december 9th, 2012 - with no planned end date. it is an exploration of the artist's thoughts, inspirations, interactions, and general livelihood; as both a producer and consumer in today's world. new stimuli is introduced into nick's world everyday and in turn these are added to the 3d world of LVLS (REMIX). the environment is used as a realtime performance tool, differing with each performance. [all versions of LVLS (REMIX) will also, soon enough, be available on nick's site as playable environments]
nick kegeyan a.k.a. extracrispy
is a new media artist based in of chicago and the internet. his work is a response to the incredible and constant amount of stimuli surrounding/influencing him. he also dislikes writing in the third-person so to learn more about him please visit his site: http://nickkegeyan.com
In this collaborative work, Tyler Lumm and Eunie Kim seek to explore the concept of addiction in the context of an unhealthy relationship that is fueled by the belief that one needs another person to survive.
formerly know as Bryan Peterson, D-120 became an experiment of #RealTime industries. Due to unforeseen programming errors, D-120 began to deny its initial programming and adapt to its surroundings. it now walks amongst organic lifeforms as both a machine and man. a cybernetic frankenstein.
a transmission via cybernetic organism, alone, and equipped with decaying technologies.
The work installed at Tri-triangle will be a virtual reality environment mixed with an installation element. This work will attempt to create an immersive experience for the audience, that will communicate something about my memories and experiences in Chicago.
Alfredo Salazar-Caro is a multimedia artist born in Mexico City, Mexico. His current body of work is an exploration of memories represented through video and virtual realities as well as the modulation of physical environments and experiences through the same methods.
"Ghost 2" is a real-time performance that will attempt to summon an otherworldly presence. Riding the cues from Internet ghost videos, the performance transforms these haunted vibes into a sincere performance that embraces this culture. Though online ghost videos and EVP’s are thought to be hoaxes, the discomfort one feels when watching these is undoubtedly real. This proves that authenticity of the source is unimportant when trying to evoke a reaction. Introductions on YouTube that say “Turn down the lights” or “Use headphones” show that the immersion is the most important aspect of these videos. The performance will take this to the next level, allowing the space and time that is presently occupied to amplify the effect that these sources try to achieve.
~Sam Shapiro is a real-time performer, VJ, Video artist, and musician from Nashville, TN that lives and works in Chicago, IL.
~Exploring: The boundaries of sincerity and irony, performer and crowd, paranoia and acceptance, horror and glory, macabre and exquisite.
~Influences: R&B, David Lynch, online ghost videos, and the Blue Man Group.
My work is based on themes and data sourced from American news networks. It explores representation, and miss-representation of information through translation of media and shift in context.
bumper stickers are going instinct.
MMS are currently trending above puns.
the intention is the same, similar, contrived.
languages are highways: interfaces are pit-stops.
keep up . . . . . . . . . . . . . . . . . . . . . . . . . . .
I intend to make games that cease to blur the lines between a video game and reality. My games are not a simulation but a tool to activate the imagination. By not imposing real world rules I am building games that have a fence around them that keep the “gamer” from blurring the lines between play and reality. ;) I want to create a game that would be envisioned by a man like Jack Thompson.
"If some wacked-out adult wants to spend his time playing Grand Theft Auto: Vice City, one has to wonder why he doesn't get a life, but when it comes to kids, it has a demonstrable impact on their behavior and the development of the frontal lobes of their brain."
Fear and Terror seek to use pop culture references, established musical patterns and genre limitations, as well as various forms of role bending to subvert the everyday and express the humor in existing in american society
"Devil Machine 3D" is a sound performance piece by Andrew Valenzuela that explores the immersive aspects of video game sounds by experimenting with the arhythmic nature of video games sound effects.