This document is a 1,502 word coursework submission for a module on Art, Performance and the City. It summarizes psychogeography as an approach to exploring cities that was defined by Guy Debord and the Situationist International in 1955 using techniques like deriving and détournement. It then analyzes several current art projects that use audio walks and playful interventions to psychogeographically map cities and uncover hidden histories, showing how psychogeography continues to influence art, cultural geography, and urban studies.
The document discusses various topics related to public art including:
- The marginalization of artists in public art projects
- Different levels of engagement artists can have, from individual technical work to long-term community embeddedness
- Issues of representation, gentrification, and the commodification of place through public art
- The broad definition of what constitutes public art
- International examples of organizations taking critical approaches to art and urbanism
Urban Intervention Practice involves participatory acts performed in cities to stimulate community involvement and create social awareness of urban issues. It has evolved from early church processions and festivals to include influential movements like Fluxus and the Situationists. Urban interventions are categorized as performative, social, political, or spatial. Examples provided include performance art, media art projects, interventions aimed at social impact or political provocation, and temporary architectural or land art installations.
Lezing Leeke Reinders: over de harde stad, de zachte stad en alledaagse ruimtesgabrieldegraauw
?
Voor de GRAS kennisboo(s)t deelden deskundigen uit allerhande disciplines hun visie. Een schilderij kun je verhangen, een muziekstuk uitzetten, maar om architectuur kun je in de regel, tenzij het wordt opgeblazen of afgebroken, niet heen. Stadsantropoloog Leeke Reinders vertelde hoe mensen met dat gegeven omgaan.
The document discusses the Situationist International (SI), a group formed in 1950s Paris that was critical of how capitalism was transforming urban spaces. The SI believed cities were becoming standardized and dull, alienating residents. One of their tactics was dérive walking, which involved drifting through a city in an unplanned way to observe one's reactions and the environment. The document argues that walking can still be a useful tool for critique, allowing one to experience a city from a new perspective and advocate for more inclusive public spaces.
Lowbrow art emerged in 1970s Los Angeles, inspired by surf culture, punk music, comics, and cartoons. It aimed to create art for mainstream culture. Lowbrow art is typically created by self-taught artists and features a humorous or sarcastic approach that doesn't follow conventions. The movement has grown since the 1970s and includes different styles between artists represented through their imagery.
Time in place: New genre public art a decade latercharlesrobb
?
The document summarizes a reading about how public art has evolved from earlier forms to new genre public art, which focuses on community engagement and social issues. It discusses key terms like dialogic art, civic art, and relation aesthetics. Case studies of public art projects are presented that highlight history, engage communities, and tackle social issues. The reading argues new genre public art is process-based and dependent on audience interaction over long periods. This relates to the Botanica project, which aims to engage communities through interactive art and raise awareness of social issues.
This document discusses how social media has turned people's online activities and interactions into a form of art. It explores the concept of a "total work of art" or Gesamtkunstwerk where all of society is sculpted through human interactions and media. Some view social media as a threat to traditional art, but it has opened new opportunities for artists by providing an open platform and the ability to reach vast audiences. The document examines several social media art projects and argues that if online data and social networks stimulate emotions or intellect, then social media can be considered a new canvas for art.
From Object to concept: environment, performance, and installation artDeborahJ
?
This document provides an overview of postmodern art movements that emerged in response to modernism, including minimalism, conceptual art, performance art, body art, earthworks, and installation art. It discusses how these genres emphasized ideas over visual forms, incorporated elements of theatre and audience participation, and challenged definitions of art. Key artists mentioned include Robert Morris, Joseph Kosuth, Vito Acconci, Chris Burden, Richard Serra, Michael Heizer, Robert Smithson, and Bruce Nauman. It also summarizes Michael Fried's criticism of minimalism and Rosalind Krauss' theory of sculpture's "expanded field."
The document discusses street art and graffiti, and how it has moved from physical urban spaces into digital online spaces. It explores concepts of identity, narratives, and literacy practices regarding street art. Street art challenges notions of private and public space, and produces new meanings as it moves between physical and online contexts. It can be understood as a form of "distributed personhood" and "distributed narratives" that cross boundaries.
The document describes Mona Mock's mixed media presentation, which includes video, digital imaging, and performance art. Her interventions are socially critical performances meant to engage with ideological and cultural struggles. They act as "reality hacks" that disrupt everyday life and structures to offer alternative realities and viewpoints. Photography, digital imaging, sculpture, and video are used to both document interventions and manipulate reality. The goal is to provoke thought and dialogue about socio-political issues through temporary public art projects and actions.
This document provides an overview and analysis of Alfredo Jaar's Rwanda Project from 1994-2000. It begins with an introduction to Jaar as an artist and discusses installation art and conceptual art as relevant contexts. It then provides historical background on Rwanda leading up to the 1994 genocide. The chapter examines five specific artworks from the Rwanda Project: Signs of Life (1994), Rwanda Rwanda (1994), Newsweek (1995), Real Pictures (1996), and The Eyes of Gutete Emerita (1996). Through these works, Jaar sought to present an alternative representation of the genocide to mainstream media imagery by focusing on survivor stories and reflections.
This document provides an introduction to an issue of the magazine URBAN focused on the theme of "trans." It summarizes the contents, which include essays on topics like transforming lives through sport in Harlem, art and its provenance in the San Fernando Valley, and critiques of housing construction in France and cultural exhibits in New York. The introduction discusses how the prefix "trans" has returned to common language and academic writing, endowed with new meaning around issues of materiality, technology, and the blurred boundaries between organic and inorganic. It suggests the city is populated with "trans-entities" and things have agency in how they enable human action.
Artcasting: reflections on inventive digital evaluationjenrossity
?
Presentation given by Jen Ross at the Scottish Network on Digital Cultural Resources Evaluation Workshop 3. https://scotdigich.wordpress.com/2016/04/01/report-from-workshop-3-evaluating-use-and-impact/
Class #1 GE Documentary and Everyday Urban LifeShannon Walsh
?
This document outlines the course "Documentary & Everyday Urban Life" which examines cities through documentary films, creative works, and fieldwork. The course aims to study the invisible everyday processes that shape urban life through the perspectives of people in various occupations. Students will develop projects in Hong Kong neighborhoods to understand the social and cultural dimensions of cities. Assignments include group inequality projects, individual blogs, and presentations. Readings and films will provide frameworks for analyzing urban space and experience.
1. The document analyzes art and performances in Second Life, noting how it allows for low barriers to expression, strong support for creating and sharing, and informal mentorship.
2. It discusses an example performance by Gazira Babeli that engaged avatars in both Second Life and a real art gallery, demonstrating participatory culture.
3. After the event, users generated online content reflecting on and spreading information about the performance, feeling engaged as performers themselves.
This document provides an overview of topics to be covered in a class on cities, everyday life, and space as relationships. The topics include:
- Why cities are important in today's world with most people living in cities
- Studying cities and everyday life through various academic lenses
- How space is a social and political construction that reproduces power dynamics
- Different practices of mapping space, from traditional to more creative/experiential approaches
- Analyzing cities through film and how film has both represented and shaped perspectives of urban areas
- An assignment involving collaborative group work to cognitively map an area through non-traditional means.
Online-Aesthetics. From Genre to SubcultureAnton Hecht
?
An examination of aesthetics and their role online. How digital aesthetics have changed and developed, and how this has had an effect on subcultures around synthetic space. This includes a class exercise at the end.
How games use maze structures. Looking at the design principles of how games are made with mazes and such structures create game worlds. An accompanying activity is that a class in groups make tape mazes, using garrer tape form these principles.
- Qualitative and quantitative research methods each have their own advantages and disadvantages, and often complement each other. Qualitative research focuses on experiences and qualities while quantitative research relies on numeric data.
- Ethnography is a type of qualitative research that involves immersing yourself in a community or organization to observe behaviors and interactions up close. The researcher participates in the group to gain an insider's perspective and experiences.
- T.L. Taylor's book analyzes the rise of game live streaming, particularly on Twitch. It explores how live streaming has transformed everyday gaming and amplified esports growth. Broadcasters' labor is affective and precarious, while entertainment emphasizes media and passion.
The document discusses several key concepts related to mazes and spaces in video games:
1) Ergodic texts require work along a path to experience them, such as unicursal labyrinths with a single path and multicursal mazes with multiple paths.
2) Affordances are things that enable certain actions, while constraints rule out actions. Good affordances cue players that interaction is possible.
3) Rhizomes have no beginning or end and favor nomadic growth over hierarchies, opposing arborescent models with vertical connections.
4) Games represent space spatially through navigation, with indoor spaces using doors and outdoors being open. Time combines play time and in-game event
Game structures and play can be used as organizing principles in art. Jane McGonical argues that reality feels "broken" compared to engaging games. Artists use games and play in public spaces to transform places or support public activity. Game modifications, machinima, and artistic games that subvert or critique society position games as an artistic medium. Artists explore play, ambiguity, and serious topics through game-based forms.
The document discusses several theories related to defining and understanding games:
- Berys Gaut's "cluster theory" proposes 10 common features among artworks, including aesthetic properties, emotional expression, intellectual challenge, and being an intentional work.
- Wittgenstein analyzed games as a "family resemblance" concept without a single shared feature, but rather overlapping similarities and relationships.
- Caillois categorized games based on their dominant modes: competition (agon), chance (alea), simulation (mimicry), and inducing vertigo (ilinx).
- Other theorists discussed include patterns in games related to learning and mastery (Koster), the neurological rewards of pattern recognition (dopamine release), and distinguishing between
This document discusses several topics related to game music and ludomusicology. It addresses frame analysis and diegesis in games. It also discusses interactive music games like Guitar Hero and how they can encourage physical and musical engagement from players. The document notes that each player's experience of a game's music will be unique based on their individual path through the game. It introduces the ALI model of video game music immersion and discusses concepts like disjunctive-conjunctive relationships and transmedia connections between game music and other media like film soundtracks. Research methods like analytical play are described for analyzing game music. Game mechanics and taxonomical investigations of grouping games by mechanics are also mentioned.
This document discusses the relationship between games, play, and art. It begins by defining games according to scholars like Roger Caillois and Bernard Suits, focusing on elements like rules, uncertainty, and fun. The document then examines game-like structures and playful approaches used by various art movements throughout history, such as Surrealism, Fluxus, and the Situationists. It discusses concepts like chance, playfulness, participation, and transforming everyday spaces. The document concludes by looking at contemporary artists who use games, gaming elements, and playful approaches in their work to create interactive and experiential art or critique society.
This document discusses various topics related to games, art, and culture. It begins by defining epistemology and exploring knowledge domains. It then discusses the nature of entertainment, sport, and wrestling as spectacles. Brecht's epic theatre and liminal spaces are mentioned. The document examines what constitutes playing a game versus passive experiences. It also explores narrative, ceremonies, folklore, emotion and games. Various game designs, mechanics, and artists are summarized. In the end, the document questions whether games can be considered a form of art.
This document provides an overview of the Cinemania module. It discusses film festivals and curation, experiential activities like alternate reality games, and fan culture. Potential film festival clients are listed, along with a reminder about the importance of safeguarding training to work with young people. Students are asked to consider subjective and objective ways of categorizing films, as well as traditional and non-traditional approaches to curation. The document encourages collaboration within the class and with outside communities.
From Object to concept: environment, performance, and installation artDeborahJ
?
This document provides an overview of postmodern art movements that emerged in response to modernism, including minimalism, conceptual art, performance art, body art, earthworks, and installation art. It discusses how these genres emphasized ideas over visual forms, incorporated elements of theatre and audience participation, and challenged definitions of art. Key artists mentioned include Robert Morris, Joseph Kosuth, Vito Acconci, Chris Burden, Richard Serra, Michael Heizer, Robert Smithson, and Bruce Nauman. It also summarizes Michael Fried's criticism of minimalism and Rosalind Krauss' theory of sculpture's "expanded field."
The document discusses street art and graffiti, and how it has moved from physical urban spaces into digital online spaces. It explores concepts of identity, narratives, and literacy practices regarding street art. Street art challenges notions of private and public space, and produces new meanings as it moves between physical and online contexts. It can be understood as a form of "distributed personhood" and "distributed narratives" that cross boundaries.
The document describes Mona Mock's mixed media presentation, which includes video, digital imaging, and performance art. Her interventions are socially critical performances meant to engage with ideological and cultural struggles. They act as "reality hacks" that disrupt everyday life and structures to offer alternative realities and viewpoints. Photography, digital imaging, sculpture, and video are used to both document interventions and manipulate reality. The goal is to provoke thought and dialogue about socio-political issues through temporary public art projects and actions.
This document provides an overview and analysis of Alfredo Jaar's Rwanda Project from 1994-2000. It begins with an introduction to Jaar as an artist and discusses installation art and conceptual art as relevant contexts. It then provides historical background on Rwanda leading up to the 1994 genocide. The chapter examines five specific artworks from the Rwanda Project: Signs of Life (1994), Rwanda Rwanda (1994), Newsweek (1995), Real Pictures (1996), and The Eyes of Gutete Emerita (1996). Through these works, Jaar sought to present an alternative representation of the genocide to mainstream media imagery by focusing on survivor stories and reflections.
This document provides an introduction to an issue of the magazine URBAN focused on the theme of "trans." It summarizes the contents, which include essays on topics like transforming lives through sport in Harlem, art and its provenance in the San Fernando Valley, and critiques of housing construction in France and cultural exhibits in New York. The introduction discusses how the prefix "trans" has returned to common language and academic writing, endowed with new meaning around issues of materiality, technology, and the blurred boundaries between organic and inorganic. It suggests the city is populated with "trans-entities" and things have agency in how they enable human action.
Artcasting: reflections on inventive digital evaluationjenrossity
?
Presentation given by Jen Ross at the Scottish Network on Digital Cultural Resources Evaluation Workshop 3. https://scotdigich.wordpress.com/2016/04/01/report-from-workshop-3-evaluating-use-and-impact/
Class #1 GE Documentary and Everyday Urban LifeShannon Walsh
?
This document outlines the course "Documentary & Everyday Urban Life" which examines cities through documentary films, creative works, and fieldwork. The course aims to study the invisible everyday processes that shape urban life through the perspectives of people in various occupations. Students will develop projects in Hong Kong neighborhoods to understand the social and cultural dimensions of cities. Assignments include group inequality projects, individual blogs, and presentations. Readings and films will provide frameworks for analyzing urban space and experience.
1. The document analyzes art and performances in Second Life, noting how it allows for low barriers to expression, strong support for creating and sharing, and informal mentorship.
2. It discusses an example performance by Gazira Babeli that engaged avatars in both Second Life and a real art gallery, demonstrating participatory culture.
3. After the event, users generated online content reflecting on and spreading information about the performance, feeling engaged as performers themselves.
This document provides an overview of topics to be covered in a class on cities, everyday life, and space as relationships. The topics include:
- Why cities are important in today's world with most people living in cities
- Studying cities and everyday life through various academic lenses
- How space is a social and political construction that reproduces power dynamics
- Different practices of mapping space, from traditional to more creative/experiential approaches
- Analyzing cities through film and how film has both represented and shaped perspectives of urban areas
- An assignment involving collaborative group work to cognitively map an area through non-traditional means.
Online-Aesthetics. From Genre to SubcultureAnton Hecht
?
An examination of aesthetics and their role online. How digital aesthetics have changed and developed, and how this has had an effect on subcultures around synthetic space. This includes a class exercise at the end.
How games use maze structures. Looking at the design principles of how games are made with mazes and such structures create game worlds. An accompanying activity is that a class in groups make tape mazes, using garrer tape form these principles.
- Qualitative and quantitative research methods each have their own advantages and disadvantages, and often complement each other. Qualitative research focuses on experiences and qualities while quantitative research relies on numeric data.
- Ethnography is a type of qualitative research that involves immersing yourself in a community or organization to observe behaviors and interactions up close. The researcher participates in the group to gain an insider's perspective and experiences.
- T.L. Taylor's book analyzes the rise of game live streaming, particularly on Twitch. It explores how live streaming has transformed everyday gaming and amplified esports growth. Broadcasters' labor is affective and precarious, while entertainment emphasizes media and passion.
The document discusses several key concepts related to mazes and spaces in video games:
1) Ergodic texts require work along a path to experience them, such as unicursal labyrinths with a single path and multicursal mazes with multiple paths.
2) Affordances are things that enable certain actions, while constraints rule out actions. Good affordances cue players that interaction is possible.
3) Rhizomes have no beginning or end and favor nomadic growth over hierarchies, opposing arborescent models with vertical connections.
4) Games represent space spatially through navigation, with indoor spaces using doors and outdoors being open. Time combines play time and in-game event
Game structures and play can be used as organizing principles in art. Jane McGonical argues that reality feels "broken" compared to engaging games. Artists use games and play in public spaces to transform places or support public activity. Game modifications, machinima, and artistic games that subvert or critique society position games as an artistic medium. Artists explore play, ambiguity, and serious topics through game-based forms.
The document discusses several theories related to defining and understanding games:
- Berys Gaut's "cluster theory" proposes 10 common features among artworks, including aesthetic properties, emotional expression, intellectual challenge, and being an intentional work.
- Wittgenstein analyzed games as a "family resemblance" concept without a single shared feature, but rather overlapping similarities and relationships.
- Caillois categorized games based on their dominant modes: competition (agon), chance (alea), simulation (mimicry), and inducing vertigo (ilinx).
- Other theorists discussed include patterns in games related to learning and mastery (Koster), the neurological rewards of pattern recognition (dopamine release), and distinguishing between
This document discusses several topics related to game music and ludomusicology. It addresses frame analysis and diegesis in games. It also discusses interactive music games like Guitar Hero and how they can encourage physical and musical engagement from players. The document notes that each player's experience of a game's music will be unique based on their individual path through the game. It introduces the ALI model of video game music immersion and discusses concepts like disjunctive-conjunctive relationships and transmedia connections between game music and other media like film soundtracks. Research methods like analytical play are described for analyzing game music. Game mechanics and taxonomical investigations of grouping games by mechanics are also mentioned.
This document discusses the relationship between games, play, and art. It begins by defining games according to scholars like Roger Caillois and Bernard Suits, focusing on elements like rules, uncertainty, and fun. The document then examines game-like structures and playful approaches used by various art movements throughout history, such as Surrealism, Fluxus, and the Situationists. It discusses concepts like chance, playfulness, participation, and transforming everyday spaces. The document concludes by looking at contemporary artists who use games, gaming elements, and playful approaches in their work to create interactive and experiential art or critique society.
This document discusses various topics related to games, art, and culture. It begins by defining epistemology and exploring knowledge domains. It then discusses the nature of entertainment, sport, and wrestling as spectacles. Brecht's epic theatre and liminal spaces are mentioned. The document examines what constitutes playing a game versus passive experiences. It also explores narrative, ceremonies, folklore, emotion and games. Various game designs, mechanics, and artists are summarized. In the end, the document questions whether games can be considered a form of art.
This document provides an overview of the Cinemania module. It discusses film festivals and curation, experiential activities like alternate reality games, and fan culture. Potential film festival clients are listed, along with a reminder about the importance of safeguarding training to work with young people. Students are asked to consider subjective and objective ways of categorizing films, as well as traditional and non-traditional approaches to curation. The document encourages collaboration within the class and with outside communities.
This document discusses how game structures can inform participatory art practices. It explores how existing participatory artworks have revealed game structures and mechanisms. The research aims to synthesize game studies with the creation of new participatory artworks. Key questions addressed are how gameful artworks balance participation and aesthetic creation, and how Johan Huizinga's concept of the "Magic Circle" can be used to examine art game activities and their relationship to location. The document outlines various game taxonomy systems and mechanics that could be incorporated into participatory artworks, such as meaningful breakthroughs, lusory calibration, and collusion. It also discusses some examples of artists who have used game structures and considers ethical implications around participant involvement and consent.
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6. Flow Theory. Mihály
Csíkszentmihályi States
of flow are created when
participants are lost in
the task at hand, totally
absorbed.
Why do we do what we do?
Self Determination Theory,
(SDT) 1970s by Edward L. Deci
and Richard M. Ryan. This theory
looks at why people do things,
what motivates them. The
difference between intrinsic,
motivated internally by a desire to
partake and extrinsic motivation,
undertaking a task for rewards.
14. Janine Harrington -
3 x 3 (formerly ABACUS/ Car Park)
Huizinga magic
circle a bounded
space set apart from
normal life. Inside the
magic circle, different
rules apply, and it is a
space where we can
experience things not
normally sanctioned or
allowed in regular
space or life.
Liminal - Boundaries
19. The interface - as artefact - artefact after the fact
7) Laurence Payot People pavilion
20. david Belt Glassphemy
Games with purpose - gamification - serious - art
with social purpose
Gamification - gaming constructs
and design principles in non
gaming environments
Piano stairs
FUN - can art be fun
Is fun trivial?
MEANINGFUL PLAY - connection of
actions to the activity - responsivness.
25. ‘The Situationists’ made use of games for early participatory artworks and critical dialogues. In the 1950s they organised play events in Paris with the rallying cry ‘Under the
Pavement the Beach’ (2011) hinting at the freedom hidden in the urban environment. A particular influential technique was Dérive, translated as Drift, (Deboard 1971), exploring
the city in a gameful way, through the experience of unstructured wandering. This gameful exploratory structure was a critique of the Spectacle of the city which Debord (1973) saw
as a controlling factor over people. Claire Bishop in ‘Artificial Hells’ questions the success of such strategies through a historical examination of Dérive’s organised by Debord,
this amounts to little more than hanging around in bars on New Year’s Eve, speaking loudly to aggravate the other customers until Debord
becomes ‘dead drunk’; after this, Ivain ‘continues alone for a few hours with a similarly marked success’ (2011).
This Situationists thinking has influenced modern game ideas, such as Pervasive and Location based games, that operate within the public realm and encourage players to wander
their environment to interact with game elements. This public game form as championed by Montola (2005) as an expanded play space, where the demarcation of the game is
difficult to perceive.
‘In spatially, temporally and socially expanded games these changes may also be implicit and unknown to players (even though they touch the formal system of the game); the player
might not know when and where the game is played, or by whom.’ (2005)
Many post war art movements explore Ludic structures, as they move towards creating active audience engagement? For instance Guati a Japanese art movement from the fifties
with an interest in participatory public art. They often exhibited work in parks for the passing public to contribute to. Yoshihara’s Please Draw Freely (1956) is a large free-standing
board and a supply of drawing materials, given to the public around the work, to come and make marks with.
26. For example Suzzane lacey and her concept of new genre public art, which she puts forward in her book ‘Mapping the terrain’ (1996) with a new
form of public work against the monumentalism of previous public art and looked at a social way of making temporary public artworks, outside of
the gallery and how to work collaboratively. It further developed notions of how a community contributes to the creation of such artwork.
The Happenings’ of the fifties and sixties (Cain 2016). Organisations such as the Artists placement group, in the 60s, wanted to open up the process
of making to the public through the embedding of artists in workplaces through residences. Participatory practice can be seen in the light of public
artwork, which is a way for art to acquire a presence outside of the gallery. Participatory work fulfils this aspiration for work in the public realm, as it
often happens beyond the white box, and also contains the actual public within its realisation.
Stevens has noted this use of games and play, to effect standardised public space in his work the Ludic City, (2007). He examines how the public
interact playfully with the built environment around them, often in ad hoc ways, Ian Borden in his work on skateboard culture, in relation to city
architecture and how borders interact with urban environments and turn them into a playful environment. His work on how skateboarders interact
with street furniture in an urban environment shows how rules can create alternative scenarios for public space and how people interact in that space
leading to public gamefulness.
27. This new choreography, is concerned with ordering and organising people or documenting the way people or crowds move, there is a focus on situated
dance, so ‘Dance as Place’, and ‘Place Ballet ' (Seamon 1980). Therefore dance in the public sphere, commenting on, or emerging from everyday
routine. An interest in the flow of people through the world. Referencing Lefebvre (2004) and his rhythm analysis informs the choreography of time
and place as constructing the everyday, a concern with repeating patterns, both individual, and groups and how it relates to space.
‘Rhythm for Lefebrve is something inseparable from understanding of time, in particualr repetition, it is found in the workings of our town and cities in
urban life and movement through space’ (Elden 2004)
28. I see this form of re-affordance through the interface as operating using a game mechanic such as ‘Bestow’ which endows game component an added power, such as the coins used
in the Pokemon and Magic the gathering card games. This re-affordance of street furniture is informed by the work of Ian Borden who writes of skateboards and how they usurp the
initial affordance of a piece of street furniture like a hand rail up a public set of stairs. Its original intent was to help people walking up and down the staircase, to give added balance.
Skateboarders turn the handrail into a vertigo inducing dangerous trick, as they ride their skateboard across the rail, moving at speed.
“Public Domain” and “Ban This,” the videos Peralta produced and directed in 1988-89, show skaters in the streets of Los Angeles and Santa
Barbara, jumping over cars, riding on to the walls of buildings, over hydrants and planters, onto benches, flying over steps, and sliding down
the free-standing handrails in front of a Bank.’ (Borden 2001)
But is the skateboard an interface here? The skateboard allows this change of the object, and how the rider relates through the board, means it relies on the skills of the rider for the
affordance to occur, so the environmental offering is the rail, but it can only manifest by the affordance capabilities of the rider, it is not an affordance open to all but is based on
partipant skill. Here with the maypole crown, unlike the skateboard, It is specific to the undertaking, and with The Bestow mechanic expressed by Re-affordance, it hopes to open up
this world of possibility to all, so more like the magic Crayon effect, as is it adapts a familiar object to become something other, almost fantastical, and in this way the fiction of the
activity depends on a real-world object to occur and its conversion into an experience. And further, it relies on the character or spirit of those in the endeavour, to act out in public
space through the interface, seduced by the possibility of engaging and changing an object the participant is familiar with, into a fantastical object, if only momentarily. Borden in
later writing addresses graffiti artists.
‘just as graffiti artists write in out-of-the-way (not always visible) sites. In part this is to prevent social conflict, and is an attempt to write anew, not to change
meaning but to insert a meaning where there was none.’ (2001)
30. While both works, mine and Walker and Bromewitch’s, wrapped objects, an aesthetic used by artists such as Christo and Jeanne Claude who covers public
buildings and objects, (2018) The Workers Maypole was a static non-interactive work,
31. In opposition the everyday can be seen as a controlling and deadening, a banal totalitarian force over individuals lives. Lefebvre writes this has to be
affected and changed.
‘It is a question of describing, comparing and discovering what might be identical or analogous in Tehran, in Paris, in Timbuktu or in Moscow? it is
a question of discovering what must and can change in people’s lives…’ (2007)
A way of responding to this perceived oppression is short intense experiences, Lefebvre writes of moments, (1991) an example would be festivals
that change the power relations between the people and the city around. Theorist Decerteau uses tactics in response to this everyday oppression,
which he terms strategies, (2010). So, the scope of quitodian space is wide, but at the core, is how we live, day to day and it is this space in which
the research sits.
#3: By Kim Navarre from Brooklyn, NY - Labyrinth of Failure by Chris Hackett and Eleanor LovinskyUploaded by McGeddon, CC BY-SA 2.0, https://commons.wikimedia.org/w/index.php?curid=9565133
#6: Like the situationist, it is about hte spectacle, reclaiming social spaces, and urban areas. Transorming everyday environments. This situationist concern has led ot modern day phenomone such as the flash mob. Her practice includes participatory, live art explorations of public space, utilising strategies of collaboration and spontaneous interaction. These strategies can be conceived as ‘urban survival skills for the twenty first century’ - A street manual that turns the environment into spaces to play games.
#7: Why do we do what we do, why do art, why go see art, what motivates us. How oculd you get people or participants invovled in projects. Why are you here, why am I here, is it external rewards, or intrinsic rewards that motivates us. Have you ever experienced a state of flow, maybe when doing your artwork. David Hockney said he has spent his life only doing what he wants to do. Think about the audience, about what they get from seeing your work, what do they take away from it, what is the experience they have.
#15: is a playful and colourful dance installation that behaves like a multi-player game where it’s the taking part that counts. The audience play an active role in triggering the dancers with their own walking or running in the space. The dancers’ movements reveal patterns and relationships in response to different numbers of "players" and their movements in the space.
#17: The idea of instructions, a modern updatng of the FLuxus kits, is this Caillios Mimicry.
#18: Reskining existing games. How would you change other games and sports to make them art, to make them performative.
#19: Gold bars buried on the beach as part of the Folkstein Triennial in 2014
#22: Reskining existing games. How would you change other games and sports to make them art, to make them performative.
#23: is one of the first location based games. Online players compete against members of Blast Theory on the streets. Tracked by satellites, Blast Theory's runners appear online next to your player on a map of the city. On the streets, handheld computers showing the positions of online players guide the runners in tracking you down.