This document discusses the demoscene, a computer art subculture focused on creating short demos or demonstrations of programming skill and audiovisual design. It explores the history and evolution of the demoscene from its origins on platforms with hardware constraints like the Commodore 64 to modern demos with self-imposed constraints. Key aspects covered include the motivations of competition, technical challenge, and socializing; constraints related to platforms, file sizes, and visual styles; and the progression of graphics and music capabilities within the demoscene from early platforms to modern tools. Examples of notable recent demos are provided to illustrate the creative approaches and aesthetics within the newschool demoscene.
Amiga 34 Demoscene Talk by Noname and DasconLeif Oppermann
Noname and Dascon from Haujobb and The Deadliners talk about the history of the demoscene, tracking, and cross-development of music and code. All linked up to the right resources to get you going.
This is the presentation that was delivered at the 2010 Game Developers Conference in San Francisco that outlined "The Art of Video Games" exhibition that we were developing. Note, this presentation only contains my portion of this joint presentation.
Amiga 34 Demoscene Talk by Noname and DasconLeif Oppermann
Noname and Dascon from Haujobb and The Deadliners talk about the history of the demoscene, tracking, and cross-development of music and code. All linked up to the right resources to get you going.
This is the presentation that was delivered at the 2010 Game Developers Conference in San Francisco that outlined "The Art of Video Games" exhibition that we were developing. Note, this presentation only contains my portion of this joint presentation.
For my year-long graduate school thesis, I did a series of user research studies on collections in people's homes. My goal was to develop a solution that would directly address the lack of personal investment, tangibility, and value found in digital music today.
Digital resistance, East European demo artJari Jaanto
The Alternative Party presents a showcase of old computer hardware (and new software for them) from the Soviet Union and East European countries, showing a rare glimpse of the unique computing culture that is very different from the corporate-driven, western hardware offerings. A show of unique styles of digital art, influenced by demo art and local computer hobbyist cliques, with a distinct Eastern flavour.
Software developers historically obsess over the tools they use, and even the smallest software endeavor must have at least some supporting infrastructure. Amphinicy has been in this business for a while, so we’ve tried our share of infrastructure tools; some we’ve kept, some we’ve abandoned, and some we’ve written ourselves. Due to some of our specific clients, we probably run more infrastructure than most, and we pride ourselves on almost all of it being open source. This talk will explore how we deal with software development from an infrastructure and processes perspective – from our repository and build system, through continuous integration and integration testing to formalized code reviews and ideas we might work on next.
Hackerspace v ČR a SR (Pavol Rusnák, Matej Nemček, Richard Marko) - V prednáške sa oboznámime s históriou a zaujímavými projektami českých a slovenských hackerspace-ov brmlab, Progressbar, base48 a v01d.
www.security-session.cz
Curating new media in a gaming room, Transmediale 2003Isabelle Arvers
This conference was given at Transmediale in 2003 about Playtime, the gaming room of Villette Numerique, it explains why I confrontated video and computer games from the past from the present and created by artists.
The invitation from UNM's Library to speak on CyberInfrastructure last Apr2011, was a great opportunity for me to reflect on my path helping to define and implement CyberInfrastructure (thanks to Sid Karin)
Talk given at the Science 2.0 Symposium organized by Greg Wilson as part of the Software Carpentry course on 29 July 2009. The talk discussed how the web can influence and improve the way we record research.
http://softwarecarpentry.wordpress.com/guests/
Gary Tarolli's presentation on April 27, 2015 to the Computer Systems Fundamentals class at Middlesex Community College. A great perspective on the history of graphics and Gary's unique role in groundbreaking companies like 3dfx and nvidia.
Application code, file data, network protocol packets are often formatted as binary information. This is to protect intellectual property and make it difficult for attackers and competitors.
This does not, however, stop security professionals, researchers andhobbysts to inspect and reverse the binary blobs. Either for understanding their internals, or for finding flaws, people do reversing on binary blobs and extract a human-friendly format. Andrew Tridgell famously reversed the CIFS/SMB protocol from Microsoft to create the
Samba software.
In this talk I will highlight the mindset for doing reversing, based on my own experience with reversint the Apple iOS sandbox. The talk is not meant to be very technical rather what it takes and what it means to do reversing and why you should do it as a learning and fun experience.
Improvised Theatre with Artificial IntelligenceLuba Elliott
This presentation was delivered by Piotr Mirowski from HumanMachine at the Creative AI meetup #3 in London on the 18th January.
This talk and performance between Albert and A.L.Ex from HumanMachine showcased how improv comedy can be assisted (or made difficult) by a computer. The aim of the show is to raise questions about the nature of spontaneity and communication. Can we model language by patterns? How can a statistical language model inform improv, which is about doing the most "obvious" thing? How easily do we suspend disbelief?
Albert is a lovable nerd who dreams of the big stage. Lonely but resourceful, Albert builds himself a friend, whom he calls A.L.Ex, a unique computer creation running artificial intelligence. The human and the machine pair up to make an improv comedy show based on your suggestions.
Albert is the stage name of Piotr Mirowski. The actual performer trained in Toulouse, New York and London, as an actor at the LSDA – London School of Dramatic Art and as an improviser with such groups as The Showstoppers, The Nursery, Hoopla and C cédille. By day, Piotr is a research scientist in deep learning who worked on natural language processing.
Presentation for the Participatory IT SummerBuzz 2017, an invited talk with Mogens Overbeck on how the demoscene uses digital tools. Absent from the slides are Mogens demo of a SECRET tool <3
As part of the CIBIS project (see below) Jeanette Falk Olesen and I went to a hackathon, the AUHack (see below).
Our aims was to investigate how ideas are developed in a very constrained timespace - 36 hours of hacking, coding, building etc. We participated fully, as part of a 4 person team, with Sune Monrad Lindhardt and Nikolaj Øllegaard, students at Aarhus University. Data gathered were videos of ideation, of building and small contextual status updates, as well as a range of photos, github documentation and so on.
Salient research interests:
https://auhack.org/
http://cavi.au.dk/projects/cibis/
For my year-long graduate school thesis, I did a series of user research studies on collections in people's homes. My goal was to develop a solution that would directly address the lack of personal investment, tangibility, and value found in digital music today.
Digital resistance, East European demo artJari Jaanto
The Alternative Party presents a showcase of old computer hardware (and new software for them) from the Soviet Union and East European countries, showing a rare glimpse of the unique computing culture that is very different from the corporate-driven, western hardware offerings. A show of unique styles of digital art, influenced by demo art and local computer hobbyist cliques, with a distinct Eastern flavour.
Software developers historically obsess over the tools they use, and even the smallest software endeavor must have at least some supporting infrastructure. Amphinicy has been in this business for a while, so we’ve tried our share of infrastructure tools; some we’ve kept, some we’ve abandoned, and some we’ve written ourselves. Due to some of our specific clients, we probably run more infrastructure than most, and we pride ourselves on almost all of it being open source. This talk will explore how we deal with software development from an infrastructure and processes perspective – from our repository and build system, through continuous integration and integration testing to formalized code reviews and ideas we might work on next.
Hackerspace v ČR a SR (Pavol Rusnák, Matej Nemček, Richard Marko) - V prednáške sa oboznámime s históriou a zaujímavými projektami českých a slovenských hackerspace-ov brmlab, Progressbar, base48 a v01d.
www.security-session.cz
Curating new media in a gaming room, Transmediale 2003Isabelle Arvers
This conference was given at Transmediale in 2003 about Playtime, the gaming room of Villette Numerique, it explains why I confrontated video and computer games from the past from the present and created by artists.
The invitation from UNM's Library to speak on CyberInfrastructure last Apr2011, was a great opportunity for me to reflect on my path helping to define and implement CyberInfrastructure (thanks to Sid Karin)
Talk given at the Science 2.0 Symposium organized by Greg Wilson as part of the Software Carpentry course on 29 July 2009. The talk discussed how the web can influence and improve the way we record research.
http://softwarecarpentry.wordpress.com/guests/
Gary Tarolli's presentation on April 27, 2015 to the Computer Systems Fundamentals class at Middlesex Community College. A great perspective on the history of graphics and Gary's unique role in groundbreaking companies like 3dfx and nvidia.
Application code, file data, network protocol packets are often formatted as binary information. This is to protect intellectual property and make it difficult for attackers and competitors.
This does not, however, stop security professionals, researchers andhobbysts to inspect and reverse the binary blobs. Either for understanding their internals, or for finding flaws, people do reversing on binary blobs and extract a human-friendly format. Andrew Tridgell famously reversed the CIFS/SMB protocol from Microsoft to create the
Samba software.
In this talk I will highlight the mindset for doing reversing, based on my own experience with reversint the Apple iOS sandbox. The talk is not meant to be very technical rather what it takes and what it means to do reversing and why you should do it as a learning and fun experience.
Improvised Theatre with Artificial IntelligenceLuba Elliott
This presentation was delivered by Piotr Mirowski from HumanMachine at the Creative AI meetup #3 in London on the 18th January.
This talk and performance between Albert and A.L.Ex from HumanMachine showcased how improv comedy can be assisted (or made difficult) by a computer. The aim of the show is to raise questions about the nature of spontaneity and communication. Can we model language by patterns? How can a statistical language model inform improv, which is about doing the most "obvious" thing? How easily do we suspend disbelief?
Albert is a lovable nerd who dreams of the big stage. Lonely but resourceful, Albert builds himself a friend, whom he calls A.L.Ex, a unique computer creation running artificial intelligence. The human and the machine pair up to make an improv comedy show based on your suggestions.
Albert is the stage name of Piotr Mirowski. The actual performer trained in Toulouse, New York and London, as an actor at the LSDA – London School of Dramatic Art and as an improviser with such groups as The Showstoppers, The Nursery, Hoopla and C cédille. By day, Piotr is a research scientist in deep learning who worked on natural language processing.
Presentation for the Participatory IT SummerBuzz 2017, an invited talk with Mogens Overbeck on how the demoscene uses digital tools. Absent from the slides are Mogens demo of a SECRET tool <3
As part of the CIBIS project (see below) Jeanette Falk Olesen and I went to a hackathon, the AUHack (see below).
Our aims was to investigate how ideas are developed in a very constrained timespace - 36 hours of hacking, coding, building etc. We participated fully, as part of a 4 person team, with Sune Monrad Lindhardt and Nikolaj Øllegaard, students at Aarhus University. Data gathered were videos of ideation, of building and small contextual status updates, as well as a range of photos, github documentation and so on.
Salient research interests:
https://auhack.org/
http://cavi.au.dk/projects/cibis/
Materials in Participatory Design Processes - Phd Defense of Nicolai Broderse...Nicolai Brodersen Hansen
The dissertation concerns how we might understand the role of the materials employed in design activities - sketching, prototyping, hacking etc.
Feel free to contact me with inquiries :)
---- ABSTRACT----
This dissertation presents three years of academic inquiry into the question of what role materials play in interaction design and participatory design processes. The dissertation aims at developing conceptual tools, based on Dewey’s pragmatism, for understanding how materials aid design reflection.
It has been developed using a research-through-design approach in which the author has conducted practical design work in order to investigate and experiment with using materials to scaffold design inquiry. The results of the PhD work is submitted as seven separate papers, submitted to esteemed journals and conferences within the field of interaction design and HCI. The work is motivated both by the growing interest in materials in interaction design and HCI and the interest in design processes and collaboration within those fields.
At the core of the dissertation lies an interest in the many different materials used during the design process: sketches, prototypes as well as the materials we shape products out of: physical and digital materials now form a unity of computation and physical materials that has given rise to a new research interest in design and materiality. The main results from the dissertation are an understanding of design materials that draws on pragmatist philosophy.
The papers and overview article highlights how materials in a pragmatist perspective are more than the matter out of which we shape an idea. Rather they structure the entire process of inquiry, helping us frame problems, inspire solutions and try out these solutions in practice. This framework, developed in several of the submitted papers, is tested and illustrated through a series of experimental design cases.
my slides for guest lecturing at "Det Rullende Universitet", teaching high school students about what it is we do at Information Studies and Digital Design here in Aarhus, Denmark.
Hit me up for a chat about design thinking, design materials and design methods.
NordiCHI presentation - Material interactions with tangible tabletops in a pr...Nicolai Brodersen Hansen
We investigate how the interaction with tangible interactive tabletops can be seen as a material exploration of form and sound. As the theoretical foundation for our analysis we build on John Dewey’s pragmatism as well as recent efforts to appropriate pragmatism for interaction design research. As the research platform for this investigation we developed an interactive tabletop, the Radar Table, which allows users to create soundscapes by manipulating tangible objects. The Radar Table was deployed ‘in the wild’ at a major Danish music festival, and based on video recordings we examine people’s dynamic exploration of sound through the interactive tabletop. The main contribution of the paper is the development of the theoretical foundation for understanding tangible tabletops as material interfaces that can be shaped and experimented with. We build on three of the basic concepts of pragmatism: situation, inquiry, and technology, which we develop further for the study of the dynamics of material interactions with tangible tabletops as part of a research strategy of appropriating pragmatism for use in interaction design and HCI research.
Talk i Open Space Aarhus om vores demoparty TRSAC http://www.trsac.dk og subkulturen "demoscenen" - fokuserer mest på de tekniske aspekter og samarbejdsmæssige aspekter snarere end de dybere community-betydende ting, men sådan er det jo af og til
2137ad Merindol Colony Interiors where refugee try to build a seemengly norm...luforfor
This are the interiors of the Merindol Colony in 2137ad after the Climate Change Collapse and the Apocalipse Wars. Merindol is a small Colony in the Italian Alps where there are around 4000 humans. The Colony values mainly around meritocracy and selection by effort.
Hadj Ounis's most notable work is his sculpture titled "Metamorphosis." This piece showcases Ounis's mastery of form and texture, as he seamlessly combines metal and wood to create a dynamic and visually striking composition. The juxtaposition of the two materials creates a sense of tension and harmony, inviting viewers to contemplate the relationship between nature and industry.
2137ad - Characters that live in Merindol and are at the center of main storiesluforfor
Kurgan is a russian expatriate that is secretly in love with Sonia Contado. Henry is a british soldier that took refuge in Merindol Colony in 2137ad. He is the lover of Sonia Contado.
Explore the multifaceted world of Muntadher Saleh, an Iraqi polymath renowned for his expertise in visual art, writing, design, and pharmacy. This SlideShare delves into his innovative contributions across various disciplines, showcasing his unique ability to blend traditional themes with modern aesthetics. Learn about his impactful artworks, thought-provoking literary pieces, and his vision as a Neo-Pop artist dedicated to raising awareness about Iraq's cultural heritage. Discover why Muntadher Saleh is celebrated as "The Last Polymath" and how his multidisciplinary talents continue to inspire and influence.
2. Eftermiddagsorden
Hvad er demoscenen?
(historisk baggrund, hvad er formålet, hvordan foregår det
konkret, relation til digital æstetik, computere som et ikke-
kvalitetsløst materiale - konkrete eksempler (bl.a. c64, amiga,
PC)
Oldskool vs newschool constraints
Tools & designprocesser
En række cases der highlighter forsk. constraints
3. Hvad er demoscenen?
Computer art subculture
Creating ‘demos’ running 3-4 minutes
Multidisciplinary efforts
Attracts both musicians, graphicians, programmers, and a
legion of hangers-on, organizers and the likes.
39. Eksempler på SID
tunes
Commando (1985)
Last Ninja (1987)
Edge of Disgrace (2008)
Find masser af SIDs konverteret til MP3 på: http://sid.oth4.com/
eller Hi-Voltage SID collection: http://www.hvsc.c64.org/
57. Batman Group: Batman Forever
Constraints: Amstrad CPC series
Self-imposed constraint: Batman tematik
Tools: Eclipse IDE til udvikling direkte på platformen
59. The Black Lotus: Starstruck
Constraint: Amiga 1200
Æstetik: “Newschool udtryk på oldskool hardware”
Tools: Lightwave, Visual Studio (deployer til WinUAE)