SubZero 2017

Some beautiful pictures by Elmer Wang of our setup and the jacarandas. We were showered with the delicate purple flowers all weekend because the city of San Jose loves Video Games. No other possible explanation.

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CADRE & Game Dev at Mini Maker Faire SJ

Come to History San Jose and see interactive media projects and play our games at http://makerfairesanjose.com/ this Sunday Sept 6 from 10 am to 6pm.

Everything is meant to be touched and engaged, play games interact with visuals, make music. CADRE labs are hosting the Game Development Club for the event which should be a lot of fun, but what will you see? Better yet what will you play?

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I/O(u) by Rick Paz, Emily Bright, Cyril Zabala, Alyna Takeuchi

Rick Paz, Emily Bright, Cyril Zabala, and Alyna Takeuchi are four New Media Artists from the CADRE Media Lab at San Jose State University. They are exploring tangible ways to visualize each person’s unique interactions with a machine interface. They purposely created a simple arm control system in order to explore the idea of the machine and human interaction. By having humans move an identical arm separate from the actual drawing arm they create a very transparent way of interacting with a machine. The arms not only create a transformative experience for the viewer but provide a physical output of that experience. In addition to the piece, it addresses the idea of the relationship of people through the separation of time. Overall I/O(u) is comparing past and present participant’s interactions to further emphasize this concept.

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Mini Arcade – by Danny Geisler
Mini arcade is a 5″ x 3″ wooden arcade machine. It consists of a color screen with a 8 directional joystick and one button. It features custom games which is all driven by an Arduino micro-controller. 

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Osci-Lion by Marc Gabrito

Osci-Lion uses the NeuroSky Mobile to measure attention level and represent the data visually. The underlying idea was also to slightly sway their mind with the tools I have. In order to progress on my project, I had to search for my strength which is a thorough understanding of the logic of codes and the implementation of processing. This led to a breakthrough where I replaced the visualization of OpenGL with processing to create a more responsive result.  My final project consisted of processing for visualization and max was used to add audio.

Technical Process: The data from mindwave is taken via processing and then those data are sent to max using the udp object. Those data includes several brain frequencies, attention level, meditation level, and signal strength. I only used the data for attention level and meditation level then scaled the data  for an effective value to provide a responsive output. A multi slider object with a range of 100 controls an audio loop of a lion roaring. Meditation level controls the multi slider so in turn it also controls the volume. Through max, I was also using data for attention level and sending it to processing via udp send. This data is my main visualization because it will be used to control the clarity of the lion and informing users about their attention level.  The attention also controls text that appears next to the lion to provide additional insight on where they are on the attention level within a given scale.

Design: Designing what the users can interact and see was crucial because there is specific purpose behind the child like features the user interface. Firstly, the image on the lion was the main focus so it was centered and scaled highest. This was the first object that users should see and having it change dominates the whole canvas. The scale helps users determine how much attention they have and gives importance to the purpose of this project. On the top left side is the title or name of the lion which is named “Osci-Lion”. It refers to oscillation and the oscP5 library that was used. The “O” Osci-Lion rotates so that it can distract the audience and have them lose concentration. Another distracting factor for my project occurs behind the scene inside max 7 where I use meditation level to control the loudness of a lion roaring. The maximum loudness and peak of the lion’s roar is loud so it can be surprising as well. It is also important to note that meditation is an indication of how relaxed the users are so the more relax they are, the higher the meditation and the louder the roar will be. The final touch I added after getting input from my classmate was to add text. The scale for attention was 1000 on processing so whenever it makes a transition of 100, the text would change. The texts are located on the right side of the lion in a near proximity so that it is more visible. Additionally, the texts individually serve their own purpose to psychologically affect the users. For example, the value of 1,000 the range of no focus, displays a text of “Try paying Attenion”. It indicates that users need more focus and the word attention was missing the last “t” as well. Other text such as “You’re not drunk” and “You climax” serves to make users laugh and lose focus.

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Las Chispas de Tsutsui by Roberto Quinn

This Max Patch I tinkered around with using Max 7 is a piece intended to convey how multiple inputs of data can effect and distort other data that’s being represented visually in a manner that is aesthetically interesting in the discipline of digital media art. This piece incorporates work done by Masato Tsutsui, which constitutes the visual media rendered in this piece using Max 7’s OpenGL object to visualize data in a 3D environment. As well, an OpenCV object is used to capture visual data from the real world, a designated color to motion track and create coordinates in this case. And lastly, an audio file is played in the patcher from which a graph is generated showing the peak amplitude of the audio oscillating between the values of 0 and 1 in decimal form and this data effects the visual data being output and generated in the OpenGL 3D environment as various anomalies and patterns.

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Synthesthetic – Zachary Daulton, Rick Paz, Marilee Spencer

Synthesising synesthesia. An interactive audio/visual exhibit synchronizing color queues with music. Animations are video-mapped onto a custom installation and coupled with live generative visuals along with a keyboard interface which is available for participants to command visuals and engage with the piece.

https://vimeo.com/133402838

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Ahh-mazing by Rosecary Aguinaldo

Since I was a kid, I have always been fascinated by mazes. Playing with them, on a sheet of paper or (even better) in a giant corn pasture maze is something great! Mazes are universal, because you don’t need a written rules to play, you can play alone or make some speed-test with friends. So creating a maze can be interesting, as you can do a lot of things with them. So for my final project in Art 106 class, I created my own customized timeless game of labyrinth

The idea is that, by using and utilizing only the Wii Nunchuck controller (which is then connected to the Arduino) to control the board/platform to tilt towards your direction (balance). You must then guide the steel ball along the path, through the labyrinth, and find your way out. It’s pretty challenging due to the convoluted and tight-spaced maze that you have to maneuver through.

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DIY Arcade Cabinets – Game Development Club

Play games that we made in retro arcade cabinets we made.

We built several iterations of arcade cabinets at the TechShop. We continue to advance and refine the design and have shown these cabinets at MakerFaire, SubZero, ZERO1, Rockage, among others. The cabinets are an amazing platform that is nostalgic for many people, and very friendly to others.

Student made video games – we use the cabinets to host our own video games that we have made both as school projects and on our own time as part of the game development club. These games are made on a wide variety of platforms including Unity, Gamemaker and Flash.

Games include Prismic Shift, Clashing Code, World of Dads, I Love You But You Kiss Like A Girl, and many others.

Secret surprise guest: Winnitron SJ!

CADRE &SJSU GameDev

The Digital Media Art (DMA) program at San Jose State University is a multidisciplinary degree offering a digital art and design curriculum in the areas of computer graphics, web development, programming, physical computing, fabrication, prototyping, interactivity and computer games. Located in the heart of Silicon Valley, the DMA program is dedicated to the advancement of contemporary technologies through research and experimentation at the intersection of art and science. http://cadre.sjsu.edu

The Game Development Club at SJSU is a student organization for game makers and fans. Every semester we make video games and put them in our DIY arcade cabinets. We make other kinds of games too, like mobile games and board games. We also talk about games, and play games as part of our research.  http://sjsugamedev.com/

Silicon Valley Pride Festival (now with games)

Game Dev and ggSJ has been doing more public service and community oriented events recently. Matt and Phillip of GX3 hosted us for Silicon Valley Pride. This was one of the best festivals we have done, the Button Mashers brought Nidhogg, Mario Cart and Super Smash among others, Rockage had the classic consoles that were oohed and ahhed over and played almost constantly during the festival, and the Game Development Club brought our games and the Winnitron SJ. In addition Matt and Philip brought out a demo of Read Only Memories, a cyberpunk point and click.

We played a lot of games!

Everybody plays game.

This was such a good experience, the audience was amazing, and as always a hugely diverse group played our games. My favorite was the rainbow unicorn playing fairy invasion…

Thanks to everyone who helped, Erin, Antonio, Kelsey, Teresa, Daniel, Freddy, Jose, Ellen & anyone else I may have missed. It was a pleasure working with you.

 

Call to Artists: American Gun Show

Open call for artwork:

Few technologies have had the impact on civilization that the gun has had. With a storied history of a millennium and having been woven into American culture, it is not surprising that it is as contentious as it is empowering.

Dorothy Santos and James Morgan are bringing together a series of works across media that consider all sides of this technology. From the historic use in war to the representations in photography, painting and film, we are also interested in the object as it represents an intersection of functional design and technology. We want to look backwards and forwards and seek works that express a viewpoint related to guns and/or the second amendment.

We are particularly interested in the reflections of underrepresented and underserved communities regarding the place of the gun in the United States. Our expectation is that these views are not often reflected in the public and mainstream media.

Our intuition tells us that there are more than two sides of this story, that there is a relationship between queer, trans* and other communities to guns.

We want to tell that story.

The show will take place from October to November of 2015 in San José, California. We are particularly interested in media based projects and visual responses to the topic.

Please respond via email with links to appropriate work to either ags@factorynoir.com or dorothy.r.santos@gmail.com before August 21 for full consideration.

Curatorial Statement

The gun is a thousand year old technology changed by contemporary prototyping and communication processes. The American Gun Show looks at cultural responses in the context of personal liberty at the intersection of our identity, as Americans, and relationship to the network and print-on-demand technologies. Cody Wilson designed a 3D printable single shot pistol in 2013 which he posted as a computer file online for the public. Within days the U.S. State Department demanded that the files be taken down. This dispute marks a significant event in both legal and technological history – the collision of the first and second amendments of the US Constitution. Free speech and personal liberty become central themes to The American Gun Show.

This exhibition is about the artists’ response to guns and, to a lesser extent, the design and aesthetics of the machine itself. The art and technology of guns as an objective focus for this exhibition has been a challenging one to meet, but the much needed dialogue around an object rife with cultural, social, and political meaning warrants examination through a multi-faceted lens. This show is an exploration of the American psyche and history steeped by gun violence. What is the political will of the American public to address the issues related this advanced form of weaponry? As curators, we explored artists, artistic practices, and expressions that can offer a form of neutrality or balanced perspectives on the issue of gun creation and control.

We understand and expect a wide array of reactions to the content and nature of the exhibition. To that end, people will find some of the work offensive or antagonist to either side of the debate. But we ask visitors to consider the work that resonates with them may have the same or different effect on another viewer. The American Gun Show is not anti-gun or pro-gun. Rather, the show seeks to drive more of a census on what can bring opposing viewpoints stemming from the existence of this object as a point of departure for effective legislation while respecting the rights of American citizens.

Art Rage and Space Team

Art Rage was a blast tonight. Grand Fanali organized the super 11 string bassist, and brought along #ggSJ. We helped out with LED throwies, Rockage brought classic video games, South Bay Button Mashers brought HALO, Nidhogg and we brought Space Team.

I prefer to show games that we have made, but a close second is showing off cool games that defy common expectations like Space Team today, and JS Joust at SubZero.

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