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garage, 26.07.2002 - 18.08.2002

LOGO FROM THE WWW.SITE .


LAB[au]
laboratory for architecture + urbanism

Manuel Abendroth
Jérôme Decock
Alexandre Plennevaux

http://www.lab-au.com

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

go.to lab.files


lab[au] invited with the sPACE,navigable music ...> online project for the 6th festival for art, music and film garage...> Stralsund (GER).

Garage is searching artists' concepts and positions on the discussion of the principles and mechanisms of games. Play with conventions, techniques of play, game as a model for solving concrete problems, game as a manipulation of perception, game a critical reflection, game as game. Trespassing borders and networked playing. Mobile playing and mobile thinking.
garage 02 will be presenting exhibitions, installations, musical projects, discussions,film screenings and workshops.

...commentary about space:
Eine online 3D-Umgebung, die mit dem User durch seine Steuerung interagiert. Die Interaktion wird sichtbar durch Farbberechnungen, nicht-lineare Bildsequenzen, Klang, Kameraedition. Der User generiert Sounds, bearbeitet diese, nimmt ihre räumliche Position auf, spielt diese Sequenz zurück und schafft somit nicht nur einen akustischen Raum, sondern zugleich einen steuerbaren Musik-Videoclip.

http://www.garage-g.de/2002/online/26.htm

"Play is a natural phenomenon, which since the beginning has directed the way of the world, the arrangement of substance, its organization into living structures as well as the social behaviour of man." (Manfred Egon)

The idea of a game mirroring the conflicts of the world is an old one. The Chinese game of go, the Hindu chaturanga and chess are obvious battle enactments. Game is war and war is a game. The game theory is often referred to as the twentieth century "Kriegsspiel".

The history of game theory as an independent science began in 1944 with the publication of "Theory of Games and Economic Behaviour" by John von Neumann and Oskar Morgenstern and has developed until today into a significant part of economics. Game theory is a mathematical study of idealized conflict situations, which means, that the theory is used to investigate competition between individuals, to explain patterns of behaviour and to find rational solutions for conflicts. In this sense, game is a sequence of moves when one or the other player has to choose an alternative out of a defined amount of possibilities. The focus lies on the planning of strategies, which makes the game into a principle of winning. One aspect game theory is based upon is the "minimax" principle, which is simply illustrated with one example: two children are to divide a piece of cake, both children want the same thing - as much of the cake as possible. This is a classical conflict of interest. The best strategy is to let one child divide the cake and let the other choose which piece he wants. The anticipation of reactions and human greed ensure a fair solution.

Around the same time as von Neumann's paper, the book of the Swiss anthropologist Johan Huizinga, "Homo Ludens", was published. Huizinga coins a more extensive concept of the play principle.

For him play is a primary category of life. Play is older than culture, for culture presupposes human society, and play does not. The essence of play is intrinsically fun and enjoyment. Play goes beyond moral virtues, is has a social function and includes competition as one possible element. Play is based upon a certain imagination of reality, which follows its own set of rules and orders. Huizinga refers to the close connection between art and play on a linguistic (i.e. playing a musical instrument) and on a formal level (set of rules and regulations). Play and music lie outside the reasonableness of practical life, both are determined by values, which transcend logical ideas, and both originate in instinctual play. For Plato, mimesis was a general term descriptive of the mental attitude of the artist, creative as well as executive. His work was not considered serious, but a playful imitation. Creativity was understood as play.
Later, psychoanalysis was to understand play as a psychological state where the boundaries between self and reality are fluent. Meaning: objects of reality can adopt a totally new reality through the power of imagination. In a game, which manifests itself by accepting this state, creativity and consequently communication develop between the individual and his environment.

txt from the www site

we play together with: >

phon.o (D), nanoloop: oliver witchow (D), goodiepal (DK), matt wand (stock, hausen & walkman)(UK), felix kubin (D)(tbc), fan club orchestra (scratch pet land)(B), staal plaat soundsystem/geert-jan hobijn(NL), radboud mens + koolwyk(NL), frans de waard (plays LEGO) (NL), thilges 3 (Ö) vs the necks (playing tennis) (AUS)(tbc), armchair traveller (D), steven garling (D), times'up (playing sonic pong) (Ö)(tbc), innot.org (E), logicaland.net (Ö), c-io.de (D), skop.com (D), christian cordes (D), boredomresearch.net (B), magnus-opus.com (AUS), 2/5bz (T)(tbc), soundtoys.net (UK), low-tech-robots (D), sportbuffet (D), LAB[au] (B), akuvido.de (D), kyokubi.com (D), _] [ad] [dressed in a skin c.ode_ (UK), machinecorporation.com/hands/ (UK), newton memory (D), acionist respoke, the art of pingpong country (D), slap the spider (D)(tbc), synreal (public netbase Ö)(tbc)...


lab[au] 2002 ©