danielrehn:

Fax & Frankering for Folket by Jacob Sikker Remin, Raquel Meyers, and Goto80 (2011, DEMOTEKET).  Otherworldly transmissions with genuine, 20th-century technology defects.  

Most images were made by Raquel Meyers using Commodore 64 text graphics. Others were sent in via the open fax line, mostly by anonymous senders.  Jacob Sikker Remin and Goto80 worked on the project with music and other fax aspects. The music was improvised live on C64.  The collection is available as a 65-page book and viewable on Tumblr /  Flickr.

prostheticknowledge:

Stealth Wear by Adam Harvey 

Fashion exhibition of wearable anti-thermal imaging clothing to protect detection from airborne surveillance technology:

Building off previous work with CV Dazzle, camouflage from face detection, Privacy Mode continues to explore the aesthetics of privacy and the potential for fashion to challenge authoritarian surveillance. Presented by PRIMITIVE at TANK MAGAZINE HQ will be a suite of new designs, made in collaboration with NYC fashion designer Johanna Bloomfield, that tackle some of the most pressing and sophisticated forms of surveillance today. Including:

The anti-drone hoodie and anti-drone scarf: garments designed to thwart thermal imaging, a technology used widely by UAVs.

The XX-shirt: a x-ray shielding print in the shape of a heart, that protects your heart from x-ray radiation

And the Off Pocket: an anti-phone accessory that allows you to instantly zero out your phone’s signal

Accompanying each project will be videos and tests revealing the process behind each technology and counter technology.

More Here and Here

Another successful defense of society against the culture within itself is to give artists a place by regarding them as the producers of property, thus elevating the value of consuming art, or owning it. It is notable that very large collections of art, and all the world’s major museums, are the work of the very rich or of societies during strongly nationalistic periods. All the principle museums in New York, for example, are associated with the names of the famously rich: Carnegie, Frick, Rockefeller, Guggenheim, Whitney, Morgan, Lehman.
Such museums are not designed to protect the art from people, but to protect the people from art.
James P. Carse
[Unitary Urbanism] is opposed to the fixation of people at certain points of a city. It is the foundation for a civilization of leisure and play. One should note that in the shackles of the current economic system, technology has been used to further multiply the pseudo-games of passivity and social disintegration (television), while the new forms of playful participation that are made possible by this same technology are regulated and policed.
Guy Debord, 1959

prostheticknowledge:

Paradis Perdus (Lost Paradises) 

High Definition low polygon game world to explore, only your path destroys the landscape - video embedded below:

The game is about not belonging. You are the bad guy, you are killing everything you touch. The world you are in is beautiful and green, but the moment you get into it, you start infecting everything, and the world starts decaying, until it eventually ceases to exist. You can choose to exit the world, and then it will heal itself, but then you don’t get to enjoy it of course, because you’re not there any more.

More information, with links to download the alpha for PC, Mac, and Linux, can be found here

yes.

I haven’t had access to XBLA all year until now, so I am late to the party, but I am in love with FEZ. It’s everything I hoped it would be.

It reminds me of the first Zelda on NES. There’s no rhyme or reason to the world in the modern sense of game design, instead it just IS, and is only sitting there to be explored. It’s confusing and you get lost, but that’s part of what gives the space it’s coherence as a place, and not a footpath.

Design that sticks with me the most is always design that doesn’t feel ‘designed’, but it still feels right - coherent and consistent. This is especially true when it comes to game worlds.

Am only 70% through now. Looking forward to the rest - and I think this might be the first game in ages that I’ll be sad to complete.

For two years now I’ve thrown some impromptu shindigs at ARCADE in Shanghai for an unofficial IGF China after-party. This was something sorely missing from GDC China as far as I and my fellow organizers were concerned, so we thought, eh, what the hell - let’s get everyone drunk at least.

This year was made possible with the help of my friends at Coconut Island and some other folks too!