Jeu Videa

Exploring collectively, feministand intersectional possibilities of vide-a game by learning Godot Engine software

Since 2018 as a group we have organised workshops that toke place around 2 axes, a reflection on contemporary languages on contemporary video games from a feminist perspective, and the learning of video game programming by the free software Godot Engine.
https://ps.zoethical.org/t/jeu-vide-a-une-exploration-intersectionelle/2368/2

Since the episode of “Gamergate” a few years ago, and partly thanks to the work of feminist academics such as: Anita Sarkeesian (feminist frequency), among others, we now have a better understanding of gender relations in video games. Since then, a number of video games have paid attention to the staging of female characters: (“The last of us” or “Child of light” for example, others are transforming certain aspects of “game-play”, “Never alone” or “Gone home”, or modifying their graphic approach to include elements more familiar to women. There are also a number of attempts to build more collaborative environments, to experiment with other formats. So far there is still very few attempts to develop a video game format that captures feminist and collaborative principles, by transforming the modalities of video games.


Knowledge transmission and appropriation of technology and media production have been key to feminist strategy over history. These processes have often been hosted in the art world as it allowing to raise debate and transform aethetic relation to key production domains such as video games while bringing toguether different skills and view points. Video games are a very dynamic media production, in Flanders and Brussels, as elsewhere they keep the same monochromous eye on its nature. Vide-a game is proposing an important apropriation of animation free software and collaboration techniques and modes of production in the art field in Brussels and Flanders, that aims to open doors and question the modalities of production in this domain. The choice of the workshop based production model allows solidarity reinforcing complementarity of skills and approaches within the group allows to bring together and value people who would otherwise have dismissed the possibility of understanding programming and animation.

One of the results of the Jeu Videa Workshops is the currently in production HeLa vide-a game, based on the character of Henrietta Lacks, a black american women from the 50’swhose cells that have been taken out without her knowing have served as the main material for biological research until today helping to cure many diseases.
The story takes place on the asteroid HeLa, which is said in the game to be made up of the huge amount of Henrietta Lacks’ cells having been reproduced. You control two characters at a time, all characters present in the level can be played. All of them have cells as common resources and a personal health bar depending on these cells, so you can heal each other. In the second part of this first level we meet HeLa (who is the goddess of the place) for the first time, she explains us her story and then gives us access to a button to ask for her help. The game is more like a puzzle game, in each level you have to find the solution to a problem, but the characters can’t do everything alone. They have to ask for HeLa’s help to unblock situations, thus giving HeLa power over his cells. HeLa will be able to change the bodies of the characters, the environment or the type of his cells…


A Butterfly in an Analog Computer

by Wolfgang Spahn, 2021
A workshop for an Chua Circuit with in an analog computer to generate chaotic signals, noise and sound.

This circuit generates chaotic signals over a wide range of frequency therefore it is an interesting device for noise and sound art, performances and installations.
In the 1970th Edward Lorenz developed a mathematical model for the weather and climate prediction, the Lorenz Attractor, a strange attractor with chaotic and fractal behavior and sensible initials conditions, that in the end could lead for example to a tornado in Brazil – the so called Butterfly Effect.

At that time it was not possible to compute this module with in an analog computer, the chips for doing the multiplication were to noisy. That’s why in 1983 Leon O. Chua introduced a much simpler circuit (no multiplication) with the same chaotic behavior, the Chua Circuit.The Analog Computer Confetti is a modular system that makes it possible to perform all kind of computations and operations on base of electrical voltage. This stack able modular electronic analog computation system was and is still developed by Wolfgang Spahn since 2015.

In the workshop we will learn the basic functions of an analog computer. We also will build the two main components for an Chua Circuit as modules of the analog computer Confetti: a Gyrator and a Chua Diode. With these two modules we will create the Chua Circuit to listen to the butterfly in our tornado.

The Analog Computer Confetti and Chuas Circuit:
https://paperpcb.dernulleffekt.de/doku.php?id=analog_computer:analog_computer_main
https://dernulleffekt.de/doku.php?id=analogcomputation:01_chuascircuit

dernulleffekt.de


Wolfgang Spahn is an Austrian-German sound and visual artist based in Berlin. His work includes interactive installations, miniature-slide-paintings and performances of light & sound. His art explores the field of analogue and digital media and focusses on both their contradiction and their correlation. That’s why he is also specialized in re-appropriated and re-purposed electronic technologies.

Spahn’s immersive audio-visual performances merge the technically distinct production of images and sounds. In this respect the data stream of a digital projector becomes audible whereas the sound created by electromagnetic fields of coils and motors will be visualised. Spahn is facculty member of Sound Studies and Sonic Arts of Berlin University of the Arts. Spahn presented his work in national and international exhibitions, Biennales ad Festivals.

Mellite – an environment for creating experimental computer-based music and sound art

Mellite is an open source application that aims to be an environment both for the composition and creation as well as for the performance and exhibition of computer based music and sound art. It targets various scenarios, from real-time live improvisation to fixed media composition and sound installation, attempting to unite these through inter-connectible objects, which live inside workspaces. It is also a particular kind of development environment, where code fragments written in domain-specific dialects of the Scala language interface with the graphical user interface. Mellite runs on Linux, macOS, Windows, supporting either the desktop or embedded computers such as the Raspberry Pi. It uses SuperCollider as the sound synthesis engine. Recently, experimental support was added to run workspaces in a web browser as well. Depending on the interests of the workshop participants, after a general introduction to the environment, we can focus on particular practices and scenarios, such as live improvisation or creating sound installations.

Please visit the repository created for the workshop: https://github.com/Sciss/Mellite-piksel21


Rutz’ artistic work ranges from sound and installation art to digital art, intermedia and electronic music. In all of his work, the physicality of sound and its interaction with the development and research on software and algorithms plays an important role. He is interested in the materiality of writing processes—processes where the time in which a work is written by a human or the machine is interwoven with the performance / exhibition time—and trajectories of aesthetic objects as they travel and transform across different works and different artists.

Audiovisual creation in Pure Data/GEM using [ARRAST_VJ]

This workshop introduces the basic and creative uses of [ARRAST_VJ], a free software for audiovisual creation that enables real time manipulation of videoclips (with sound), images and cameras, and also the creation of interactive compositions, which may be stored, reproduced and exported. It includes an effects input module, mixing resources (MIX mode) and 2D mapping (MAP mode), besides an OSC communication interface able to articulate with other software and hardware, everything in an open source platform. It is developed with Pure Data (Pd) and oriented towards GNU/Linux users, although installation on other operating systems is possible. The workshop also aims to let people know what’s going on under the hood, showing the internals of software implementation and discussing possible improvements and collaborations.

Official Repository: https://github.com/brunorohde/ARRAST_VJ

Youtube: https://www.youtube.com/channel/UCKTfHZQvi5fbaJ92-OBo6Jw

Instagram: https://www.instagram.com/arrast_vj/

Patchstorage: https://patchstorage.com/arrast_vj/

Copyleft 2015-2021 Bruno Rohde | GPLV3 License | [ARRAST_VJ] is free software: you may redistribute it and/or modify it in accordance with the terms of the GNU General Public License, as published by the Free Software Foundation, whether version 3 of the License or any later version.

Requirements:
    – Pd Vanilla (0.50 or latter);
    – GEM library (0.93.3 or latter) with video support:
        — You can test if video playback is working going to Help > Browser > Gem > examples > 04.pix > 05.film.pd;
        — Alternatively, you can load GEM in a new patch with [declare -lib Gem], than create [pix_film] and open its help file with right click on the object;
    – The workshop is oriented to GNU/Linux users. Other OS (Mac OS, Windows) might work if the user can install the GEM library and test playback video content with [pix_film] helpfile.


Audience:
    The expected audience is Gnu/Linux users, with some basic understanding on digital image and video, notions on vj / video mapping techniques, and preferably some Pure Data background, but everyone is welcome to try and follow the workshop.

Notes for participants:
    – Participants are expected to install Pd Vanilla and GEM library beforehand, so we can make the most of the workshop time;
        — On debian / ubuntu and derivatives: sudo apt install puredata gem
    – Also, please clone or download the ARRAST_VJ repository:
        — https://github.com/brunorohde/ARRAST_VJ
    – You are all also invited to send me some audiovisual material that we can use in the presentation examples:
        — brunorohde@gmail.com
        — subject: My videos! (or something like that)
    – If you want to prepare content for personal use, please check the User Manual about naming files, codecs and formats suggested.
    – I’ll prepare some audio and video content in the right format and share it before the workshop, so everyone can follow the presentation easily. If someone shares their content on time (before 18/11), it might be included in the pack.


Bruno Rohde is a musician, visual artist, programmer and teacher from Brazil. He moves between electronic music, sound art and audiovisual performance (live visuals, live cinema). He researches and develops software and physical interfaces with free technologies for composition and interactivity on performances and installations. He also works as a professor in the area of contemporary arts and technologies in educational institutions and cultural projects.


Website: https://brunorohde.wordpress.com/
Youtube: https://www.youtube.com/channel/UCxtOFcdICmt0-oqYbWlzj7A
Instagram: https://www.instagram.com/_indizivel/

Ephemer(e)ality Capture: Glitching Photogrammetry

Ephemer(e)ality Capture is a practice-based workshop in which participants hack, disturb and glitched the parameters of photogrammetry. Participants use free or open-source 3D scanning apps and software (which they can access online) to scan reflective, invisible, specular, refractive, or ‘ephemeral’ objects and materials to create images that actively confused the imaging algorithm. The workshop involves discussion of the image-making algorithms of contemporary 3D imaging technologies and how they struggle to capture transient and ephemeral objects and environments . Participants would also learn technical skills in photogrammetry to create 3D models through methods of ‘play’ which counteract restrictive technical tools in order to promote creativity and plurality of practice.