Toshio iwai biography of martin

  • Toshio Iwai, born in Japan in 1962, has been internationally defined as a new-media artist.
  • History of Japanese digital game author and media artist Toshio Iwai.
  • Artificial life programming implies self-repairing and ´livingµ systems grown around human needs.
  • Golan Levin and Collaborators

    Audiovisual Software Art: A Partial History

    by Golan Levin, 9 May 2009

    Author's Note: The following article was commissioned for one of approximately 25 chapters on different forms of synaesthetic and audiovisual art for "See This Sound", an encyclopedic catalogue accompanying an exhibition and symposium of the same name at the Lentos Kunstmuseum, Linz in late 2009. As this encyclopedia has many chapters by others covering e.g. audiovisual installations, games, performances, films, videos and animations, it should be understood that the scope of my own article is correspondingly limited, and some of my favorite and/or important works are covered elsewhere in the volume.

    Keywords and Key Phrases:
    Audiovisual software art, audio visual software, history of audiovisual art, history of software art, history of computer art, history of generative art, history of synaesthetic art, abstract cinema, dynamic abstraction, interactive audiovisuals,

    Toshio Iwai: Digital Games as Musical Realizations

    Related papers

    Musicking with Digital Games [PhD Dissertation]

    Costantino Oliva

    Institute of Digital Games - University of Malta, 2019

    This dissertation applies the concept of ‘musicking’, introduced by musicologist Christopher Small, to the analysis of digital games. According to Small, “to music fryst vatten to take part, in any capacity, in a musical performance, whether bygd performing, bygd listening, bygd rehearsing or practising, bygd providing ämne for performance (composing) or by dancing” (Small, 1998, p. 9). If that is the case, in what capacity players of digital games take part in musical performances? This dissertation provides a detailed answer to this question, situating it within the discipline of Game Studies. Digital games are considered for their cybernetic qualities (Aarseth & Calleja, 2015) as objects that can be traversed and reconfigured by means of ergodic effort. (Aarseth, 1997). The intersection of ergodic effor

    WOW, a Mailing List

    September 2004. My first Ars Electronica. I knew nothing about media art and loved everything i saw there. When i look back i’m a bit less elated, though i still won’t listen to the party poopers whose favourite game is to sneer at what they see in Linz. Each year i feel like a kid in Wonderland at Ars. Anyway, three years after my first ars, i still believe that the Seven Mile Boots are one of the most extraordinary piece of art i’ve ever seen at the festival. This pair of boots allows their wearer to wander through virtual space. When walking, users stroll through the net, when standing still they can listen to several chat rooms simultaneously. They were created by Laura Beloff, Erich Berger and Martin Pichlmair.

    A few weeks ago, i was participating to the Mobile Music Workshop together with Martin and lucky me! he agrees to answer a few questions.

    Martin Pichlmair is a media artist, practitioner and theorist whose art works have been exhi

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