<?xml version="1.0" encoding="UTF-8"?>
<rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:wfw="http://wellformedweb.org/CommentAPI/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
	xmlns:slash="http://purl.org/rss/1.0/modules/slash/"
	>

<channel>
	<title>NOBOX-LAB / Grégoire Zabé</title>
	<atom:link href="http://www.nobox-lab.com/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.nobox-lab.com</link>
	<description>NOBOX-LAB / Grégoire Zabé</description>
	<lastBuildDate>Wed, 16 May 2012 13:50:16 +0000</lastBuildDate>
	<language>fr</language>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
	<generator>http://wordpress.org/?v=3.3.1</generator>
		<item>
		<title>the dimensional internet: melinda rackham</title>
		<link>http://www.nobox-lab.com/the-dimensional-internet-melinda-rackham/</link>
		<comments>http://www.nobox-lab.com/the-dimensional-internet-melinda-rackham/#comments</comments>
		<pubDate>Thu, 05 Jan 2012 15:55:10 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[textes/articles]]></category>

		<guid isPermaLink="false">http://www.nobox-lab.com/v2/?p=379</guid>
		<description><![CDATA[&#160; intelligent agent vol. 3 no. 2 -Web3D -empyre- lab3D, 2003 Article By Melinda Rackham about lab3D exhibition I know]]></description>
			<content:encoded><![CDATA[<p>&nbsp;</p>
<address><span style="text-decoration: underline;">intelligent agent vol. 3 no. 2 -Web3D -empyre- lab3D, 2003</span></address>
<h4><strong>Article By Melinda Rackham about lab3D exhibition</strong><br />
<strong></strong></h4>
<table width="600" border="0">
<tbody>
<tr>
<td></td>
</tr>
<tr>
<td bgcolor="#EDEEF0"></td>
</tr>
<tr>
<td>
<blockquote><p><strong> </strong><strong><span style="font-family: Verdana,Arial,Helvetica,sans-serif;"><span> I know that I have become a traveler in a realm which will be ultimately bounded only by human imagination, a world without any of the usual limits of geography, growth, carrying capacity, density or ownership. In this magic theatre, there&#8217;s no gravity, no Second Law of Thermodynamics, indeed, no laws at all beyond those imposed by computer processing speed&#8230; and given the accelerating capacity of that constraint, this universe will probably expand faster than the one I&#8217;m used to. Welcome to Virtual Reality.<br />
(John Perry Barlow, <em>Being in Nothingness</em>, 1990) </span></span></strong></p></blockquote>
</td>
</tr>
<tr>
<td bgcolor="#EDEEF0"><span style="font-family: Arial,Helvetica;"><span> The optimism generated for computer-constructed, three-dimensional Internet spaces in the closing moments of the last millennium may now, half a generation later, seem naïve. When the 3D Web standard VRML has been pronounced dead more often than painting in New Media circles; when there is not a pre-installed ubiquitous plugin standard for easy viewing; when making work in this arena is always problematic in terms of stability and delivery; then why do artists continue to be drawn to it? What spaces still exist for independent and experimental art projects when most online 3D Internet content has been developed under the commercial auspices of massive multi-user games such as EverQuest and Lineage? </span></span></td>
</tr>
</tbody>
</table>
<div align="right"><span style="font-family: Verdana,Arial,Helvetica,sans-serif;"><span> <em>Inframonde &#8211; a participative landscape</em><br />
Régis Albignac [landscape designer], François Lemarchand [php programmer],<br />
Grégoire Zabé [web3D artist]</span></span></div>
<p><img src="http://www.intelligentagent.com/archive/rackham1.jpg" alt="" align="right" /><span style="font-family: Arial,Helvetica;"><span> In May 2003, lab3d, a symposium and exhibition curated by Kathy Rae Huffman and surveying the world of the dimensional Internet and the landscape of computer games was held at Cornerhouse, Manchester, UK. 3D works by John Klima (USA), Feng Mengbo (China), Michael Pinsky (UK), Melinda Rackham (Australia), Anthony Rowe of SquidSoup (UK), and Tamiko Thiel (Germany/Japan) were installed throughout the gallery. Additionally, over 20 works from the international juried Web3DArt2003 exhibition &#8212; including projects by Simon Biggs (UK), Steve Guynup (USA), Roya Jakoby (Germany/USA/UK), Patrick Keller (Switzerland), Adam Nash (Australia), and Grégoire Zabé (France), were shown on monitors simultaneously at Cornerhouse, the ICA London, Folly in Lancaster, and the Experimental Art Foundation, Australia. Accompanied by a series of workshops and seminars, lab3d provided perhaps the most comprehensive overview of this diverse and intriguing arena to date. </span></span><span style="font-family: Arial,Helvetica;"><span> Yet another dimension was added to this wideranging investigation in June 2003, when the online forum -empyre- hosted in-depth discussions of the issues raised by these shows with artists from both lab3d and Web3DArt2003. Members of -empyre-&#8217;s lively online community added many insightful contributions to the debate. The conversation dissected issues including the nature and renderings of 3D space; the relation of 3D games to 3D art; the creation of narratives within virtual environments; the cultural specificity of 3D art; and the aura of the 3D art object. Collectively, -empyreexplored virtual environments as reactive organisms or &#8216;artificial life&#8217; forms, wandering into the aesthetics of single- and multi-user worlds and the difficult, though not insurmountable, issues of showing and funding 3D interactive, networked artworks in a gallery and museum system that is traditionally set up to show less physically interactive art forms. Following are some sample slices from the topics discussed. </span></span> <strong><span style="font-family: Verdana,Arial,Helvetica,sans-serif;"><span style="font-size: xx-small;">metaphysics and technicalities</span></span></strong></p>
<p><span style="font-family: Verdana,Arial,Helvetica,sans-serif;"><span> &laquo;&nbsp;It&#8217;s the metaphysical space that offers the possibility of new perspective.&nbsp;&raquo; Canadian writer Jim Andrews opened the discussion with his observation that being able to see things from more than one perspective or from a point of view outside oneself was the attraction of 3D. This metaphysical space created in VRML artworks like my project Empyrean &#8212; a micro- and macro-, soft-bodied multi-user cosmos &#8212; is concerned with poetics and conceptual content rather than with imitation of real world spaces. Grégoire Zabé, an artist and designer who often works with telepresence thematics reminded us that we are all involved in the &laquo;&nbsp;art of illusion.&nbsp;&raquo; However, even though the technology that artists use to make 3D art worlds may be advancing quickly, issues of navigation, interaction, and presentation can still prove to be tricky. An issue encountered by many online viewers of 3D work was that of the accessibility of plug-ins and the challenge presented by the lack of standards in 3D online spaces. Currently UK-based Roya Jakoby finds &laquo;&nbsp;all these requirements for viewing very irritating and annoying. I personally prefer work that is accessible for the broader public and simple in its technical and ideological requirements. Where would all those 3D sculptures and landscapes take me if I could visit them all?&nbsp;&raquo; </span></span></p>
<div align="right"><span style="font-family: Verdana,Arial,Helvetica,sans-serif;"><span> <em>Crystal Cabinet</em>, Steve Guynup </span></span></div>
<p><img src="http://www.intelligentagent.com/archive/rackham4.jpg" alt="" align="right" /> <span style="font-family: Verdana,Arial,Helvetica,sans-serif;"><span> Although some of the artists use Flash, Shockwave3D, or a game engine, most still employ VRML. It is an international standard (ISO), which ensures that the technology is non-proprietary and freely available. Long-time Web3D community member Steve Guynup, who describes himself as a &laquo;&nbsp;blue collar&nbsp;&raquo; developer, provided an overview of the battle between major software companies over standards and plug-ins. Currently, there are only two actively supported VRML plugins &#8212; Parallel Graphics&#8217; Cortona and Blaxxuns&#8217; Contact. The plugins are not completely interchangeable: Cortona has Macintosh compatibility, while Contact is slightly faster and allows for more flexibility in multi-user sites. Cosmoplayer, the preferred plug-in for many years, is no longer being developed after it was bought by Computer Associates International. Furthermore, CAI agreed with Metacreations to not open-source the code, which was a blow to the entire 3D community. </span></span></p>
<blockquote><p><span style="font-family: Verdana,Arial,Helvetica,sans-serif;"><span><strong> &laquo;&nbsp;It&#8217;s the metaphysical space that offers the possibility of new perspective.&nbsp;&raquo;<br />
-Jim Andrews </strong></span></span></p></blockquote>
<p><span style="font-family: Verdana,Arial,Helvetica,sans-serif;"><span> Keeping work conceptually complex but technically simple seemed to be a way to overcome imposed incompatibilities. Most artists aim for relatively low polygon counts to enable modem-using home audiences to experience 3D work with some fluidity. Others, like John Klima, whose networked software Earth &#8212; a geo-spatial visualization system &#8212; also has a Web-based component, has found that &laquo;&nbsp;native Java allows the widest possible compatibility and needs no plug-in whatsoever. In the end, compromising visual quality and performance for broad accessibility made the most sense for Web distribution.&nbsp;&raquo; </span></span></p>
<div align="right"><span style="font-family: Verdana,Arial,Helvetica,sans-serif;"><span> Memory Forest from <em>Memory Plains Returning</em><br />
Adam Nash, 2003</span></span></div>
<p><img src="http://www.intelligentagent.com/archive/rackham2.jpg" alt="" align="right" /><span style="font-family: Verdana,Arial,Helvetica,sans-serif;"><span> Programmer and composer Adam Nash, who utilizes multi-user 3D space as a live performance medium, believes that Web3D artists need to develop an appropriate vocabulary to identify the qualities that set Web3D apart from 2D technologies, rather than adopting one based on cinematic precedents: &laquo;&nbsp;The verb &#8216;seeing&#8217; is inadequate. Perhaps &#8216;experiencing&#8217; is more appropriate.&nbsp;&raquo; Tamiko Thiel, coauthor of Beyond Manzanar &#8212; a metaphorical landscape that is based on one of the internment camps built to incarcerate Japanese Americans during World War II and explores scape-goating of ethnic populations in times of crisis &#8212; agrees that &laquo;&nbsp;experiential virtual environments&nbsp;&raquo; is a good term to distinguish these non-competitive works from games such as Myst. However, she adds that one needs to distinguish between &laquo;&nbsp;full physical / perceptual immersion, where you can&#8217;t see anything else; perceptual / kinaesthetic engagement, where you can see the rest of the environment but the virtual image still affects your kinaesthetic senses; and a compelling artwork that holds your attention.&nbsp;&raquo; Nash also addressed the problematic avatar-as-human idea and proposed that the abstract qualities of immersive spaces can be used as part of a performance experience. The multi-user version of his Memory Plains Returning was performed during lab3d, with both an online audience and a physically present audience in Folly and Cornerhouse Gallery. The avatars, composed of different sections of the piece, were &laquo;&nbsp;conducted&nbsp;&raquo; in a highly structured performance to *become* the space, visually and sonically. Nash doesn&#8217;t &laquo;&nbsp;believe in the myth of &#8216;suspension of disbelief,&#8217;&nbsp;&raquo; thus including the audience in the performance. As Nash explains, this allows him to &laquo;&nbsp;thoroughly investigate the medium&#8217;s properties and create a performance, unique to it, which is as satisfying as a live performance in any other medium.&nbsp;&raquo; </span></span><strong><span style="font-family: Verdana,Arial,Helvetica,sans-serif;"><span style="font-size: xx-small;">the art and aura of 3D</span></span></strong></p>
<div align="left"><span style="font-family: Verdana,Arial,Helvetica,sans-serif;"><span> <em>Rise + Shine</em>, Roya Jakoby </span></span></div>
<p><img src="http://www.intelligentagent.com/archive/rackham3.jpg" alt="" align="left" /><span style="font-family: Verdana,Arial,Helvetica,sans-serif;"><span> Roya Jakoby, who aims to create virtual art objects &#8212; such as Rise + Shine &#8212; that express themselves without making use of stereotypical allegorical references or multi-layered narratives, asks, &laquo;&nbsp;How can digital artists tell stories without words? Should they? Is it possible?&nbsp;&raquo; </span></span><span style="font-family: Verdana,Arial,Helvetica,sans-serif;"><span> As Steve Guynup, author of the romantic Crystal Cabinet points out, &laquo;&nbsp;we negotiate time with the user&#8230; Much of what we do to define space is really to affect time.&nbsp;&raquo; The mere movement through space in itself creates a narrative, and artists as space builders completely control time and space in the initial creation of their world. Thiel agrees that artists &laquo;&nbsp;choreograph&nbsp;&raquo; the user&#8217;s experience: &laquo;&nbsp;we set up structures of space and embellish them with constraints and lures in order to shape the possible experience that the user can have in that virtual space.&nbsp;&raquo; Setting up dramatic structures is a common strategy to encourage user engagement. </span></span></p>
<blockquote><p><span style="font-family: Verdana,Arial,Helvetica,sans-serif;"><span><strong> &laquo;&nbsp;How can digital artists tell stories without words? Should they? Is it possible?&nbsp;&raquo;<br />
-Roya Jakoby </strong></span></span></p></blockquote>
<p><span style="font-family: Verdana,Arial,Helvetica,sans-serif;"><span> Commenting on the artist&#8217;s and the viewer&#8217;s influence on time, Grégoire Zabé argues that, in a certain way, both authors and spectators are &laquo;&nbsp;modelling&nbsp;&raquo; time, or sharing time in a relationship axis between creator and user that is unique to Web3D: &laquo;&nbsp;The dimension of a shared and delocalized space is an important part of Web3D for me. We can access and act on it at any time / everywhere we can find a computer and a connection. The spectator can perturb the space, make variances, and leave a trace of presence / absence in the work.&nbsp;&raquo; I proposed &laquo;&nbsp;that the relationship between 3D time and space, and components like sound and color have some fundamental overlaps, not existing in separate axes or dimensions but intertwining in the continuum of 3D space. Consequently, users are never free, they may have myriad choices but in computer-constructed space &#8212; in fact, in all space &#8212; all one can suggest is a finitude. Within the structure of the VRML language itself, there is a geographic limit, a time limit, a processor limit, a pitch limit. The author sets gravity, collision, sensors and triggers, anchors, horizons, and controls what the user sees at a time, so one sets the physics and also the emotions of the world.&nbsp;&raquo; </span></span></p>
<p><span style="font-family: Verdana,Arial,Helvetica,sans-serif;"><span> But perhaps there is no need to define these relations so strongly. As Alan Sondheim philosophically muses (with regard to sound), &laquo;&nbsp;This would, of course, depend on the definition of &#8216;sound.&#8217; There are arguments that tone or color, for example, depend on perception. Certainly, there are vibrations, but sound might be of another color.&nbsp;&raquo; Zabé, refreshed after a hike in Vosgian mountains in eastern France, raises another variable concept that may occur when one experiences Web3D, which is &laquo;&nbsp;to become captive (in French that word is a synonym of fascinated) of the strong &#8216;aura&#8217; of screens.&nbsp;&raquo; I couldn&#8217;t help wondering, &laquo;&nbsp;just how do you define aura, the invisible thing outside the skin of a human or object? Is it a material property? Is it a vibrational effect? Or an electrical charge? Is it associated with commodity value, e.g. the aura of wealth? I believe electronic works have all of these. They do generate their own charge, rhythm, glow, hype, uniqueness, value. The users are also uniquely generating a vibration or rhythm within them. Every user&#8217;s keystroke or mouse rhythm is like a digital signature.&nbsp;&raquo; Simon Biggs, whose work Babel uses the Dewey Decimal System as a mapping and navigation technique for the Internet itself, reminds us that &laquo;&nbsp;aura is projected onto the object by the viewer, not the other way around; a bit like those early theories, which had light and vision emanating from the eye, contrasting with current theories, which have external light sources emanating light, which is then reflected off the object of vision to the eye.&nbsp;&raquo; Jakoby counters that a large part of museum and gallery culture is founded on the exhibition of objects that were taken away from the various imperial colonies, which originally had spiritual (cultural) meaning or aura attached to them. &laquo;&nbsp;It is an emotional, somewhat transcendent quality inherent in a being, an object, a piece of art (no matter what medium). Some people also refer to it as the energy (of something) or charisma.&nbsp;&raquo; </span></span></p>
<p><span style="font-family: Verdana,Arial,Helvetica,sans-serif;"><span> Biggs retorts, &laquo;&nbsp;the aura is an article of faith, as these things often are. As Derrida points out, any text is only completely written when it has been read. Interpretation is half the writing process.&nbsp;&raquo; This prompted me to pose the question, &laquo;&nbsp;are 3D environments only alive when a user is in them? Do they have inherent qualities and fixed meanings, or are they like an elemental particle that can fit many different combinations? Do they become like a recessive gene when sitting on the server waiting for human presence to activate them? Is it the passivity of the space (or the potential of the void) waiting for (hu)man to give it life?&nbsp;&raquo; </span></span></p>
<blockquote><p><span style="font-family: Verdana,Arial,Helvetica,sans-serif;"><span><strong> &laquo;&nbsp;Games represent, firstly, the highest level of technical sophistication within this medium&#8230; Secondly, there are the navigation and interaction paradigm that games introduce&#8230; Thirdly, there are the AI and behavioral algorithms advanced and developed by the gaming industry that seem to crop up in artwork all the time&#8230; Fourth, if the general understanding would be that a computer&#8217;s sole purpose is for getting useful work done, there would be no possible hope that the computer could ever be perceived of as an artistic medium&#8230; Fifth, very occasionally, some darn good narrative unfolds within a game world&#8230; Narrative is, or can be, a form of art.&nbsp;&raquo;<br />
-John Klima </strong></span></span></p></blockquote>
<p><span style="font-family: Verdana,Arial,Helvetica,sans-serif;"><span> Writer Sue Thomas suggests that other things besides humans can act within the 3D environment &#8212; &laquo;&nbsp;nonhuman things, data-things, manifestations&nbsp;&raquo; &#8212; and proposes that, if flesh objects have electromagnetic fields, then perhaps the virtual object&#8217;s &#8216;aura&#8217; is the data &#8216;thing.&#8217; Regina Célia Pinto adds poetically, &laquo;&nbsp;wouldn&#8217;t this be just the definition of virtuality, the power of becoming?&nbsp;&raquo; Sondheim disagrees, stating that 3D environments are not alive: &laquo;&nbsp;Human interaction does give them life for that matter, the way rollerblades &#8216;come to life&#8217; when someone is out skating. It&#8217;s a matter of function and reception.&nbsp;&raquo; He sees no delineation between the body and technology &#8212; &laquo;&nbsp;We&#8217;re prosthetic from the origin itself. Culture and language are already prostheses.&nbsp;&raquo; </span></span></p>
<p><strong><span style="font-family: Verdana,Arial,Helvetica,sans-serif;"><span style="font-size: xx-small;">3D games and 3D art</span></span></strong></p>
<div align="right"><span style="font-family: Verdana,Arial,Helvetica,sans-serif;"><span> <em>Earth</em>, John Klima </span></span></div>
<p><img src="http://www.intelligentagent.com/archive/rackham5.jpg" alt="" align="right" /><span style="font-family: Verdana,Arial,Helvetica,sans-serif;"><span> John Klima, who has been obsessed with 3D graphics ever since he attempted to code a 3D maze on a TRS-80 with 4k RAM and failed miserably, explores the notion of games as being central to a discussion of new media art in general, and 3D art specifically: &laquo;&nbsp;Games represent, firstly, the highest level of technical sophistication within this medium&#8230; Secondly, there are the navigation and interaction paradigms that games introduce&#8230; Thirdly, there are the AI and behavioral algorithms advanced and developed by the gaming industry that seem to crop up in artwork all the time&#8230; Fourth, if the general understanding would be that a computer&#8217;s sole purpose is for getting useful work done, there would be no possible hope that the computer could ever be perceived of as an artistic medium&#8230; Fifth, very occasionally, some darn good narrative unfolds within a game world&#8230; Narrative is, or can be, a form of art.&nbsp;&raquo; </span></span><span style="font-family: Verdana,Arial,Helvetica,sans-serif;"><span> Game designer Tom Betts agrees that the games industry is a victim of all the evils of commercial exploits but points out that this also applies to most other forms of entertainment, and introduces a pivotal dilemma: &laquo;&nbsp;Games often provide a high level of interactivity but have poor conceptual content. Interactive art usually presents more abstract and complex concepts but has terrible interfaces / interaction.&nbsp;&raquo; I admitted that &laquo;&nbsp;Personally, not being a dedicated gamer, I am perturbed that the gaming and film industries, which are becoming increasingly intertwined, place an unconscious expectation of structure into the minds of onto users of 3D art, akin to the adrenaline- and hormone-driven action and porn movies. So when you get to a piece of 3D net art, you may feel let down before you even engage with it. The expected adrenaline hit isn&#8217;t there, the addictive primate body chemistry peaks and troughs are absent. Viewers demand a lot from 3D art by comparing it to other media, never valuing it for its intrinsic qualities. The 72dpi aesthetic is beautiful, as is the lagged polygony and uncertainty of 3D worlds. 3D artists should stop trying to mimic other forms, accept the parameters of 3D art and work with the subtleties.&nbsp;&raquo; </span></span></p>
<p><span style="font-family: Verdana,Arial,Helvetica,sans-serif;"><span> Writer and Diablo mistress geniwate states that she likes games and likes art but &laquo;&nbsp;in different contexts and different moods. I reckon that the sorts of experiences we seek from games and art are rather different; I think it is slightly misleading to try to put the two on the same experiential continuum.&nbsp;&raquo; And in the same vein, artist and developer Lloyd Sharpe wonders, &laquo;&nbsp;why is there a need to look only to the &#8216;larger / wider / bigger&#8217; audience when developing these works? Is it actually important to engage the same audience that is somehow engaged by the spectacle that is 3D kill fests? [or maybe just tetris?]&nbsp;&raquo; </span></span></p>
<p><span style="font-family: Verdana,Arial,Helvetica,sans-serif;"><span> As Simon Biggs points out, &laquo;&nbsp;the values that underlie the whole [game industry] ensure that anything of value is crushed, and all you are left with is the pornographic exploitation of the &#8216;user&#8217;&#8230; and &#8216;user&#8217; is a good word, as the makers of this stuff are no different from the drug dealers who are looking to develop new &#8216;user&#8217; markets (in fact, I have a lot more time for drugs than for contemporary media culture). The main gland I am interested in is the brain&#8230; not the adrenal or testes.&nbsp;&raquo; Betts responds, &laquo;&nbsp;To me, the best art reflects the culture it exists within, not just the output of a brain. A brain doesn&#8217;t function like a suspended entity divorced from the body, it&#8217;s a reflexive system within the body. Art should be about more than just the life of the mind.&nbsp;&raquo; To which Nash replied, &laquo;&nbsp;I don&#8217;t think I&#8217;ve ever played a game that made me think. Art makes a person think.&nbsp;&raquo; Developer Jon Cates believes that being &laquo;&nbsp;enmeshed in digital cultures locates us in / on this terrain and among various aspects, such as game -&gt; art -&gt; video -&gt; theory practices, commerces + histories. In terms of the expectations of the markets, we should not forget to call attention to the constraints of the local, regional, national + global art-markets and the ways in which these constraints function to determine the qualities of the work produced.&nbsp;&raquo; In other words, we are operating in a meta-narrative and can no longer completely disentangle art from games. </span></span></p>
<p><strong><span style="font-family: Verdana,Arial,Helvetica,sans-serif;"><span style="font-size: xx-small;">more</span></span></strong></p>
<p><span style="font-family: Verdana,Arial,Helvetica,sans-serif;"><span> The 2D space available here unfortunately only permits a window into the vibrant and prolific -empyre- debates. Other threads not covered here include the dynamic exchange on Cartesian space and the nature of technologically produced dimensionality itself, which unfolded in response to Simon Biggs&#8217; statement that he wished to &laquo;&nbsp;escape the cultural hegemony of Western notions of space&#8230; and move away from the Western dualism that conventional 3D visualization systems are founded on.&nbsp;&raquo; Another timely dialogue between Kathy Huffman, Patrick Keller, Patrick Lichty, Taylor Nuttall, Melentie Pandilovsky, and Brett Stalbaum was concerned with situating 3D art in the museum and gallery. </span></span></p>
<p><span style="font-family: Verdana,Arial,Helvetica,sans-serif;"><span> The full texts of the forum, from which all quotes in this article are drawn, can be accessed online in the -empyre- archives for June 2003 and will be additionally archived for posterity in the Rose Goldsen Archive of New Media Art at Cornell University. For a more comprehensive and detailed version, a freeware Reader with texts form both the offline lab3d symposium and the online forum &#8212; co-edited by Taylor Nuttall and myself and co-produced by Cornerhouse and Folly &#8212; will be available later in 2003 for web download or from participating organizations. </span></span></p>
<p><span style="font-family: Verdana,Arial,Helvetica,sans-serif;"><span> lab3d uniquely brought together the often virtual platform of multi-user 3D game environments and the social spaces of 3D worlds, with the majority of the works being simultaneously accessed both online and in the gallery space. Utilizing multiuser 3D artworks and multi-user communication channels opened up multi-dimensional real-time dialogues involving both a local and global audience. Together, the show, symposiums, online forum, and reader represent the work, issues, and debates of a strong, networked 3D community and extend the practice, presentation, and language of 3D art. </span></span></p>
<p><strong><span style="font-family: Verdana,Arial,Helvetica,sans-serif;"><span style="font-size: xx-small;">References:</span></span></strong></p>
<p><span style="font-family: Verdana,Arial,Helvetica,sans-serif;"><span> -empyre- :<br />
<a href="http://www.subtle.net/empyre" target="_blank">http://www.subtle.net/empyre</a></span></span></p>
<p>lab3d:<br />
<a href="http://www.cornerhouse.org/exhibitioninfo.asp?ID=54" target="_blank">http://www.cornerhouse.org/exhibitioninfo.asp?ID=54</a></p>
<p>Web3D2003:<br />
<a href="http://www.web3dart.org/n,250008,1.html" target="_blank">http://www.Web3Dart.org/n,250008,1.html</a></p>
<p>lab3d Reader:<br />
<a href="http://www.subtle.net/empyre/reader" target="_blank">http://www.subtle.net/empyre/reader</a></p>
<p><strong><span style="font-family: Verdana,Arial,Helvetica,sans-serif;"><span style="font-size: xx-small;">Artists:</span></span></strong></p>
<p><span style="font-family: Verdana,Arial,Helvetica,sans-serif;"><span> Simon Biggs: <em>Babel</em><br />
<a href="http://www.babel.uk.et/" target="_blank">http://www.babel.uk.et/</a></span></span></p>
<p>Steve Guynup: <em>The Crystal Cabinet</em><br />
<a href="http://www.pd.org/%7Ethatguy/crystal" target="_blank">http://www.pd.org/~thatguy/crystal</a></p>
<p>Roya Jakoby: <em>Rise + Shine</em><br />
<a href="http://www.girlfish.net/motions/shine.html" target="_blank">http://www.girlfish.net/motions/shine.html</a></p>
<p>John Klima: <em>Earth </em><br />
<a href="http://www.cityarts.com/earth/" target="_blank">http://www.cityarts.com/earth/</a></p>
<p>Feng Membo: <em>Q4U</em><br />
<a href="http://www.mengbo.com/" target="_blank">http://www.mengbo.com</a></p>
<p>Michael Pinsky: <em>In Transit</em><br />
<a href="http://www.michaelpinsky.com/" target="_blank">http://www.michaelpinsky.com</a></p>
<p>Adam Nash: <em>Memory Plains Returning</em><br />
<a href="http://www.yamanakanash.net/3dmusic/mprintro.html" target="_blank">http://www.yamanakanash.net/3dmusic/mprintro.html</a></p>
<p>Melinda Rackham: <em>Empyrean</em><br />
<a href="http://www.subtle.net/empyrean" target="_blank">http://www.subtle.net/empyrean</a></p>
<p>Anthony Rowe: <em>altzero5</em><br />
<a href="http://www.altzero.com/" target="_blank">http://www.altzero.com</a></p>
<p>Tamiko Thiel: <em>Beyond Manzanar</em><br />
<a href="http://mission.base.com/manzanar" target="_blank">http://mission.base.com/manzanar</a></p>
<p>Grégoire Zabé: <em>Inframonde</em><br />
<a href="http://www.inframonde.net/" target="_blank">http://www.inframonde.net</a></p>
<p>&nbsp;</p>
]]></content:encoded>
			<wfw:commentRss>http://www.nobox-lab.com/the-dimensional-internet-melinda-rackham/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>People as landscape &#8211; 2012</title>
		<link>http://www.nobox-lab.com/people-as-landscape/</link>
		<comments>http://www.nobox-lab.com/people-as-landscape/#comments</comments>
		<pubDate>Wed, 04 Jan 2012 16:22:04 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[INSTALLATIONS]]></category>
		<category><![CDATA[WEB3D ART]]></category>
		<category><![CDATA[collaboratif]]></category>
		<category><![CDATA[collaborative]]></category>
		<category><![CDATA[collection]]></category>
		<category><![CDATA[cristalisation]]></category>
		<category><![CDATA[espace partagé]]></category>
		<category><![CDATA[geolocalisation]]></category>
		<category><![CDATA[landscape]]></category>
		<category><![CDATA[paysage]]></category>
		<category><![CDATA[point de vue]]></category>
		<category><![CDATA[point of view]]></category>
		<category><![CDATA[shared space]]></category>
		<category><![CDATA[web3D]]></category>

		<guid isPermaLink="false">http://www.nobox-lab.com/v2/?p=18</guid>
		<description><![CDATA[www.peopleaslandscape.net Boucles sonores par François Martigue, Philippe Petitgenet, josselin Roux&#8230; Programmation Fabien Henique People as landscape  est un espace virtuel]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.nobox-lab.com/people-as-landscape/montage_install_b/" rel="attachment wp-att-87"><img class="alignnone size-full wp-image-87" title="montage_install_b" src="http://www.nobox-lab.com/v2/wp-content/uploads/2012/01/montage_install_b.jpg" alt="" width="790" height="250" /></a></p>
<h1><a href="http://www.peopleaslandscape.net" target="_blank">www.peopleaslandscape.net</a></h1>
<address>Boucles sonores par François Martigue, Philippe Petitgenet, josselin Roux&#8230; Programmation <a href="http://www.henique.fr/realisation.html" target="_blank">Fabien Henique</a></address>
<p>People as landscape  est un espace virtuel en 3d temps-réel sur internet.</p>
<p>Dans cet espace virtuel web3d est généré un paysage/terrain algorithmique, apparemment infini. Sur ce sol mathématique est diffusée une boucle vidéo d’un sol filmé quelque part sur terre. Le ciel virtuel est l’image produite par une webcam filmant en temps réel le ciel depuis mon atelier. Un ensemble de 9 boucles audio créées par des plasticiens sonores se répètent à l’infini sur une trame orthogonale qui traverse ce paysage. L’internaute peut choisir différentes séries de boucles audio ou différentes vidéos de sol dans une bibliothèque, au moment d’entrer dans ce paysage.</p>
<p>L’internaute, en parcourant cet espace, laisse une trace de son passage, une herbe haute gravée de son pseudonyme et de l’heure de son passage. Ses messages tchat s’inscrivent tels des troncs façonnant le paysage. La déconnexion de l’avatar génère un monolithe noire, architecture du départ. L’internaute, laissant durablement une trace dans ce monde virtuel,  est tout autant créateur d’espace que créature traquée.</p>
<p>Sous nos yeux se joue alors la confrontation d’un monde numérique apparemment infini, et de morceaux de paysages (textures videos et sonores) finis et vivants. L’utopie des “nouveaux mondes” virtuels, espaces gorgés de liberté, se frotte aujourd’hui à la réalité des corps, aux mouvements de ses acteurs, au concret de ses composantes premières.</p>
<p>Ce monde virtuel est multi-utilisateurs, et un tchat permet de communiquer avec les autres participants. Les internautes, en fonction de leurs choix de texture de sol et d’environnements sonores, pourront converser avec d’autres avatars qui auront une perception différente du même terrain.</p>
<p>Il s’agit donc de questionner la non-limite théorique des mondes virtuels confrontée aux limites de perception et de parcours de ces espaces et de nos environnements premiers, ainsi que de révéler les traces que nous laissons sur les cyber-territoires et leur impact sur nos identités et nos comportements. Il s’agit également de générer une collection de points de vue, de parcours, et de les cristalliser dans cet espace de réalité virtuelle.</p>
<p><a href="http://www.nobox-lab.com/people-as-landscape/vue2011-2/" rel="attachment wp-att-199"><img class="alignnone size-large wp-image-199" title="vue2011" src="http://www.nobox-lab.com/v2/wp-content/uploads/2012/01/vue20111-710x384.jpg" alt="" width="710" height="384" /></a><br />
<a href="http://www.nobox-lab.com/people-as-landscape/inside2011-2/" rel="attachment wp-att-198"><img class="alignnone size-large wp-image-198" title="inside2011" src="http://www.nobox-lab.com/v2/wp-content/uploads/2012/01/inside20111-710x384.jpg" alt="" width="710" height="384" /></a></p>
]]></content:encoded>
			<wfw:commentRss>http://www.nobox-lab.com/people-as-landscape/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Sharedscapes &#8211; points de vue sur les paysages &#8211; 2008</title>
		<link>http://www.nobox-lab.com/sharedscapes-points-of-view-on-landscapes/</link>
		<comments>http://www.nobox-lab.com/sharedscapes-points-of-view-on-landscapes/#comments</comments>
		<pubDate>Wed, 04 Jan 2012 16:17:23 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[WEB3D ART]]></category>
		<category><![CDATA[collaboratif]]></category>
		<category><![CDATA[collaborative]]></category>
		<category><![CDATA[collection]]></category>
		<category><![CDATA[cristalisation]]></category>
		<category><![CDATA[espace partagé]]></category>
		<category><![CDATA[generatif]]></category>
		<category><![CDATA[generative]]></category>
		<category><![CDATA[information]]></category>
		<category><![CDATA[landscape]]></category>
		<category><![CDATA[paysage]]></category>
		<category><![CDATA[point de vue]]></category>
		<category><![CDATA[point of view]]></category>
		<category><![CDATA[shared space]]></category>
		<category><![CDATA[web3D]]></category>

		<guid isPermaLink="false">http://www.nobox-lab.com/v2/?p=13</guid>
		<description><![CDATA[http://www.sharedscapes.net Programmation : Stéphane Odon Sharedscapes est un espace 3D expérimental partagé, une plateforme de création, de recherche et d&#8217;expression.]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.nobox-lab.com/sharedscapes-points-of-view-on-landscapes/screen2bandeau/" rel="attachment wp-att-94"><img class="alignnone size-full wp-image-94" title="screen2bandeau" src="http://www.nobox-lab.com/v2/wp-content/uploads/2012/01/screen2bandeau.jpg" alt="" width="790" height="250" /></a></p>
<h1><a href="http://www.sharedscapes.net" target="_blank">http://www.sharedscapes.net</a></h1>
<address>Programmation : Stéphane Odon</address>
<p style="text-align: left;"><em>Sharedscapes</em> est un espace 3D expérimental partagé, une plateforme de création, de recherche et d&#8217;expression. Il recueille des publications de textes, d&#8217;images et de sons, qui donneront vos définitions de la notion de paysage.</p>
<p style="text-align: left;" align="justify">Le but second de <em>Sharedscapes</em> est la génération, via une traduction informatique des contenus publiés, d&#8217;un espace/sculpture en 3d temps réel. Chaque déformation de la surface de l&#8217;espace 3D est spécifique, liée aux caractéristiques du message posté (date, poids, contenu&#8230;) . Cette génération cristallise les informations publiées, cherchant un point de glissement entre représentation informationnelle, plastique chaotique/générative et espace de &laquo;&nbsp;réalité virtuelle&nbsp;&raquo;. Petit à petit, un &laquo;&nbsp;paysage de l&#8217;information&nbsp;&raquo; verra le jour. Sa composition n&#8217;est pas liée aux contraintes physiques d&#8217;un site (géographique réel), mais bien à des échanges informationnels d&#8217;êtres humains virtuellement connectés. C&#8217;est dans ce rapport ambigü entre paysage et information que se joue l&#8217;essentiel du projet.</p>
<address style="text-align: left;"><strong><span style="text-decoration: underline;">2009 / Queens Art Museum, NY, USA . 2009 / SIANA biennale, Evry, France . 2009 / TransitoMX, Mexico DF, Mexique . 2009 / FILE Sao Paolo, Brésil . 2009 / FAD, Belo Horizonte, Brésil . 2008 / Hz NET GALLERY, http://www.hz-journal.org/netg/g12.html . 2008 / Film Winter, Stuttgart, Allemagne</span></strong></address>
<p style="text-align: left;"><a href="http://www.nobox-lab.com/sharedscapes-points-of-view-on-landscapes/sharedscapes_screen03/" rel="attachment wp-att-97"><img class="alignnone size-large wp-image-97" title="sharedscapes_screen03" src="http://www.nobox-lab.com/v2/wp-content/uploads/2012/01/sharedscapes_screen03-710x497.jpg" alt="" width="710" height="497" /></a><a href="http://www.nobox-lab.com/sharedscapes-points-of-view-on-landscapes/sharedscapes_screen01/" rel="attachment wp-att-95"><img class="alignnone size-large wp-image-95" title="sharedscapes_screen01" src="http://www.nobox-lab.com/v2/wp-content/uploads/2012/01/sharedscapes_screen01-710x497.jpg" alt="" width="710" height="497" /></a><a href="http://www.nobox-lab.com/sharedscapes-points-of-view-on-landscapes/screen1bb/" rel="attachment wp-att-99"><img class="alignnone size-large wp-image-99" title="screen1bb" src="http://www.nobox-lab.com/v2/wp-content/uploads/2012/01/screen1bb-710x473.jpg" alt="" width="710" height="473" /></a></p>
<p>&nbsp;</p>
]]></content:encoded>
			<wfw:commentRss>http://www.nobox-lab.com/sharedscapes-points-of-view-on-landscapes/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Buddhabrotshop@cyberfest 2010 / St Petersbourg</title>
		<link>http://www.nobox-lab.com/buddhabrotshopcyberfest-2010-st-petersbourg/</link>
		<comments>http://www.nobox-lab.com/buddhabrotshopcyberfest-2010-st-petersbourg/#comments</comments>
		<pubDate>Wed, 20 Oct 2010 07:35:12 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[newsblog]]></category>

		<guid isPermaLink="false">http://www.nobox-lab.com/v2/?p=169</guid>
		<description><![CDATA[Buddhabrotshop @ cyberfest 2010 / St Petersbourg Gregoire Zabe and Valérie Bouvier — Buddhabrot Shop http://cylandfest.com/site/?page_id=647&#38;lang=en]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.nobox-lab.com/v2/buddhabrotshopcyberfest-2010-st-petersbourg/dsc00832/" rel="attachment wp-att-170"><img class="alignnone size-large wp-image-170" title="DSC00832" src="http://www.nobox-lab.com/v2/wp-content/uploads/2012/01/DSC00832-710x400.jpg" alt="" width="710" height="400" /></a></p>
<p><a href="http://www.buddhabrotshop.com" target="_blank">Buddhabrotshop</a> @ <a href="http://cylandfest.com/site/?page_id=83&amp;lang=en" target="_blank">cyberfest</a> 2010 / St Petersbourg</p>
<p>Gregoire Zabe and Valérie Bouvier — Buddhabrot Shop<br />
<a href="http://cylandfest.com/site/?page_id=647&amp;lang=en" target="_blank">http://cylandfest.com/site/?page_id=647&amp;lang=en</a></p>
]]></content:encoded>
			<wfw:commentRss>http://www.nobox-lab.com/buddhabrotshopcyberfest-2010-st-petersbourg/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>LabforCulture &#8211; Etudes de cas: SHAREDSCAPES</title>
		<link>http://www.nobox-lab.com/labforculture-etudes-de-cas-sharedscapes/</link>
		<comments>http://www.nobox-lab.com/labforculture-etudes-de-cas-sharedscapes/#comments</comments>
		<pubDate>Sat, 10 Jan 2009 09:26:02 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[textes/articles]]></category>

		<guid isPermaLink="false">http://www.nobox-lab.com/v2/?p=389</guid>
		<description><![CDATA[&#160; LabforCulture &#8211; Etudes de cas: SHAREDSCAPES, 2009 Brève description An experimental shared space, a platform for creativity, research and]]></description>
			<content:encoded><![CDATA[<p>&nbsp;</p>
<address><span style="text-decoration: underline;">LabforCulture &#8211; Etudes de cas: SHAREDSCAPES, 2009</span></address>
<p>Brève description<br />
An experimental shared space, a platform for creativity, research and self-expression. It welcomes online submissions of texts, pictures and sounds that express a definition of the concept of landscape.<br />
http://www.sharedscapes.net (http://www.sharedscapes.net)</p>
<p>Caractéristiques significatives<br />
The primary aim of SHAREDSCAPES is to provide a discussion forum for points of view inspired by the concept of landscape. Through the technological translation of material published online, its secondary aim is to create a 3D space/sculpture in real time. This will crystallise that material, seeking to bring together computer-generated images, chaotic/generative modelling and a “virtual reality” space. Thus a virtual landscape will develop gradually. Its composition will not be subject to the physical constraints of a site (in concrete geographical terms) but to the technological exchanges of human beings virtually connected to each other. It is in the ambiguous relationship between landscape and information that the essence of this project exists.</p>
<p>Contexte &amp; hypothèse<br />
SHAREDSCAPES is designed as part of a story of digital arts. The process of using or defacing the Internet to offer generative projects and collaboration opportunities, as well as interartistic tele-communication has always been used in net.art. In the resulting works, artists seem to question their role as members of this information and globalisation-oriented society, but also to reveal properties that are specific to this new means of expression (i.e., changing and autonomous aesthetics permanently confronted with the<br />
audience&#8217;s/spectators&#8217; multiple visions and interpretations.) Also new, this concept of an unfinished masterpiece, rewritten and recreated at all times. The artist thus becomes the architect of an autonomous structure, developing itself according to time and space, and ending up by drifting away from the artist&#8230;<br />
Description du projet<br />
The target group of SHARESCAPES is mainly artists, landscape designers, architects and writers, but it is open to anyone who wants to share his definition of the concept of landscape. The project was financed by «individual aid for creation» DRAC Alsace, the French Ministry of Culture, and by personal funds.</p>
<p>WHAT IS THE REASON FOR THE COLLABORATION WITH EACH PARTNER?<br />
&laquo;&nbsp;A project based on new technology, over the Internet, needs the collaboration of artists and engineers, programmers. But the techniques make the frontier between practices more and more fuzzy. It is interesting to go out of our box and understand the approach of other practices. The artist does some programming, the programmer gives some ideas and aesthetic visions. I think this is an important evolution of the artist&#8217;s status, which works more often in collectives or groups, with other artists or programmers. This is not only<br />
due to technological and social evolutions, but perhaps also in reaction to the global political and ideological context.&nbsp;&raquo; (Grégoire Zabé)</p>
<p>WHY IS COOPERATION IMPORTANT?<br />
&laquo;&nbsp;Working as an artist on the Internet makes cross-cultural cooperation a central idea. The contemporary world is built on computer connections, and artists have to use, transform, live and exist in this &#8216;central nervous system&#8217;, in order not to let it only to commercial activities, information floods, financial transactions and army communications. People are already expressing themselves and sharing their culture with blogs and forums, but artists may bring another dimension to this participative space. They may also keep a critical<br />
position, warning about the limits of this freedom, the limits of the Internet access (digital divide), and the controls installed over the networks.&nbsp;&raquo; (Grégoire Zabé)</p>
<p>Acteurs principaux</p>
<p>http://www.nobox-lab.com</p>
<p>Grégoire Zabé<br />
Stéphane Odon</p>
]]></content:encoded>
			<wfw:commentRss>http://www.nobox-lab.com/labforculture-etudes-de-cas-sharedscapes/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>sharedscapes &#8211; points de vue sur les paysages / Blog Hyperurbain &#8211; Citu</title>
		<link>http://www.nobox-lab.com/sharedscapes-points-de-vue-sur-les-paysages-blog-hyperurbain-citu/</link>
		<comments>http://www.nobox-lab.com/sharedscapes-points-de-vue-sur-les-paysages-blog-hyperurbain-citu/#comments</comments>
		<pubDate>Wed, 07 Jan 2009 09:44:20 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[textes/articles]]></category>

		<guid isPermaLink="false">http://www.nobox-lab.com/v2/?p=405</guid>
		<description><![CDATA[&#160; sharedscapes &#8211; points de vue sur les paysages / Blog Hyperurbain &#8211; Citu, 2009 Grégoire Zabé poursuit son travail]]></description>
			<content:encoded><![CDATA[<p>&nbsp;</p>
<address><span style="text-decoration: underline;">sharedscapes &#8211; points de vue sur les paysages / Blog Hyperurbain &#8211; Citu, 2009</span></address>
<p>Grégoire Zabé poursuit son travail de représentation collective du paysage. Après Inframonde (2002), Sharedscapes est un “espace expérimental partagé, une plateforme de création, de recherche et d’expression. Il recueille des publications de textes, d’images et de sons, qui donneront vos définitions de la notion de paysage.”<br />
Le but premier de Sharedscapes est la rencontre/confrontation de points de vue multiples et subjectifs autour de la question du paysage. Son but second est la génération, via une traduction informatique des contenus publiés, d’un espace/sculpture en 3d temps réel. Cette génération cristallise les informations publiées, cherchant un point de glissement entre représentation informationnelle, plastique chaotique/générative et<br />
espace de “réalité virtuelle”. Petit à petit, un “paysage de l’information” verra le jour. Sa composition n’est pas liée aux contraintes physiques d’un site (géographique réel), mais bien à des échanges informationnels d’êtres humains virtuellement connectés. C’est dans ce rapport ambigü entre paysage et information que se joue l’essentiel du projet.</p>
]]></content:encoded>
			<wfw:commentRss>http://www.nobox-lab.com/sharedscapes-points-de-vue-sur-les-paysages-blog-hyperurbain-citu/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Sharedscapes, un second life artistique? par Xavier Malbreil</title>
		<link>http://www.nobox-lab.com/sharedscapes-un-second-life-artistique-par-xavier-malbreil/</link>
		<comments>http://www.nobox-lab.com/sharedscapes-un-second-life-artistique-par-xavier-malbreil/#comments</comments>
		<pubDate>Thu, 01 Jan 2009 15:48:54 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[textes/articles]]></category>

		<guid isPermaLink="false">http://www.nobox-lab.com/v2/?p=375</guid>
		<description><![CDATA[&#160; CIAC Magazine n°34, 2009 &#8211; Centre International d&#8217;Art Contemporain de Montréal Avant d&#8217;explorer une œuvre qui se présente comme]]></description>
			<content:encoded><![CDATA[<p>&nbsp;</p>
<address><span style="text-decoration: underline;">CIAC Magazine n°34, 2009 &#8211; Centre International d&#8217;Art Contemporain de Montréal</span></address>
<p>Avant d&#8217;explorer une œuvre qui se présente comme collective, chacun est en droit de se poser la question des intentions de l&#8217;auteur. Pourquoi en effet vouloir faire œuvre collective, quand l&#8217;un des attributs de la représentation contemporaine de l&#8217;auteur est justement son caractère fortement individuel, voire même individualiste. N&#8217;y a-t-il pas là une contradiction, et ne peut-on soupçonner certaines artistes de vouloir biaiser les cartes ? <a href="http://www.sharedscapes.net/" target="_blank"><span style="color: #d42939;"><strong><em>Sharedscapes</em></strong></span></a>, de Grégoire Zabé, pose comme beaucoup d&#8217;autres œuvres dites collectives, cette question, et tente même d&#8217;y répondre, dans la notice accompagnant l&#8217;œuvre. Mais laissons à l&#8217;auteur la responsabilité de son propos et laissons à la critique toute la liberté de son regard&#8230; avant de revenir à cette question.</p>
<p>Pour décrire rapidement <a href="http://www.sharedscapes.net/" target="_blank"><span style="color: #d42939;"><strong><em>Sharedscapes</em></strong></span></a>, il faut se représenter une sphère dont on pourrait parcourir l&#8217;intérieur, comme s&#8217;il s&#8217;agissait d&#8217;un monde creux. En commandant le déplacement d&#8217;un personnage de synthèse avec le clavier ou la souris, on peut &#8211; en cliquant sur les icônes qui les signalent &#8211; découvrir les textes, les images, les sons déposés par les contributeurs à l&#8217;intérieur de la sphère. Le vœu de Grégoire Zabé est que les œuvres ainsi découvertes décrivent un paysage informationnel, collectif par nature, puisque de nombreux internautes ont joué le jeu et déposé images, sons et textes correspondant peu ou prou à la thématique du paysage. Ainsi pourra-t-on constater que certains participants se sont contentés de transmettre des photos qui semblent extraites de leur album de vacances, quand d&#8217;autres, comme l&#8217;internaute ayant pris le pseudonyme de « Isa », proposent au contraire des compositions qui de toute évidence appartiennent déjà au monde de l&#8217;art. La juxtaposition des deux types de propositions &#8211; « innocentes » et artistiques &#8211; n&#8217;est pas le moindre des intérêts de la proposition de Grégoire Zabé, puisqu&#8217;il nous interroge sur la compréhension que chacun peut avoir de la thématique proposée : les uns croyant que <a href="http://www.sharedscapes.net/" target="_blank"><span style="color: #d42939;"><strong><em>Sharedscapes</em></strong></span></a> se veut un collage de paysages plus ou moins bien photographiés, tandis que les autres répondent à cette même question en apportant leur propre réflexion sur la notion de paysage- et en y incluant notamment tout ce que les technologies du numérique ont changé dans la perception de ce qui est un motif on ne peut plus classique, la représentation de paysage. Dans son célèbre essai <em>L&#8217;art et l&#8217;illusion</em>, E.H. Gombrich note dans l&#8217;introduction à la sixième édition, qu&#8217;« il n&#8217;y a jamais eu d&#8217;image fidèle à la nature; toute image repose sur des conventions, exactement comme le langage ou l&#8217;écriture. Les images sont des signes, et la discipline qui doit permettre leur exploration &#8230; est la sémiotique, la science des signes ». <a name="note1"></a><a href="http://magazine.ciac.ca/archives/no_34/oeuvre4.htm#1"><span style="color: #d42939;"><strong><span style="text-decoration: underline;">1</span></strong></span></a></p>
<p>Si <a href="http://www.sharedscapes.net/" target="_blank"><span style="color: #d42939;"><strong><em>Sharedscapes</em></strong></span></a> voulait seulement prouver cette assertion de Gombrich, on serait fondé à considérer que c&#8217;était bien des efforts pour enfoncer ce qui est à présent une porte ouverte. Les artistes qui ont répondu à la proposition de Grégoire Zabé et qui ont certainement réfléchi eux aussi à la représentation du paysage, permettent à ce projet d&#8217;aller plus loin &#8211; et notamment en se mélangeant aux représentations « naïves » de paysage. C&#8217;est ce qui fait justement la spécificité d&#8217;un projet sur le Net, ce mélange entre différents niveaux d&#8217;interprétation, différentes approches de l&#8217;art : comme si dans un même musée on trouvait côte à côte, sur le même mur, des toiles de Soulages, des peintures d&#8217;enfant et d&#8217;artistes naïfs ainsi que des illustrations publicitaires. Mais plus encore, le mélange des médias dans <a href="http://www.sharedscapes.net/" target="_blank"><span style="color: #d42939;"><strong><em>Sharedscapes</em></strong></span></a>, met presque sur le même plan image, texte et son, ce qui avalise encore davantage l&#8217;assertion de Gombrich selon laquelle c&#8217;est à la sémiotique de rendre compte d&#8217;une représentation visuelle.</p>
<p>Si l&#8217;on devait comparer l&#8217;uniformité d&#8217;un monde numérique comme Second Life avec <a href="http://www.sharedscapes.net/" target="_blank"><span style="color: #d42939;"><strong><em>Sharedscapes</em></strong></span></a>, il viendrait tout de suite à l&#8217;esprit que la différence fondamentale entre les deux est l&#8217;uniformité &#8211; qui règne sur Second Life, du fait que tous les visuels sont issus du même logiciel &#8211; tandis que <a href="http://www.sharedscapes.net/" target="_blank"><span style="color: #d42939;"><strong><em>Sharedscapes</em></strong></span></a> présente au contraire la plus grande difformité, ainsi que nous l&#8217;avons indiqué. En face d&#8217;un projet commercial comme Second Life, qui se donne uniquement les apparences d&#8217;une boîte à outils de création collective, le projet de Grégoire Zabé possède les forces et les faiblesses de ces œuvres collectives que les technologies numériques ont permis : ce qui fait leur intérêt réside dans le mélange des médias et des genres, et dans les différences des niveaux d&#8217;interprétation &#8211; qui posent d&#8217;ailleurs la question oh combien épineuse de savoir ce qui est de l&#8217;art et ce qui n&#8217;en est pas; mais le risque le plus grand, en parcourant ce type d&#8217;œuvres est aussi de se demander où et quand peut se construire leur unité &#8211; en-dehors des justifications théoriques et faciles sur « le concept qui serait l&#8217;unité de l&#8217;œuvre, et seulement le concept ».</p>
<p>Que nous dit de la représentation du paysage et de la psyché contemporaine une œuvre comme <a href="http://www.sharedscapes.net/" target="_blank"><span style="color: #d42939;"><strong><em>Sharedscapes</em></strong></span></a> ? Quid de la liberté de l&#8217;internaute, qui ne peut pas, par exemple, taguer les « murs » virtuels de cette sphère creuse, si l&#8217;envie lui en prenait ? Quid encore de la liberté des contributeurs, qui ne peuvent pas modifier leur contribution, user de repentirs, et ne sont pas, par là-même, sur un pied d&#8217;égalité avec Le Créateur de la sphère ?</p>
<p>Le fait que <a href="http://www.sharedscapes.net/" target="_blank"><span style="color: #d42939;"><strong><em>Sharedscapes</em></strong></span></a> soit une œuvre ouverte, jamais finie, ne doit pas remettre l&#8217;examen critique à plus tard : son dispositif, lui, est arrêté, figé, et c&#8217;est bien le dispositif que nous devons estimer. En tant que tel, il permet d&#8217;agréger des contenus pluri-media et propose une interface facile d&#8217;utilisation, intuitive &#8211; qui utilise au mieux l&#8217;alphabet de la création numérique. C&#8217;est peut-être à présent au lecteur à l&#8217;internaute, de savoir si l&#8217;expérience produite par la déambulation dans <a href="http://www.sharedscapes.net/" target="_blank"><span style="color: #d42939;"><strong><em>Sharedscapes</em></strong></span></a>lui aura permis d&#8217;approcher ce que l&#8217;art produit parfois, une remise en question des savoirs acquis, une renégociation entre l&#8217;objet d&#8217;art et le regardant. Il reste que Sharescapes, par l&#8217;extrême diversité des réponses apportées à la question de la représentation du paysage, nous montre à quel point notre époque est celle de la dispersion, de l&#8217;atomisation, voire de la dilution et de la cacophonie, chacun, artiste ou simple participant, apportant une réponse particulière en agrégeant les courants, les modes, les codes graphiques dont il a pu se saisir. Nous pouvons alors mesurer combien nous sommes loin du bel ordonnancement que Gombrich fait défiler dans son essai &#8211; du classique au moderne en passant par l&#8217;impressionisme, tout semble lié par de trop belles relations de cause à effet &#8211; et combien l&#8217;expression artistique de notre époque est typiquement celle du collage, de l&#8217;hybridation, de la discontinuité.</p>
<p><center><img src="http://magazine.ciac.ca/archives/no_34/images/filet.gif" alt="" width="220" height="8" border="0" /></center>&nbsp;</p>
<p><strong>Notes</strong><br />
<a name="1"></a><span style="color: #d42939;"><strong>1</strong></span> : E.H. Gombrich, <strong><em>L&#8217;art et l&#8217;illusion</em></strong>, éditions Phaidon, page XV de la sixième édition.  <a href="http://magazine.ciac.ca/archives/no_34/oeuvre4.htm#note1"><img src="http://magazine.ciac.ca/archives/no_34/images/arrowup.gif" alt="" width="5" height="5" border="0" vspace="1" /></a></p>
]]></content:encoded>
			<wfw:commentRss>http://www.nobox-lab.com/sharedscapes-un-second-life-artistique-par-xavier-malbreil/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>ZOO@MAMCS &#8211; nuit des musées 2008</title>
		<link>http://www.nobox-lab.com/zoo-au-mamcs-nuit-des-musees-2008/</link>
		<comments>http://www.nobox-lab.com/zoo-au-mamcs-nuit-des-musees-2008/#comments</comments>
		<pubDate>Fri, 06 Jun 2008 10:32:32 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[newsblog]]></category>

		<guid isPermaLink="false">http://www.nobox-lab.com/v2/?p=235</guid>
		<description><![CDATA[L&#8217;installation ZOO sera exposée au Musée d&#8217;art Moderne et Contemporain de Strasbourg dans le cadre de la nuit des musées]]></description>
			<content:encoded><![CDATA[<p>L&#8217;installation <a href="../../index.php?option=com_content&amp;task=view&amp;id=22&amp;Itemid=45">ZOO</a> sera exposée au Musée d&#8217;art Moderne et Contemporain de Strasbourg dans le cadre de la nuit des musées 2008, le 17 mai à partir de 20h</p>
<p><a href="http://www.nobox-lab.com/v2/zoo-images-captivite-et-societe-des-loisirs/p1020129s/" rel="attachment wp-att-61"><img class="alignnone size-large wp-image-61" title="P1020129s" src="http://www.nobox-lab.com/v2/wp-content/uploads/2004/01/P1020129s-710x474.jpg" alt="" width="710" height="474" /></a></p>
]]></content:encoded>
			<wfw:commentRss>http://www.nobox-lab.com/zoo-au-mamcs-nuit-des-musees-2008/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Sharedscapes  by morganebatellier</title>
		<link>http://www.nobox-lab.com/sharedscapes-by-morganebatellier/</link>
		<comments>http://www.nobox-lab.com/sharedscapes-by-morganebatellier/#comments</comments>
		<pubDate>Fri, 04 Jan 2008 15:57:55 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[textes/articles]]></category>

		<guid isPermaLink="false">http://www.nobox-lab.com/v2/?p=382</guid>
		<description><![CDATA[Le net.art, inventé par Pitz Schultz en 1995, synonyme d’ « art en ligne » ou d’ « art en réseau », est un art émergeant]]></description>
			<content:encoded><![CDATA[<p><a href="http://numericult.files.wordpress.com/2008/11/sharedscapes_large.jpg"><img title="sharedscapes_large" src="http://numericult.files.wordpress.com/2008/11/sharedscapes_large.jpg?w=294&amp;h=163" alt="" width="294" height="163" /></a></p>
<p>Le net.art, inventé par Pitz Schultz en 1995, synonyme d’ « art en ligne » ou d’ « art en réseau », est un art émergeant consistant à développer une activité artistique via internet. De nombreux artistes, tel Heath Bunting ou Vuk Cosic, ont ainsi rendu le terme net.art populaire, permettant à de nombreux artistes d’y associer leurs pratiques numériques.</p>
<p>Grégoire Zabé, par exemple, concepteur de nombreux projets numériques, fait parti de ces artistes créant des œuvres de net.art. Une de ses œuvres, <a href="http://www.sharedscapes.net/">SHAREDSCAPES</a>, en est un parfait exemple. Il s’agit d’un espace expérimental où sont recueillis des messages informationnels (publications de textes, d’images et de sons), permettant au spectateur de se créer sa propre définition du paysage. Le but est de créer un « paysage d’information ». Pour cela, plusieurs humains virtuellement connectés s’échangent des informations. Ainsi, la surface du  paysage en 3D est déformée. Cette déformation est due aux caractéristiques des messages informationnels postés (date, poids, contenu, …). Le but de ce projet est donc de créer un rapport ambigu entre paysage et information. En effet, l’information module le paysage, et à l’inverse, le paysage est comme le miroir de l’information. Ici encore, comme dans beaucoup d’œuvres de net.art, le spectateur est acteur de l’œuvre, et devient spectaCteur.</p>
<p>SHARDESCAPES est un parfait exemple d’art numérique. Comme nous l’avons déjà évoqué au sujet du « zoo virtuel », un grand nombre d’œuvres de net.art se situe dans une perspective contributive. En effet, dans ces oeuvres, le statut de l’artiste se voit confronté à une société à la fois de globalisation des échanges et d’information. Ainsi, le public devenant spectaCteur, l’œuvre ne cesse d’évoluer en fonction de leurs interactions.</p>
<p>Morgane Batellier</p>
]]></content:encoded>
			<wfw:commentRss>http://www.nobox-lab.com/sharedscapes-by-morganebatellier/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Le zoo virtuel  by morganebatellier</title>
		<link>http://www.nobox-lab.com/le-zoo-virtuel-by-morganebatellier/</link>
		<comments>http://www.nobox-lab.com/le-zoo-virtuel-by-morganebatellier/#comments</comments>
		<pubDate>Thu, 03 Jan 2008 16:01:18 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[textes/articles]]></category>

		<guid isPermaLink="false">http://www.nobox-lab.com/v2/?p=386</guid>
		<description><![CDATA[&#160; Lieux Culturels 2.0, 2008 Le « zoo virtuel », créé par Jérôme Pergolesi, Josselin Roux et Grégoire Zabé, est une]]></description>
			<content:encoded><![CDATA[<p>&nbsp;</p>
<address><span style="text-decoration: underline;">Lieux Culturels 2.0, 2008</span></address>
<p><a href="http://numericult.files.wordpress.com/2008/10/img052x.jpg"><img title="img052x" src="http://numericult.files.wordpress.com/2008/10/img052x.jpg?w=450" alt="" /></a><br />
Le « <a href="../../zoo/">zoo virtuel </a>», créé par Jérôme Pergolesi, Josselin Roux et Grégoire Zabé, est une œuvre basée sur les nouvelles technologies numériques. Le but de cette création est de donner la possibilité, via une manette de jeu, de se promener dans un espace virtuel projeté sur grand écran. Cet espace de 1 km² est ponctué de photos et de différents sons enregistrés dans un vrai zoo, puis modifiés.</p>
<p><a href="http://numericult.files.wordpress.com/2008/10/screenshots_7.jpg"><img title="screenshots_7" src="http://numericult.files.wordpress.com/2008/10/screenshots_7.jpg?w=186&amp;h=164" alt="" width="186" height="164" /></a>Les bornes vertes, comme on peut le voir sur la photo (capture d’écran), émettent une bande sonore (bruits d’animaux, gens qui parlent, …) qui, en fonction de notre position, est plus ou moins forte. Il y a dans tout l’espace 80 bornes qui possèdent chacune une banque de sons différente, avec des durées plus ou moins longues. Les sons entre différentes bornes se mélangent. Ainsi, nos déplacements créent une musique. Nous ne sommes donc plus de simples spectateurs, mais devenons nous mêmes des acteurs de l’œuvre. Le concept de spectaCteur est ici très présent. Les images, pareillement aux sons, ont toutes été prises dans un vrai zoo. Elles représentent des animaux, mais aussi des humains qui les regardent. Il n’y a pas nécessairement de relation entre une image et un son. Cela permet donc, ajouté au fait que le son a été modifié, de faire travailler l’imaginaire du spectateur. Les images, comme les sons, animalisent l’être humain. En effet, on entend beaucoup de cris d’enfants qui peuvent être assimilés à des cris d’animaux.</p>
<p><a href="http://numericult.files.wordpress.com/2008/10/screenshots_12.jpg"><img title="screenshots_12" src="http://numericult.files.wordpress.com/2008/10/screenshots_12.jpg?w=176&amp;h=143" alt="" width="176" height="143" /></a>On peut observer sur les photos une présence humaine importante. Cependant, il n’y a pas réellement de personnes physiques puisque celles-ci sont toujours représentées de dos, dans un reflet, … De plus, elles regardent toujours un animal, mis au second plan. On peut donc en déduire que cette création ne présente pas un zoo, mais plutôt un « zoo dans le zoo ». En effet, ce ne sont pas les animaux qui sont enfermés dans cet espace virtuel, mais le zoo lui-même.</p>
<p><a href="http://numericult.files.wordpress.com/2008/10/screenshots_2.jpg"><img title="screenshots_2" src="http://numericult.files.wordpress.com/2008/10/screenshots_2.jpg?w=168&amp;h=166" alt="" width="168" height="166" /></a>Le zoo est un espace complexe. En effet, il est à la fois un espace d’amusement (beaucoup de familles viennent au zoo pour se détendre) et d’enfermement (les animaux sont enfermés). Ce paradoxe a été mis en avant dans le zoo virtuel. En effet, l’amusement est représenté par le grand 8 de couleur rose. Les cages, les lignes droites, les grillages de limitation de l’espace ressemblant à des grillages de camps de concentration …, sont des illustrations de cet enfermement. Cet espace est donc, malgré la présence de d’illustration et de sons, un espace froid. On le voit d’ailleurs très bien quand on regarde une vue aérienne. Celle-ci ressemble à un microprocesseur.</p>
<p>Cette œuvre, entièrement créée sur la base des nouvelles pratiques numériques, est représentative d’un nouveau rapport entre créateur et œuvre. En effet, le concepteur ne peut plus se suffire à lui même et doit,dans certains cas, faire appel à des professionnels. Ici par exemple, un spécialiste de la programmation sur ordinateur s’est associé avec un spécialiste du son et un autre de l’image. Le travail en équipe est donc nécessaire, et les associations de ces différentes connaissances ont énormément enrichi chacun des concepteurs.</p>
<p>Morgane Batellier</p>
]]></content:encoded>
			<wfw:commentRss>http://www.nobox-lab.com/le-zoo-virtuel-by-morganebatellier/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
	</channel>
</rss>

