Yoshihiko SATOH’s SCHEMA (of the Universe)

*image: satoh.jpg
Yoshihiko SATOH / 2012 / the sample image for the exhibition “SCHEMA”

Preface to the exhibition “SCHEMA”

Yoshihiko SATOH is known for his unique sculptures of redesigned certain products, such as motor cycle, audio speaker, musical instrument and its effecter, since his 12 neck guitar “Present Arms” won the 2002 Kirin Art Award.
His expression is based on amplification and dismantlement of the mass produced goods, thus seems an exaggeration of economic growth along industrialism in the late 20th century, whilst brings a sort of pathos in such retrospect behind that beautiful designs.

The title of this exhibition SCHEMA basically means a plan, diagram, or scheme, is a term used in many disciplines to describe an organized pattern that assists to explain or mediate its structure or form.

In this exhibition, SATOH lays out a schema of the universe on the two-dimensional image, that forms a electric control unit derived from an air plane’s cockpit, that projects our surroundings and the environmental issues confronting us, for instance, energy problems, economic values, etc…

The beautiful design of its interface, instrument panel and switches evoke a mandala*, besides its functional aspect associated with that of our urban space.
Thus yields a fractal image of the world as if that interacts with reality, whilst a suggestion for revising ourselves.

* mandala – the sacred art painting in Buddhism and Hindu, forms a diagram depicting the universe.

Artist’s Profile
http://roentgenwerke.com/04galleryartists/04satoh_e.html

Artists using physical computing and processing from today’s class

Artists from today’s class:

Immaterials: Light painting WiFi by Timo Arnall, Jørn Knutsen and Einar Sneve Martinussen

My little piece of Privacy by Niklas Roy

Natures and …

Strata #1 by Quayola

Web apps for learning code online

Here are some web-based interactive code environments for learning markup or programming via tutorials or just practicing or showing examples.

I’ve know about W3Schools’ Tryit Editor ever since I first learned Javascript on their site. Edit code on the left and click to try it on the right.

CssDesk allows you to create, test, and share HTML/CSS markup within an online editor. Good for quick demos.

Codecademy is a full-on interactive “shell” and step-by-step tutorial for learning Javascript. The UI returns results and shows errors, and users can earn badges and points as they move through the tutorials.

The ProcessingJS website offers an IDE for writing and running Processing code within the browser. Great for workshops where installing software is not an option.

While not really focused on teaching, ScraperWiki’s PHP scraper creation environment actually let’s you run server-side code. It even let me run this statement which I thought was rather impressive.

$str = file_get_contents('http://owenmundy.com','');
$arr = explode("\n",$str);
print $arr[100];

ScraperWiki also offers a Ruby and Python tool too. Very cool.

Social engagement through games

Here are two great interactive projects each with a pedagogical twist. Both combine the pleasure of gaming with a narrative that is relevant and immediate.

In People’s Pie, you control the budget of the federal government. You choose how federal revenues should be raised and how taxpayers’ money should be spent. You must decide how to fund programs that are important to you, without setting taxes too high or borrowing too much money.

Phone Story is a game for smartphone devices that attempts to provoke a critical reflection on its own technological platform. Under the shiny surface of our electronic gadgets, behind its polished interface, hides the product of a troubling supply chain that stretches across the globe.

Turbulence Spotlight: “Six Sided Strange” by Jason Nelson

Turbulence Spotlight: “Six Sided Strange” by Jason Nelson
http://turbulence.org/spotlight/jasonnelson/wocu1.html

“Six Sided Strange” is a net-artwork series built from unsolvable Rubik’s cubes and hidden narratives, from pixilated game character collages to abstract streams of color and lines. The cube is central to how we organize and understand. It is a puzzle of unsolvable junctures, a humanistic shape created to order and organize. “Six Sided Strange” disrupts the cube, wandering inside/around the recombinatory playground of Rubik’s 56 squares, exploring how images and designs relate to narrative. These are interactive/dynamic sculptures, brief storylands, and all manner of wonderments. There is nothing to win, but then again there never was.