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nybble-engine-toolZ
[nybble-engine-toolZ home] - [A radical meta-art system shooter] - [Narratives of the code] - [home]-[credits]
The motto is to provide a cybern-ethically reasonable gamepad statement tool. The applications features are ACT NOW with action-bots and comission anti-war mails by shooting. Its roots are the culture of Moding, of modifications of existing game classes and hardware manipulations. A game-engine was converted. By playing you construct your environment, you collaborate. By moving inside the engine the rules are inverted, the tournament becomes situationist tournement: attack is collaboration, shoot is communication, playing is editing code! For a short disambiguation we have to say that a nybble is the unit of half a byte, or four bits, which is the basis of every digital conversion. As the numeric equivalent of binary code, it exemplifies the internal logic of a software that transforms codes and protocols on a server into various representations. The nybble-engine-toolZ are also a work about the interdependency between proprietary and non proprietary standards. By not just making a patch but modifiying the c++kernel of the unreal-engine and providing this modifications, the engines are opened and the discourse on its reuse is triggered. To clarify this, see some commented examplary files as a logfile of the nybble-engine, a dll.file, a python file and a unreal class file, that are alltogether modificating the engine.
screen1:traceroute konsum.net screen2:nslokup & action-bot screen3:incomming e-mail & cleaner
daemon
The cognitive
interest is the rise of separate display formats in man-machine
perturbations on the level of group- interactions, which were not
expectable just by its programming. Its appearance are objects and
action-bots inside an audiovisual multiplayer-environment. Realtime
activities from the networks outside the engine are displayed. The
online context of related online servers is brought into the running
game by traceroutes to crucial hosts going out from the engine. Its
technological features the display of live broadcast messages and
simultanously generated objectiles, which indicate and translate
data-events. Such are for example incoming e-mails, outgoing mails by
shooting, pings by playing and cleaning up logfiles by running in a
game-environment. Linux commandos are embedded into a game-engine. Its
first site was a installation at the DEAF exhibition at Las Palmas
in the harbour connected to showroom Mama in the center of Rotterdam
from february till march 2003. Ddepending on user-bot actions in the
installation on line and on site a number of peace messages to
presidentatwhitehouse and pings to several gov-servers were sent out.
Nybble-engine-toolz by Margarete Jahrmann/Max Moswitzer was developed in
cooperation with the V2_lab Rotterdam and first installed at the
exhibition "metadata" at the Dutch Electronic Arts Festival 03.
DEAF03
rotterdam: installation view
Interactive/interpassive-changeant
becomes evident in the installation on site. The kernel of the
experiment
is a peer-to-peer servers network. The installation software converts
network-processes into three-dimensional abstract movies and projects
these onto a 180 degrees circular screen in an interpassive cinematic
situation. The view of the machine, concrete the server in
spectator-mode is shown. Participants in the experiment are seated on
a sofa as in a living room in the installation.s lounge, in the
opto-acoustique center of the installation. The surround sound is
closing the circel of the installation acoustically. Visitors can get
active in front of an additional small triple-monitor on the couch. Here
they see their individual navigation view, that is different
from the big surround screen with the server-view. Players use
a ordinary gamepad to log onto the installation.s network and enter
the jump`n run shooting environment, where data-objectiles, action bots
and other gamers are flying about. By navigating you co-generate the
server-movie. With each bump into a data-object you trigger
networks-processes. You can not navigate easily when you want to enjoy
the server-film, the .machinima.-movie of a different kind. There are
several choices for the spectator: 1st enjoying the surround server
movie run by other players and action-bots, 2nd becoming a active
spect-actor and concentrating on the small .gameboys. style monitor
or 3rd having a fluctuating attention between the game-control monitor
and the represenetative server screen, combining both different views
those of the man and this of the machine. This experience of the
simultanous
view in different windows of the same running application is
challenging for the visitors to intervene into the machine
communication, that is also going on, when nobody is sitting in front
of the installation. Then action-bots are performing. Each bot or
player avatar carries a data-objectile instead of a weapon. The data
objectiles are representing commando-lines and processes. The
data-objectiles
as laser-sintered print are a further part of the installations
interface. In its purely code-aequivalent form and as discourse-piece
it can be considered as interactive/interpassive object. This
threedimensional freeze frame out of the application is the art-coded
interface to the data-world. In reference to Bernard Cache, Gilles
Deleuze defines an .objectile.as .a very modern conception of the
technological object: it refers neither to the beginnings of the
industrial era nor to the idea of the standard that still upheld a
semblance of essence and imposed a law of constancy . but to our
current state of things, where fluctuation of the norm replaces the
permanence of a law; where the object assumes a place in a continuum by
variation. the object here is manneristic, not essentializing: it
becomes an event.. Deleuze, Gilles. The Fold: Leibniz and the Baroque.
Minneapolis, 1992
data-objectile:laser-sintered
print
The applications volumes
are following Felix Guattaris notion of the machinic, but recombined
according to contemporary code-moding cultures. The definition of
engines as algorithmic machines is the projects startingpoint. Software
texts as game engines are reflected. Is a engine a machine? The work
focuses on the differentiations and theories of the machinic towards
the actual status of the machine as engine in coding-cultures. Machines
and engines are here not considered as tools but as media, as
modification material for the arts. In the interrelation of different
media-layers the application as part of the complete engine becomes a
tool run by action-bots interpreted as nonlinear software and human
players in mutual exchange. What counts are the man-machine and
machine-machine interface effects and their circular and causal
feedback mechanisms in the techno-social system environment.
nybble-engine-movies:machinima,
gamemodding (NEMS) 2000-03
The
nybble-engine-project is generally presented in a pop-coded
form as a live modular lecture. It can also develop into a lecture
concert for people and action-bots, where guest musicians are using
the nybble-engine-toolZ for sound generation! When the tetrad is
considered within the given framework of structural coupling, it is
logical that the various generative factors, which are based not only on
biogenic but also on technical programs, have an impact in
socio-technical ensembles, starting at the program level, for instance
action bots, game-engines, authorship of the machine, continuing at the
level of specific social contexts, as in the case of the networked
multiplayer environment and the .modular lecture., which is executed
in the interrelations of different media levels. (images
transmediale 02)
parkhuis las
palmas rotterdam 03
nybble-toolz
disclaimer
The Creators of Nybble Engine Toolz aspire to make an artistic
statement. However, the creators of Nybble Engine Toolz are not
responsible for any eventual harm done by the misuse of the toolz
provided in this arts-application. The creators of Nybble Engine Toolz
can not be kept responsible for violation of internet privacy issues
or damage of third party systems caused through its users. Enjoy
Nybble-Engine-Toolz!
Glossary: http://www.climax.at/nybble-engine/
Action-bots are subprogramms executed in a game-engine. These are nonlinear software-tools with a recurring class of experience, having certain behaviours, reacting and adapting there action according to the circumstances. Some unpredictable situations can occur, unexpected effects can emerge.
Game-engines are operating softwares for realtime grafical rendering. The rendering takes place in predefined environments, although the image and way of the rendering is depending on certain actions, events and triggers. Often it is also the basis for a multiplayer environment and for a network protocoll.Book & DVD:
Nybble-Engine,
A nybble is four bits or half a byte.Ed. climax, Margarete Jahrmann/Max
Moswitzer, Vienna 2003.
The DVD is treated as storage set for all the project-data plus a
directors cut of realtime generated software movies, with scene
selection for NEMs plus an endless audiovisual party-loop. The
book contains a compilation of texts and software-images related to
the nybble-engine-project, for example the founder of the austrian
institute for nonlinear studies Gerhard Grössing talks with cybernetics
pioneer Heinz von Förster, net-literate Heiko Idensen reflects on
theory engines, independent theorist F.E. Rakuschan analyses radical
meta-art and the discourse theoretical framing of the
nybble-objectiles.