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Ungelesene Artikel (39)
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2:10
Diploma
» GAMEDevelopment | Hannes Moser
I want to share some basic information about my diploma, i haven’t had much time last year to avoid the big void here, so here is a little update. Beyond you find a little summary from the thesis and for sure some pics.Games are an essentiel part of our society. Since ages we like to play and nothing has changed since the new-media-revolution arrived. Games became one of the most important parts of the media-industry. One scheme in context of videogames is especially successful: the simulation of virtual worlds and their interactivity. The foundation of this success is a constant development of the technology behind the games. Parts of this technology are a visual, a sound and an interactive component. The evolution in terms of technology is heavily linked to hardware-development. The applications are simply following the hardware-enhancements. In the past, nobody thought it would be possible to have volumetric clouds rendered in real-time, or that you can have an exorbitant count of polygons in one scene. There is a nice side-effect of this strong link between hardware- and application-enhancements. Gamers are able to enjoy innovations all the time. In context of videogames, the main improvements that have been made where related to graphic and interactive components. When we talk about interactivity, we are talking about physical simulation and how we are able to achieve realistic behaviour in a virtual environment. Just think about simple things like open a door or a ball that is falling down to the floor or even more complex things like steering a car in a realistic manner. Physic-simulation is a very important part for video-games. The simulation of complex physical behaviour is usually only limited by the available hardware. A major target of this paper is to have a proof of concept for typical end-user hardware like a game-console. Microsoft is offering the XNA framework for their game-console Xbox 360. So it is possible for every developer to have their applications run on the console. The area of research i have chosen, is the realistic simulation and visualization of fluids in context of real-time environments. A fluid can be a gas or a liquid. Fluids are not very commonly used in nowadays computer-games, but there is a particular interest into this topic. Fluid-simulation cannot be replaced by a more simple approximation. The reason is the good quality of the results produced by a fluid-simulation. New hardware, especially massiv-parallel systems like the GPU, allows us to have realtime simulation implemented into interactive environments. This paper should give a comprehensive overview about fluid-simulation and visualization. Games are an essentiel part of our society. Since ages we like to play and nothing has changed since the new-media-revolution arrived. Games became one of the most important parts of the media-industry.One scheme in context of videogames is especially successful: the simulation of virtual worlds and their interactivity. The foundation of this success is a constant development of the technology behind the games. Parts of this technology are a visual, a sound and an interactive component. The evolution in terms of technology is heavily linked to hardware-development. The applications are simply following the hardware-enhancements.In the past, nobody thought it would be possible to have volumetric clouds rendered in real-time, or that you can have an exorbitant count of polygons in one scene. There is a nice side-effect of this strong link between hardware- and application-enhancements. Gamers are able to enjoy innovations all the time.In context of videogames, the main improvements that have been made where related to graphic and interactive components. When we talk about interactivity, we are talking about physical simulation and how we are able to achieve realistic behaviour in a virtual environment.Just think about simple things like open a door or a ball that is falling down to the floor or even more complex things like steering a car in a realistic manner. Physic-simulation is a very important part for video-games.The simulation of complex physical behaviour is usually only limited by the available hardware. A major target of this paper is to have a proof of concept for typical end-user hardware like a game-console.Microsoft is offering the XNA framework for their game-console Xbox 360. So it is possible for every developer to have their applications run on the console.The area of research i have chosen, is the realistic simulation and visualization of fluids in context of real-time environments. A fluid can be a gas or a liquid. Fluids are not very commonly used in nowadays computer-games, but there is a particular interest into this topic. Fluid-simulation cannot be replaced by a more simple approximation. The reason is the good quality of the results produced by a fluid-simulation. New hardware, especially massiv-parallel systems like the GPU, allows us to have realtime simulation implemented into interactive environments. This paper should give a comprehensive overview about fluid-simulation and visualization.
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13:04
26.2.10 Elektrofachadel#27, Celeste WIEN
» kon.txt - visual and video art
_schaua (laridae)
http://schaua.net_antiehdas
http://myspace.com/antiehdas:::DJs:::
_Mischgeschick
http://myspace.com/mischgeschick
"/>
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17:18
I square Malevich
» phl.kontxt.net
My little brother
just discovered rock’n rollis an art student now. Pretty cool, because he makes me get fancy T-Shirts:Buy yours here.
Be sure to check out more of his stuff! I also really love the Photobooth Self Portraits.
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18:24
fh-logo-story_RATTEN.mov
» YouTube :: Videos by tillfu

fh-logo-story_RATTEN.mov
Animatic : That´s the way students see my film tv dept. multimediaart university of appl. sciences in salzburg - a hell mill ! :) But I can asure you all of them survived the labyrinth - some even with good films in the portfolioFrom: tillfu Views: 20
0
ratingsTime: 03:05 More in Film & Animation -
18:22
Come and play with us
» YouTube :: Videos by tillfu

Come and play with us
Godzilla would study in Salzburg !! Come and play with us !! Film | TV multimediaart SalzburgFrom: tillfu Views: 52
0
ratingsTime: 00:43 More in Film & Animation
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18:42
Hello “Flash Platform Community”, I want to say something.
» GAMEDevelopment | Hannes Moser
Since 2 or 3 weeks i am addicted to Twitter and i am really impressed by the idea of leaving notes of interest within 140 characters. But as simple and effective the idea is, for me it highlights a problem with the social network structure of the Flash community. But first a short introduction.
I first get in contact with Flash at the age of 16 (Flash 5) and i always tried to contribute and be a part of the community. My first community was the german FlashForum and i learned a lot from the heroes (Andrè Michelle, Ingo Ramin) at this time. As i get older and at the time i realized that i want to work as an Interactive Developer i decide to attend to a Multi-Media course at the university at my hometown (Salzburg, Austria). This was may the best decision of my life because it offers me a whole new world. It forces me to see Multi-Media from different points of view(Concept, Design, Programing, Media-Theory, etc.) and let me recognize that i have to be envolved in this discourse to getting better and that i need permanent exchange with other people.
But this is a bit of a problem for someone located in Austria because there are not a lof of chances to attend to events like Flash on the Beach , FITC, FlashCamp and all the other great events i always read about on Twitter and different blogs and for sure, there are not many Flashers in the neighborhood.
What i really like is when i follow the Flash heroes (just a few, because there are many
, Grant Skinner, Lee Brimelow, Seb Lee-Delisle, Aral Balkan, Mario Klingemann, Mike Chambers, Keith Peters) on Twitter and to recognize how they communicate with each other. They are funny, they are telling jokes, launching competitions like #tweetcode or The 25-Line ActionScript Contest and they are all addicted to their work (imho). Most of them are speakers at the big conferences and there are a lot of projects they are sharing with the community. This allows us to get familiar with cutting-edge technology and to learn.But what i miss a bit is the communication between youngsters like i am. What i would enjoy is to hear and talk with a lot more geeks at the age from 16 – 25 or to have more projects started by them. I only know 2 guys at my age that are as much involved into the community as the respected netheads.
So, my idea is now to stop this situation. I want to invite everyone who is interested in RIA’s, Web, Flash Platform, Programing, Design, User Experience, etc. and/or wants to help the youngsters to get out of the dark to start a new chapter. I want to collaborate and participate and i think there are many people out there with a similar wish.
If there is anyone interested, just drop me a line with your Twitter/Blog/Skype/Project/Whatever contact details and i will add it to the list below.
I want to start the list now with myself, to give you a template. I am looking forward to hear/read from you. Btw. i am looking forward to attend FotB in Brighton later this year, if anyone near Salzburg is thinking about going there, let me know. Btw. i would also enjoy to see some contact details from the “netheads”.
Update
You may follow this discussion on twitter [search.twitter.com], insert #flashy to get your tweet listed.
My name is Hannes Moser, Austria
Interests Flash Platform, Games, Screen Design, Communities, Programing & too much other things
I want to work on community projects, talk with people, attend all sort of events
Contact hannes [at] impossiblearts.com, @eliias, Skype: eliias -
0:28
#twittercoding: 140 char crazyness
» GAMEDevelopment | Hannes Moser
For those that miss it. #twittercoding.
Quick start (AS3, strict-mode:disabled)
g=graphics; mt=g.moveTo; lt=g.lineTo; ls=g.lineStyle; m=Math; r=m.random; s=m.sin; i=0; o={}; function f(e){/*src*/} addEventListener("enterFrame",f);I am so addicted, i can’t stop…
My 140 chars of legend…. wait for it -dary.
#tweetcoding – “Pipes” [twitter.com]
m=.05;if(!o.r)o.r={x:r()*m,y:r()*m,z:r()*m};w=20+s(i*o.r.y);l=2500/w;ls(1);g.drawCircle(200+s(++i*o.r.x)*l,200+s(i*o.r.y*2)*l,l/l*w);Can’t stop #tweetcoding – “Shorty” [twitter.com]
mt(200,200);g.lineStyle(1,0);lt(s(i+=0.1)*i/0.1,m.cos(i)*i/0.1);lt(s(i+5)*i/0.1,m.cos(i+5)*i/0.1);
#tweetcoding – “Crazy” [twitter.com]
g.clear();g.beginFill(0);if(!o.s)o.s=[];o.s[o.i=i%440]={x:o.i%11*40,y:i++%440};while(t=o.s[o.i--])g.drawCircle(t.x,t.y,s(i/40+o.i)*30) -
18:02
Fireworks: Font and Text-Rendering
» GAMEDevelopment | Hannes Moser
One thing i never understand was why a lot of people prefer Photoshop instead of Fireworks for prototyping and building up a layout for a webapp or site.
For me it was always clear, that the basic vector tools, some bitmap effects(live-effect) and the ability to handle the file-export easily are enough to setup a layout. At least the pixel-perfect positioning threw input fields of vector-forms is a main, maybe the biggest reason for me to use Fireworks.
I met some designers that prefer using Illustrator/Photoshop to get their results, but i always discovered that this combination has a major drawback, two different tools for one thing.
But in the last month i am getting very annoyed about Fireworks because of its bad font-rendering behavior. One major reason is the Anti-Aliasing of Fonts. The basic settings (Crisp, Strong, Smooth) are crap. Font-sizes up to 15px are looking like the same that my neighboures dog lost in front of my door this morning. Event for the basic fonts like Arial, Verdana, Tahoma it is heavy to find a good anti-aliasing setting.
About font-sizes around 10px, 11px, 12px (this is usually my choise for floating text or text that is not so important) the things get really worse.

Next big problem with Fireworks is rendering text. Even the Flash-Player has better capabilities of how to render text, especiall block-text (and for sure, Flash-Player has the better Anti-Aliasing).
In version 10 of a product that has its focus on prototyping web-applications i expect a bit more than block-left aligned, block-right aligned and an unusable block-centric. At least it should be possible to have a multi-line paragraph that is block-text and the lines do not have this crazy kerning.

Multi-column text would also be a nice feature. Maybe it is possible to get the new Flash-Player text-rendering with the new text-layout framework to work with Fireworks. Would be an advancement to the current status. But i would prefer to have the same text-anti-aliasing like Photoshop had it.
I also discovered a bug. First i thought is has nothing to do with Fireworks and it depends on the used font, but later i see that it also happens with system fonts.

The text should be in the blue area.
I am currently thinking about how to improve this without changing the tools. But i think its Adobe’s turn now.
h.
Btw. if you have similar problems or even better a solution for this, just drop me a few lines here.
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20:07
Ace of Mace - Ready to rumble
» GAMEDevelopment | Hannes Moser

Finally, its online. Nearly one year of production, many hours of work, a lot of discussion about details and last but not least a great learning experience for every team member.The gameplay of Ace of Mace is based on physics and the challenge is to master the 5 levels.
Update
So BAMMM…. good news
“Adobe Site of the day” on 9th of January, 2009
“FWA – Site of the day” on 6th of February, 2009 -
20:04
Europrix 09 Games
» GAMEDevelopment | Hannes Moser
It happened already two weeks ago, but there was no time to post about it. We were nominated and invited to the Europrix 09 award and won in the category for games. The game will be online soon(1st January 2009), you will find it here.
Some photos from the event could be found here.
And for sure i am the GEEK on the photo
.Thanks to the other project members
Bernhard Kerschbaumer (3D and effect artist)
Jürgen Brunner (sound design and level design)
Max Brandl (project management and screen sesign)Ps.: Jürgen send me an URL to link your name.
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18:23
EvaluatingWars.02.mov
» YouTube :: Videos by tillfu

EvaluatingWars.02.mov
This is my subjective impression of evaluation at the uoas MMA Film | TV Dept. Dig this !From: tillfu Views: 121
1
ratingsTime: 02:01 More in Entertainment
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14:46
Kontain is ready for use
» GAMEDevelopment | Hannes Moser
Finally, the Alpha state is ready for public. I have tested some features of the system and most of them are quite impressing. But as a Wordpress user i still miss some things. Most important for me is to be different with my blog from others, not only in entries also in design and appearance. There should be a possibility to access the data threw an API (webservice). I would definitly swap from Wordpress to kontain if i get a chance to switch back any time and/or import data from each service to the other.
I like the way f-i is building user-interfaces and the media-experience is great. So this is still an Alpha, but i am looking forward to the features coming.
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4:08
PixelBender: Damped Sin Waves, Gauss Curve
» GAMEDevelopment | Hannes Moser
On my search for the perfect “shockwave” i played a bit around with damped sin waves and a Gauss curve, but first some words about my first week with PixelBender.
With PixelBender toolkit it is possible to build shaders very fast and easily. It took me less then 10min till i compiled my first shader. One reason is, that in my opinion the code is very intuitional to write and even greater, the code is very compact, f.e. vector and scalar types are doing basic math operations together without a special cast or convertion.
This is great and gives you the motivation for doing more (like i do now). But after playing arount i am going to miss more and more features.
First, the UI is easy to use, but i want to split coding/preview window or at least rearrange it, it’s annoying, even on my 24 inch display, if you are using a test-image greater than 400px in height (windows are tiled horizontal).
Next thing, the FlashPlayer implementation of the filter-runtime is not able to interpret any flow-controls. The only one allowed is a simple if (condition) else condition. So that means, no loops (neither while nor for). I have seen a zoom-blur implementation written with a code redundancy count of 15!!! This definitly sucks.
There are a few more limitations but they will not care you as much as the one i mentioned above.
Biggest wish of mine is, i have read somewhere that this is on the roadmap already(i hope that’s true), to have a low-level tool for compiling PixelBender sources. I am looking forward to build a Eclipse-plugin for writing PB-code and have some elementary “curves” you can drag and drop into it. A standalone-viewer would also be great.
Some words about PixelBender-runtime performance. I have not done soooo much tests with FlashPlayer by now, but my first tests giving me very bad results on images that are a bit greater than your thumb (Ok, i have tried a bigger one with success, but f.e. 800×800px with a simple sin-wave is going mad). On my 2 workstations (very similiar hardware setup) i get strange differences on framerate count. Both are running in GPU mode, but on the first one i am getting a constant framerate of about 60fps, the other PC shows different framerates in a high frequency starting from 150 up to 1500. All this numbers i got with the preview-mode in PixelBender toolkit. If you are going to use a PB-shader with Flash, things get even worse. I got a dramatic drawdawn with my framerates and a high CPU-load one one of my machines.
I think that behaviour means, FlashPlayer is using CPU to calculate the shader instead of GPU? I don’t know by now, so it is very speculative to say something concrete. I hope that it will be possible to recognize a CPU fallback at runtime, so you have at least the chance to turn off your “stunning” effects. I am looking forward to publish more info on this issue soon.
So, enough said about the drawbacks, go on with the interesting part.
For those, which did not read my previous post, i am going to proof if it is possible to have some post-processing in realtime for games with PixelBender. I want to create something like a shockwave with a simple distortion of the image.
PixelBender sources (formula is not optimized)
<languageVersion : 1.0;> kernel HorizontalAverage < namespace: "com.impossiblearts"; vendor: "Hannes Moser"; version: 1; description: "damped sin-wave depending on time"; > { input image4 source; output pixel4 result; const float PI = 3.14159265358979323846264338327950288; parameter float2 pos < minValue:float2(0.0, 0.0); maxValue:float2(2880.0, 2880.0); defaultValue:float2(400.0, 400.0); >; parameter float amount < minValue:0.0; maxValue:10000.0; defaultValue:5000.0; >; parameter float wavelength < minValue:1.0; maxValue:2500.0; defaultValue:150.0; >; parameter float t < minValue:0.0; maxValue:1000.0; defaultValue:0.0; >; parameter float overlay < minValue:0.0; maxValue:100.0; defaultValue:10.0; >; void evaluatePixel() { float2 coord = outCoord(); float dist = distance(pos, coord); float curve = (1.0 / sqrt(1000.0 * PI)) * exp((-1.0/wavelength) * pow(-t + dist, 2.0)) * sin(dist / overlay) * amount; float2 cw; cw = coord + curve; result = sample(source, cw); } }You have to start with the parameter t(time), you will see a ring-like distortion. This is a Gauss-curve. There is already a sin-wave overlay, but you will only see it if you tweak some of the parameters.
This is a setup that works for me.
amount: 2000
overlay: 8
pos: your image-width and image-height divided by 2
t: 250
wavelength: 2500Now try to slide the control for “t”.
Not so bad for a 3 loc shader i think. The image below shows you how the curves are combined.

Finally, here is a Flash-Demo with the shader (click on image to load demo, click again to start effect).
Update
So, no GPU ;-(
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5:38
PixelBender: May the force be with it!
» GAMEDevelopment | Hannes Moser
The release of FP 10 has brought us some really big features. One of the greatest things, in my opinion, is the possibility of including custom native filters. I am currently doing some research on how they could be used for post-processing effects in Flash-based games.
First result here. Click on image in the demo to start effect (FP 10 needed).
Update
PixelBender Kernel
<languageVersion : 1.0;> kernel HorizontalAverage < namespace: "com.impossiblearts"; vendor: "Hannes Moser"; version: 1; description: "damped sin-wave depending on time"; > { input image4 source; output pixel4 result; const float pi = 3.14; parameter float2 pos < minValue:float2(0.0, 0.0); maxValue:float2(2880.0, 2880.0); defaultValue:float2(225.0, 125.0); >; parameter float amount < minValue:0.001; maxValue:0.1; defaultValue:0.01; >; parameter float wavelength < minValue:0.0; maxValue:1.0; defaultValue:0.7; >; parameter float damping < minValue:0.0; maxValue:1.0; defaultValue:0.5; >; parameter float maxradius < minValue:0.1; maxValue:2880.0; defaultValue:200.0; >; parameter float t < minValue:0.0; maxValue:10.0; defaultValue:0.0; >; void evaluatePixel() { float2 coord = outCoord(); float wlength = 1.0 - wavelength; float dist = distance(pos, coord); float curve = sin(dist * wlength - t * pi) / (amount * dist * wlength); float distDamping = max(dist / maxradius, 1.0); float2 cw = coord + (curve * distDamping); result = sampleNearest(source, cw); } }AS (extended from lee brimelow’s gotoandlearn example)
package { import caurina.transitions.Equations; import caurina.transitions.Tweener; import flash.display.Bitmap; import flash.display.Shader; import flash.display.Sprite; import flash.events.Event; import flash.events.MouseEvent; import flash.filters.ShaderFilter; import flash.net.URLLoader; import flash.net.URLLoaderDataFormat; import flash.net.URLRequest; // swf metadata [SWF(width="450", height="250", backgroundColor="#000000", framerate="60")] public class NativePostProcessing extends Sprite { [Embed(source="starwars_tfu.jpg")] private var image:Class; private var loader:URLLoader; private var shader:Shader; private var filter:ShaderFilter; private var im:Bitmap; public function NativePostProcessing() { im = new image() as Bitmap; addChild(im); loader = new URLLoader(); loader.dataFormat = URLLoaderDataFormat.BINARY; loader.addEventListener(Event.COMPLETE, onFilterLoad); loader.load(new URLRequest("filters/waves.pbj")); } private function onFilterLoad(ev:Event):void { shader = new Shader(loader.data); shader.data.pos.value = [225, 85]; shader.data.amount.value = [0]; shader.data.wavelength.value = [0.2]; shader.data.damping.value = [0.5]; // start effect onclick stage.addEventListener(MouseEvent.CLICK, this.startEffect); } private function startEffect(ev:MouseEvent):void { Tweener.addTween(this, { waveTime:6, time:1.5, transition:Equations.easeNone, onComplete:resetValues }); Tweener.addTween(this, { wavelength:0.9, time:1.3, transition:Equations.easeOutQuart }); Tweener.addTween(this, { amount:2, time:0.7, transition:Equations.easeNone }); Tweener.addTween(this, { amount:0, time:0.35, delay:0.9, transition:Equations.easeInOutQuint }); addEventListener(Event.ENTER_FRAME, this.update); } private function resetValues():void { waveTime = 0; amount = 0.0; wavelength = 0.2; } public var waveTime:Number = 0; public var amount:Number = 0.0; public var wavelength:Number = 0.2; private function update(ev:Event):void { shader.data.t.value = [waveTime]; shader.data.amount.value = [amount]; shader.data.wavelength.value = [wavelength]; filter = new ShaderFilter(shader); im.filters = [filter]; } } }Attention: You need Tweener to compile this files.
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3:21
Kontain Management System?
» GAMEDevelopment | Hannes Moser
F-i has announced the upcoming release of kontain, formerly known as Propod. It seems that this application could may be a serious competitor for content management systems, designed for ease-of-use. The information provided on the product-website is not too much, but some screenshots are displaying media-features and there is a statement about a WYSWIG-editor.
I am planning a major retouch for this website and i am still collecting the requirements for the CMS behind it. I think i will give kontain at least a try (if F-i will release it early enough).
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17:50
Last WordsTrash Series 3 of 7
» YouTube :: Videos by tillfu

Last WordsTrash Series 3 of 7
Featuring the early Ingo Appelt, done completly by myself, one of my first films, dop, directing, lightning, setdesign, sound and postpro/sfx all by moimoiself alone - so trash as it is!!!From: tillfu Views: 170
1
ratingsTime: 05:20 More in Entertainment -
17:25
CaptainFilsum Trash Series 1 of 7
» YouTube :: Videos by tillfu

CaptainFilsum Trash Series 1 of 7
Beware of Trash If you expect quality, stop watching!!!- This was filmed with a vhs cam - there were ancient times when this was state of the art - done in one day, when You´re bored aa john carpenter fan - well this is the start a revelation of a trashy part of my past, there will be more!! - If you expect quality, stop watching!!!From: tillfu Views: 215
0
ratingsTime: 06:28 More in Entertainment -
12:50
Sergeant
» YouTube :: Videos by tillfu

Sergeant
No we´re no filmschool - We´re future cinema ! Any Questions ? Film | TV Dept. FH Salzburg multimediaart Thanx to the fab. studs MMA06 Jo"Tarantino" Hennbichler/Alex Hermann ua Feat. Kamera : Kaspar KavenFrom: tillfu Views: 797
13
ratingsTime: 01:06 More in Entertainment
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21:53
css-vorträge an der fh salzburg
» wachenfeld & golla
In den letzten monaten habe ich im fachbereich multimediaart zwei vorträge über css gehalten, die als einführung in diese web-technologie dienen und mit hilfe vieler praktischer beispiele den zugang zu dieser faszinierenden technik erleichtern sollen.
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19:12
concept animatics
» YouTube :: Videos by tillfu

concept animatics
The animatic to tht content of the conceptual development course within the multimediaart faculty [film-videodepartment ] at the University of Applied Sciences in Salzburg Austria, presented by students of mma06. (more)From: tillfu Views: 1433
2
ratingsTime: 06:44 More in Film & Animation
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23:34
Leeched
» YouTube :: Videos by bennuloglu

Leeched
...description coming soon...From: bennuloglu Views: 249
2
ratingsTime: 02:03 More in Film & Animation -
20:15
...why don't we?
» YouTube :: Videos by bennuloglu

...why don't we?
A good question, with or without (m)any answers. Hey, don't feel bothered, it shouldn't critizise your bad manners at all. Just think about and let me know if you know an answer. Question inspired by Droppingknowledge. Visit www.droppingknowledge.org for more questions. Most sound used from "Ben's Werk" by "shoes", and licensced under the creativecommons license creativecommons.org Produced at Salzburg University of Applied Sciences / multimediaart / Motion Design (analog typography). www.mma05.at httpFrom: bennuloglu Views: 10324
26
ratingsTime: 01:23 More in Film & Animation -
22:15
The Elefant Looops - still in low quality
» YouTube :: Videos by bennuloglu

The Elefant Looops - still in low quality
Visit the microsite for a better qualitiy: bennu.mma05.at What ever could happen on some boring afternoon... by: Benjamin Hohnheiser, David Oerter, Oliver Johnson, Alexander Herrmann, David Scherr, Daniel Übleis www.mma05.at httpFrom: bennuloglu Views: 717
5
ratingsTime: 03:30 More in Film & Animation -
18:48
Rolle im Quadrat - multimediales Theater - Snippet
» YouTube :: Videos by bennuloglu

Rolle im Quadrat - multimediales Theater - Snippet
See bennu.mma05.at for better quality! Die Rolle im Quadrat zu schlagen versucht der Protagonist dieses multimedialen Theaters. In seinem Scheinleben, dass er in einer von Medien bestimmten Welt aufgebaut hat, ist eigentlich alles wunderbar. Doch nach und nach muss er sich der Realität stellen. Ein Strudel aus Illusionen, platzenden Traumblasen oder der Flucht in die Drogen folgt. Immer tiefer wird er hineingesogen... Entstanden an der FH Salzburg in der Lehrveranstaltung kreativer Prozess. Das Team: * Darsteller: Sandra Brandstätter, Sebastian Prittwitz * Idee/Kernteam: Benjamin Hohnheiser, Oliver Johnson, Martin Pühringer, David Scherr, Benjamin Schröder * Drehbuch: MMA2005, Oliver Johnson, Benjamin Hohnheiser * Regie: Benjamin Hohnheiser, Oliver Johnson * Visuals: Georg Scherlin, Martin Pühringer, Benjamin Schroeder, Benjamin Hohnheiser * Live-Audio: Gerhard Senz * Live-Band: Jürgen Brunner, Andreas Leitner * Medienteam: o Grafik und Animation: Hannes Drexl, Dominik Gröstlinger, Bernhard Kerschbaumer, David Scherr o Video: Johannes Hennebichler, Peter Pflaum, Johannes Enzinger o Audio: Gerhard Senz, David Scherr, Oliver Johnson * Maske: Marijoy Majometano * Bühnenbild und Requisite: Elisabeth Leeb, Dominik Mörth ...und viele andere Helfer (c) 2005-07 MMA05 www.mma05.atFrom: bennuloglu Views: 1373
6
ratingsTime: 02:06 More in Film & Animation -
20:59
The Elefant Looops
» YouTube :: Videos by bennuloglu

The Elefant Looops
Visit the microsite for a better qualitiy: elefant.multimediaart.at What ever could happen on some boring afternoon... by Benjamin Hohnheiser, David Oerter, Oliver Johnson, Alexander Herrmann, David Scherr, Daniel Übleis www.mma05.at httpFrom: bennuloglu Views: 3458
17
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14:51
Ideas
» YouTube :: Videos by tillfu

Ideas
If You have Ideas, then rock with it - let´s rock at the multimediaarets Fim-Video Dept. Dine by students of the mutimediaarts filmvideo dept. at the FH SalzburgFrom: tillfu Views: 446
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mice_Maeuse
» YouTube :: Videos by tillfu

mice_Maeuse
how to get pregnant by good ideas with multimediaart at the Fim-Video Dept. at the FH Salzburg Done by students of multimediaarts Film-Video Dept. Done by students of the multimediaarts Film-Video Dept.From: tillfu Views: 354
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Take off
» YouTube :: Videos by tillfu

Take off
Taking off with creative power of Fim-Video of the multimediaart [Film-Video] Students of the FH SalzburgFrom: tillfu Views: 528
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Urstywood Oscar
» YouTube :: Videos by tillfu

Urstywood Oscar
This is salzburg, the one and only famous URSTY Award from the Urstywood Studios Academy, featuring outstanding film and video works from the students of the university of applied sciences multimediaart Film-Video Dept. 16.th.12.2006 17.00 in Puch Urstein. be there or be square, no horses with water coming out of it noses, but good film artwork by austrian and international students, fetured by the famous Urstywod Productions. MMA Rocks!!!From: tillfu Views: 868
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fossil tecchno
» YouTube :: Videos by tillfu

fossil tecchno
the art of loosing time in split screenFrom: tillfu Views: 4830
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hse2
» YouTube :: Videos by tillfu

hse2
another underwater experience ending in hamburgFrom: tillfu Views: 6667
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sunil
» YouTube :: Videos by tillfu

sunil
see karate detergents kick the dirt´s buttsFrom: tillfu Views: 949
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hse
» YouTube :: Videos by tillfu

hse
a diving experinence ending in hamburgFrom: tillfu Views: 7939
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belux
» YouTube :: Videos by tillfu

belux
the dark side of light, shadows seducing a girl in a greenhouseFrom: tillfu Views: 1135
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laetta
» YouTube :: Videos by tillfu

laetta
the difficulties of a fat diverFrom: tillfu Views: 984
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fossil
» YouTube :: Videos by tillfu

fossil
the art of loosing timeFrom: tillfu Views: 654
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bavarian flirt
» YouTube :: Videos by tillfu

bavarian flirt
that`s how we bavarians flirt, no bull!!!!From: tillfu Views: 1459
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ratingsTime: 00:33 More in Entertainment -
15:47
white man`s blues
» YouTube :: Videos by tillfu

white man`s blues
white man sure `can`t play the blues but can get it in a seconde!!!From: tillfu Views: 1401
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11:51
Showreel MultiMediaArt 05
» YouTube :: Videos by tillfu

Showreel MultiMediaArt 05
The hottest artworx from the four crative departments of the Salzburg University of Applied Sciences Department Film & Video multimediaart Urstein Süd 1 | 5412 Puch/Salzburg | Austria web: www.multimediaart.at/ www.fh-salzburg.ac.at mail: till.fuhrmeister@fh-salzburg.ac.atFrom: tillfu Views: 2901
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ratingsTime: 04:36 More in Entertainment
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20:15
30.01 Puch goes to town!!!
» L'egojazz
Ja liebe Freunde da simma wieder!! Und zwar im Orangehaus, zum gefühlten 7.000-Mal, was die Sachen natürlich nur noch schöner macht als sie ohnehin schon ist!!!! In der Höhle des kultigsten Kulturbären Kisi von Flaake spielen neben uns auch noch so nahmhafte Szenengrößen zum Biertrinken auf wie zum Bleistift: Monostars, Diska und Candelilla!!
Was die Stadtkinder von der VICE in ihrer neuen Ausgabe zu unserer Single sagen kann man übrigens hier nachlesen…
Ein wenig netter und mit mit ein paar Kilometer mehr Tiefgang hat sich das MUCBOOK einst mit unserer Musik befasst. Bei besagtem Mucbook findet ihr auch alles was ihr zu “Puch goes to town” noch wissen müsst!!
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30.01. Puch goes to Town
» L'egojazz - MySpace Blog
Ja liebe Freunde da simma wieder!! Und zwar im Orangehaus, zum gefühlten 7.000-Mal, was die Sachen natürlich nur noch schöner macht als sie ohnehin schon ist!!!! In der Höhle des kultigsten Ku... -
9:45
16.01 08Sprachrohr-Geburtstag/Ottering
» L'egojazz - MySpace Blog
2010 ist ein neues Jahr. Und wie in jedem neuen Jahr ist alles total anders. Nichts ist mehr auch nur annähernd so wie vorher. Die Welt ist nämlich komplett verändert. Vollkommen unkenntlic...
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7:01
16.01 08Sprachrohr-Geburtstag/Ottering
» L'egojazz
2010 ist ein neues Jahr. Und wie in jedem neuen Jahr ist alles total anders. Nichts ist mehr auch nur annähernd so wie vorher. Die Welt ist nämlich komplett verändert. Vollkommen unkenntlich gemacht. Hm. Wir waren zum Jahreswechsel accidentely unterwegs quer durch die Milkstreets zwecks Zerflexung, mit dabei alle Alien-Kollegen von und zu:
Red Can Records, DER GREIF, Schmiede Hallein, MasterG and PlanBizzy (FUNK YOU!), Ruby Soho, Rhytm Police, Kon.txt, Candelilla, Dobre & Sepp Kennedy, Soulsepp, Sam Irl, CURT und sämtliche weiteren Konsorten aus allen möglichen Umfeldern!
Um 00:00 Uhr plutonischer Zeit und nach gefühlten 58 Lichtjahren feinster Feierei, war dann das Marsbier alle und der ganze Sternstaub zerknispelt. Weil wir die einzigen mit Extended-Mode fürs Navi waren, verschanzten sich alle in unserer Kiste und ab dafür durch den Sternpark. Am Ende in irgendner Umlaufbahn auf der dunklen Seite der Sonne noch paar Tage Kreise gefahren bis alle wieder nüchtern warn. Dann klar alle nach Hause gegurkt, losgedüst gen grünem Planeten und wenn alles nach Plan läuft kommen wir dann am 16.01 in Ottering an und machen gleich weiter mit der Zerflexung.
Mit am Start an dieser schmoovstmöglichen Geburtstaspartygaudi von Null8Sprachrohr sind: Doppel-D, Jim Daniel & Jack Beam, DJ Aroc, Kevin Soundsystem und DJ 5Fingersuck & Leroy. Eintritt liegt bei 5 Öcken! Hammerpordey und Geballer bis in die Morgenhours!
UND HIER IS DER KUHLSTE FLYER DES UNIVERSUMS!
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16:36
weihnachtsmix
» zachlblog
heuer gibt’s den traditionellen weihnachtsmix in zweifacher ausführung. einmal zum ausklingen lassen
und einmal zum starten ins neue jahr. dazu hier die passenden cd-inlays.
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3:37
pauli, once again
» zachlblog
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15:51
fröhliche weihnachten und guten appetit!
» wachenfeld & golla
wir wünschen fröhliche weihnachten und ein friedliches 2010! zu: fröhliche weihnachten und guten appetit!
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best music videos 2009
» zachlblog
spin hat die 20 besten musikvideos gewählt und auf ihrer website gelistet. folgende videos sind mir nach dem durchsehen fast aller (bis auf die paar die bei uns aus urheberrechtsgründen nicht verfügbar sind) in erinnerung geblieben:
- beck und charlotte gainsbourg
- the dead weather – ein schönes muttertagslied/-video
- depeche mode – ich würde sagen falsches video zum falschen lied
- major lazer – mit „guns don’t kill people … lazers do“ auch ein albumname, der dieses jahr weit vorne rangiert
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16:25
09.12 “Liquid Archives” in Obersendling
» L'egojazz
Für alle die es noch nicht wussten: wir spielen nicht live, sondern tanzen zu unseren Playbacks. Der Grund dafür liegt auf der Hand. Erstens beschränkt sich unsere musikalische Virtuosität auf die Fähigkeiten “Play” und “Stop”-Buttons zu drücken. Und zweitens würde es uns zu sehr anstrengen, die Songs die bekanntermaßen ja nicht mal von uns geschrieben sind, live wiederzugeben (wozu uns außerdem eben die musikalische Klasse fehlt). Instrumente halten und dabei gut aussehen ist schließlich schwer genug (und klappt ja auch nicht immer). Mannmannmann! Ging aber ja auch mit mehr Stil…
Unser erstes Konzert nach diesem (für Pop-Industrie-Musik-Kenner bestimmt nicht ungewöhnlichen) Geständnis spielen wir selbstverständlich in der Hauptstadt der Realness: München. Aus aktuellem Anlass (und weil Sex sellt, zumindest meint das unsere Agentur) spielen wir nackt. Ob das zur Location passt soll unsere Stylistin entscheiden. Unsere Bühnenkorreopraphie wird sich von der Wichtigkeit des folgenden Themas wohl nicht beeinflussen lassen (das ist auch vertraglich geregelt).
Blödelstop: unser Konzert am Mittwoch findet auf der Eröffnung der Ausstellung “Liquid Archives” des Kunstvereins Platform 3 statt. Wie interessant die ganze Sache ist und wird, lässt sich nicht besser als von den Veranstaltern selbst zusammenfassen:
Die Ausstellung Liquid Archives hinterfragt die Mechanismen der Geschichtsproduktion. Die Idee von Geschichte als einer unumstößlichen, großen Erzählung, die sich aus den Tiefen vermeintlich statischer Archive speist, wird dekonstruiert. Der Begriff des „flüssigen Archivs“ steht hierbei vor allem für einen alternativen Zugang zu globaler Geschichte und politischer Gegenwart. Ermöglicht wird dieser Perspektivwechsel durch die Betrachtung des Ozeanischen. Die Idee eines Maritime Turns funktioniert als eine Art Gegenentwurf zu terrestrischer Betrachtung, die primär von Nationalstaatlichkeit und Abgrenzung erzählt. Die ozeanische Perspektive lebt durch die Vision multilateraler Geschichten, verbunden durch weite räumliche und lange zeitliche Bögen.
Eröffnung : Mittwoch, 9.Dezember, 2009, 19 Uhr
Musik von L’egojazz (ab 21:00 Uhr)Räume für zeitgenössische Kunst
Kistlerhofstr. 70 (Haus 60 // 3. Stock)
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8:29
09.12 - L'egojazz bei Liquid Archives" in Obersendling
» L'egojazz - MySpace Blog
Für alle die es noch nicht wussten: wir spielen nicht live, sondern tanzen zu unseren Playbacks. Der Grund dafür liegt auf der Hand. Erstens beschränkt sich unsere musikalische Virtuosität a...
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22:07
aufs maximum reduziert
» zachlblog
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