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Watercolor Paintings of Imagined Trash Structures Packed With Advertising by Alvaro Naddeo

“First Class”

Brazilian artist Alvaro Naddeo‘s watercolors imagine a dystopian world left in ruin by overconsumption and littered with the branding and logos of the past. Store walls, rusted out vehicles, and arcade machines gain new value as building materials and are combined with other objects and parts to form pop surrealist stacked structures.

Naddeo tells Colossal that he starts with a loose sketch by hand. He then uses 3D software to help define a plausible shape for his imagined constructions, and creates a reference composition in Photoshop. After years of practice, Naddeo shares that he is able to recreate the texture, color, and shadows of various building materials like brick and concrete from memory. He uses reference photos to help flesh out small detail items, which are similarly rendered in watercolor. As for the specific brands, Naddeo says that he pulls from his youth. “I think about the stickers and posters I used to have in my teenage room or the group of brands I used to like at a certain time. I also research at old magazines and look at the ads that shared a specific era. It’s a very fun and nostalgic exercise.”

In a statement on his website, the artist credits his career in advertising over the past 20 years as the inspiration for his work and for showing him the “duality” of such imagery, “both desirable and despicable.” To see more of Alvaro Naddeo’s work and to learn about his upcoming shows with Thinkspace Gallery, follow him on Instagram. (via Colossal Submissions)

“First Class” (detail)

“First Class” (detail)

“One of a Kind”

“Gambiarra”

“The Flat”

“Escargot”

“Lower East Dog”

Geen hapklare opera’s, wel een nieuw publiek

De Rotterdamse Operadagen staan traditioneel garant voor een gevarieerd muziektheaterprogramma. Missie: de grenzen van opera ‘eigentijds oprekken’.


Klaver hekelt ‘geflirt met extreem-rechts’ van Baudet

In een speech op de verjaardag van zijn partij was GroenLinks-leider Klaver vooral positief over de toekomst. Maar hij haalde ook uit naar Baudet.

Met 10.000 bewegingen de vluchtigheid van dans vatten

Het openingsweekend van Spring Performing Arts Festival in Utrecht roept soms een glimlach op, dan weer irritatie of ontroering.

Plastic is in ‘Botanical Wasteland’ het nieuwe groen, maar het heeft geen ziel

De tuin in ‘Botanical Wasteland’ is het laatste toevluchtsoord van de mens, een verloren paradijs in een destructieve omgeving.


Impossible Foods’ rising empire of almost-meat

This April Fools' Day, Impossible Foods was behind a prank video. Customers in a St Louis branch of Burger King were surreptitiously filmed eating the restaurant's flagship Whopper. First they rhapsodized about their love for beef. Then they were tol...

Impossible Foods' next product is sausage

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Group Seeks Investigation of Deep Packet Inspection Use By ISPs

wiredmikey writes: European Digital Rights (EDRi), together with 45 NGOs, academics and companies across 15 countries, has sent an open letter to European policymakers and regulators, warning about widespread and potentially growing use of deep packet inspection (DPI) by internet service providers (ISPs). DPI is far more than is required by the ISP to perform its basic purpose, and by its nature privacy invasive, and not strictly legal within the EU. Nevertheless, many are concerned that its practice and use within Europe is growing, and that "some telecom regulators appear to be pushing for the legalization of DPI technology." One of the drivers appears to be the growing use of 'zero-rating' by mobile operators. "A mapping of zero-rating offers in Europe conducted by EDRi member Epicenter.works identified 186 telecom services which potentially make use of DPI technology," writes EDRi. [PDF here]

Read more of this story at Slashdot.

PlayStation Gamers Are Now Authoring Their Own Games With 'Dreams' For PS4

dryriver explains the new buzz around "Dreams" for PS4 (now in open access). Created by the studio that made PS4's Big Little World, Dreams "is not a game. It is more of an end to end, create-your-own-3D-game toolkit that happens to run on PS4 rather than a PC... essentially an easy to use game-engine a la Unity or UnrealEngine." Dreams lets you 3D model/sculpt, texture, animate and create game logic, allowing complete 3D games to be authored from scratch. Here is a Youtube video showing someone 3D modeling a fairly sophisticated game character and environment in Dreams. Everything from platformers to FPS games to puzzle, RPG and Minecraft type games can be created. What is interesting about Dreams is that everything anybody creates with it becomes available and downloadable in the DreamVerse and playable by other Dreams users -- so Dreams is also a distribution tool like Steam, in that you can share your creations with others. While PC users have long had access to 3D modeling and game authoring tools, Dreams has for the first time opened up creating console games from scratch to PS4 owners, and appears to have made the processs quicker, easier and more intuitive than, say, learning 3D Studio Max and Unity on a PC. Dreams comes with hours of tutorial walkthroughs for beginners, so in a sense it is a game engine that also teaches how to make games in the first place. Back in January Push Square gushed that "There's simply nothing like this that's ever been done before... This is one of the most innovative, extraordinary pieces of software that we've seen on a console in quite some time..." "And it can be browsed for hours and hours and hours. It's like when you fall into a YouTube hole, and you're clicking from recommended video to recommended video -- except here, you're jumping from minigames involving llamas to models of crustaceans to covers of The King of Wishful Thinking..." "It's an astounding technical achievement with unprecedented ambition."

Read more of this story at Slashdot.

Who Killed America's Demo Scene?

Jason Koebler shares Vice's analysis of demoparties -- "gatherings where programmers showcase artistic audiovisual works, known as demos, after a day- or days-long coding marathon that is part bacchanal and part competition" -- starting with a visit to New York's Synchrony. I had arrived just in time to catch the end of a set by the electronic musician Melody Loveless, who was at a folding table near the front of the room writing code that generated the music. These sorts of live coding performances have been a staple of demoparties -- gatherings organized by and for the creative computing underground -- for decades... Demos are often made by teams of programmers and are almost always rendered in real time (as opposed to, say, an animated movie, which is a pre-rendered recording). Demoparty competitions, or compos, are generally divided into categories where demo submissions must adhere to certain restrictions. For example, some compos only allow demos that were made on a Commodore 64 computer or demos that were created using under 4,000 bytes of data. In every case, however, the point of the competition is to push computing hardware to its limits in the service of digital art... Given the abundance of digital art institutions in New York -- Eyebeam, Rhizome, LiveCode.NYC, and the School for Poetic Computation -- the lack of demoparties is conspicuous and in stark contrast to the European demoscene, which boasts dozens of annual demoparties, some of which attract thousands of participants. With this discrepancy in mind, I tagged along with the Synchrony crew this year in pursuit of an answer to a deceptively simple question -- who killed the American demoscene...? The article traces the demo scene back to the "cracktros" which introduced pirated Commodore 64 video games (and their associated "copyparties") on floppy disks in the 1980s. Eventually this even led to police raids, but "The crackdown on software piracy was not evenly spread throughout Europe, however. Countries like the Netherlands, Greece, Finland, Sweden, and Norway didn't have strict software piracy laws, if they had any at all, which allowed the warez scene to flourish there." And by the early 1990s games "became a taboo when the community started defining its borders and aggressively distancing itself from other communities occupying the same computer hobbyist domain," wrote Markku Reunanen, a lecturer at Aalto University, in 2014. Vice adds that "Although the demoscene has many elements in common with the warez scene from which it emerged, it differentiated itself by emphasizing technically challenging aesthetics. Whereas software cracking was largely pragmatic and gaming was about entertainment, the demoscene was about creating computer art that was difficult to produce at the level of the code, but also visually and aurally pleasing to consume. It was, in short, a competitive form of digital art.... Today, the fundamental aspects of the demoscene are the same. Demoparties are still organized around a competition and remain an almost exclusively European phenomenon. Demosceners still police the boundaries of their discipline vis-a-vis gaming and some sceners continue to work exclusively with retro machines like the C64 and Amiga."

Read more of this story at Slashdot.