WORKS
AMOREIRAS (2010)
DESLUZ (2009)
PEDRALUMEN (2009)
INCÓGNITO (2007)
COZINHEIRO DAS ALMAS (2006)
ACASO 30 (RANDOM 30)
DESERTESEJO
9/6 FRAGMENTOS DE MR. JAMES
DEPOIS DO TURISMO VEM O COLUNISMO
9/4 FRAGMENTOS DE AZUL
M. A. (DESEJO)
wAwRwT
MOONE
REAÇÃO EM CADEIA (CHAIN REACTION)
TELESCANFAX
CONNECT

PUBLICATIONS
See list here

 
 

 

WORKS
 
AMOREIRAS (2010)

POÉTICAS DIGITAIS BLOG

The group's latest work is Amoreiras (2010), an installation about autonomy, artificial learning, nature and the environment. The main actors are five young mulberry trees at Paulista Avenue, São Paulo’s cultural and economic hub.

Each one of the trees has an implanted poetical prosthesis, a device with the purpouse of supplying, correcting, and enhancing a natural but compromised function, thus guaranteeing the tree’s survival. This prosthesis consists of a band of metal, rubber and acrylic prosthesis connected to a small motor and to an Arduino board to make the young trunk vibrate in dialog with the factors related to the pollution.

A dance of trees, prosthesis and algorithms, making apparent and poetic the swaying of the branches, sometimes (in)voluntary-mechanical , sometimes caused by the wind itself running against the leaves.

Grupo Poéticas Digitais is made up in this work by: Gilbertto Prado, Agnus Valente, Andrei Thomaz, Claudio Bueno, Daniel Ferreira, Luciana Ohira, Lucila Meirelles, Mauricio Taveira, Nardo Germano, Sérgio Bonilha, Tania Fraga and Tatiana Travisani.

 
 
 
DESLUZ (2009)

POÉTICAS DIGITAIS BLOG

Insects use the light of the moon and stars as a marker of location, keeping in constant angle to get to and from their breeding places. With artificial light of our electric lights, insects start to become confused, trying to get close to light sources, flying in circles, forming clouds, attracted by light in endless loops. The light that attracts them is infrared, a wavelength the human eye is not able to see, yet it is a potent sexual attractor of moths. Thus, electromagnetic frequencies are covertly perceived through the ages under the moonlight or electric light, perpetuating the survival of species.

Desluz is about the discovery of the invisible, our provisional places, our flows and grids, layers that subtly overlap one another, lure us not letting us see them, betray our hidden, yet so apparent, senses, and bring to light our desires in endless pursuit of following the stars.

Desluz is a non-light, as an intense desire that burns but does not light; it is felt but not seen. The light will only be visible through mobile cameras that mode around the LED transparent cube, in a stripping operation than the eye cannot see.
 

 
 
 
PEDRALUMEN (2009)

POÉTICAS DIGITAIS BLOG

We have a virtual blue cube on the web with a stone on its base. Upon accessing it, the interactor writes a word and chooses a place to put it. The words can overlap, or combine with others spread and scattered around the cube. In the gallery, there is a virtual stone, inside a cube with blue LEDs (8X8X8), which responds to the interventions, varying with the intensity and frequency of light, according to the choices and nominations.

The web-installation handles choices, inscriptions and sharing, from the process of naming things, placing brands and choice of territory, creating shared light spaces, causing chain actions in a symbolic, physical manner.

Pedralumen (light-stone) is a project of contemplation, and the public in direct contact with the piece, does not have a way to interact locally with the project. At the location, only the LED cube is found (and the computer connected to the internet and to the piece, but without the keyboard, mouse or monitor for public access). It is a project of reflection on the interaction and sharing with one another, you can see the intervention of another, locally distant for that piece, but not that of your own action at that moment.

This project was presented in September /October 2008 at the exhibit “Chain Reaction” at the Museum of the City of Skopje, Macedonia, as part of the 3rd Upgrade! International Meeting and also at the Exhibition EM MEIOS, at the Museu Nacional da República, Brasília, as part of the #7.ART - Encontro Internacional de Arte e Tecnologia: to comprehend the current moment and think of the future context of art.

 
 
 
INCÓGNITO (2007)

POÉTICAS DIGITAIS BLOG

Incógnito (2007) a videopoem that consists in a virtual journey inside the root of the word "cognito". The subjective camera travels along the letters, which are arranged in three-dimensional space, without ever revealing them completely. Through this visual walk, planes and superpositions of layers appear to the viewer.

In a similar manner, the sound is a journey inside the interior spaces of the spoken word, through the "corners" and superpositions of sounds, without allowing the complete word to be recognized.

This work was presented at the exhibitions Palavras sem fronteiras: mídias convergentes, at the Academia Brasileira de Letras (Rio de Janeiro, 2007, curated by Alberto Saraiva), Cópias Ilimitadas, at NOEMA/Galeria Vermelho - Second Life (São Paulo, 2007, curated by Giselle Beiguelman), and Braaaasiiiil: Cine, vídeo, performance, concierto, at Museo Nacional de Arte Contemporáneo Reina Sofía (Madrid, 2008).

One of the frames in the video (which runs at 24 frames/second) contains the word "cógnito" in the bottom, which can´t be read in normal speed (it is necessary to freeze the frame), but is subliminally perceivedd by the brain. That is the only moment in which the word "cognito" is formally presented in writing, but not visually legible.

This work is about the different possible ways to interpret the world and perception itself.

 
 
 
COZINHEIRO DAS ALMAS (2006)

POÉTICAS DIGITAIS BLOG

The game Cozinheiro das Almas (Cook of Souls) is based on the book " O Perfeito Cozinheiro das Almas deste Mundo" (The Perfect Cook of the Souls of this World), diary of the garçonnière (bachelor pad) kept by Oswald de Andrade in 1918/19. The text deals with the relationship between Oswald and Deyse, who is a 17 year-old high school student at the time and other visitors to the bachelor pad. Deyse dies from tuberculosis at the age of 18 and marries in extremis Oswald on her death bed.

The video game is in the first person - in which the the player, gets lost in a virtual representation of Sao Paulo in 1918 and interactively visits a number of different environments in which little by little he/she finds out what is going on.

Everything takes place in the space of a single day and the character is flung from one place to another regardless of his/her wishes. In this way, it is a script of a doubly labyrinthine virtual atmosphere: there are spatial labyrinths as well as temporal ones.

The game is exploratory, but with a "mission" for the player. This is not stated ostensively and the player will discover it during the play.

 
 
 
ACASO 30 (RANDOM 30)

SITE

Acaso30 (2005) is an interactive installation in memory of those killed in the massacre that took place in the Queimados neighborhood of the coastal area of the State of Rio de Janeiro sometime between a Thursday night and dawn that Friday, in March 2005 where 30 people were eliminated.

The installation is set up in a half-open space, as if it were a town square, where there could be a lot of people moving around, but that is not well-lit. In the center of the space there is a large heavy totally handmade blue rug, like those made by prisoners' wives. The series of images as well as the spots onto which they are projected occur in a random way. Once a person steps onto the rug two things happen: an image of a nude body is projected onto the ground and a strong wind is created by a fan from a wall facing the spectator. The only noise is that of the wind from the fan which creates tension and instability. As for the images, from the moment that they are projected onto a given spot tension zones are generated tension with the result that the actions of the bodies react when the spectators get closer and when they move away. When the spectators reach the bodies the situation becomes irreversible with the death of the characters and the disappearance of the images. An interval without any projections or actions follows.

This work was presented in the Mostra Cinético Digital show, at Itaú Cultural, as well as nominated at Canariamediafest06 - 12º Festival Internacional de Artes e Culturas Digitales de Gran Canária in Spain, 2006.

Credits

Gilbertto Prado, Cinético_Digital, Itaú Cultural, São Paulo from June 5th to September 11th 2005.

Support Team: Fábio Oliveira, Gaspar Arguello, Jesus de Paula Assis, Luciano Gosuen e Maurício Taveira
Programming: Luis Henrique Moraes
Actors: Francisco Serpa e Karina Yamamoto

 
 
 
DESERTESEJO

SITE
VIDEO - DESCRIPTION (in portuguese - Windows Media)
VIDEO - DESCRIPTION (in portuguese - Quicktime)
VIDEO (Windows Media)

Desertesejo (http://www.itaucultural.org.br/desertesejo) is an artistic project by Gilbertto Prado Developed at Program New Media Directions - Itaú Cultural, São Paulo, Brazil in 2000. The project is a networked virtual web-based environment, that allows 50 participants simultaneously on-line.

Desertesejo is a poetical exploration of geographical extension, the temporary ruptures, the loneliness, the constant re-invention and the proliferation of points of meeting and sharing.

On entering the virtual environment, the traveler comes across a cave which has rocks falling gently from the ceiling. Any of these rocks can be clicked on. After having clicked on a rock, the traveler is then transported to a new room, in which he or she has to carry the rock selected. The traveler can then place the rock on one of the various heaps (apaicheta) that are found in different locations. The rock will show that this traveler has been through here and will act as a sign of his/her presence to other travelers.

There are three different ways to enter this room. By clicking on a rock inside the cave, the traveler will be transported as a tiger, a snake or an eagle. In other words: the traveler will be able to walk, slither or fly across the room, as if in a shamanistic dream, but the traveler won't know beforehand what form he/she will take on in this new location.

The rooms are made up of landscapes, and fractions of memories and dreams, with there being three distinct routes that cross each other and alternate with each other, forming a chain, and creating various oniric paths:

1. GOLD. This is the zone of silence. In this first room the navigation is lonely.

2. VIRIDIS. This is the space of heaven and colors. Inside it, the traveler will see signs that indicate the presence of other travelers, but won't have any direct contact with them.

3. FEATHERS. This is the axis of dreams and mirages. Within this room the traveler interacts directly with others, via 3D chat. This is the zone of contact and partition between the avatars of different users.

 
 
 
9/6 FRAGMENTOS DE MR. JAMES

 

The device consists of 6 interactive terminals in a set of 9 monitors. It is based on "A Reprodução Interdita (Retrato de Edward James)", a work by René Magritte (1937). Each one of the elements that form the work were isolated and reconstructed so that they "shatter" when the viewer touches them.

The isolated elements can also be composed individualy in the environment, allowing other compositions, showing through the hidden parts. The interactions combine themselves in a chain of possible paths of fragmentation and revelation, shared by the participants until they are faced with the image of the empty room, in front of a mirror with no reflections. Presented in "Imaterials" exhibition - Instituto Itaú Cultural (Aug-Oct 1999).

 

 
 
DEPOIS DO TURISMO VEM O COLUNISMO

 

VIDEO - DESCRIPTION (in portuguese - Windows Media)
VIDEO - DESCRIPTION (in portuguese - Quicktime)
VIDEO (Windows Media)

The installation "Depois do Turismo vem o Colunismo" (After the Turismo comes the Colunismo*) consisted of a “portal” with two Webcams connected to Internet which were started by sensors disposed in the physical space of the installation through the visitors’ passage. That local image grabbed in real time was mixed with the ones of an image data base and made available throughout the net.

The images available on the data base arise from scenes of anthropophagi, pictures of XVI and XVII centuries, witch portray the foreign view of the first visitors, tourists of the Terra Brasilis, mixed with artistic references, contemporary and also from other periods. The Web users could look at the space through webcam.

The work was made with humor about the presence, the foreign look, the contamination and the cultural cannibalism.

This Web installation took part, between September 3 and October 31, 1998, in the exhibition “City Canibal” at the Paço das Artes in São Paulo and in the sites selection in the Web Art of the 24th Biennial, in São Paulo, 1998.

* Play on words in portuguese among: colunista (columnist), coluna (spine) and colunável (celebrity).

 
 
9/4 FRAGMENTOS DE AZUL

 

VIDEO - DESCRIPTION (in portuguese - Windows Media)
VIDEO - DESCRIPTION (in portuguese - Quicktime)
VIDEO (Windows Media)

The device consists of 4 interactive terminals in a set of 9 monitors placed over the head of the participants, in which the navigation is done through the touch screen. As the participant, with his fingertips, touches the screen, a sequence of actions will be occurring at the same time that sounds, images and texts will be chaining together in different successions and ways. On both, ceiling and floor of the structure's device, there are reflective acrylic plates which reflect the participants found imersed in this environment, generating a mirrored relation and juxtaposing their images with the "electronic blue" of the screens, which is the base color proposed for the interactive animation.

The images create a great blue mosaic, chained together they are arranged in possible oniric routes, which will be shared with other participants. The images are fragments of (un)recognizable elements juxtaposed between parts of the ski, depth marines,...

The intention is to have the participant interacting in an intimate and shared way. He does it through a direct manipulation: at the same time that the environment where he is integrated is being modified, eventually he will be sharing it with others.

Finally, the advice requires direct actions in order to invoke and answer the events, taking on the participant as a voyeur and forcing his proximity to the screen in an unusual watching position. The participants will be moving around in the device, with their own touches they will be interrupting and modifying the sequences of sounds and images. Effectively, the visitor enters and modifies the inner space. The animation will become fragmented by the participant, who is who adds "unpredictable" rhythm to the device, incorporating the presence of the participants in what concerns rhythm and space.
Exhibited at Arte & Tecnologia, Espaço Cultural Itaú, São Paulo, September/October 1997.



 
 
M. A. (DESEJO)

 

VIDEO - DESCRIPTION (in portuguese - Windows Media)
VIDEO - DESCRIPTION (in portuguese - Quicktime)
VIDEO (Windows Media)

M.A. (desejo) is an interactive installation which compounds a cylindrical fiber glass element of 2,70m diameter by 1,70m height, rounded by three masks and three stairs that take to the upper top where through three other masks the interior of this pink element can be partially seen: one video camera was put behind the spectator who then is taking a voyeur's position, and through the two holes of the other masks, two multimedia computers were disposed there to be navigated.

Inside we had a CD-ROM which compounds 9 written and sonorized poems, some passages are videos and an amount of scanarized images and/or produced for this purpose. The starting image was an Polaroid of, a sailor looking at strip-girls' posters, found in a street of Paris. To this first image I added, searched, excavated other memories of trips and my childhood, which I spent in a portuary Brazilian city: an oblique look over our relations, voyeurism and desires. Exhibit at Art & Technology - Museu de Arte Contemporânea - MAC/USP - São Paulo, Brazil - December 1995.

 


 
 
wAwRwT

 

SITE
VIDEO - DESCRIPTION (in portuguese - Windows Media)
VIDEO - DESCRIPTION (in portuguese - Quicktime)
VIDEO (Windows Media)

Since 1995,this project has researched more specifically the production of artistic events that use the net in a direct relation with the telematic art.

The wAwRwT project intends both to develop artistic work for the Internet as well as to reflect upon the technological poetics, focusing on the artistic-telematic dimension. Besides, this project intends to investigate whether and how these new technologies are influencing and being influenced by the construction of those new spaces of creation and intervention.

 
 
MOONE


VIDEO - DESCRIPTION (in portuguese - Windows Media)
VIDEO - DESCRIPTION (in portuguese - Quicktime)
VIDEO (Windows Media)

Using the principle of shared screen via ISDN, you are invited to take place beside your partner and construct with him/her a hybrid image in real time, without ever touching or (even) seeing him/her. This ambiguity is at the heart of the project. An ephemeral relationship is created in which growth and composition depend on the other and on the dynamics of the exchange.Breath-poetry, a constant alternation of poles of representation, transformation of shadow into pixel-light.

Procedure:
1- A space (circle) divided in two appears on the screen.
2- The two participants work alternately, one on the left side, the other on the right.
3- Each participant's work consists of making whatever he wants on his half of the screen (drawing, photo,..., any kind of digital image, taking into account the other's participation, thus establishing an dialogue in images.
4- A participant has access to only one half of the sphere. He can possibly take elements from the other side (for example by copying and pasting) but he can't intervene graphically in the composition of the other half.
5- After the intervention, the participant turns over the control of the screen to his partner.
6- As soon as the image is finished, the participants click on a "button" at which time:


a: The center line disappears.
b: The image is given the name of a crater on the dark side of the moon, using chance procedure.
c: The image is saved (memorized).
d: The image disappears.
e: The blank screen is (again) ready for a new connection.
7- All the images made (this way) reveal a dark side of the moon, available in the form of an image bank, accessible by clicking on a "point" of the moon map created.
This project was developed during the exhibition "Machines à Communiquer" in the "Atelier des Réseaux" at Cité de la Science et de l'Industrie La Villette - Paris, with the collaboration of "Café Electronique" also at La Villette. The first images built together were made the 4th of July 1992 between Gilbertto Prado at "Café Electronique" (Paris) and Hermann Keldenich at Electronic Cafe (Kassel - Germany), during the IX Documenta. Other exchanges followed on the 5, 17, 18, 19, 24, 25 July 1992. Other exchanges were made, for instance on July the 29th and 30th of 1992 between the "Cafe Electronique" Paris and Electronic Cafe International at Chicago during the Siggraph.



 
 
REAÇÃO EM CADEIA (CHAIN REACTION)

 

VIDEO (Windows Media)

From an initial image, a chain reaction transformation started, where the paths, contacts and images were memorized under a certain topography. Each interventor modified the received image and then marked the ramification done on the route over the map and registered the dates of the contact to sent it to two others participants on the net. The route of the map was built from the bifurcations of the image and its transformations. In other words, each participant received the successive transformation stages that the image had gone through. The intention was to send this series of transitory stages instead of sending the final product of the transformation work. The main idea was to connect and reconnect these series of stages and transformations with an interactive animation.

This project was developed during the exhibition "Machines à Communiquer" in the "Atelier des Réseaux" at Cité de la Science et de l'Industrie La Villette - Paris from November 1991 until July 1992. The participants are artists, students and teachers from different universities and schools linked by the telecommunication network: Gilbertto Prado, Marc Colson, Pierre Granoux, Pierre Amatore, Michel Suret-Canale, Claire Jovanovic, Laurent Clavier, Christophe Le François, Liliane Terrier, Marisa Gonzalez, Karen O'Rourke, Martine Jolly, Thierry Dupuy, Marie-Paule Cassagne, Lydie Le Glehuir, Ségolène De La R. Saint-André, Isabelle Millet and Mathias Maffre.

 

 
 
TELESCANFAX

 

VIDEO - DESCRIPTION (in portuguese - Windows Media)
VIDEO - DESCRIPTION (in portuguese - Quicktime)
VIDEO (Windows Media)

From an initial image, a chain reaction transformation started, where the paths, contacts and images were memorized under a certain topography. Each interventor modified the received image and then marked the ramification done on the route over the map and registered the dates of the contact to sent it to two others participants on the net. The route of the map was built from the bifurcations of the image and its transformations. In other words, each participant received the successive transformation stages that the image had gone through. The intention was to send this series of transitory stages instead of sending the final product of the transformation work. The main idea was to connect and reconnect these series of stages and transformations with an interactive animation.

This project was developed during the exhibition "Machines à Communiquer" in the "Atelier des Réseaux" at Cité de la Science et de l'Industrie La Villette - Paris from November 1991 until July 1992. The participants are artists, students and teachers from different universities and schools linked by the telecommunication network: Gilbertto Prado, Marc Colson, Pierre Granoux, Pierre Amatore, Michel Suret-Canale, Claire Jovanovic, Laurent Clavier, Christophe Le François, Liliane Terrier, Marisa Gonzalez, Karen O'Rourke, Martine Jolly, Thierry Dupuy, Marie-Paule Cassagne, Lydie Le Glehuir, Ségolène De La R. Saint-André, Isabelle Millet and Mathias Maffre.




 
 
CONNECT

 

VIDEO - INTRODUCTION (in portuguese - Windows Media)
VIDEO - INTRODUCTION (in portuguese - Quicktime)
VIDEO - DESCRIPTION (in portuguese - Windows Media))
VIDEO - DESCRIPTION (in portuguese - Quicktime)
VIDEO (Windows Media)

The project Connect is a fax-action that will enable people at different locations around the globe to make a unique artwork in real time. The participants must have two fax machines in each site. When the messages start to arrive, they are invited to feed that thermal paper roll (without cutting it) into the other machine, transforming the images in the process and then sending it to another site. In this way a loop is formed and the participants will build together one integrated work. An ephemeral and interactive curve will be drawn through the artistic network of communication.

The first connect action took place the 31th May 1991 between Paris (Art-Réseaux / Université de Paris I - Centre Saint Charles) et Pittsburgh (Carnegie Mellow University - Studio for Creative Inquiry) and the participants: Gilbertto Prado, Karen O'Rourke, Christophe Le François, Claudine Romeo, Isabelle Millet and Patricia Franca (at Paris) and Artur Matuck, Maria Matuck, Rachel Allard, Jeniffer, ShowBin and Pamela (at Pittsburgh). Other exchanges also took place the 22 and 23 November 1991 between Paris (Art-Réseaux) and São Paulo (Workshop Project Reflux - XXI Bienal de São Paulo - Centro Cultural Oswald de Andrade).


 

 

PUBLICATIONS
 


BOOK

Arte telemática: dos intercâmbios pontuais aos ambientes virtuais multiusuário

PRADO, Gilbertto. Arte telemática: dos intercâmbios pontuais aos ambientes virtuais multiusuário, Itaú Cultural, São Paulo, 2003.

Download pdf here or here.

 

PAPERS

Lugares provisórios

Abstract: Experiments with art and networks have multiplied in recent decades with artists making use of different forms of practices, production and distribution. Our aim is to carry out a eries of investigations into creation, process and artistic experimentation, focusing on art in a network, with the use of mobile devices in motion, and evaluating notions on place and mobility. In order to do so, we also introduce notions of belonging, territorialization, deterritorialization, approximations and distinctions between locative and site-specific arts. Finally, we speak of the telematic nomad, the one who moves through mixed routes, between physical and virtual spaces, without necessarily having nodes connected to online networks.
Keywords
: art, place, mobility, telematic nomad.

PRADO, Gilbertto; BUENO, Claudio. “Lugares provisórios”, in Revista USP, dossiê cibercultura, n. 86, jun, jul, ago 2010, pp. 78-95.

Download pdf here or here.


Breve relato da Pós-Graduação em Artes Visuais da ECA-USP

Abstract: This article was initially prepared for a lecture ministered to the students of PAE - Program of Support to Teaching, of ECA-USP, in 2002, when the process of dismemberment of the Arts Program in three autonomous programs has begun; such process was completed in July 2006. The article was resumed now, in 2009, as a brief and partial report of the period.
Keywords: post-graduation; fine arts; visual arts; ECA; USP

PRADO, Gilbertto. Breve relato da Pós-Graduação em Artes Visuais da ECA-USP, in in Ars, PPG AV, ECA/USP, ano 7, n°13, São Paulo, 2009, pp. 88-101.

View online here.


Game “Cozinheiro das Almas”: breves relatos do processo de construção

PRADO, Gilbertto. “ Game “Cozinheiro das Almas”: breves relatos do processo de construção” in A cibercultura e seu espelho: campo de conhecimento emergente e nova vivência humana na era da imersão interativa. TRIVINHO, Eugênio; CAZELOTO, Edilson (Org.). São Paulo: ABCiber; Instituto Itaú Cultural, 2009. Livro eletrônico (online).

Download pdf here or here.


Discutindo o conceito de gameplay

Abstract: The paper is concerned with the concepts of gameplay and playability based on different theoretical views and authors, trying to point out the differences and the similarities and to propose an understanding about the concept of gameplay.
Keywords
:: gameplay, playability, games

VANNUCCHI, Hélia; PRADO, Gilbertto. “Discutindo o conceito de gameplay” in <REVISTA TEXTO DIGITAL>, ano 5 n.2 2009 – UFSC, Florianópolis

Download pdf here or here.


Arte en red: algunas indagaciones sobre creación, experimentación y trabajo compartido

Abstract: Experiments with art and on-line networks have been increasing over the past three decades with the use of several forms of execution, production and distribution by the artists. We intend to raise some questions about online creation, process, experimentation and sharing in the diversity of contemporary production
Keywords
: network art, digital art, contemporary art, locative media

Resumen: Los experimentos con arte en red se han multiplicado a lo largo de las últimas tres décadas por el uso que los artistas hacen de diferentes formas de realización, producción y distribución. Nos proponemos aportar algunas indagaciones acerca de la creación, el proceso, la experimentación y el trabajo compartido en red dentro de la diversidad de la producción contemporánea.
Palabras llave
: arte en rede, arte digital, artemídia, mídias

PRADO, Gilbertto. “Arte en red:algunas indagaciones sobre creación, experimentación y trabajo compartido”, in Arte·y·políticas·de·identidad, 2009, vol. 1, (diciembre), pp. 241-250. Publicaciones de la Universidad de Murcia. Murcia (España)

Download pdf here or here.


Redes e ambientes virtuais artísticos

PRADO, Gilbertto. “Redes e ambientes virtuais artísticos”, in RUA – revista Universitária do Audiovisual, UFSCar, n. 1, Edição especial “A Era Digital e seus Desdobramentos Estéticos”, 2008.

View online here.


Redes e espaços artísticos de intervenção

"Redes e espaços artísticos de intervenção", in publicação eletrônica do “Upgrade! São Paulo”, maio de 2007.

Download pdf here or here.


Apontamentos para o game Cozinheiro das Almas

Abstract: In 1918 and 1919 Oswald de Andrade and friends kept a journal of their activities in their bachelor pad. The book became to be known as “O perfeito cozinheiro das almas deste mundo”. From this journal, the Workgroup on Digital Poetics (Grupo de Pesquisa em Poéticas Digitais da ECA-USP) is developing a videogame in which the player travels back in time to São Paulo and visits places described or alluded to in the journal. In each place a plot develops and the player can arrive to any place at any poit of the plot. So the gameplay is twice labyrinthic: there are spacial labyrinths (the places) and temporal labyrinths (the different points within each plot).
Keywords
: Game. Media art. New media.

PRADO, Gilbertto Et alli. "Apontamentos para o game Cozinheiro das Almas”, Revista Texto Digital, n. 2 , junho de 2006

View online here.


Desertesejo: partilha e simulação

Abstract: This essay is a reflection regarding the concepts of partition and simulation in Virtual Reality, parting from the work Desertesejo (2000/2002), a multiuser virtual environment accessible on the internet created by the Brazilian artist Gilbertto Prado.
Keywords
: multiuser environment, net art, telematic art, web art.

PRADO, Gilbertto. Nunes, Fabio Oliveira. “Desertesejo: partilha e simulação”, revista texto digital, ano 5, n.2, 2009

View online here.


Arte et Télématique

PRADO, Gilbertto. “Arte et Télématique” in Les Cahiers du Collège Iconique, Communications et débats, n. XVIII, 2004-2005.Série de conferências e debates organizados pela Inathèque de France - Institut National de l'audiovisuel com artistas e teóricos e publicadas pelo INA – Paris, 2006, p. 1-39.

View online here.


Artistas que trabalham com novas tecnologias - dossiê

“Artistas que trabalham com novas tecnologias - dossiê” in Polêmica Imagem, número 14, ano 2005, Revista Eletrônica, UERJ, Rio de Janeiro.

File unavailable (old link).


Uma leitura poética de ambientes virtuais multiusuário

PRADO, Gilbertto; LAURENTIZ, Silvia. “Uma leitura poética de ambientes virtuais multiusuário” (em co-autoria com Silvia Laurentiz) in Ars, Revista do Departamento de Artes Plásticas, ECA/USP, ano 2, n°3, São Paulo, 2004, pp. 22- 35.

Download pdf here or here.


Wearcomp: dispositivos móveis de presença mediada

DONATI, Luisa Paraguai; PRADO, Gilbertto. "Wearcomp: dispositivos móveis de presença mediada", in Derivas - Cartografias do ciberespaço, (org. Lucia Leão), São Paulo, Anablume; Senac, 2004, pp. 201-209.

View online here (Google Books).


Artistic Experiments on Telematic Nets : Recent Experiments in Multiuser Virtual Environments in Brazil

PRADO, Gilbertto. ”Artistic Experiments on Telematic Nets : Recent Experiments in Multiuser Virtual Environments in Brazil”, in Leonardo, Vol. 37, No. 4, pp. 297-303, MIT Press, USA, 2004.

File unavailable (old link).


Experimentações artísticas em redes telemáticas

PRADO, Gilbertto. “Experimentações artísticas em redes telemáticas” in Ars, Revista do Departamento de Artes Plásticas/PPGAV - ECA/USP, ano 1, n°1, São Paulo, 2003, pp. 49-57.

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Acaso 30, Entrevista com Gilbertto Prado

MONACHESI, Juliana. "Acaso 30, Entrevista com Gilbertto Prado", Ars, ano 3, n.6, São Paulo, 2005.

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Artistic Experiments on Telematic Nets : Recent Experiments in Multiuser Virtual Environments in Brazil

Abstract: Before discussing the issue of art on the net, I would like to make a brief reference to four distinctive projects in multi-user virtual environments 1 that were recently done in Brazil. Two of them took effect at Itaú Cultural, in São Paulo. The first one, known as Imateriais99, used videogame technology to explore some key issues regarding contemporary thinking about the relationship between the real and the virtual. The other project, known as Desertesejo, accomplished in 2000 by Gilbertto Prado, works with VRML for artistic purposes. The other two projects were developed in Brasília by Tania Fraga and Suzete Venturelli, and are presented here as an invitation to a future visit.

PRADO, Gilbertto. ”Artistic Experiments on Telematic Nets : Recent Experiments in Multiuser Virtual Environments in Brazil”, in OLATS/Observatoire Leonardo des Arts et des Techno-Sciences, atas on-line do Colóquio Artmedia VIII, Paris, 2003.

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Expériences artistiques dans les réseaux télématiques : Projets récentes d'environnements virtuels multi-utilisateurs au Brésil

Avant d'aborder la question de l'art dans les réseaux, de façon plus ample, j'aimerais présenter brièvement quatre travaux en environnements virtuels multi-utilisateurs réalisés récemment au Brésil. Deux d'entre eux ont été réalisés à l'Itaú Cultural (Centre Culturel Itaú), à São Paulo. Le premier, Imateriais 99 a utilisé la technologie du jeu vidéo afin d'explorer quelques questions clés de la pensée contemporaine sur la relation entre le réel et le virtuel. L'autre projet, Desertesejo, réalisé en 2000, travaille les possibilités du VRML à des fins artistiques. Ensuite, deux autres travaux développés à Brasília, par Tania Fraga et Suzete Venturelli, sont présentés ici, comme invitation à une visite ultérieure.

PRADO, Gilbertto. "Expériences artistiques dans les réseaux télématiques : Projets récentes d'environnements virtuels multi-utilisateurs au Brésil ”, in OLATS/Observatoire Leonardo des Arts et des Techno-Sciences, atas on-line do Colóquio Artmedia VIII, Paris, 2003.

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Experimentações Artísticas em Redes Telemáticas e Web

PRADO, Gilbertto. “Experimentações Artísticas em Redes Telemáticas e Web” in Interlab: labirintos do pensamento contemporâneo, (coord. Lucia Leão), Editora Iluminuras, São Paulo, 2002, pp.115-125.

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Artistic Environments of Telepresence on the World Wide Web

Abstract: The recent use of streaming video on the World Wide Web for the distribution of live images has enabled an interface that supports a new phenomenon of virtual, defered, remote presence, extending perception and expanding the possibilities of remote interaction. The purpose of this essay is to provide a brief survey of the use of these live images in artistic spaces specifically conceived for this medium. These environments will be presented in three different categories, which propose transformations in possibilities of participation, interference, and the participants’ self-expression.

DONATI, Luisa Paraguai; PRADO, Gilbertto. “Artistic Environments of Telepresence on the World Wide Web”, in Leonardo, Vol. 34, n. 5, pp. 437 – 442, MIT Press, USA, outubro de 2001.

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Desertesejo: um projeto de ambiente virtual multiusuário na web

PRADO, Gilbertto. “Desertesejo: um projeto de ambiente virtual multiusuário na web” in Anais da 13Th SIBGRAPI2000 – Simpósio Brasileiro de Computação Gráfica e Processamento de Imagem, Gramado, RS, pp. 12-16.

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Cinco Poemas Eletrônicos

SANTOS, Alckmar Luiz; PRADO, Gilbertto. Cinco Poemas Eletrônicos”, in Alire, nº 11, CD-ROM, Mots-Voir, Villeneuve D’Ascq, France, 1999.

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Telescanfax

Abstract: The images reproduced here are part of a series entitled telescanfax. The process consists of hand-scanning broadcast television images, then transmitting them in real time to other places.

PRADO, Gilbertto. “Telescanfax” in Nomads, Introduction by Eduardo Kac in The leonardo Gallery, in Leonardo, Vol. 29, nº 4, p. 260, 1996.

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Paris-Campinas et vice-versa

PRADO, Gilbertto. "Paris-Campinas et vice-versa" in Art-Réseaux. Karen O'Rourke (org.), Editions du C.E.R.A.P. (Centre d'Etudes et de Recherches en Arts Plastiques - Université de Paris I Panthéon - Sorbonne), pp. 58-61, Paris, França, 1992.

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