Nomadic Grids – Think Tank #1

Nomadic Grids – Think Tank #1: exhibition organised by Benjamin Efrati, Shu Isaka, Hitoshi Takeuchi

Guest artists: Fuyumi Murata, Naoki Miyasaka, Mitsuo Yamamoto, Marie B. Schneider

0-title: Nomadic Grids

1-humans make a distinction between space and time

2-processes which are too slow or too small are unnoticeable

3-processes which are too fast or too big are unfathomable

4-the game of go is one example of this paradigm

5- it uses a grid to represent space and stones to represent actions in time

6-stones can be considered to be cells in the living organism of the game

7-some parts, aspects and dimensions of reality remain missing

8-in order to generate their representation new models are needed

9-we call for new conventions of space and time

10-we call for nomadic grids

1 -we know existence is not born from a conventional grid space

2-we know it because we know the universe is discrete

3-reductive mathematical grids are rational and miscalculate the real world

4- exhibitions are like a laboratory for recalculation

5-the interactivity with the audience is necessary

6- such a laboratory must be pluralistic and nomadic
7- in laboratories, experiments are regarded as small scale of physical reality.
8-nomadic grids are generated without downscaling reality in time and space

9-they are n-dimensional and functionally variable

10-the experience of board games enables alternative uses of the grid

11-using deviant grids leads us to the cracks in the grid system

12- this enables the exploration of different closed circuits like a warp portal

1-Think Tank #1 basically, it’s an exhibition about the fourth dimension

2-Think Tank #1 is the first application of the Nomadic Grids protocol

3-Think Tank #1 is throwing a party on saturday 2018.09.29, you’re invited

4-Think Tank #1 brings together 10 participants from diverse backgrounds

5-Think Tank #1 is also an open call to potential collaborators

1 -we know existence is not born from a conventional grid space

2-we know it because we know the universe is discrete

3-reductive mathematical grids are rational and miscalculate the real world

4- exhibitions are like a laboratory for recalculation

5-the interactivity with the audience is necessary

6- such a laboratory must be pluralistic and nomadic
7- in laboratories, experiments are regarded as small scale of physical reality.
8-nomadic grids are generated without downscaling reality in time and space

9-they are n-dimensional and functionally variable

10-the experience of board games enables alternative uses of the grid

11-using deviant grids leads us to the cracks in the grid system

12- this enables the exploration of different closed circuits like a warp portal

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1-Think Tank #1 basically, it’s an exhibition about the fourth dimension

2-Think Tank #1 is the first application of the Nomadic Grids protocol

3-Think Tank #1 is throwing a party on saturday 2018.09.29, you’re invited

4-Think Tank #1 brings together 10 participants from diverse backgrounds

5-Think Tank #1 is also an open call to potential collaborators

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Project page: Nomadic Grids

Event page: Nomadic Grids

Exhibition Dates:会期
2018.9.28 ~ 10.4

Hours:開館時間
Weekday 1:00 PM ~ 7:00 PM
Weekend 1:00 PM ~ 8:00 PM

Gallery:場所
mumei
//goo.gl/maps/Db9Gn3hqVgS2
facebook.com/mmuummeeii/

Nomadic Grids is a multimedia exhibition about the duality between space and time. It articulates installation, Virtual Reality, and performance art. Processes can be observable or invisible to the human eye, depending on the rate of change. Any event in the material world can be explained in terms of processes inscribed in a territory. In the Asian game of go ( 囲碁, igo), a mathematical grid represents space. This abstract and ideal structure enables the representation of a wide variety of complex processes. Among these processes, some can be considered symbolically violent: war, battle, conquest, sacrifice; others appear as pure functional processes: connexion, cooperation, protection. In other words, it includes the idea that from multiple ambiguous solutions to a given situation, the agent can choose one via their own experience. In spite of the psychological landscape determining the agent’s behaviour, a solution beyond immediate experience can be found. This new function can be called “generating a warp portal”: it brings about new gameplay possibilities.

Such a space-time continuum would be broken not only by the structural power of the grid, but also by the free behaviour of the stones, taken as autonomous agents. The grid can be seen as a finite territory, and the behaviour of each stone dissolves the fixed nature of space and time. In order to escape the rigid territory imposed by the grid, the exhibition gathers various grid modules.