13/04/2010
ANTES DE DESCOBRIR A GARGANTA no Ciclo Try Better, Fail Better '10
A CARTUXO estará presente no Ciclo TRY BETTER, FAIL BETTER '10 promovido pelo Teatro da Garagem. Apresenta no Teatro Taborda, nos dias 23, 24 e 25 de Abril às 21:30, o espectáculo "Antes de Descobrir a Garganta", primeira parte da trilogia DELAY - uma criação de Nuno Leão e Ricardo Marques.
ANTES DE DESCOBRIR A GARGANTA assume-se como um espectáculo-tentativa que procura, não encontrar uma resolução, mas uma perpetuação da manifestação teatral. O espectáculo não é concluído, este é apenas um excerto do trajecto que dispomos, não existe fim ou conclusão, é uma manifestação acerca do teatro e da condição do actor enquanto criador. O estar da entidade teatral vai-se esvaziando e enchendo. Enchendo-se de tudo e de nada. Esvaziando-se de si e de ninguém. Vai acumulando tentativas ao mesmo tempo que diminui as suas hipóteses: de ser, de comunicar. Pode ser uma imagem do fenómeno teatral, da bipolaridade de uma geração, de um super-herói com o seu lado comum e extraordinário. A sua existência pretende sempre ser, é sempre imagem de qualquer coisa, de um referente. É uma existência ficcionada, múltipla, fragmentada e não-editada. Simulacro do homem contemporâneo, de uma identidade estilhaçada pelo olhar dos outros.
texto original ricardo marques
criação e interpretação nuno leão, ricardo marques
mecanismo cénico e desenho de luz ana ribeiro, nuno leão, ricardo marques
som ricardo marques
fotografia e vídeo de cena andré uerba
design de comunicação e ilustração elias taño
produção e comunicação ana ribeiro, renata amaro
Co-produção Teatro da Garagem
Projecto financiado pela Fundação Calouste Gulbenkian
Apoios Teatro Praga/Hospital Miguel Bombarda, Editora Alma Azul, Companhia de Teatro Cães à Solta/Associação Casa do Povo de Alcains, Ajidanha - associação cultural, ALZINE
texto original ricardo marques
criação e interpretação nuno leão, ricardo marques
mecanismo cénico e desenho de luz ana ribeiro, nuno leão, ricardo marques
som ricardo marques
fotografia e vídeo de cena andré uerba
design de comunicação e ilustração elias taño
produção e comunicação ana ribeiro, renata amaro
Co-produção Teatro da Garagem
Projecto financiado pela Fundação Calouste Gulbenkian
Apoios Teatro Praga/Hospital Miguel Bombarda, Editora Alma Azul, Companhia de Teatro Cães à Solta/Associação Casa do Povo de Alcains, Ajidanha - associação cultural, ALZINE
Para mais informações clicar aqui
09/04/2010
Dara Birnbaum - Technology/Transformation: Wonder Woman
podemos usar os mídia populares; às vezes, quando eles se expandem, surgem pequenos buracos e é neles que se pode fazer alguma coisa
06/04/2010
05/04/2010
"Origin of Species"
Man-Computer Symbiosis
"Man-computer symbiosis is an expected development in cooperative interaction
between men and electronic computers. It will involve very close
coupling between the human and the electronic members of the partnership.
The main aims are 1) to let computers facilitate formulative thinking
as they now facilitate the solution of formulated problems, and 2) to enable
men and computers to cooperate in making decisions and controlling complex
situations without inflexible dependence on predetermined programs.
In the anticipated symbiotic partnership, men will set the goals, formulate
the hypotheses, determine the criteria, and perform the evaluations. Computing
machines will do the routinizable work that must be done to prepare
the way for insights and decisions in technical and scientific thinking. Preliminary
analyses indicate that the symbiotic partnership will perform intellectual
operations much more effectively than man alone can perform them.
Prerequisites for the achievement of the effective, cooperative association
include developments in computer time sharing, in memory components, in
memory organization, in programming languages, and in input and output
equipment.
1.1 Symbiosis
The fig tree is pollinated only by the insect Blastophaga grossorun. The
larva of the insect lives in the ovary of the fig tree, and there it gets its
food. The tree and the insect are thus heavily interdependent: the tree
cannot reproduce wit bout the insect; the insect cannot eat wit bout the tree;
together, they constitute not only a viable but a productive and thriving
partnership. This cooperative “living together in intimate association, or
even close union, of two dissimilar organisms” is called symbiosis [27].
“Man-computer symbiosis” is a subclass of man-machine systems. There
are many man-machine systems. At present, however, there are no mancomputer
symbioses. The purposes of this paper are to present the concept
and, hopefully, to foster the development of man-computer symbiosis by analyzing
some problems of interaction between men and computing machines,
calling attention to applicable principles of man-machine engineering, and
pointing out a few questions to which research answers are needed. The
hope is that, in not too many years, human brains and computing machines
will be coupled together very tightly, and that the resulting partnership will
think as no human brain has ever thought and process data in a way not
approached by the information-handling machines we know today."
04/04/2010
03/04/2010
RABBIT'SLAND
"Obscene is all wath is unnecessarily visible, without desire and without effect. All wath usurps the so rare and so precious space of appearances"
Jean Baudrillard, The Violence of the image
LOOP
loop 1
n.
1.
a. A length of line, thread, ribbon, or other thin material that is curved or doubled over making an opening.
b. The opening formed by such a doubled line.
2. Something having a shape, order, or path of motion that is circular or curved over on itself.
3. Electricity A closed circuit.
4. Computer Science A sequence of instructions that repeats either a specified number of times or until a particular condition is met.
5. A type of loop-shaped intrauterine device.
6. A flight maneuver in which an aircraft flies a circular path in a vertical plane with the lateral axis of the aircraft remaining horizontal.
7. A segment of film or magnetic tape whose ends are joined, making a strip that can be continuously replayed.
8. Sports See league1.
n.
1.
a. A length of line, thread, ribbon, or other thin material that is curved or doubled over making an opening.
b. The opening formed by such a doubled line.
2. Something having a shape, order, or path of motion that is circular or curved over on itself.
3. Electricity A closed circuit.
4. Computer Science A sequence of instructions that repeats either a specified number of times or until a particular condition is met.
5. A type of loop-shaped intrauterine device.
6. A flight maneuver in which an aircraft flies a circular path in a vertical plane with the lateral axis of the aircraft remaining horizontal.
7. A segment of film or magnetic tape whose ends are joined, making a strip that can be continuously replayed.
8. Sports See league1.
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