Steve Lambert

wrote a book!!!

Yearly Archives: 2006

Simmer Down Sprinter in San Francisco

Simmer Down Sprinter has finally made its way to San Francisco. My competitive relaxation game will be at The Lab for Some Assembly Required, September 6-30. Come to the opening reception: Friday, September 8th, 6-9 PM

This is the Lab’s first ever juried exhibition, featuring work by Roger Bisbing, Marcus Civin, Yoon Cho, Nancy Elliott, Taro Hattori, Jesse Houlding, Peter Kimmel, Nicholas Knight, Steve Lambert, Francis McIlveen & Yuki Maruyama, Dan Nelson, Zefrey Throwell, Lindsey White, and Edmund Wyss.

Gallery Hours: Wednesdays-Saturdays, 1-6 PM
Free Admission

Artists Talk moderated by jurors Mike Arcega and Steven Wolf:
Wednesday, September 27th, 7 PM
$3-10 sliding scale admission

WhyTheyHate.Us

WhyTheyHate.Us Screenshot

WhyTheyHate.Us was a participatory web photo project using images submitted to Flickr, a popular photo hosting site. The images were chosen at random from uploaded photos tagged “whytheyhateus”.

The site was an open forum and images displayed were not curated, edited, or censored. Anyone could contribute any image and eventually every image will be shown in the random display.

This project is possible thanks to custom code written by the resourceful, generous, and talented Steve Calderon.

Source code now available!

Simmer Down Sprinter at ZeroOne SJ/Gallery A.D.

Anno Domini presents…

SDS in Gallery AD

Simmer Down Sprinter – Opens August 8th, 2006
a bio-feedback controlled video game by Steve Lambert
on view August 8-12 in Anno Domini’s store (bring quarters!)

This exhibition coincides with the ZeroOne San Jose Festival, a multi-dimensional event celebrating the intersection of art and digital culture August 7-13 in downtown San Jose. Held in conjunction with the prestigious International Symposium of Electronic Art, the festival provides an opportunity for participants to explore the connections between artistic expression and technological advancements.

Exhibit on view through August 12, 2006
Gallery Hours: Tuesday through Saturday, noon ’til 8 p.m.

It’s great to be back at Gallery A.D. It’s been 3 years since they helped Tucker Nichols and I get the space for our piece, I Just Woke Up….

Steve Lambert Show #2

Episode 2 of the radio show is done. I’m starting to think these radio shows may be my excuse for research as an unqualified sociologist. (Come to think of it, that might be true of all my work)

loss prevention

This time I decided to draw on my past as an undercover security agent. The show explores the theme of shoplifting and reaches out a bit into crime in general. It includes interviews with a small town police chief, a loss prevention professional, and of course, plenty of ex-shoplifters.

Episode 2: Shoplifting | mp3 download – 42mb

Steve Lambert Show #1

I haven’t done radio in a few years and, after some gentle coaxing, I recently agreed to create a series of bi-weekly public affairs show on KDVS. The first thing I thought of was building on past work I did with the Anti-Advertising Agency and creating shows using interviews and field recordings. In the end, the idea turned into a experimental public affairs show …radio verité perhaps?

wedding ring

My wife and I have been invited to 10 weddings this year and it seems every weekend there is some event related to someone’s wedding. Naturally the first show is about weddings and marriage.

Below is a downloadable mp3, or listen with the flash player on this page. The program is about 56 minutes, so feel free to download it and listen on whatever device you prefer.

Episode 1: Wedding Plans | mp3 download – 39mb

Also, check out: episode 2

Simmer Down Sprinter

Download a Quicktime version of the video.

Simmer Down Sprinter is a two player, sit-down, arcade style video game I designed and programmed in which players compete to move runners around a track. The game is controlled by player’s bio-feedback. The more relaxed the player becomes, the faster the runner moves around the track. Essentially it is a game of competitive relaxation.

The game is controlled by player’s bio-feedback. The more relaxed the player becomes, the faster the runner moves around the track. Essentially it is a game of competitive relaxation.

I take the role of the runners in the video game, complete with track outfits in red and blue team-colors. Players rest hands on “team-colored” arm rests. The metal contacts detect changes in body temperature and galvanic skin resistance – similar to what is used for a polygraph test. When the player is more relaxed, the video of me running the track speeds up. If the player tenses up, the video slows down.

The game accepts 25 cent coins to start, so the player will be “invested” in winning. The video includes arcade style graphics that show the place (1st or 2nd) your runner is in, track position, speed, and a stress meter. Each player gets a team color, red or blue, and is shown that video on their screen. The “red screen” and ‘blue screen” are separate and individual, but start in sync with each other. Players are first shown a video of their runner stretching and warming up to an exciting soundtrack of Atari-style synthesized game music. The race is then run. At the end, the winner is shown a their winner screen and the loser, a “try-again” screen. The runner in the video celebrates or laments accordingly.

Because they were so helpful in getting this huge project done I have to mention that the graphics were designed in collaboration with old friend, Richard Miller, the music by Adam Marks, camera by Jeff Pitcher, and the sensors with a team of electrical engineering students (James Rudee, Raymond Ng, Michael Rush, Daniel Gurman, and Daniel Lin). Also, without help from friends in building and painting the cabinet, I would never have finished.

For those that are interested, the internals of the game are made up of two 27 inch televisions, an Apple G4 dual 1ghz tower with 3 video cards, a Teleo module, a modified 4.1 surround sound speaker set, vintage arcade game parts and coin accepter, and lots of wood and wires. The graphics are printed on adhesive vinyl with an adhesive laminate and the game is programmed in Max/MSP/Jitter. If you want to know more, I set up a seperate page –> Geek out! See how Simmer Down Sprinter was made.

Here’s a sample of the intro music by Adam Marks:


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