A four channel Composition was premiered presented live as an special event during EBU Ars Acustica conference on June 14th, 2018 in Ljubljana, Slovenia.
Set in a big room surrounded by terrace balcony on top of City Hotel in Ljubljana live performance focused on merging and blending sound field recordings from local milieu and with sophisticated recordings of electromagnetic radio waves from outer space.
Welcome to the biggest interactive game ever created by a human being
Moon Pong – Ping.Ping is planned to become the largest interactive game that was ever created, with the largest natural outreach delivered and accepted trails (ie. the transmitted, received and recorded radio signal) based on EME (Earth-Moon-Earth) communications. Initiated by artists Brane Zorman and Hakan Lidbo Moon Pong – Ping.Ping is set to cross international and space borders by-passing physical limits and creating an enormously vast playground field where EME radio amateur community plays a crucial role in projects realization.
For more deatiled information about the Moon Pong – Ping.Ping project please go to moonpong.space
During extensive testing and code (node.js) development by slovenian programmers Slavko Glamočanin and Gregor Žigon have finally installed and successfully launched the custom application that can track various location activities (EME members at their hash locations) and simultaneously calculate the distance and time response according to virtual time 0 to avoid wrong results and point after players press “received” button. The code was originally made by swedish programmer who is partner in team with Hakan Lidbo, but was completely rewritten as for this first initial test phase we needed an application with specific features.
On december 30, 2016 in the early afternoon we have launched a Moon Pong – Ping.Ping test game with 7 players on different locations. After some expected technical issues and solved login problems we started game at 1.25 CET+1, The test run for about 10 minutes with no difficulties whatsoever but then we had to stop and cancel further gaming and testing because of players other schedules. The whole project process was commented live and video of screen activities was recorded to be glued together with almost no editing. The video was broadcasted to a broader audience live on CONA YouTube channel same day at 22.00 (GMT+1).