Daily Archives: 06 Feb 2013

Ersatz

06 Feb 2013

Lately, I am really interested in the process and algorithms of creating generative life forms and creatures. Here are three projects, that I like and would like to “dissect”, so I could learn more about the process.

Communion – A Celebration of Life

This one is a really fun project by FIELD and Matt Pyke.They made a wall of hundreds generated creatures accompanied through their evolution by a polyrhythmic soundtrack. Creative Applications.net has posted a great behind the scenes article, that explains the process of creating the installation

Weird Faces Study by Matthias Dörfelt using PaperJS




Matthias Dörfelt tries to create computer generated faces, that could not be instantly recognized as such. Event though, they look as hand drawn, they are actually completely algorithmically generated and every face is random and unique.

Cindermedusae by Marcin Ignac

http://marcinignac.com/projects/cindermedusae/

An old, but really awesome project by Marcin Ignac. Algorithmically generated sea creatures, that can be deformed, characterized and animated with modifying different parameters. I really love how their movements looks so organic and smooth.

Technique

I haven’t actually found the time to dig deeper for algorithms for generating organic looking and moving creatures, but will definitely do so. I am actually reading Dan Shiffman’s Nature of Code and The Generative Design book, which I think is a really good start towards the topic. But, if someone could recommend something, please comment!

Robb

06 Feb 2013

Grower – 2004 – Sabrina Raaf

PICT1699
This robot crawls along the wall and paints hopeful blades of grass which correspond to C02 emissions.
This doesn’t actually appear to have anything to do with environmentalism, which is refreshing and strange.
The artist sees it as more of a visualization of organic life and the chemical impacts organisms have on one another.
As an early example of data-driven kinetic art, this piece subscribes to what will later become tropes in the genre.
I am seriously considering doing a data-driven eco-themed sculpture, and happening across this really well done example is informing my research well.
This is not a guilt dispensing device, as much environmentally themed art tends toward, but a truly though provoking exploration of the relationships between living things, expressed effectively by an artificial living thing drawing fake living things. Whoa.

Colony – 2013 – Nervous System

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The work of Nervous System is a beautiful set of examples in the field of generative tangibles. They have coined their wares as physibles.
Their attention to aesthetic detail and current architectural trends sets them apart from other product design firms. Biomimetic forms have always been beautiful and are just coming around to the mass market spotlight. The combination of Product Design, Architecture, Programming, and fashion is quite striking.

Elwin

06 Feb 2013

Generative Art

I had a hard time choosing which topic I should do for my assignment. Information visualization seems more approachable to me, but I’ve decided to go for generative art since I’ve never really done anything like that before.

Concept: Thalassophobia

In my initial concept, I Wondered if it’s possible to create something abstract that provokes the feeling of thalassophobia and giant sea creatures with generative art.

The abstract art could be made out of dynamic dark blue/green/grey colors blobs or blurry particles, which will move very slowly across the screen. I’m also thinking to combine this with dark ambient music to create suspense, and if possible project this in a cave projection system. This all sounds very interesting to me, but I have no idea to be honest where to start yet since I’ve never done any kind of artsy (abstract) visualization before. This could be challenging…

Process

Creating generative art is tougher then I thought. It’s quite difficult to find good tutorials online, explaining the fundamentals and guide you through the process. I went through several books and finally got my hands on Matt Pearson’s “Generative Art: A practical guide using processing“. This is truly an amazing book. It helped me to understand various types of generative art. But even with the basic knowledge, I felt clueless on where to start. I ended up tweaking a lot of the examples, trying to combine different sketches, but I didn’t like any of the results. The deadline is getting closer and closer, and I’ll need to prioritize and make decisions based on time, knowledge and capability to code something artsy. In the end, I modified my initial concept and I experimented with some code.

Eye of Cthulhu

I threw away the idea of adding dynamic colors and motion, and went for black and white and static rotation instead. I made minor tweaks to Matt Pearson’s Sutcliffe Pentagons code and played with the variables to create various effects. For the ambiance and suspense, I was able to find an audio track from Svartsinn & Gydja – Terrenum Corpus which worked very well with the generated visualizations. Also, I was able to get permission to use the cave projection system at the ETC, but I haven’t tried projecting my visualizations yet (will try that Monday).

As for the art, it uses the Sutcliffe Pentagons algorithm, but I’m using 32 sides instead of 5 sides and it projects fractals to the outside. I added 2 to 4 additional Sutcliffe Pentagons next to each other, varied the radius, strutFactor with perlin noise to create the effects below.


The results are quite cool, but I’m not completely satisfied with the overall goal. It feels like I should do more or be more bold in the experimentation, but again I felt stuck during my development process. As a post-mortem, I think I was a bit too ambitious coming in this project with zero knowledge for creating generative art. I would need to take more time to gain more experience, develop stronger coding and math skills for future artwork.

Bueno

06 Feb 2013

We recently confronted a problem in Great Theoretical Ideas in Computer Science that had to do with wrapping rope around pegs in such a way that removing any one of them would cause the entire mass to fall. The proper answers were, I thought, rather aesthetically pleasing, and as a result I have decided to see if I can create the ultimate knot. There’s actually a lot of mathematical theory behind knots – here’s a diagram i found with only a few minutes of searchging:

I’d like these knots to be generated in a genetic fashion. Perhaps i give the knot maker a specific task to fill, and see what knot best fulfills the task. Perhaps instead I go for visual complexity, or ease of replication by a human being. Imagine chaining together multiple knots…

I would like this program to be able to “play back” how a knot is tied. This generated animation could itself be a point of focus of the project.

 

Alan

06 Feb 2013

I archived all kinds of online knowledge in this website https://pinboard.in. There are also a big database for public knowledge to share.

Here’s the api to get all these information. https://pinboard.in/api/

I am trying to visualize how I am currently managing my online knowledge and what’s the relations between different topics and different people.

Bueno

06 Feb 2013

First up, The Art of Reproduction by the duo Fernanda Viégas and Martin Wattenberg, a project done in 2011. This project might be considered a unique curatorial perspective – the internet as a museum.

Viégas and Wattenberg gathered up as many digital copies of images of a select few famous artworks they could. Then, they coded up a program that would construct a mosaic out of components of each reproduction, forming a new whole imitative of the original painting/photograph. The huge variances in color are astounding. Even dimensions and proportions do not remain constant, thanks to small croppings of the images here and there. The resulting visualization is a concise observation of the innaccuracies of (digital) artistic reproduction.

http://hint.fm/projects/reproduction/

 

Next is a visualization that I feel more ambivalent about. Note that with the current goings on in the US I am quite invested in the topics of gun violence and gun legislation. I was even considering trying to tackle them for a while as part of this project. That said, Perioscopic’s U.S. Gun Murders in 2010 seems to go against the normal grain of infovis somewhat.

The graph consists of curved lines over an axis representing time. Each line is a person’s life. At some point the lines switch from yellow-colored to gray-colored, representing the point in their life where they were killed by someone with a gun. The rest of the trajectory represents the life they could have lived. Now, for me the problem is this last bit, the blatant speculation on the part of Perioscopic. While the graph is less visually striking without such a feature, it seems a tad dishonest or ill-considered. Should infovis consist solely of hard facts? I always thought so.

http://infosthetics.com/archives/2013/02/us_gun_murders_in_2010_an_alternative_view.html

This last one is really cool, though it isn’t strictly infovis in that it references no concrete data set. It does, however, help us to visualize the ever present but always invisible electomagnectic fields, radio waves, etc. They physically affect our world, never seen, never heard, but integrated into our surrounding space.

The light sculptures that Anthony Dunne and Fiona Raby created in this series, Immaterials, have no real tangibility, of course. But they are beautiful, and certainly a good use of an old technque.

http://www.onformative.com/work/immaterials/

Sam

06 Feb 2013

When I talk about Computer Club, I often introduce the club as having racks of servers squirreled away in Cyert B-level, happily grinding away at running a variety of services. But there hasn’t been a good way to communicate to people the scale and activity of our systems. I plan to construct a real-time visualization of the status of the Computer Club machine room, making it available directly from our webservers so that anyone can see what’s going on in real time.

I plan to collect data from as many of our servers as possible and aggregate it in a database to drive a web-based infographic. I was inspired by the Planetary project by Bloom, which visualizes the user’s music collection as solar systems in a galaxy, and saw that Computer Club’s infrastructure has a similar three-tiered structure which makes it ideal for such a visualization.

vis_sketch

I anticipate the challenges in this project will be in incorporating the “smaller” data, such as active users and processes, into the visualization without either introducing clutter or making them invisible, and ensuring that the data maps in an intelligible way.

Sam

06 Feb 2013

Embers (The Digital Artists)

Embers isn’t a particularly impressive demo to look at. What is impressive is this:

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This is the entire compiled code for Embers. It is only 1020 bytes, and yet the demo manages a soundtrack and variety in the procedurally-generated environments which is rarely seen at this size. Tiny demos are all about unwinding intricate generative scenes from obscenely small amounts of code, and Embers represents an immense step forward in that regard.

Silk (Yuri Vishnevsky and Mat Jarvis)

weavesilk

Silk intrigues me because it has taken an extremely simple idea, that of building curves with the user’s mouse, and yet it has been executed in a way that creates a very rich sculptural experience for the user. The fade-off of the colors and basic applications of symmetry present an easily-learned interface and quickly produce undulating surfaces and voids, almost as alien hallways out of science fiction. One part of me yearns for more controls and capabilities in the interface: wider color selections, more complex symmetries, methods of rotation and translation. Yet at the same time, I feel that the project would become lost under those extensions, and that the present, limited interactions are already sufficient to produce intriguing sketches.

ANGELINA project (Michael Cook)

angelina_santa

ANGELINA designs games. She is an ongoing project developed by Michael Cook to produce an artificial intelligence which can generate games without any human input. The project began with simplistic collision-based games, and has evolved towards side-scrolling adventures, reminiscent of the original evolution path of human-designed games. ANGELINA, originally dependent on the work of Cook and others to provide many of the underpinnings of her games, now engineers all of the mechanics of the games herself, and is growing to develop even the images and music for games unaided, all while responding to feedback from real-world users of the games. I find this project especially intriguing because computer-invented computer games seem unlikely to experience the cultural shunning that other forms of artificial art have encountered from the existing community of creators, simply because the idea of computers doing fantastic things all on their own is already part of the paradigm.

Michael

06 Feb 2013

Sifteo Cube Gigaviewer

Screen Shot 2013-01-27 at 8.58.07 PM

This one’s fairly straightforward.  I really liked what I did with the Sifteo cubes in Project 1, and I’d like to expand it so that the Sifteo cubes can actually be used to explore very high resolution images from a sort of ant-on-a-page perspective.  I’ve already got some code that I’ve made since project 1 that auto-chops images into nice Sifteo-sized bits and then rewrites the LUA file accordingly.  This project would involve packaging all of that up and ideally using the (up and coming) Sifteo USB connection to upload new high-resolution images daily.  This way, the cubes could be an auto-updating installation in a classroom or gallery.

Here are the parts of the project from the image to the cubes (and my classification of each)

1. Get the newest image from a dropbox or git repository (Probably trivial)

2. Write processing script to chop images and autogenerate a LUA script (Pretty much done)

3.  Regularly run the processing script, re-compile, and re-upload to the Sifteo base (Maybe not too hard)

4.  Figure out how to rotate images (Should be easy… need to talk to Sifteo people)

5.  Devise a scheme for managing asset groups better on the limited cube resources (tough but interesting)

6.  Devise a scheme to predict which asset group will be needed next and load in a timely manner to keep the interaction smooth (Hard but very interesting and possibly publishable)

 

I think there’s some really cool potential here for having to piece together the “big picture” through little windows to understand what you’re looking at.  For example what’s this?

crop

 

Scroll down!

 

 

 

 

It’s my arm!

arm2

Patt

06 Feb 2013

I stumbled upon the “My Milk Toof” blog by Inhae Lee a while back. As the name suggested, it is about a story of two little tooth characters, Ickle and Lardee, who keep this blog alive. The characters are made out of polymer coat and painted with acrylic, and there are about five models of each in different expressions. Making each character by hand not only takes a lot of time, but it also sets boundaries and limitations to what the shapes of the characters can look like.

With the two characters in mind, I want to create a tool that can generate characters in various forms, but at the same time still maintain the same fundamental shapes (i.e. tooth). I am hoping to make use of toxiclibs library to create 3d models. I want to also do some digital fabrication to actually see the characters in a tangible form.