Category Archives: LO-4

JohnMars—LookingOutwards—4

Flexible Muscle-Based Locomotion for Bipedal Creatures from Thomas Geijtenbeek

Explained: Computerized evolution of walking creatures.

Chosen: Cool. Funny. Relevant.

Critiqued: Nothing. I’m impressed.

Related: Reminiscent of Karl Sims, William Latham, and Richard Dawkins.

Sonic Glitch Art from Dane Carney (Enad Yenrac)

Explained: Music made from transcoding gifs to sound, then turning those sounds back to image.

Chosen: I’ve always had a soft spot for glitch art, and this fits the bill in terms of this week’s generative theme.

Critiqued: I wish it was more transparent how image is turned to sound and back again. For all I know, this is pure glitch art, and the music on top is just made up.

Related: The author mentions staAllio!’s work from the 90s as being inspiration.

rlciavar

04 Feb 2015

Since I accidentally made my looking out 3 post about generative work. This post will be about projects using OF addons.


L.A.S.E.R. Tag, a collaborative project between several artists at the Graffiti Research Lab (GRL), is an open source broadcasting platform for activist and hackers. It uses an openFrameworks application with several addons including, computer vision, graphics, sound and, serial communication. Computer vision is used to track strokes made with a laser pointer. These strokes are interpreted by the program and projected back by a high powered projector as light graffiti onto the surface of your choice.

I like the way this project overrides typical methods of communication which tend to favor people with financial or political power. Making the code opensource and providing detailed instructions on how to create your own L.A.S.E.R. tag system makes it accessible to a larger audience.

I wonder if it would be possible to make this project entirely remote. The projector could either be hidden prior to installation or be mobile by mounting it on a drone. Users could also draw images remotely on a computer to be sent to the projector. There could be a collaborative aspect where multiple users could contribute drawings through a web interface. It could be interesting to add a deeper level of anonymity.

 

Zack Aman

04 Feb 2015

Nothing of This is Ours from aandnota on Vimeo.

Nothing of This is Ours” is a generative, procedurally generated multiplayer game that combines landscapes, figures, and items into an exploration of surreal worlds using the Unity engine. Without exploring the game firsthand it’s hard to say for sure if it’s successful, but from the video I get the definite sense of weirdness, of being transported to some otherworldly land. Perhaps because of the Buddhas and mindless heads I get the feeling of exploring an in-between space, a limbo between worlds. Through careful choice of models, the author succeeds in creating a definite sense of feeling and place.

Where I”m not certain the project succeeds is in playability and interaction, both of which are both a means of robustness as well as a symptom. This being an art project, it doesn’t seem right to critique it on its entertainment value, but since it is specifically billed as a multiplayer game it should provide something beyond mere visual exploration. Creative Applications writes, “Up to four players can be on the server at once, but they never see or exist together at the exact same moment. Over the Alex has become obsessed with lag and what it means for memory and the self and this project is the result.” However, this seems to me a wasted opportunity or a cop out; I don’t see any meaningful expression of lag or memory between players in the video, though maybe this comes through better in actual play.

The classic game this reminds me of is Myst, but my gut feeling is that “Nothing of This is Ours” focuses on the world and surrealistic feeling without any meaningful interaction.

SYNTHESIS from HGK IVK Interaktion on Vimeo.

SYNTHESIS is a performance of generative visual instruments accompanying a piece of minimal electronic music.  The piece consisted of nine members performing and coordinating black and white visuals along with the music, with a conductor previewing and switching between the visuals. The individual visualizations were made with Processing hooked up to a Korg NanoControl 2. This piece is especially interesting to me for its use of generativity as a means to extend and modulate human creativity.

This piece is solid — simple but well executed. There was one section of the video that I particularly didn’t like, but that’s more a matter of taste than critique.  Another section (starting at (1:19) blew me away in the visual effect it created. One of the greatest strengths of this piece is the performance aspect; that it was performed live and synchronized between several people gives it a life and human touch that purely automatic, recorded art does not have.

 

dsrusso

04 Feb 2015

Malwarez from alex dragulescu on Vimeo.

MALWAREZ // ALEX DRAGULESCU

Malwarez by Aalex Dragulescu is a software based application that takes data input from documented malware instances and generates a visual form from each file.  The software algorithm seeks out patterns within each piece of code and then uses those patterns to create three dimensional structure. Each structure is also given animate behavior based on it’s functioning characteristics.  The visuals give each pice of malware a type of physicality that reveals their biomimetic core structure.  This piece is so strong in that it bridges the gap between the digital and the biologically present.  Each virus gets a unique “persona” through one all encompassing visual.  It is genuinely difficult to find any critique with this project, but one big opportunity that still remains unexplored, or at least undocumented is the ability for these forms to become physical objects.  The deployment of rapid prototyping technology or other similar means could provide a deeper alternative to a video file or printed image.  the idea of visualizing low level computer operations is not new or unique, however the tie to biology and “unique character” given to each exploration is what sets this project apart from others.

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Morphosis-Phare Tower

image courtesy of http://bluecarpetcollective.blogspot.com

PHARE TOWER // MORPHOSIS

Phare Tower by Morphosis Architects is an example of generative form at a monumental scale.  The Phare Tower is a commercial/office  high rise located in Paris, France.  The project is located on an irregular site with close proximity to the La Defense rail hub.  The unique physical and programmatic nature of the site made the use of a parametric design process key for efficiency and execution.  The form of the tower was developed through an iterative modeling process driven by scripting.  A set of governing parameters was established, and as more information about the site/ program was input into the program, the form and structure of the building would change in an informed manner.  The end result was an extremely efficient and informed structure for the building.  The process was text book parametric design, however the end form was aggressively shaped by the process.  The only real missed opportunity with this work is that all of the parametric design only engaged the performance aspect of the building (structure, views, etc.).  Parametric considerations don’t always have to be environmental, they could have engaged social and programmatic aspects as well.  The use of parametric tools for performance and optimization has been pervasive amongst the current architectural industry.  However,  there is a vast amount of opportunity for this type of parametric modeling to engage social data as well.

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Alex Sciuto

04 Feb 2015

nake

Frieder Nake

In researching this blog post, I came across the work of Frieder Nake, one of the first artists to use the computer as an artistic medium. I was particularly drawn to Nake’s generative pieces, three of which are above. Logically, these are simple programs that could be written in processing pretty easily, but artistically, they are striking. Golan mentioned the Ira Glass quotation, and wikipedia notes that Nake made between three and four hundred of these small projects in the five years between 1964 and 1965. I also think that Nake is worth mentioning because of how he was influenced by modern painting. He had a series named “Homage to Paul Klee.”

Myla Fay’s How I Feel

Myla Fay is a friend of mine, and today she wrote an article about the difference between how she looks and how she feels like. Accompanying the article are her drawings of how she looks and how she feels she looks. I think it’s an interesting generative art project because it mines her personal emotions for data that she then translates into simple drawings. It quickly shows how her physical self stays the same while her perception of her self wildly changes. Using low-detail outlines abstracts her experience so that the viewer can perhaps see themselves in the drawings or see how societal pressures apply to many people. I think this is the kernel of a bigger project, and I hope that Myla pursues looking at ways to illustrate the difference between reality and perception when it comes to body issues on such a personal level.