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A graphical real-time open-source sequencer for digital art

A graphical real-time open-source sequencer for digital art

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Free OpenSoundControl VST on Windows; Map Sound to Visuals with OSC Everywhere I go, people bug me about when they’ll see better support for OpenSoundControl (OSC) in applications. Why use fancy-schmancy OSC when MIDI does the job? Well, OSC supports higher resolutions of data when needed, maps variables elegantly (when you’re controlling something like visuals and descriptions like musical pitch or filter cutoff make no sense), and plays nice over networks and with multiple computers. Robin Lovelace - Aggregating spatial points by clusters With ubiquitous collection devices (e.g. smartphones), having too much data may become an increasingly common problem for spatial analysts, even with increasingly powerful computers. This is ironic, because a few short decades ago, too little data was a primary constraint. This tutorial builds on the ‘Attribute joins’ section of the Creating maps in R tutorial to demonstrate how clusters can be identified in a field of spatial points and then used as the basis of aggregation to reduce the total number of points.

Dehumaniser Dehumaniser is a prototype application that transforms voice into monster sounds in real time. It has already been used from acknowledged sound professionals in feature films and video games. The new version is now ready! you can visit for more information. Dehumaniser short demonstration

Kinect Graffiti Tool by Jean-Christophe Naour (@njc002) #processing Kinect Graffiti Tool is work in progress by Jean-Christophe Naour, Seoul (Korea) based designer. Idea behind the project is to use Kinect to track the motion of graffiti, not too dissimilar from Graffiti Analysis project by Evan Roth. Instead of visualising only hand gestures, Jean-Christophe’s Processing application visualizes body and drawing trough different angles in realtime, attempting to understand surrounding space, etc…using light painting as a reference. This clip and images below show the latest test, focused on the generation of 3d strokes + openGL mapping. Earlier version also included at the bottom of the post.

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send Command send [-d | -o | -h | -s typetag(s) OSCAddress ] [-r] [-n] [-z] [-x] [-p datpath ] path value1 value2 ... This will output a string of one or more bytes to a communication DAT. The bytes can either be individually specified for binary communication, or one or more strings of ASCII characters. When specifying binary data, the values can be specified as decimal values, hexadecimal values, or octal values. The convertbase() expression can also be used to convert values from one base to another. Spatial correlograms in R: a mini overview Spatial correlograms are great to examine patterns of spatial autocorrelation in your data or model residuals. They show how correlated are pairs of spatial observations when you increase the distance (lag) between them - they are plots of some index of autocorrelation (Moran's I or Geary's c) against distance. Although correlograms are not as fundamental as variograms (a keystone concept of geostatistics), they are very useful as an exploratory and descriptive tool. For this purpose they actually provide richer information than variograms. Figure 1 | This is how a simple correlogram looks like (as provided by spdep package). Here is a little overview of the available R packages and functions (I also list some related stuff that could be handy):

SoX SoX − Sound eXchange, the Swiss Army knife of audio manipulation sox [global-options] [format-options] infile1 play [global-options] [format-options] infile1 Introducing Verlet-JS - Sub Protocol Particle meets constraint, and so verlet-js was born. I was experimenting with code one evening and ended up accidentally stumbling onto a new playground for my imagination, and what has now become verlet-js. It is all based off an iterative technique called Verlet integration, which greatly simplifies force and motion calculations. The gist of it is that you can easily model intricate objects and dynamic behaviors—and it's insanely fun! What I've built so far How it works IDM Log: TouchDesigner In the ever growing list of tools that I'm experimenting with Derivative's TouchDesigner is a tool that time and again keeps coming up as something that's worth learning, experimenting with, and developing competencies around it's work flow. TD is a nodal environmental called a network. Inside of the network nodes can be directly connected by by exporting parameters. Nodes, also called Ops (Operations) are split into families specific to the characteristics of their behavior: CHOPS (Channel Operators) , TOPS (Texture Operators) , SOPS (Surface Operators) , MATS (Materials) , and DATS (Data Operators) . Nodes from within the same families can pass data directly to one another through patch cords (similar to MaxMSP and Isadora ). The output of nearly every node can be passed into other nodes by exporting parameter values.