
Variable 4 Variable 4 is an outdoor sound installation that translates weather conditions into musical patterns in real time. Using meteorological sensors connected to a custom software environment, the weather itself acts as conductor, navigating through a map of twenty-four specifically-written movements. Every aspect of the piece, from broad harmonic progressions down to individual notes and timbres, is influenced by changes in the environment: wind speed, rainfall, solar radiation, humidity, tropospheric variance, temperature, and more. The resultant composition is performed over an indeterminate duration through eight loudspeakers integrated into the landscape. More information Read more about Variable 4: About: its structure, score and recording News: current and future events Sites: locations that Variable 4 has taken place Credits: the artists, technicians and sponsors Mailing List
Morphogenetic Creations by Andy Lomas Created by a mathematician, digital artist and Emmy award winning supervisor of computer generated effects – Andy Lomas, Morphogenetic Creations is a collection of works that explore the nature of complex forms that can be produced by digital simulation of growth systems. These pieces start with a simple initial form which is incrementally developed over time by adding iterative layers of complexity to the structure. The aim is to create structures emergently: exploring generic similarities between many different forms in nature rather than recreating any particular organism. Programmed using C++ with CUDA, the series use a system of growth by deposition: small particles of matter are repeatedly deposited onto a growing structure to build incrementally over time. The Cellular Forms use a more biological model, representing a simplified system of cellular growth. “Morphogenetic Creations” is on display at the LACDA (Los Angeles Center for Digital Art) until March 1st, 2014.
Bipolar | 7,83 HZ de Véronique Béland Cette oeuvre cherche à reproduire les résonances de Schumann, un phénomène atmosphérique naturel et permanent fait de pics spectraux dans le domaine des extrêmement basses fréquences (ELF) du champ électromagnétique terrestre. Ceux-ci se propagent autour de la Terre sous la forme d’ondes, et comprennent une fréquence fondamentale (7.83 Hz) et quatre harmoniques principales situées entre 14 et 34 Hz. En faisant coïncider ce phénomène avec les recherches en neurosciences, on constate que ce sont les mêmes fréquences qui déterminent le rythme cérébral chez l’être humain: la fondamentale est identique aux longueurs d’onde Alpha émises par le cerveau par état de relaxation profonde ou de méditation, alors que les harmoniques correspondent à la gamme des ondes Beta, produites lors d’une activité cognitive intense. Il y avait d’abord le désir de voir ou d’entendre des choses qui ne sont normalement pas présentes aux sens; l’obsession de ressentir que le vide n’est pas rien.
Marco Donnarumma | new media art, live media performance, sound design [Video] Jim Campbell's Sculptural LED Light Installations Even the Lumiére Brothers would glow over the work of artist and light engineer, Jim Campbell. The prolific pioneer of patchwork bulb-wiring's career spans three decades, and his work keeps on getting better—the artist's newest works have been called "consummate" and "transformative" by Art Daily after their debut this month at Bryce Wolkowitz Gallery. It goes without saying that the mastery of his specific genre of low resolution re-imagings, communicated through programmed bulbs and LEDs, is a practice thirty years in the making. Good thing he's got a retrospective show coming up. Campbell's installation at San Diego Airport. Campbell's career began at the Massachusetts Institute of Technology, when, after garnering a BS in electrical engineering and mathematics in 1978, Campbell decided to focus his efforts on generating the technology that would allow him to turn 2D videos into 3D light sculptures. Says Campbell, "Light is a meta-thing. A Still of 'Home Movies' (2014).
"SKIN" Transforms Your Emotions Into Sound And Color Through Sweat Data This week, Harvest Works gallery in New York exhibited an installation by audiovisual artist, Claudia Robles, that gets under your skin... literally. SKIN is a project that measures gallery visitors' skin moisture using a GSR (Galvanic Skin Response) interface and transforms that data into sound and images. Psychological states such as stress, nervousness, and even arousal become observable, external information. Be careful who you test it out around. "I'm interested in making the human body visual and audible," Robles told The Creators Project. The artist originally premiered a similar installation in 2012, but Harvest Works contacted her and said they had a new audio system with eight channels and three video projectors, prompting her to upgrade the project. SKIN implements a commercial interface called GSR 2 that's usually used as a biofeedback interface that helps anxious people learn to calm down. Images courtesy of the artist. Related: @zachsokol
EPILOG est une valse avec les ténèbres Il y a quelque chose de profondément flippant dans le fait de voir son ombre danser autour de soi alors que l'on se tient parfaitement immobile. C'est comme si volait en éclat cette valse trop bien orchestrée entre notre projection et le reste, plus tangible, de notre corps. Lorsque la source de lumière elle même se met à tanguer et déforme alors les contours bien proprets de nos silhouettes. EPILOG est une installation interactive qui investie un pièce du dhdm de Dresden en Allemagne en la remplissant d'ombres contre lesquelles vous devrez vous défendre afin d'évoluer. L'installation consiste en 25 minutes d'un univers en constante mutation qui passe de la lumière à l'obscurité en fonctions des mouvements des personnes présentes. Les ombres, changeantes, semblent parfois ressembler à de fugaces poissons où encore à une force obscure toute droit tirée d'un Miyazaki, qui, tous, viendront buter contre le champs de force que les ombres portent à nos pieds.
Sharing Faces - Seeing yourself reflected in the image of others / by @kcimc Created by Kyle McDonald, “Sharing Faces” uses a megapixel surveillance camera and custom software to match the face locations of the persons looking at the screen. As the person moves, new images are pulled from the database matching the new location and create a mirror-like image of yourself using the images of others. The project is the longest running project Kyle has worked on. Starting with the initial idea in 2007, and using the working title “Sabine”, the project was inspired by the story from the history of Rome in which the Roman men stole women from neighbouring Sabine families to make their wives. Decades later, the two tribes went to war with each other, with the battle only coming to an end when the Sabine women ran onto the battlefield pleading with everyone, reminding them that they are all literally brothers. Initially the piece was meant to match your full-body pose. Reference projects: SeoNang, People on PoP, Face2Face and The Telectroscope Project Page | Kyle McDonald
Digital Artist Giuseppe Randazzo Creates Elaborate Arrays of 3D-Printed Stones Stone Field 00 / exp00 – simple attractor exponential field. Digital rendering. Stone Field 05 / three attractors field. Stone Field 04 / field based on vert dist from horizontal axis. StoneFields 02 / polar 2d Perlin field. 3D-printed sculpture. Stone Field 00 / exp00 – simple attractor exponential field. 3D-printed sculpture. Stone Field 07 /simple 1d linear polar field. 3D-printed sculpture. Stone Field 07 /simple 1d linear polar field. 3D-printed sculpture, detail. Back in 2009, Italian designer Giuseppe Randazzo of Novastructura released a series of generative digital “sculptures” that depicted carefully organized pebbles and rocks on a flat plane. Fast forward to 2014, and technology has finally caught up with Randazzo’s original vision. Starting from 2009 project “Stone Fields”, some 3dmodels were produced from the original meshes. Watch the video above to see the sculptures up close, and you can see a few more photos over on Randazzo’s project site.
designers interactifs › Actualités › Actu › Les 28 agences françaises de design d’interaction Depuis quelques années, *designers interactifs* recense les acteurs français qui développent l’offre de design dans le champ du numérique. En 2010 et 2011, l’association a successivement publié deux guides, l’un dédié aux agences interactives et l’autre dédié plus spécifiquement aux agences de design d’interaction et aux studios de création. En attendant la publication d’un panorama plus complet du design d’interaction français en 2015, l’association a dressé une cartographie de ce champ nouveau, qui se structure peu à peu, dans le sillage des usages proposés par les objets connectés. Notre objectif ici est de contribuer à valoriser le savoir-faire français en design d’interaction, au-delà des initiatives généralistes qui se sont développées en France depuis ces trois dernières années. Si votre structure ne figure pas dans cette liste et que vous pensez qu’elle y a sa place, contactez Benoît Drouillat (bd@designersinteractifs.org). 1. 2. 2Roqs 3. 4. 5. 6. 8. 9. 10. 11. 12. 13. 14. 15.
Mirrored Light Sculpture Probes The Cosmic Mysteries Of Geometry Images courtesy of the artist When it comes to sculpture, Gaspar Battha thinks big. His artworks address concepts including the limitations of the mind (envisioned as a physics-defying robotic bird), and humankind's relationship with tools (realized through custom-made screws and screwdrivers). Patterns of Harmony, his Master-project at UdK Berlin, takes this line of inquiry one step further, using a projection-mapped light box to explore the geometric nature of the universe. A series of angled two-way mirrors forms the bulk of the lightbox, which Battha calls a "fractal of cubes." In fact, the stated purpose underlying Patterns of Harmony is even more ambitious than the search for a 4th dimension: Battha questions the "complexity of all of nature's components circulating in a never ending metamorphosis," and its parallel reflection of "the human mind interpreting information through the senses." Below, examine moments from Patterns of Harmony: Related:
'Momentum' Transforms the Body into an Interactive Sea of Particles A version of this article originally appeared on The Creators Project Germany. Berlin-based interaction design studio Schnellebuntebilder are masters when it comes to transforming physical movements into stunning visuals. With MOMENTUM, they've teamed up with sound designers Kling Klang Klong to create "a synaesthetic experiences of sounds and visuals generated real-time from body movement," according to Schnellebuntebilder's Magdalena Eder. MOMENTUM, which transforms the user into a sea of digital particles, consists of "several blocks with different functions called nodes," explained Schnellebuntebilder's John Timpernagel. "We connect the data to a graphical system which puts the dancers' particles in motion. This level of visual "momentum" is the project's second layer, however. The soundscape consists of several layers. Based on the generated sounds, the body's movements are also transformed into colorful images. Related: Sound And Movement Translated Into A Digital Imprint
alexandre burton Alexandre Burton's interest for new media technology stems from a desire to reveal new forms of expressivity through digital processes. Tightly integrating hardware and software, his artistic work is the result of attempts to think beyond media, in a realm where sound, images and processes cohabit and answer to each other in meaningfull ways. His work is regularily presented in international new media and music events. He was awared a first prize in Bourges for software design (with Jean Piché for Cecilia) and an honorable mention in Ars Electronica in Digital Music (with artificiel, for Bulbes) [txt]