Looking Outwards #4: Simulation

by areuter @ 8:29 am 1 February 2010

Art Engine V21 – Thursday Morning Simulation from Daniel Hirschmann on Vimeo.

Art Engine v21

Daniel Hirchmann’s Art Engine is a painting simulator made with processing. Among many other properties, it allows you to control the brushes size and opacity, as well as the effect of gravity on the paint. However, the most interesting component of the project is that you do not actually control the brush–the app reads in live video from a webcam and simulates the artistic process of creating a painting. Back in highschool I was really interested in the digital painting style, but over the years the style became so widespread that I lost interest in it. Now there’s apparently an algorithm that can paint digitally for you, and expressively to boot.

Freestyle: Last.fm HacKey

by jedmund @ 3:12 am

http://users.last.fm/~matt/hackey/

HacKey is a tool that seems to have been built by a last.fm employee that looks for patterns in your favorite songs. That’s fancytalk for saying it finds the key that you seem to like the most.

Its an interesting tool. I’m assuming that last.fm has popular songs on their server that they can use for this kind of tool, which is interesting in itself. I tried my profile, and due to my obscure and foreign taste in music, I got no results. It got to a certain song and just froze up. However, I put in a friend’s profile and actually managed to see what this thing can do (which is what the screenshot is above).

They’re using the Raphael Library to animate the pie chart, and then I’m not sure how they’re analyzing the song key, but it looks like thats Javascript too. As it reaches the end of the library, the background color darkens to black, at which point its done. It tells you what key you like the most, and the prominence of major or minor in that key, which is interesting.

Programming music analysis tools is something I’ve never done, so this is really intriguing for me. I didn’t really know this kind of stuff was possible. But, the more you know!

(this post is very late, I know)

Looking Outward: Simulation – Hylozoic Soil

by kuanjuw @ 2:40 am

Amazing interactive and dynamic art installation by Philip Beesley.

This breath taking artificial forest, built by Arduino, Shape Memory Alloys, transparent acrylic tiles, and sensor network.

Looking Outward: DigitalDawn

by Nara @ 1:34 am

It took me a while to find something that’s actually a simulation.

DigitalDawn

DigitalDawn, a light reactive window blind inspired by photosynthesis

DigitalDawn is a digital window blind that simulates photosynthesis by reacting to the amount of ambient light there is in a room and growing a viney flower pattern in response. The more light, the faster the digital plant grows and evolves. The brightness of the plant itself is also affected by the amount of light in the room. What interested me about this project was that instead of just being some simulation of some natural process that sits on a computer screen, this simulation is actually out in the world, indirectly interacting with people. The creators of the project said that they were interested in exploring how something like this can have an impact on people’s sense of well-being. In addition, this simulation is also responding to an actual environment, rather than just a few pre-programmed forces in the code.

lo-simulation: protrude flow

by caudenri @ 12:39 am

http://www.kodama.hc.uec.ac.jp/project/protrude.html

I found this project mentioned on futurefeeder. It’s from 2001 and seems to be relatively well known but I thought it was really interesting so I wanted to post it here. This is by Sachiko Kodama and Minako Takeno and they’re playing with magnetic fluid or “ferrofluid”. It’s essentially some sort of oil or water that has had ferromagnetic metal powder dissolved in it- allowing the magnetic field to produce some very striking forms. I’m not sure if this is technically a simulation project, but it’s in the same arena. They’re controlling the forms that the fluid take electronically which responds to the noise in the room. The paper found here describes how they pulled this off. It also describes the forces that are needed to produce specific shapes such as a “jellyfish” shape. It would be interesting to try to the behaviours of this fluid and apply it to a physics system in a program- essentially simulate what is going on here. Since the video is a live demo, we don’t have any sort of interactivity to the project– it would be great to see this live and have controls that would allow us to tweak the controls and see what the shapes morph into when different amounts of current are added to it.

Looking-Outwards: Simulation – “Smashing”

by ryun @ 12:29 am

There is a “master” photographer who took photos at the moment of smashing  like the picture above,(the photo was taken by a amateur hobbyist) I do not remember his name for now. I was thinking that those photos are interesting because this moment happens very quick so this picture is not what we are able to view easily with our eyes and it makes this so special.

Anyways, i found the video that some program renders the “smashing” quite nicely and I am thinking that maybe, it will never easy but simulating water splash like the video below could be so cool for the next project. Will it be so hard to make it happen? Enjoy the video!

Looking outwards simulation

by xiaoyuan @ 9:27 pm 31 January 2010

This is a proposal for a motion control system for moving animated characters in a space. It is pretty impressive, because you don’t need to specify reactions based on specific conditions; the movement is computed by the system itself based on a value function. The transitions between different motion types are smooth.

However, this seems to be for walks on a plane. It is also too dependent on pre-made motion capture, as the walk cycles are not generated by the system.

Looking Outwards – Pixel City

by Max Hawkins @ 8:13 pm

Pixel City

You may have already seen this because it was pretty popular with the blogs a few months ago, but I really enjoyed and thought I would post. In a series of blog posts Shamus Young, a long-time 3D game developer, explains how he created this procedurally generated city simulation. It was eye-opening for me to see his thought process.

[Pixel City]

CityEngine

On a similar note, this CityEngine software is a powerful tool to create realistic-looking city plans based on a city map and a simple set of rules. Really cool.

[CityEngine]

AVR Simulator

Probably not related, but interesting nonetheless: I found a computer simulator for AVR (Arduino) chips that could prove indispensable when testing more complicated physical computing projects.

[SimAVR]

Looking Outwards — Simulation

by aburridg @ 8:06 pm

So, I was not sure how to go about looking for artwork for this topic. First, I looked at liquids…I was pretty hungry at the time, and a YouTube user made a nice compilation of completely digitally fabricated simulations of thick liquids seen on commercials (mostly chocolate):

Then, I think, like the example in class, there are actual “art” pieces (albeit more commercial as well) that also simulate organic life:

The wilder beast stampede from The Lion King (excuse bad quality):

I was obviously taking a trip down memory lane while eating chocolate when I found those too. But, from the wilder beast stampede you see a simulation of Craig’s Reynold’s “Crowd Path Following” in the video.

Here’s another piece called “blender predator prey simulation with boids particle system.” It examines the properties of flocks, the same “Crowd Path Following” mechanic in addition to an “Avoidance” behavior from the larger birds of prey. It’s pretty hypnotic–unfortunately, since it’s YouTube, this video doesn’t have spot-on quality either. If you enlarge the window, you get a nice view though:

Here’s another example of birds’ flocking. In this one, a flock of birds follows the green ball and avoids the red ball.

I am very interested in flocking/herding behaviors. I definitely want to utilize and investigate more into the topic for my art project.

Looking Outward – On the Simulation of Man-Made Rules

by sbisker @ 6:18 pm

My last project on resumes had me thinking a lot about the nature of rules, and how they are applied and misapplied in our society. The prompt to discuss “Simulation” got me thinking about the things we simulate and the things we don’t – and why.

If you look under the hood of a simulation, you’ll see that the foundation of any simulation is rules. Lots and lots of rules, applied over and over again, maybe in response to various stimuli (in the case of physics simulation), or maybe randomly (in the case of evolution) The rules that we simulate seem to be heavily biased towards natural phenomena (physics, light, genetics). Are there less obvious rules – in particular, man-made rules – that we can simulate? Can we simulate the rules that *people* have, for things like social interaction? And if we have real people as actors in the simulation, is it really a simulation anymore?


SimCity – An early simulation of man-made rules

Simulating man-made phenomenon and rules is not new (as any video game player can tell you.) What’s interesting, though, is that rather than “guessing” these rules, now we seem to have an opportunity to use the ACTUAL real-life man-made responses to stimuli and input around us in simulations.
For one, cities and other man-made systems are starting to make their data from actual events in life available to the public. What if, in SimCity, instead of using a set of probabilities to determine how pissed off your town gets to a tax increase, we could in real time find a city who had made a similar tax increase with a similar population, and use *that* city’s real reaction to the tax increase in your simulation? It’s still a simulation, in that an actual town doesn’t have its taxes raised – but it’s based on real reactions.


UPS Tracking – Using the real world as a tool for simulation

For another, the ubiquity and cheapness of digital devices means that we can actually use man-made rules and systems being applied to real items *in real time* to our simulations. A concrete example of a system that everyone can play with is the United Parcel Service – a huge, man-made machine designed to get packages from point to point in arbitrary times (with the rules designed to create a profit.) With tracking numbers, a computer can see, for any package, how far and how fast it travels in real time. What’s interesting about this is that you can today imagine a simulation, cheap enough to build at home, that uses programming and cloud services like L-Mail to *physically mail packages* in order to calibrate itself. We can use real-world encounters to make further decisions about, say, when to send packages to make sure everyone receives them at the same time…effectively creating a hybrid physical-digital simulation tool that takes into account the real operation of UPS. What we’d use this particular example for is beyond me – maybe to know when to send admissions letters for college so everyone gets them at the same time? But it’s wicked cool that it’s even conceptually possible. And it translates to many other man-made systems, from tax filing to phone dialing to using Mechanical Turk to get people to ride the bus places.

Weird, huh? So where does that leave us? This resume project has made me interested in simulations that take into account real decisions make about real people. What if, as part of a simulation, I sent off 100 fake resumes to 100 actual companies? As in, I use a computer to create 100 fake resumes, maybe based off those of real people, and *actually* – not simulating – mail them to 100 companies across the united states. And say, 10 of those resumes were offered interviews. My algorithm can see which have gotten interview requests (by logging into the fake person’s e-mail) and pick 10 resumes to be the “most fit” resumes, and kill off and mutate the old resumes accordingly, before coming up with a new batch of 100 resumes, to send off again to a new set of companies. Such a simulation would use real-life HR decisions as its own engine – but yield “simulated” results that point out rules in our employment decisions that people don’t even realize. With sites such as EarthClassMail L-Mail and (more generally) Mechanical Turk , there’s any number of “physical” man-made systems of rules we can access programmatically in our simulations.

Looking Outwards – Simulating Movement

by Karl DD @ 6:14 pm

For my ‘Simulation’ project I am interested in how the movement of an object can be emphasized or represented in a static image.

One approach is to present a history of movement in a single frame. This has been a common technique in ‘sequential art’, see Scott McCloud’s Understanding Comics.

This approach has been used in a number of other fields/projects/research. The below example is from the Recreating Movement project by Martin Hilpoltsteiner.

Another approach is to show how the moving object affects the environment. In this case a speeding car creates a path of dust. The below example is from Real-Time Simulation of Dust Behavior Generated by a Fast Traveling Vehicle (PDF).

Paul Klee’s Pedagogical Sketchbook also addresses the fundamentals of how to represent motion with static lines. As does the work of Futurism.

Looking Outwards: Simulation

by paulshen @ 3:49 pm

http://dmtr.org/mtv_rewind/

This project uses particle system simulations to model the letters MTV. This is similar to the fabricated text that was shown in class on the first day.

One thing I see a lot of in the simulation category are particle simulations. The artist describes a set of laws, using complying with physics, and lets objects run wild in this programmed world. As this category suggests, there is beauty in defining the world and the laws that govern within, somewhat God-like.

http://roberthodgin.com/flocking-for-nervo/

Robert Hodgins does some spectacular work and I really wished he would released his source code so I could see the mathematics behind it all, but he’s hesitant on doing so, understandably. He simulates a flock of birds, perhaps even some of the ideas shown in the steering simulations shown in class. But the execution is also beautiful; the visuals are realistic.

Looking Outwards – TextDraw

by ryun @ 8:41 pm 28 January 2010

During the TEI conference, I had chance to see many interesting works. One was the text visualization. Basically, with this system you use a pen as a drawing tool and the system shows the text as you draw with the pen. The interactive visualization was quite interesting. Users can choose the fontface, brush type, txt file you would like to see.  While you draw the shape it also detects how hard you are drawing(pressure) so it shows the drawing in a dynamical way.

I thought this visualization shows good interaction and shows the text visually with drawers’ intention and emotion. But, also at the same time, there is a questions too: Is there strong connection between the user’s drawing and the text itself? Because they can be so easily separated in this interaction. It is a difficult problem but important.

looking outwards #3 – simulation of color blindness

by Mishugana @ 7:21 am 27 January 2010

http://www.webexhibits.org/causesofcolor/2.html

this site is great…. the Causes of Color project is really interesting, but this color blindness simulation meets these requirements for a simulation:

interesting concept

good application of coding

artistically compelling…

I only wish i could upload my own images or maybe see a live cam view.

this site  simulates a zombie outbreak. it is a lot of fun.

http://www.kongregate.com/games/BinarySpace/zombie-outbreak-simulator

Price of liquids. Looking outwards #2 – freestyle’d

by Mishugana @ 7:10 am

http://cockeyed.com/science/gallon/liquid.html

this is a nice infovis project that I believe was spawned from a smaller version of this chart.

the smaller version spawned from a discussion about the price of oil in comparison with other liquids of equal volume.

the pictures are humorous and it really makes you think about a subject in a new light and makes you excited to ask questions, which is what infovis should do.

gasoline is pretty cheap…

black ink toner will cost you an arm and a leg….

Looking Outwards: The Third & The Seventh

by paulshen @ 1:48 pm 26 January 2010

I don’t know if this work is in the scope of this class but it’s so beautiful I’m going to share anyways. (I’ve already done another Looking Outwards)

The Third & The Seventh from Alex Roman on Vimeo.

This piece is completely computer generated, save some minor details (the person, the airplanes,…) Computer generated art has been around for a while but this piece really awed me in how photorealistic it is. A little back story, I believe the guy quit his day job to dedicate to working on this.

Jon Miller – Looking Outwards 3 – How to sew an electronic circuit

by Jon Miller @ 4:30 am

textile electronic circuit

This is not so much a looking into a finished project as it is looking at possibly a different medium. In posting this, my hope is that someone may find it interesting enough to incorporate into a future project.

I feel there has been a trend towards making things more “organic” – somehow capturing lifelike essence with technology. Textiles have the property of being flexible and contain a certain physical randomness to them due to the infinite “joints” among the fibers, an area where electronics and mechanical devices often fail.
Given the previous two assertions, I think there is an opportunity to explore electronic textiles as a medium in order to give more “lifelikeness” or “organicity” to what currently appear to be clever simulations. For example, perhaps a mechanical dog would take on more life if it were covered in a loose “skin.” This skin would hide its hard surfaces and machined joints much like real skin covers real bones. Then, while perhaps not looking more similar to a real dog, it may still take on a more organic appearance, the effects of which might be cute or creepy, but at least hopefully interesting.
Without experimentation I am unwilling to make any further conjectures, but I think this could be a possible future area for computer art, especially if the piece involves physical movement.

Source: link

Looking Outwards #3

by rcameron @ 12:47 am

Snow Stack is a demo built to highlight Webkit’s 3d CSS effects. It was created using only HTML, CSS, and JavaScript. It’s pretty amazing that this is being rendered in a browser, but since it only runs in Safari currently, it might not take off just yet. Nonetheless, it’s quite impressive.

The images are loaded in from Flickr, so clicking on an image will take you to Flickr.

Arrow keys move around and spacebar zooms in.

It only runs in Safari on Snow Leopard unless you have the latest build of Webkit.

http://www.satine.org/research/webkit/snowleopard/snowstack.html

Looking Outwards #3

by areuter @ 8:53 pm 25 January 2010

I found an interesting interactive graphic on the New York Times website which offers a glimpse into how different groups of people spend their time.  I thought the arrangement of this visualization was interesting because it almost looks upside down…I’m not sure if this is a good or a bad thing, but I wonder how the designers chose the order of the layers (like putting “sleep” on the bottom).  It helps that you can click on the graph to see particular areas individually.  On the other hand, the chart does make it easy to spot trends over time.

Some observations I made:

  • People with kids tend to spend more time working – is this because they are providing for their family, or avoiding it?
  • The higher one’s education, the less likely they are to watch TV and the more likely they are to be using the computer
  • More people who are unemployed spend time on education, household activities, and TV than those with jobs.
  • There are more men who travel (to work?) very early in the morning than women.

Link:

http://www.nytimes.com/interactive/2009/07/31/business/20080801-metrics-graphic.html?ref=multimedia

Looking Outward-freestyle: Jamming Gear

by kuanjuw @ 8:15 pm

Jamming Gear / フリーデモ from So KANNO on Vimeo.

Just saw this from TEI
Music is controlled by the rotating gears. The size of gears change the speed and the direction of rotation decides whether play forward or backward.

The design is beautiful and elegant.

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