Xing-Looking outwards-3

by xing @ 8:18 am 16 February 2012

Georg Nees (Germany)
He was pupil of Max Bense, the founder of the Information Aesthetics. He, together with Herbert Franke and Frieder Nake is the pioneer of ComputerArt in Europe. The following the the work from him. He is in the first generation of digital artist. Though due to the limitation of the hardware and software at that time, the art work is not very flashy. However, you can still see the randomess which is always used in visual digital art.

Tape Recorders

Rafael Lozano-Hemmer is a Mexican electronic artist, who develops interactive installations that are at the intersection of architecture and performance art. “Tape Recorders” is one of his recent installation which was commissioned by the Museum of Contemporary Art in Sydney.    http://www.lozano-hemmer.com/tape_recorders.php

This work inspires me to think the concept of circle. The end point is the same to the start point. And the repetition in it is just like the way we live our lives,  and everyday. And it is very good to see the instant feedback from the work towards the observers. If later I want to add interaction into the work. It is good to make the interaction rapid and understandable for the observers. If there is something that I would add to the work, is that I would make the recorder much more longer like 20 feet-long to make it more dramatic.

[vimeo=https://vimeo.com/34533540]

Unusual Anatomical Flowers

by Macoto Murayama    http://www.frantic.jp/en/artist/artist-murayama.html

Murayama takes his chosen flower and dissects it using a scalpel to reveal the “hidden mechanical and inorganic elements”, which are then sketched, then modelled using 3ds MAX, before being finished up in Photoshop and Illustrator. The results are wonderfully digitalized representations of the intricate engineering that is present in Mother Nature’s handiwork. It is good to see how the artist transform “the real life” into digital format with a very rich and complete way of storing it.

 

 

 

 

 

John Brieger — Looking Outwards 3 (Generative Art)

by John Brieger @ 4:53 am

Pascal Dombis : Géométries Irrationnelles (2008)

Irrational Geometrics
[youtube=”https://www.youtube.com/watch?v=hwgxHFIHM9c”]

I liked this piece for simpleness of the interaction and the generation of the forms. A more modern take on earlier computation art techniques, using vibrant color and a small degree of interactivity.

Michael Hansmeyer : Computational Columns

Columns!
Michael Hansmeyer’s Columns

An interesting play on subdividing a doric column using algorithmic patterns. Functional, beautiful, and computational. Could this class really ask for more?

And one more super cheaty one from class that was briefly mentioned:

Marc Newson’s Voronoi Shelves

expensive and marble

Joe Medwid – Looking Outwards – 3

by Joe @ 4:13 pm 15 February 2012

Generative Tentacled Eyeball Monsters (of Doom?)

Starting with another relatively light generative project, this project was done as a Halloween present for the creator’s children. The monsters were created by algorithmically placing “monster bits” like tentacles and eyeballs from a kit of parts. This is an extremely straightforward application of generative programming, but one that is quite appealing to me. The graphics used here are pleasant but not particularly inspired, but I could see a similar system being used to create some really inspirational stuff. For example, generating silhouettes for Monster designs based on a given physiological feature (Make me some tentacle monsters, some quadrupeds, some stuff with shells, etc).

Evolution – Survival of the Fittest

Evolution picks up on the trail blazed by many of the genetic algorithms we discussed in class, specifically Ludivine Lechat’s Graphical Cellular Domestication. The program creates organisms from a template, assigning each various properties based on each creature’s taxonomy. Each creature can then go on to mate and predate, passing on its computational DNA to future generations. The notion of dynamically generating creatures is very appealing to me from a purely aesthetic view, while the notion that physical characteristics and inherited data can affect their behavior makes this sort of project highly compelling.

Cell-F Assembly

Simple concept, elegant execution. Cell-F essentially takes data from the classic Game of Life program and stacks results from each generation vertically. When these points are translated into 3D volumes, they take on a sort of eerie hybrid of the orthogonal and biological.

Nick Inzucchi – Looking Outwards – Generative work

by nick @ 2:26 pm

This week I explored work translating sound into other domains. The difficulty here is finding pieces that are more generative, rather than data-visualization based. There is a definite spectrum between these two endpoints, with most work falling somewhere in between.

The first is Sound Structure by Leander Herzog. He used laser-cut plastic to create forms that interpret the sonic qualities of a piece of music. The piece is extremely complex, but its overarching curves and contours guide the viewer through a kind of musical composition. They are reminiscent of some kind of biological pattern; DNA comes to mind. It’s unclear what the audio input for these sculptures was, but we can use our imaginations to make a guess.

Next is the Cylinder project by Andy Huntington. These 3D sculptures are designed to illustrate the complexity of nature, specifically natural sounds. On the left is a visualization of a saturday morning flea market, and on the right is the sound of human breath. The jagged lines of the market piece convey a sense of constant flux and instability. Breath, on the other hand shows a kind of peaceful solemnity that express peace and constancy. It would be interesting to somehow insert these works into their original environments, as a way for people to view their sonic presences in realtime.

Last is a generative audio visualization from Patric Schmidt and Benedikt Groß. They took a unique approach by composing an electro-tech soundtrack in its entirety before beginning on the visualization component. This allowed them to precisely calibrate each visual component to correspond to an audio element. I’m in love with the visual style here, everything is nicely aligned to the feel of the track. The rotation adds a bit of drama to the whole experience as well. I’m wondering about the utility of this work however. It seems destined to live on the web, you can’t really use this is a free-standing music video,  but it also would not fit within a gallery environment.

Luke Loeffler – Looking Outwards – Generative work

by luke @ 11:57 am 14 February 2012

A variety of works by artist Allan Mccollum who often uses variation on objects to generate hundreds or thousands of variations as proxies for various social phenomena.

Luci Laffitte- Looking Outwards- 3 (even more!)

by luci @ 9:48 am

http://www.sergioalbiac.com/content-is-queen-a-generative-video-painting/

Content is Queen: a generative video painting

This is an innovative “generative video painting” that displays different sizes and croppings of video frames to create a new image overall. The dynamic nature reminds me of the moving paintings/portaits in harry potter.

Look Out! Zack project 3

by zack @ 9:37 am

[youtube https://www.youtube.com/watch?v=gzGu0D7qks0]

Massive software has been used for crowd sim in many major motion pictures.  LOTR super nerds will recognize it from the extra-special extended version of the DVDs.  This was exposed at a time I was just beginning to use 3D CAD modeling for digitalia.  It was probably the first time since the original TRON that I looked at what was augmenting live action.  Critique, yeah, sorry.  I think it’s pretty solid.
[youtube https://www.youtube.com/watch?v=3C8sr1nHTBg]

I’m old.  At least, I’m older than most of my class mates.  I’m actually 53.  Being from a bygone era, I remember when a major car company first announced all-computer testing.  It was around 1993 and the car, or series of cars were the Chrysler LH series.  Lee Iacocca did the commercials then and boasted (paraphrasing) ‘…the first car completely designed and tested by computers’.  It would have been more accurate to say, ‘the first consumer car’ as land-speed-record rocket cars were probably actually first.  The video shows what is current in crash simulation.  It is inspiring to see simulation becoming reliable enough to push the boundaries of design.  It allows us to push our own boundaries in the universe.

 

You can read the details HERE about a TUFT’s U. study using e-coli bacteria to encode messages.  It’s interesting that biologic computation works both ways in the simulation realm.  We synthesize patterns like growth, and use organisms to simulate things something like QR codes.  It’s also interesting to think of microorganisms and genes as synthesizing a sense of purpose in human life, which may be no more important than it was for troglodytes.  Survival of the fittest.

 

Kaushal Agrawal – Looking Outwards 3

by kaushal @ 8:31 am

Action Paintings – Jeremy Rotsztain
[vimeo=https://vimeo.com/24178732 width=”600px” height=”400px”]
This is one of the series of animated digital paintings made by Jeremy. The idea is to show the actions, sounds and animation sequences from movies (Terminator, Bourne Series, Fight Club) in the form of paint splatters on the canvas.The clip was created using custom rotoscoping software that transforms visual artifacts from aggressive cinematic gestures into vector shapes that look like paint as it splatters on a canvas. I like how the artist is transforming sound sequences into equivalent painting strokes, more or less like kinetic typography, but the emotions are shown through paint splatters.

Node Garden

VarvaraToulkeridou – Looking Outwards – 3

by varvara @ 8:20 am

Chemical Morphogenesis, Kaustuv DeBiswas & Alex Tsamis

This project is a form generator using diffusion-reaction, inspired by Alan Turing’s 1952 paper on morphogenesis.

The following citation from Turing’s paper (cited by the designers) describes the dynamic system:

“A system of chemical substances, called morphogens, reacting together and diffusing through a tissue, is adequate to account for the main phenomena of morphogenesis. Such a system, although it may be originally quite homogeneous, may later develop a pattern or structure due to an instability of the homogeneous equilibrium, which is triggered off by random disturbances.” – Alan Turing, 1952

 

Biomimetic butterflies, The Barbarian Group, 2006

Project’s webpage:

http://mcleodbutterflies.com/

Using a series of generative algorithms for the structure and pattern of the wings, seven unique “species” of butterflies were designed. Some of the generative methods used were voronoi algorithms, a simulation that shows the direction of the fluid movement as curved lines, cracking and circle packing algorithms as well as intersection lines algorithms.

The produced designs were used to produce an interactive installation of mechanical butterflies that were responding to the observers by flapping their wings!! The mechanical butterflies were composed by a laser-cut model , stepper motors, rare earth magnets, circuitry and a Mac Mini driving the installation using input from a video camera.

 

 

 

 

 

 

Michael Hansmeyer, Subdivided Columns

This project involves the design of a new column series based on a process of subdivision on an abstracted doric column.

 

 

SankalpBhatnagar-LookingOutwards-3

by sankalp @ 7:25 am

Project 1:

 

Andy Huntington: Cylinder

http://www.generatorx.no/category/generative-art/page/2/

Wow! Okay so this project is essentially the generation of physical objects from sound analysis. The idea, Cylinder, by Andy Huntington and Drew Allan is truly impressive because it takes information that can’t be seen, and generates these models as art. It’s ridiculous in how well these models turned out. Huntington and Allan go through and essentially use sound waveforms (usually a 1D graph) and spectral map (2D) to create this stunning 3D object. If I had to change anything, I would definitely use color on the objects to represent something. I know white is likely more practical, but color, to me, is always a good thing and one of those extra steps that in a lot of cases, I find definitely worth it.

Project 2

Falstad: 2D Vector fieldFalstad: 3D Waves simulation

http://www.generatorx.no/20060108/math-lessons-for-right-brain-people/

I found this post on www.generatorx.no and essentially it deals with “Math lessons for   Right Brain people”. As a Math x Design BSA major, I tend to deal a lot with implementing Math in my Design. And occasionally, Design in my math. What people don’t always get is that Mathematics has a very open design. If you are proving theorems, proving continuity, or working with n-dimensional spaces, you’re implementing a certain design in the methodology and order of your work. This post is about a guy named Paul Falstad who created a view applets which generated art from mathematical theories and issues. Through his applet, Falstad is at least attempting to cross the bridge from Math into Design & Art. While not completely successful in my eyes, due to it’s lack of interactive meaning for the user, this work does symbolize one thing, as the article points out: “there is hope” for any student who seeking a creative understanding of a historically-non-creative field.

Project 3:

https://www.flickr.com/photos/stringdna/6867656741/in/photostream

While I don’t know exactly what this represents, it seams that Ben Guerrette’s image was primarily generated using an ActionScript project with some minor adjustments in Photoshop. This image is just gorgeous to me. To represent these colors, which may have been drawn from photos that Ben had, or photos stored on Flickr, as a generative art piece is just awesome. I’m a man of color. I’m a man of geometry. And honestly, this art piece is just breathtaking to me. Sure, it’s generated or contrived from data, but I find it unique in an of itself, which to me, deems this work as successful. If I had to change anything about it, well….I wouldn’t. The background lighting, the Circle diameters, the color gradients, the outlining of shapes, all of it just works. This type of generative is compelling to me because it allows the user or viewer to explore their own thoughts while their eyes traverse the numerous circles. Well Done.

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