Archive for the ‘Art’ Category

Flash Arduino workshop

Tuesday, May 6th, 2008

This is a video from the Flash / Arduino workshop I led for tinker.it last month. This is me demoing my flash based RFID reader - the hardware drivers are all written in flash, and should be totally platform independent. I really like the idea of writing hardware drivers in Flash, and it’s something I plan on exploring further over the coming months. Obviously there are limitations as to what can realistically be achieved, but I think it’s a lot more satisfying to be able to, say, interface directly with a wiimote via a hardware connection and a serial port than using something like glovePIE. Also, it opens up all kinds of new creative areas which were previously the domain of the hardcore assembly level coder.

Anyway, here’s the video. Basically, flash is controlling the hardware, then reading back the 4 byte unique ID of the standard, publicly available Oyster card, and rendering it as a colour and rotation value. I think this has a lot of potential for further development and will be working on other ways to do cool stuff with this technology.

Flame & Flesh

Tuesday, January 22nd, 2008

I’m going to be doing some installation stuff next month, as part of the Flame & Flesh event at Corsica Studios in South London.

It’s a group show with the Experiment1 art collective. I’ll be doing some work to go with the Gas Organ project.

Constructed from freely available plumbing, electrical and laboratory components, the Gas Organ is a fusion of art, science and engineering, beautiful in its clinical appearance and mesmerising in its auditory effect. Witnesses will have their credulity challenged as they view the ephemeral chaotic turbulence of a flame producing such incredible range and depth of sound . . . How can a laboratory experiment evoke such an emotional response? I am seeing and hearing this, but I don’t believe it . . “

Check out some footage of the gas organ here…


There’s a whole load of other cool stuff happening, and it looks to be an awesome evening.

Read more at the event page here…

Bubble particles

Friday, December 28th, 2007

So, this is my aforementioned first stab at a simple particle system in processing. Simple bubble particles, rising and re-spawning when they go offscreen. All very simple stuff, but pretty all the same.

Funnily enough, processing seems to run slightly faster in IE… :(

This is also true in the flash world - I believe it’s to do with the outdated netscape plugin API being a bit lame… hopefully that will change soon though.

I’m actually quite dumbfounded by the sheer power that processing has at its disposal. This simulation was able to take over 5,000 particles before it started to chug. This one here only has 600, as it started to look a bit cluttered, and I don’t want to induce premature browser-death.

Check it out! (click the image)

Bubbles!

OpenGL in a browser!

Thursday, December 27th, 2007

So, I got the processing OpenGL export working - seems like it’s been ironed out in version 0.135.

Basically this is a stress test - it’s a fibonnacci spiral made of 2500 squares.

2500 squares! I’d like to see flash handle that!

It runs quite nicely on my machine, although I’m not sure about the performance in the browser. Quite pretty. Code is here.

It’s processing, so you’ll need java installed. Your mileage may vary, depending on your hardware.

Flash on the Beach 2007

Friday, November 9th, 2007

Wow. Flash on the beach was really, really incredible this year. I was there with some colleagues and lucky enough to work for a company who could afford to send me for all three days, and I have to tell you, I don’t know how they could have made it any better than they did. We’re talking AMAZING speakers, evening entertainment, parties, a hugely diverse and eclectic set of people there, beautiful weather (mostly)… It was like the best holiday ever!

Personally, I thought Josh Davis really nailed his talk about being an artist and working in flash, Robert Hodgin’s stuff was just totally mindblowing - especially the magnetosphere audio reactive visualisations. Eric Natzke was really inspiring, talking about his work - which is very much rooted in painting. Grant Skinner did an excellent technical talk on AS3 which I’m pretty sure everyone in the audience learned at least 3 new things from (I learned a lot, and I consider myself reasonably ahead of the curve). Adobe were nice enough to put a load of their senior guys on stage to endure our criticism and verbal abuse, and were surprisingly receptive of the feedback.

And the final talk of the conference, the mighty Jared Tarbell talking about his work. For me this was really incredible, as he’s been a big influence on me for a long time.

I’d gush some more but I’ve got to get back to work…

The Algorists

Friday, November 4th, 2005

So, I’m doing a creative workshop with Joshua Davis tomorrow. As part of my preparation I’ve been reading up on art history relating to the branch of computer art known as “Algorism” or “Algorithmic” art, which, (if you subscribe to the concept of movements), Mr. Davis could be considered part of. A lot of his ideas, especially the concept of an art making machine, are very much in line with the algorists’ school of thought. Interestingly, the movement goes back to the 1950s, and also includes artists who do not use computer displays or prints as their medium. For example, Jean Pierre Hebert works with dry sand, creating incredible intricate patterns over time. In some ways, this is an ancient idea - monuments such as Stonehenge and Newgrange could be described as algorithmic, in so far as they follow a repetetive, logical (yet intricate) patter throughout their construction. Somehow, to me, sand - which is usually seen as a symbol of impermanence (see the Tibetan Sand Mandalas) seems more permanent than purely digital art does now.

What’s unique about the Algorists though, is that their work takes “non-representational” art to another level. Most non-representational art works from emotional or temporal subjects, concepts which are very much rooted in our objective reality (happiness, abjection, a nude descending some stairs, etc.) - so in that sense, they actually are representational - just representing non-visual subjects, or visual subjects in a more expressive way. However, Algorithmic art creates a microcosm of its own, in that each algorithmic work creates a system, a closed form in itself. Algorithmic art is beautiful, because each piece creates its own frame of reference - the inherent qualities of the algorithm. These can be beautiful to us, either because we can deconstruct the algorithms which make up the ordered rigour of mathematical iteration, or because we can recognise the mysterious yet familiar echoes of the natural world.

Here’s a great quote from Roman Verostko:

For the past 40 years I have worked with pure visual form ranging from controlled constructions with highly studied color behavior to spontaneous brush strokes and inventive non-representational drawing. Such art has been labeled variously as “concrete”, “abstract”, “non-objective”, and “non-representational”. In its purest form such art does not re-present other reality. Rather “it is” the reality. One contemplates a pure form similar to the way one might contemplate a fine vase or a sea shell.