Una fontana …

… un po’ speciale.

Si trova in Giappone, alla Osaka City Station.

A vederla disegnare forme con l’acqua, sembra complicata, ma, in realtà, non è più complessa di una stampante. Immaginate una stampante che abbia una sola linea di ugelli lunga quanto la larghezza del foglio. A questo punto basta che il software prenda una linea della pagina e mandi un 1 (aperto) per ogni pixel nero e uno 0 (chiuso) per ogni pixel bianco, continuando così per tutte le righe. Il software è perfino più semplice di quello di una stampante. Ecco fatto. In fondo è computer art.

C’è, comunque, un messaggio più interessante, dietro ed è l’idea che una società deve favorire e perfino spingere la creatività e l’arte anche nelle sue manifestazioni più normali, come una stazione o l’arredo urbano in genere. Da quanto tempo non vedo un’opera d’arte contemporanea in una stazione?

Partitura

Partitura è un software molto interessante che genera immagini in movimento a partire da una traccia audio.

NB: la generazione non è immediata. Partitura è un linguaggio di programmazione con interfaccia grafica nello stile di MAX/Msp e del suo modulo grafico Jitter.

Il software nasce dalla collaborazione di Abstract Birds e Quayola ed è free per uso non commerciale (la licenza commerciale costa € 500, sconti per quantità). È stato realizzato utilizzando il toolkit vvvv dal cui sito è scaricabile.

Partitura is a custom software built in vvvv.org to generate realtime graphics aimed at visualising sound. The term “Partitura” (score) implies a connection with music, and this metaphor is the main focus of the project. Partitura aims to create a new system for translating sound into visual forms. Inspired by the studies of artists such as Kandinsky, Paul Klee, Oscar Fischinger and Norman McLaren, the images generated by Partitura are based on a precise and coherent system of relationships between various types of geometries. The main characteristic of this system is its horizontal linear structure, like that of a musical score. It is along this linear environment that the different classes of abstract elements are created and evolve over time according to the sound. Partitura creates endless ever-evolving abstract landscapes that can respond to musical structures, audio analysis and manual gestural inputs. It is an instrument that visualises sound with both the freedom of spontaneous personal interpretation/improvisation and at the same time maintaining the automations and triggers of mathematical precision.

Partitura defines a coherent language of its own for the creation of new contemporary abstractions. It is within this system that Partitura creates worlds that expand from a single dot to multiple galaxies, from minimalism to complexity, from rigid to elastic, from solid to liquid, from angular to smoothness, from tentative to boldness, from calm to agitation, from slow to fast, from desaturated to saturation, from dark to lightness, from predictable to unpredictability. Literally ‘everything’ and its opposite… just like a musical flow.

Transfinite

Una installazione in cui Ryoji Ikeda tenta di catturare l’invisibile flusso di dati che scorre attraverso l’intero pianeta. Due enormi schermi affiancati, 13 m. di altezza per 18 di larghezza, ma un’enorme estensione al suolo, su cui scorrono figure generate dal flusso numerico della rete in sincronia con la musica dello stesso Ikeda, fatta di nuvole di rumore, onde sinusoidali, bassi mormorii punteggiati da tintinnii e sibili sulle alte frequenze.

Installata fino all’11 Giugno presso Park Avenue Armory
643 Park Avenue, New York, NY 10065, (212) 616-3930

ikeda - transfinite

ikeda - transfinite

ikeda - transfinite

ikeda - transfinite

Flux

Un metamorfico video di Candas Sisman. che ha realizzato sia il video che l’audio per il Plato College of Higher Education.

Note dell’autore:

A Short Animation Inspired by the Works of İlhan Koman

Plato Art Space is proud to present Candaş Şişman’s video dedicated to famous sculptor İlhan Koman produced for the exhibition İlhan Koman: Hulda Festival, a Journey into Art and Science opening on the 22nd September, 2010.
İlhan Koman’s unique design approach in his form studies also inspires contemporary art works. The video installation Flux by young artist Candaş Şişman can be defined as a digital animation which is inspired from the structural features of some of İlhan Koman’s works like Pi, 3D Moebius, Whirlpool and To Infinity… A red circle, which is colored in reference to the red radiators of Ogre, is traced in a morphological transformation which re-interprets the formal approach of Koman’s works. The continuous movement sometimes connotes the formal characteristics of Pi, 3D Moebius, Whirlpool and To Infinity…, as well as the original formal interpretations of the design principles of the works . In Flux, Koman’s design process in the making of the Pi series has been treated as the emerging of a sphere from a two-dimensional circle by the principle of increasing the surface; and that simple direction is re-interpreted in digital medium. Thanks to this, in the digital animation an entirely different form serial that does not resemble Pi yet remaining its design principle can be followed through the flow of a circle to the sphere. As a conscious attitude of the artist, this work is not designed in a direct visual analogy with Koman’s works. During the animation, none of the moments of the transforming form look like Pi or 3D Moebius, however the subjective reading of Koman’s approach can be observed.

With the integration of the sounds of various materials – which Koman used in his sculptures – Flux turns into an impressive spatial experience. Flux, also exemplifies that Koman’s work can be re-interpreted by the analysis and manipulation of form in the digital medium.

Qui potete vederlo su Vimeo

Augmented Shadow

Augmented Shadow is a design experiment created by Joon Moon producing an artificial shadow effect through the use of tangible objects, blocks, on a displayable tabletop interface. Its goal is to offer a new type of user-experience. The project plays on the fact that shadows present distorted silhouettes depending on the light. Augmented Shadows take the distortion effect into the realm of fantasy. Shadows display below the objects according to the physics of the real world. However, the shadows themselves transform the objects into houses, occupied by shadow creatures. By moving the blocks around the table the user sets off series of reactions within this new fantasy ecosystem.

In this installation, the shadows exist both in a real and a virtual environment simultaneously. It thus brings augmented reality to the tabletop by way of a tangible interface. The shadow is an interface metaphor connecting the virtual world and users. Second, the unexpected user experience results from manipulating the users’ visual perceptions, expectations, and imagination to inspire re-perception and new understanding. Therefore, users can play with the shadows lying on the boundary between the real, virtual, and fantasy.

Augmented Shadow utilizes this unique interface metaphor for interactive storytelling. Maximizing the magical amusement of AR, it is embedding an ecosystem where imaginary objects and organic beings co-exist while each of them influences on each other’s life-cycle, even though it is not in use by users. Light and shadow play critical roles in this world’s functions causing chain reactions between virtual people, trees, birds, and houses.

More on Joon Moon site

The Mandelbulb

Take a look at this 3D rendering of Mandelbrot set, slightly modified to work in 3D spherical coordinates instead of 2D polar.

The story start around 20 years ago with a guy named Rudy Rucker, an American mathematician, computer scientist and science fiction author (and in fact one of the founders of the cyberpunk science-fiction movement). Back then of course, the hardware was barely up to the task of rendering the 2D Mandelbrot, let alone the 3D version – which would require billions of calculations to see the results, making research in the area a painstaking process to say the least.

So the idea slumbered for 20 years until around 2007 when the researcher, Daniel White, independently pictured the same concept and published the formula for the first time in November 2007 at the fractalforums.com web site. The basic idea is that instead of rotating around a circle (complex multiplication), as in the normal 2D Mandelbrot, we rotate around phi and theta in 3 dimensional spherical coordinates (see here for details). In theory, this could theoretically produce our amazing 3D Mandelbrot, but there was some mathematical problems to be solved. Then the work of other fractal explorers and mathematicians, like Paul Nylander and David Makin, gave life to the Mandelbulb, the 3D version of Mandelbrot set.

In this Daniel White’s page you can find the whole story, links to the mathematical concepts and many beautiful images.

Sonar

Sonar from Renaud Hallée on Vimeo.
Rhythmic cycle w/ abstract animation. 2009
Basic keyframe animation using flash, without scripting.
Official selection :
Annecy International Animation Film Festival – Out of competition
Sommets du cinéma d’animation de Montréal : Quebec-Canada
Festival des Films de la Relève

Ballentine the bird

coverBy Bradley Carter:

Ballentine the bird is a digital drawing about 20,000 pixels tall and 30,000 pixels wide (roughly 20×30 feet @72ppi). She was drawn using one-pixel wide scribble lines colored red, yellow, blue, white, and black. Because she is so big, I’ve used the OpenLayers mapping API (similar to Google Maps) to allow zoom and scrolling features.

The concept behind the drawing is based on the idea that digital images can be infinite in size. Drawing her entirely of one-pixel wide lines (labor-intensive) is an attempt on my part to undermine the idea that drawing on the computer is merely a shortcut. She was drawn in Photoshop using a Wacom tablet.

Launch Artwork

From Rhizome Artbase

Loci_

Loci_ is another audio-visual project by Blake Carrington.

“Loci_” is a series of prints generated by a custom sound-to-image visualizer.  Audio field recordings are fed into the system, then manipulated into abstract imagery that brushes against architectural and topographic representation.  The project deals with perceptual analogues to the conversion of audiovisual data, and is motivated by a statement from R. Murray Schafer: “All visual projections of sounds are arbitrary and fictitious”.

The author is currently working on re-writing the Max/MSP/Jitter patch to accommodate a much larger physical scale. The imagery is created in real-time and relies much on feedback loops of matrix data to create the forms. Possible developments for the future include vinyl mural prints and audiovisual performance with widescreen high-definition projection.