Art from code - Generator.x
Generator.x is a conference and exhibition examining the current role of software and generative strategies in art and design. [Read more...]
 
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Jumping on bandwagons is best done sooner rather than later, so we are hereby happy to announce that Generator.x now has its very own Twitter feed.

Microblogs like Twitter allow for a very immediate communication that requires less of a commitment than a regular blog. A 500 word blog post might take a few hours to write, whereas a 140 character long Twitter update only takes a few minutes. The interaction between Twitter users is also more explicit than is typical for blogs, creating a distributed conversation that at best can be thought of as a hive mind.

Here is the feed from twitter.com/generatorx so far:

  • Visualization: 2008 Presidential Candidate Donations: McCain vs. Obama http://is.gd/3iPS
  • Erik Natzke goes to NextFest: http://is.gd/3mCb
  • Martin Wattenberg talks to WIRED about big text data: http://is.gd/3mzI
  • Knowledge Cartography – cartography as tool for communication and the production of meaning: http://is.gd/3lma Video: http://is.gd/3lmj
  • Media Facades 2008 in Berlin looks interesting: http://is.gd/3kQQ
  • Blinkenlights: Oldie but Goodie. http://is.gd/3irX Now with a library for Processing for creating Blinkenlights movies.
  • Maxalot presents the projection series “Processing Light” tonight at Todaysart, The Hague: http://is.gd/3a9t.
  • @anfischer has posted nice documentation of recent work on Flickr: http://is.gd/3a2a
  • Podcast from Die Gestalten about Data Flow, their new book about visualization: http://is.gd/37Lm
  • Sol LeWitt: A Wall Drawing Retrospective http://is.gd/35jU, MASS MoCA
  • Vizualizar’08: Database City – Call for papers http://is.gd/33bV. The seminar will be at Medialab Prado, curated by Jose Luis De Vicente.
  • The Piksel festival in Bergen has posted calls for their “abstract code real code” theme: http://is.gd/2Ytd
  • Mitchell Whitelaw has an interesting new series: Limits to Growth http://is.gd/2WIR. See also his Flickr: http://is.gd/2WIU
  • @toxi retweet : new blog post: Generative design in 4096 bytes or less (Will Wright & the 4k demoscene) http://is.gd/2UFj
  • WMMNA has a nice summary of C.STEM 2008: Breeding Objects http://is.gd/2VJV.
  • CORE.FORMULA has a nice blog post about Austrian sculptor Erwin Hauger: http://is.gd/2TIF. See also Flickr:http://is.gd/2TIO
  • C.STEM 2008 – BREEDING OBJECTS currently underway in Turin, feat. fabbing and generative art. http://is.gd/2OTX
  • Esther Stocker makes wonderful installations of grid structures in 2D and 3D: http://is.gd/2OTM
  • New issue of Vague Terrain about curating net-based art, guest edited by CONT3XT.NET. http://is.gd/2DdM
  • Blog post from @arikan: From Network Diagram to Structured Text http://tinyurl.com/5kb8g5
  • C.STEM 2008 in Turin has a nice lineup of fabbing works : http://is.gd/2mEl (In Italian)
  • Jeff Clark is doing some nice visualization work with a focus on social media: http://www.neoformix.com/
  • Just created a Generator.x Twitter feed to compensate for long breaks between blog posts…
 

Skot (Frank / Gmachl): aka (audio by General Magic) from Tina Frank on Vimeo.

We have posted about the Vienna scene and the Austrian Abstracts here on previous occasions, but the video work that was central to that movement has generally not been available for viewing online. Therefore, it’s with great pleasure we see that Tina Frank has posted some early videos to Vimeo. Let’s hope other artists follow her initiative, it would be nice to have an online archive of these early experiments somewhere.

Shown above is the video AKA by Skot, produced for Gasbook 4. Skot was the name used by Tina Frank and Mathias Gmachl for a number of collaborations from 1996 to 2000. Gmachl is also one of the founders of farmersmanual, a collective that was central to the Vienna scene. “Aka” means “red” in Japanese, and the video was made with Image/ine software from Steim, one of the very first softwares to support realtime processing of video on a regular computer.

Frank created the video "iii" below by taking digital audio files of the music by Peter Rehberg (Pita) and opening them as raw pixel data in Photoshop. An oval image mask was superimposed, giving a more specific form to the resulting video. The result is classic glitch, taking a signal of a given form and deliberately misinterpreting it as something else.

More videos on Tina Frank's Vimeo stream.

Tina Frank: iii (audio by Pita) from Tina Frank on Vimeo.

 
Commonwealth: Testing For

Commonwealth: Testing For.

The Generator.x 2.0 event ended almost two weeks ago, and we are busy trying to catch up with other things. The project was a big success, culminating in the exhibition opening which saw maybe 200 people turn up to look at the strange objects on display. Audiences responded enthusiastically to a show about digital media that did not have a single piece running on electrical power.

While most of the works in the show literally did not exist the week before, there were a few pre-selected pieces by people like Jared Tarbell, Theverymany (Marc Fornes and Skylar Tibbits) and Commonwealth.

An experimental studio straddling the divide between architecture, industrial design and pure research, Commonwealth’s work is marked by an amazing attention to surface as well as structure. Their contribution to Generator.x 2.0 is a prototype for a series of tables. CNC milled in Corian, the two panels feature patterns optimized both for visual detail and material transparency.

The following is their own description of the project (also, see Flickr):

Testing For.
Commonwealth Prototypes

Through the variation of embedded cells, this project explores pattern, tactility, and transparency. The exhibited prototypes are examples of material testing used in the development of a series of tables designed by Commonwealth in 2007.

Where the cells become deeper (and reciprocally the skin spanning each cell becomes thinner,) more light is passed through to the table top surface. As the cells become less deep, the graphic effect on the table surface is darker. A three-axis mill was used to test the process against the material properties of white, semi-transparent Corian, a grainless resin composite. Through minute increments of interconnected cell variation, a graphic gradient is produced.

Flickr: Commonwealth: Generator.x 2.0

Commonwealth vs Kenzo Minami: Closer

Commonwealth vs Kenzo Minami: Closer

Commonwealth’s genius lies in the ability to marry pure form with graphic treatments, to the point where visual elements can’t be separated from the form itself. An excellent example is “Closer”, their collaboration with Kenzo Minami. Their response to Minami’s explosive graphics is a darkly erotic wall tile, its alien topography engraved with omninous visual details. The sheer tactility of these objects belies their origin as digital models, successfully disconnecting them from the world of the virtual.

Archinect has an excellent gallery of images from the Closer project. For a slightly different direction, see Tropism: Commonwealth vs. Joshua Davis

 

Cimatics 2007: Otolab: Op7

Last week was a good week for live cinema buffs in Belgium, thanks to the fifth edition of Cimatics, the Brussels-based festival for live cinema and AV culture. The main programme featured three evenings of audiovisual performances, with names like Ryoichi Kurokawa, Scott Arford, Jeffers Egan w/ Burnt Friedman & Jaki Liebezeit, Synken and many more.

There were also plenty of parallel projects, such as the Cimatics Masterclass for Live A/V and the Cinematic Experience conference on live cinema. For a general idea, take a look at these Flickr links: Cimatics 2007, flickr.com/tags/cimatics/.

One very striking performancewas "Op7", a three-screen piece by Italian audiovisual collective Otolab. A long sequence of forms and structures move slowly but inexorably towards the viewer, giving the sense of a forward motion into an abstract landscape. But if this is a landscape, it is barren and alien, devoid of color. If anything, Op7 is reminiscent of early computer graphics, but in a good way. Stripped of gimmicks, the spaces it presents are monumental, architectural in scope. The 3-screen setup reinforces this sensation, creating a sense of immersion and demanding the viewer’s attention.

Op7 sounds as monumental as it looks, with rich bass textures and needling stabs of high frequency noise. The same restraint taken with the graphics is here applied to sound, with only a sparse selection of tones and waveforms that gradually shift back and forth across the spectrum. A steady rhythm is never established, but there is a strong sense of narrative within the soundscape that more than matches the visuals.

According to a short conversation with one of the performers, the graphics were made in 3DStudio Max. It’d be interesting to know if any computational processes were involved. Judging from the way it was performed, it seems likely that the visuals were in fact pre-rendered for the performance in Brussels. But with such a sumptuous presentation, it hardly seems appropriate to niggle about its non-realtime status.

Otolab’s performance at Cimatics was part of a programme of events titled +39: Call for Italy, curated by our friends at Digicult. See the Digicult page about Op7 for more details on the project, including the curatorial text.

This post marks the return of the video category here on Generator.x. After having struggled with the awfulness that is the YouTube GUI, we have decided to go with the excellent (and free) Vimeo for video hosting. Vimeo does not recompress your files, and generally have much higher quality both in terms of image and content.

There’s even a Generator.x Vimeo channel for posting videos related to generative art, audiovisual performances etc. Go have a look if you have a minute or twenty…

 
mos: Ivy coat rack

Michael Meredith / mos Office: IVY coat rack

Here is an unusual promotional quote: “IVY is a coatrack for people who hate coatracks and wall art for people who hate coats.” It might sound like hubris, but IVY could just deliver.

Designed by Michael Meredith of New York architects mos, IVY consists of a set of building blocks. Y-shaped elements are joined by 4 different connectors to create geometric configurations that are reminiscent of the Penrose tiling. The result is a wall-covering form that both looks good and is capable of bearing a moderate weight – perfect for hats and coats.

Available in a few select colors (grey is stylish, but who doesn’t love chartreuse), IVY is sold in bags containing 16 Y elements with matching connectors. See the web site for images and a list of retailers. Rare Device sells a bag for $60, which seems affordable enough. There is a software demo in the form of a Java applet, which shows the system growing in two dimensions. But playing with the real thing is probably a great deal more fun…

mos is in the Scriptedbypurpose show, which opens today. See their bio page for more examples of computational strategies for architecture.

 
Drawings by Hektor (Laurenz Brunner / Juerg Lehni)

Laurenz Brunner / Jürg Lehni:Drawings by Hektor (pdf)

Hektor the Graffiti Output Device is up to new tricks. For the “It’s OK to make mistakes” exhibition at Riviera Gallery in Williamsburg, New York, Jürg Lehni teamed up with designer Laurenz Brunner. Together they created a series of wall pieces based on instructions for school children ("I need to keep my hands to myself", "Be on time / Come Prepared / Be a friend / Follow rules".)

In addition to the wall pieces, Lehni and Brunner came up with a new format for Hektor to play with: Poster-sized spray paint drawings. Working within the limitations of Hektor’s lo-fi output, they have created a charming series of drawings on paper. The motifs play with the primitive geometric forms and the material qualities of spray paint, including a few Hektor classics such as halftone rasters. In an interesting twist (seen above right), one drawing is simply a circle that is drawn endlessly until the an entire can of spray paint has been emptied onto the paper.

At $150 a piece, the Hektor drawings are a bargain. Full documentation of the series can be seen in a PDF on the Riviera web site. For more pictures of the exhibition, see their Flickr documentation. The exhibition closes today.

Previous post: Hektor: The videos.

 
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Eno Henze: Der Wirklichkeitsschaum / Cortices (excerpt)

Der Wirklichkeitsschaum (The Reality Foam) is an ambitious project by Berlin-based Eno Henze. The 10 x 3,5 meter image is a massive wall, created at low cost by mounting 288 A3 inkjet prints as a continous surface. The image itself depicts a complex structure of fine trails, created by tracing particles as they move across the surface. Attracted and repelled by attractors, they leave an intriguing network of nucleii and boundaries.

This interest in fine-grained structures is repeated in Cortices. Here, a folded surface created using Perlin noise is sampled and plotted. The resulting gossamer-like structure looks as though it has been frozen in motion.

Both works were created using VVVV, a tool that is more typically used for realtime applications. Henze’s pieces show that it is more than capable of producing works for print.

 
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Karsten Schmidt: enerugii wa antee shite inai I (Unstable Energy I)
Mark Napier: Genesis (7 bit)

FURTHER PROCESSING: Generative art, open systems
23.09.-11.11.2006, Kunstverein Medienturm, Graz

Pablo Miranda Carranza (ES), Fabio Franchino (IT), Ben Fry (USA), Golan Levin (USA), Lia (AT), Mark Napier (USA), C.E.B. Reas (USA), Martin Wattenberg (USA), Marius Watz (NOR). Curated by Sandro Droschl and Marius Watz.

FURTHER PROCESSING uses the Open Source software Processing as a departure point to examine positions based on computational processes. Programming has always been a component in computer-based media art, but there is now an increasing interest in software and the computer code itself as methods of artistic exploration. Combined with the emergence of a new generation raised on microcomputers, BASIC programming and the Internet, this has produced a new movement within the media art scene, one which is concerned with code-based abstraction and the art of the database.

GENERATIVE ART: The system as art object
All software is by its nature based on systems. It is not surprising then that much software-based art is concerned with the system itself as an object of investigation. Loosely grouped under the term Generative Art, this work goes beyond the simple desire to use code as a tool. Instead, algorithms and code structures become the framework and material for the work itself.

Historical art movements like Conceptual Art, Minimalism, Fluxus and Op Art, as well as artists like Bridget Riley and Sol LeWitt, can serve as a background for understanding this artistic practice. At the same time. the importance of new scientific theories like complexity theory, emergence and artificial life should not be ignored. Advances in contemporary electronic music is another influence, with several of the artists working with musicians to produce software-based performance systems for the synaesthetic combination of sound and image in a live context.

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Lia: O.I.G.C / C.E.B. Reas: Process 9 (software 3)

Within FURTHER PROCESSING several artists adopt a generative position, but with distinct formal interests. Lia and C.E.B. Reas use kinetic processes as an analog to drawing, leaving complex traces on the screen’s canvas that become heavily layered surfaces. They both show a sparse use of form and color, but while Lia exhibitis a minimalist aesthetic, Reas’ work is richly layered and complex. Fabio Franchino explores the computation as a design tool by commenting on the nature of pattern, which itself can be said to be a practice of rules. His “Unfinished Wall” describes a pattern that is non-repeating, which through procedural creation could be generated on a vast scale.

Karsten Schmidt and Marius Watz deal with the evolution of structures in space, tracing out virtual sculptural forms on the screen. Here vivid color and density of the forms is used to great effect, producing bold spatial compositions. Finally, Mark Napier's “Genesis (7 bit)” is daring enough to use the text of Genesis from the Old Testament as raw material, interpreting the letters as the coordinates for points in space. The resulting arcs and filament-like traces are delicate and mesmerizing.

The generative works in FURTHER PROCESSING present an aesthetic of complexity, concerned with formal explorations of spatial and temporal parameters. Ranging from the opulent to the minimalist, these pieces comfortably bridge the gap between an electronic image culture and traditions in drawing and painting.

For more information, see Kunstverein Medienturm.

To be followed by pt.#2, on Data art.

 
Zachary Lieberman: Drawn installation

Zachary Lieberman: Drawn (installation)

Zach Lieberman has released documentation of the installation version of his “Drawn” performance piece (previously blogged here.) “Drawn” uses computer vision techniques to allow a user to paint with ink on canvas, with the resulting drawings coming to life through computer intervention. Ink blots are “erased” from the page and are free to move around the canvas in reaction to user interaction.

Drawn is a perfect instance of “augmented reality” used to create a poetic space between the real and the virtual, with plenty of playfulness and generosity thrown in. The installation came about as a result of the obvious interest shown by audiences after each concert, wanting see the drawing table and possibly try it out for themselves. The installation provides an intuitive software interface, and the projected results become both a work screen for the user and a perfomative space for observers. A delightful side product of the installation is the buildup of completed sketches left behind by users and displayed on the walls in the gallery as a document both of the work’s intention and of its users.

Lieberman’s work is concerned with interactivity, frequently appying sophisticated technological solutions to the creation of playful and poetic spaces. Drawn is an attempt at creating pure magic, as opposed to a dry augmented reality application. Be sure to explore Lieberman’s Thesystemis site, and for a small bonus see his lovely 2006 New Year's greeting card.

The Drawn installation will be on display at the OFFF Festival in Barcelona in May, where Lieberman will be taking part in leading the EXTEND workshop.

 
Falstad: 2D Vector field

Paul Falstad: 2D Vector field

Falstad: 3D Waves simulation

Paul Falstad: 3D Waves simulation

Workshops on computational design and generative art tend to start with a sense of excitement. The participants find themselves exhilarated as they discover that forms can be made to move and interact with just a few lines of code. But then a certain point is reached, where the words “trigonometry” and “vector” are mentioned. And often exhilaration turns to despair.

Regardless of whether you believe the old “right brain / left brain” clichee that creative people are bad at math and vice versa, there is a wall of knowledge that divides the scientist from the creatives. The old mistake is to think that the scientists have all the knowledge on their side, since they can to refer to physical laws and all kinds of theorems. The artists and designers are left with “soft” theories of communication and art history, much maligned by the rational scientific community. But put a physicist in charge of an advertising campaign, and you will most likely get a spectacular failure. In fact, it will be much like a nuclear reactor built by cubist painters.

Yet aesthetics is a field of knowledge, with massive amounts of empirical data to back it up. Advertising execs and industrial designers can refer to demographic studies, ergonomic principles and historical and cultural biases as to which color best expresses joy. But the artist is sometimes left with no option but to say “it is so”, without the faintest data to back her up. Still, no creative would doubt that any artist’s method is based on a mass of internalized knowledge. It’s just a shame it’s so hard to communicate.

A simple “you know stuff, too” pep-talk will never get creatives over the mathematics threshold. Some will give up, some will find unexpected resources within themselves and yet others will learn to build on work done by others. That’s where people like Paul Falstad come in handy.

Falstad has published a rich resource of Java applets demonstrating physical and mathematical principles, many of them with source code included. One can find wave simulations, vector fields, digital signal filters, magnetostatic fields and even quantum theory. And while this is still heady stuff, at least it’s in a visual form.

Another famous source is Paul Bourke. He has published papers, algorithmic how-to's and even information on common file formats. Many computational designers acknowledge a deep debt to Bourke’s work.

Want to model organic or mechanical motion? Go pay Craig Reynolds a visit, he created the classic Boids algorithm and has plenty of data and code online. This is essential reading for learning how to describe movement in terms of intention and action, rather than just as a set of changing X,Y coordinates.

The moral? There is hope. Any student who learns to google creatively will find help for even the most obscure problem.

(Via Andreas Nordenstam on BEK’s BB list.)