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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The concept of the artist software work camp is spreading. Piksel in Bergen has been a hit with the live visuals performers and developers, now the French city of Poitiers is host to Make Art 2006 later this month. The event is organized by the Goto 10 collective, who describe Make Art as a “festival dedicated to the integration of “free and open source” software in electronic art”.

This is an event for and by people who make stuff as well as talk about it, so expect a hands-on approach. The schedule includes a Pure Data workshop, an exhibition and a program of lectures and software presentations. Most of the tools presented tend towards applications in sound or community building.

Now what is needed is for someone to organize an open source work camp for the visual people, rallying the Processing, VVVV and Open Source Flash communities. Any takers?

 
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.)

 

Erich Berger and I will be teaching a workshop called Tangible Code at Atelier Nord (Oslo, Norway) in February. The aim of the workshop is to provide artists with tools to create new works using custom-built software and hardware. Using the open source platforms Arduino and Processing, participants will experiment with real-world use of these tools.

The workshop is free, but travel and accommodation are not provided. Apply with CV to sense (at) anart.no before January 27th. International applicants welcome. See full text of the call below.

Tangible Code follows up on the Making Sense workshop series that Erich organized last year, and is part of a new series that will take place during 2006. Atelier Nord organized the Generator.x conference, and have a commitment to provide artists with competence to create innovative works within electronic art.

Norwegian artists should also note the call for projects for Atelier Nord’s “Interface & Society” programme, deadline 16 January. Accepted projects will be part financed by Atelier Nord. Read the call for details (in Norwegian).

Full text of the call for participation:
Read the rest of this entry »

 
CodeTree

Coder community: CodeTree

Rich Hauck: Flying X

Rich Hauck: Flying X

Rich Hauck has just launched CodeTree, a new and ambitious project that, if successful, could become a gathering point for coders, artists and designers. CodeTree is a community-based depository where users upload pieces created in Flash and Processing for others to look at. If they like the work, they can download the source code and learn from it. Taking some cues from Flickr and del.icio.us, CodeTree lets registered users tag works as well as rate them.

From the about page:

Can digital artists learn new techniques, be exposed to new coding structures, and better express themselves by working in tandem or in a group?

CodeTree is an attempt to create a worthwhile dialogue between new media artists of different skill levels and backgrounds. The project’s objective is to offer a social network that facilitates learning and artistic expression—a place where coders can dissect, share, and expand upon one another’s code.

CodeTree is still in Beta, read the announcement blog entry for more details. To be successful, it will probably need more ways to include information about the works. The focus as it stands is on visual sketches only, for which it should do a far better job than the user-submitted section of Processing.org exhibition page. But code that solves particular problems will be more useful in the long run, whether they are simple hacks or actual libraries. It’ll be interesting to see how CodeTree develops.

Rich Hauck is a student at the Interactive Telecommunications Program (ITP) at NYU. Link via REAS on the Processing.org forums.

 

Interesting article over on OSFlash: How to structure and set up a Flash project without using the Flash IDE. Since OSFlash was last blogged here the Open Source Flash community has matured quite a bit, with literally dozens of new initiatives springing up.

 

Ah, yes, the holy Grail of programming: Writing software that writes software. Mostly it conjures up visions of films like the Matrix and Terminator series, featuring autonomous soft/hardware gone amok. But some people over at IBM think it’s underestimated:

One of the most under-used programming techniques is writing programs that generate programs or program parts. Learn why metaprogramming is necessary and look at some of the components of metaprogramming (textual macro languages, specialized code generators). See how to build a code generator and get a closer look at language-sensitive macro programming in Scheme.

The actual paper (by Jonathan Bartlett is pretty techy, but interesting:

- The art of metaprogramming, Part 1: Introduction to metaprogramming
- Jack Herrington has an online support site for his book Code generation in action

(via the RSS feed of del.icio.us/tomc, Tom Carden’s interesting bookmarks)

 
David Lu: Brushes

David Lu: ScreenBrush

David Lu has posted more variations on his previous PencilBrush sketch:

- BranchyBrush
- ScreenBrush

Built with Processing, source available.

Update: I had forgotten about Droom Zacht, a previous experiment David Lu did with drawing tools. It seems like a consistent theme at this point. An instant favorite is brush no. 4, where the line comes alive after having been drawn.

 

Dennis Paul from Art+Com wants to spread the word about the Gestalt environment that Art+Com uses to develop most of their applications. Gestalt is “an open structured environment, designed to prototype and develop OpenGL- and Java-based sketches and applications.” It’s available for free download from SourceFourge.

Gestalt was developed by Dennis and his co-worker Patrick Kochlick. It is not an official Art+Com product but is used for most of their in-house development, such as their floating.numbers table that Dennis presented at the conference. I haven’t had a chance to look at it myself, but it should be of interest to any Java coders who want the power of OpenGL.

 

Software is engaged in the survival of the loopest. Each version of a script when first executed can turn out to be a Wild Type: a piece of code testing some parameter or behaviour of the system not meant to be tested by the programmer at that time. Mostly the Wild Type is on a runtime suicide mission but sometimes it hits the jackpot. Certain flaws, getting stuck in bottomless recursion for instance, prevents the user from terminating the program. Were it not for the ability of the user to jump outside the application’s loop and terminate it from there, a script fortunate enough to hit such a state becomes immortal.

Complete Text

 
Sep 12/05
18:30

One of the interesting by-products resulting from the collision of software, art and design worlds is the resurgence of the notion of “programmer as artist” that is often mentioned when software developers talk of the “elegance of code” and “the art of programming”. Generative art, by definition, arises from some programmatic process, which in the age of computers is most often an algorithm running on software code. The curious convergence of code and art allows its respective practitioners to delve into the other side with some degree of authority; that is to say, artists become coders and coders become artists. If challenged, each group can fall back to some degree on their own area expertise to justify their work…

Maciej Ceglowski, a Perl programmer and painter, writes an interesting article on the distinction between exactly that – programmers and painters.

The Art of Programming is also incidentally the title of the printed proceedings of the digital art conference Sonics Acts 2001.

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