“Mental rotation is somewhat localized to the right cerebral hemisphere. It is thought to take place largely in the same areas as perception. It is associated with the rate of spatial processing and intelligence” Created by Bence Samu and Ágoston Nagy using Processing, rOtal for Android lets you play with three-dimensional objects by rotating them and finding the identical twin brother of each one. Your goal is to find all pairs before the time runs out – task not so easy at times.
rOtal is part of the series of Processing apps Bence has created for the Android platform. Also worth noting are SoundBow - a musical instrument which enables tones by drawing curves over the screen and SphereTones - a circular visual instrument which uses ball as a sound generator and pan function for example to change the perspective of the circle thus manipulating different aspects of the sound.
Bence Samu and Ágoston Nagy are working and experimenting with the relations of movement, sound and image. They are building software based interfaces, physical installations using free and open source tools.
- flight404 at Decode / V&A [Events, News] Robert Hodgin aka flight404 has just posted this video of an application he is working for the Decode event at London's V&A to open next month. Robert was asked to rework his older Solar piece so that it could be audio responsive in real-time. Whilst the details of the actual exibit are yet unknown, it is nevertheless exciting to see Robert's work at the V&A. Video at the bottom is the older piece but do make sure you watch at HD / full screen. He will be joined by the names such as Golan Levin, Daniel Brown, Daniel Rozin, Troika and Simon Heijdens. More about the event here. 8 December 2009 - 11 April 2010 // Curated in collaboration with onedotzero (via Homage to Radiolab « all manner of […]
- muBlip [Sound, iPhone, Games] Finalist in this years 2010 Independent Games Festival Mobile Awards, muBlip is a rhythm & shapes game memory game created by PARA9 (Tran-Quan Luong, Alexandre Grégoire and Mathieu Guindon) . The core gameplay is simple: learn multi-touch patterns then replay them as accurately as possible. The visual patterns of the game follow the rhythm of the song, so listening carefully to the music is important (headphones recommended) and timing is key. Each blip is represented as a distinctive shape, producing a distinctive sound which you will learn to recognise. Features - Play 10 great levels with original music by para9 - Choose between casual and hardcore mode - Learn the basics via a quick tutorial - Attempt advanced levels that include multi-touch gestures Whilst the music generated is somewhat on the 'popish' side, the actual gameplay is quite enjoyable. Not like our much loved Lilt Line but another game that together with Auditorium which make our top music inspired games for the iPhone. Check it out.. Platform: iPhone Version: 1.0 Cost: $1.99 Developer: […]
- SoundBow – Drawing based musical instrument for Android Created by Agoston Nagy, SoundBow is a free sound instrument for Android devices which allows you to create melodies by drawing curves on the screen. Your curves are be remembered and played back continuously. Each time your ever-looping gesture hits a string, a sound is produced. SoundBow is built with Processing (with native Android functions) and the sounds are handled by the free visual patching language Pure Data (using libPd for Android ). Reusable source code & HTML 5 version (based on the mighty processingjs and the html5 audio tag) is coming soon. Get it on GooglePlay (Free) | Project Page If you are on iOS/Mac/Windows, see […]
- 3D SuperShapes [Processing] From the creator of 2D SuperShapes - Reza Ali comes the 3D version of the same, a visual exploration into superformula. Besides the ability to play with parameters and explore transformations, included also are rendering/texturing options to explore possible aesthetic that can be generated from the formula. You can download the application here for Mac, Windows and Linux or See more Renders. The application that can be used to create these shapes and render an image of them at a super high resolution (5333×2100). Read more on […]
- SoundShapes by Queasy Games now available for PS Vita / PS3 Sound Shapes is a musical game, designed by Jonathan Mak, Shaw-Han Liem and developed by Queasy Games in collaboration and contributing artists including Proud guise, Deadmau5, Jim Guthrie, Beck, Vic Ngyuen of Capy, Pyramid Attack, PixelJam and Superbrothers. In a nutshell, Sound Shapes is a 2D musical platformer in which every level is a song. You pick up the notes placed in the level to construct the music, but at the same time the creatures (friend or foe) and interactive objects are instruments too. Also included is a full level editor and online community which will allow you to share your creations across the entire world, reaching players on both PS3 and PS Vita no matter which version you’re using. Here is how Cory Schmitz describes the experience: A bit over a year ago, the fine folks at Queasy Games were kind enough to ask me to help out with the visual design of their new game, Sound Shapes. Since then, I’ve worked on various visual elements of the game: from the logo (above), to the menus, to the playable character (“The Player”), and all sorts of bits in between. I even briefly dabbled in animation for the first time. It’s been my main job for almost a year now (and in development for YEARS before that), and I can’t believe it’s finally finished! So many amazing people worked on this game. Artists, musicians, programmers, designers, producers, all super-talented. Too many awesome people to list in one post! It’s actually kind of crazy. You’ll just have to look at the credits. I had such a fun time in Toronto working with them. Definitely a highlight of my life so far. Major learning experience. Something I will never forget! - more Jon Mak of Queasy Games shows some of the capabilities of the level editor. SoundShapes is available now for PS Vita and PS3 and a must have title. It is a cross-play title meaning whether you buy it on PS3 or PS Vita, you receive both versions for one price. It costs $14.99 USD (Or $11.99 if you have a PS+ membership). soundshapesgame.com | Sound Shapes on PSN On the subject of indie gaming, it is also worth mentioning that the video game collective Attract Mode is once again live and now includes Phil Fish (FEZ), Derek Yu (Spelunky), Adam Robezzoli, Zach Gage (Spelltower), Maré Odomo, Tiff Chow, JC Fletcher (Tiny Cartridge/Joystiq), Matt Hawkins (Fort90), Eric Caoili (Tiny Cartridge), SUPERBROTHERS, Daniel Rehn (LA Game Space), Ted Martens (Fireplace), Evan Shamoon, Steph Thirion (ELISS/Faraway), Paul Owens (2 Payer Productions), Asif Siddiky (2 Payer Productions), and Paul […]
- Halcyon [iPad, Games, oF] – Preview Created by Zach Gage, Halcyon is the new iPad game from the creator of synthPond, Sonic Wire Sculptor, Lose/Lose, Bit Pilot and Unify, games and apps we loved on CAN. Halcyon is the result of months of Zach trying to figure out what would make a good iPad game. Although it took a lot longer than expected, Zach says it was about getting used to what the iPad was as an object, and how it was comfortable to use. I asked Zach few questions about his new game: FV: What was the inspiration behind Halcyon? ZG: One way to look at Halcyon is that it's what Unify would be if it had been developed for the iPad instead of the iPhone. Unify looked at what could be done in a casual puzzle game with multitouch, and that resulted in managing two pieces at the same time. Halcyon builds on that and says, "okay, we have a much larger screen now, what if instead of managing two pieces, we manage and entire system of possibly more than 100 pieces?". FV: How did you achieving this? ZG: I borrowed management systems of drawing lines like in Flight Control, but reduced them to the simplicity of control in a game like Tetris. In Flight control you have to manage pixel perfect collisions, meaning a plane can be in hundreds of thousands of unique positions. Tetris (and other similar puzzle games) work so well because a piece can be in one of only a few unique positions on one axis. In Halcyon pieces can only be in up to 9 positions on the vertical axis, so instead of making dozens of tiny tweaks to individual objects, the player has to make one tweak to dozens of objects. This puts the emphasis on understanding the system as a whole. FV: How would you describe the game? ZG: You take on the role of the Halcyon- a greek mythological bird that calmed the wind and seas during the winter solstice. You play as a conductor, untangling and calming systems of currents. To make this work, I decided that I wanted the game field to be extremely minimal and function as both a stringed instrument and a playing field. This meant removing any heads up display entirely (although there is one in the screens below because it's endless mode, there isn't one in the normal game). FV: You also refer to it "as a marriage of a generative musical instrument and a game"? ZG: As you play the game (or if you watch the video), all of the sounds are generated based on a chord. Each string has notes that relate to that chord and are strummed whenever you touch or when a piece moves up or down them. The background music is generated based on that chord whenever new pieces appear in the playing field (this is why the music speeds up or slows down when the field gets heavier or lighter with pieces). Additionally, as you start to do worse and pieces get closer to collisions, the chord shifts to a minor version of that chord, and than and even more minor one, subtlety changing the entire system and all the notes you are playing. This constant shift and unshift creates a very dynamic soundscape. FV: Tell us a little about the levels, modes, etc.. ZG: Halcyon will have 36 levels when I release it, along with two endless modes (Aggression and Harmony). These endless modes are very different than the ones in Unify or other puzzle games though. Aggression and Harmony are named for the type of AI that governs the experience. In both, the AI watches how you behave in the game and judges your skill level. In Aggression, the AI makes the game increasingly more difficult, attempting to push you to a place out of your skill level where you will lose. In Harmony, the AI attempts to keep you engaged by incrementing the difficulty, but also tries very hard to keep you from losing. Thanks Zach. The game has been submitted to this years IGF and we hope available in the AppStore soon is now available in the AppStore. Zach Gage is a designer, programmer, and conceptual artist from New York City. Inspiring thought and discussion by broaching serious topics with humor, his work explores the increasingly blurring line between the physical and the digital. http://stfj.net/ Platform: iPad Version: 1.0 Cost: $3.99 Developer: Zach […]
- PhonoPaper for iOS/Android – Graphical sound generator and writer Created by Alexander Zolotov, PhonoPaper is a format of graphical representation of the sound (music, human voice, etc.); in other words, it is the 2D audio barcode (by analogy with the […]
- Configurator [Processing] Configurator is an interactive 3D music visualization system created by Kristopher Collins aka movax using Processing. A live audio signal is analyzed and the data is used to generate and modulate 3D objects. The system was designed to acheive a balance between generative complexity and human aesthetic sense. For example, color palettes (human created) are harvested and mutated (programmatically) from the Adobe Kuler website. Similarly, the 3D forms are based on user created 2D outlines. These outlines are then extruded parametrically in many different ways, all able to be controlled by the audio signal. This allows the user to specify a set of aesthetic guidelines for object creation, while still exploiting unexpected generative avenues. The software was designed specifically for live music performance visual accompaniment (also known as VJ). It has been shown at music events featuring Amon Tobin, Mark Farina, as well as miscellaneous nightclub appearances to very positive reviews. See processing demo attached below (click and hold to alter). For more information on the project and some other wonderful work by Kristopher, see rgb.nu. See also Pulsar: Interactive Particle System [iPhone] also created by Kristopher. […]
Posted on: 02/01/2013
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