Sensory Responsive Drawing Machine

This is my audio responsive 2D drawing machine, made with goal of creating automated art through live interactivity between 3D printer and environment. IIt is powered by custom Processing code (Java based), live gCode production, and a Lulzbot TAZ 4 3D printer. The normal plastic extruder has been replaced by a printed pen holder. This…

20/05/2020
Encounters & Revelry at MUTEK 2016

The CAN/HOLO team is headed to Montréal for the 16th edition of MUTEK. A celebration of the best and brightest in audiovisual performance, we’ll be having ‘HOLO Encounters’ with several of the festival’s featured artists.

17/05/2016
Creative-coding on iOS with C4 – Tutorial

This tutorial will introduce you to creative-coding on iOS with C4, a powerful framework for creating expressive artworks and user experiences. Written entirely in Swift, C4 takes a modern approach to working with animation, gestures and media.

08/03/2016
Xbox One Kinect

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22/05/2013
Elektra 2013 – Meditations on Anti/Matter

Montreal, the beginning of May, a dark performance space illuminated by an otherworldly glow; this combination of factors could only mean one thing – Elektra! CAN was on hand at the 14th edition of the venerable Canadian digital arts festival to soak up the proceedings and we’ve prepared the following overview of some of the (well, our) highlights.

17/05/2013
Creating spectacles with d3 / United Visual Artists – Special Feature

CAN talks to Ash Nehru (Director of software) and Matt Clark (Creative Director) about d3 – visual production suite that brought us the memorable Massive Attack tour in 2002 and more recent projects like the Origin. We talk how it all came about, what is the tool, it’s features, working methodology and the future.

08/02/2013
Fugu – Procedural modelling system for 3D graphics

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04/04/2012
“Exhausting Gameplay” by Douglas Edric Stanley / Theory, Games

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03/04/2012
Parallax [Games]

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25/10/2011
illucia [Processing, MaxMSP]

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25/04/2011
Super Pikix [Caanoo, Sound]

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06/04/2011
Hard-Wired Devices [Objects, Games]

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01/03/2011
Dial [openFrameworks, Sound]

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19/01/2011
Hemesh and HemeshGui [Processing]

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22/12/2010
Kinect – OpenSource [News]

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14/11/2010
The Pirata Boat Race [iPhone, Flash, Games]

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05/06/2010
Limbo [Games]

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13/05/2010

Created with love for all things retrofuture, Ming Mecca brings a comprehensive set of classic videogame design parameters at your fingertips.

The path to today’s dance-tech, review the projects by YCAM, and speculate the next steps of dance-tech through a conversation with Richi Owaki, an artist and researcher at YCAM.

This is my audio responsive 2D drawing machine, made with goal of creating automated art through live interactivity between 3D printer and environment. IIt is powered by custom Processing code (Java based), live gCode production, and a Lulzbot TAZ 4 3D printer. The normal plastic extruder has been replaced by a printed pen holder. This…

Category: Member Submissions
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Passifolia is a collective experience, made-to-mesure for La Gaîté Lyrique in Paris and made up of 16 interactive modules organically set up in space.

Created at ECAL during a one week workshop led by Thibault Brevet, The Center for Counter-Productive Robotics is a collection of experiments where a robot was programmed to perform counter-productive tasks, with intention to develop a more human-centric approach to robotics.

Created by Schnellebuntebilder, four installs now on display at the ZCOM Zuse Computer Museum in Hoyerswerda, Germany, capture and celebrate the pioneering work of Konrad Zuse, famed German engineer and inventor whose biggest achievement, the 1941 Turing-complete programmable computer Z3, is regarded to be the world’s first of its kind.

Powered by a dizzying array of parametric meta-controls, VIDEOGAMO’s ‘party console’ DOBOTONE invites (up to) four players to cycle through a strange and fiercely competitive selection of lo-fi videogames.

The CAN/HOLO team is headed to Montréal for the 16th edition of MUTEK. A celebration of the best and brightest in audiovisual performance, we’ll be having ‘HOLO Encounters’ with several of the festival’s featured artists.

A collaboration by artists Jérémie Cortial Roman Miletitch, Flippaper is an interactive pinball console in which players can draw their own playfield.

This tutorial will introduce you to creative-coding on iOS with C4, a powerful framework for creating expressive artworks and user experiences. Written entirely in Swift, C4 takes a modern approach to working with animation, gestures and media.

CAN reports on MUTEK 2015’s audiovisual performance programming and the ‘HOLO encounters’ live Q&A’s we did with artists Robin Fox and Hiroaki Umeda.

Through an inspiring tutorial with 26 code examples Amnon Owed shows you how to use Processing to explore the creative possibilities of generative typography.

Over the past few months, in preparation for their Book of Eniarof crowdfunding campaign, tutors and students at HEAD have been exploring the use of playing cards as a method for designing and developing games, concepts, attractions, and playful art objects of various ilk…

In this tutorial we will show you how to create an application using Cinder that grabs photos from Instagram to create real-time animated kaleidoscopes. We’ll look at the technical details of the (simplified) version that is now included as a sample with Cinder (0.8.5+).

MirrorMoon EP is a game about mystery, discovery and exploration set in outer space. It is also about solitude and the subtle thrill of feeling lost; it’s a tribute to space.

Category: Games / Members / Unity
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From custom geometry to adding textures to 2D and 3D shapes, Amnon Owed shows you practical examples of a number of crucial building blocks for 2D/3D Processing projects.

Montreal, the beginning of May, a dark performance space illuminated by an otherworldly glow; this combination of factors could only mean one thing – Elektra! CAN was on hand at the 14th edition of the venerable Canadian digital arts festival to soak up the proceedings and we’ve prepared the following overview of some of the (well, our) highlights.

CAN talks to Ash Nehru (Director of software) and Matt Clark (Creative Director) about d3 – visual production suite that brought us the memorable Massive Attack tour in 2002 and more recent projects like the Origin. We talk how it all came about, what is the tool, it’s features, working methodology and the future.

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Category: Mac / Members / Other / Windows
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Category: Games / Members
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Category: Games / Members / Objects
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