Infinity – New malleable subject matter by UE

Ending tonight, after a week of live streaming, is the latest in the series of artworks by Universal Everything (UE) that feature 3D humans shrouded in digital costumes. Titled ‘Infinity’, the new work is a live stream, always reshaping and evolving from one character to the next, generating an average of 3,180 unique characters per hour with a total of 50,000+ variations over the last week, stream live on YouTube, only for a few more hours!

11/08/2021
Into the Great Beyond – Inventing Futures at IAM Weekend 18 (April 27 to 29)

The future is calling (again): in just a few short days, Barcelona’s IAM Weekend returns to the nexus of internet culture and cybernetic serendipity with an exciting mix of talks, workshops, and masterclasses. Join us as we attempt “The Subversion of Paradoxes” in search of the great beyond. The term ‘multidisciplinary’ gets thrown around a…

24/04/2018
GPU Performance 101

Game developer and 3D technical lead Keith O’Conor of Romero games recently wrote a ‘GPU Performance for Game Artists 101’ that breaks down the GPU pipeline from input assembly through to final render.

10/03/2017
Pent – A short film created using Grand Theft Auto V

Created and directed by Roland Spencer, Pent is a short film entirely created using Grand Theft Auto V. Since the video games have taken leaps towards realism, Roland felt it was something worth putting time and effort into. The finished piece is a story about anger, control and pay off, told using a video game.

04/03/2016
Delineating the Future – an interview with N O R M A L S

CAN goes in-depth with the Paris-based ‘anticipatory’ design studio N O R M A L S to learn about their forthcoming dark, dense, and dizzying graphic novel series. Working process, representational techniques (that bridge illustration and code), and a critical reading of contemporary design fiction.

06/12/2013
On simulation, aesthetics and play: Artifactual Playground

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13/11/2012
Latest “drawing” experiments by Kynd / openFrameworks

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03/05/2012
“Exhausting Gameplay” by Douglas Edric Stanley / Theory, Games

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03/04/2012
The Transparency Grenade by Julian Oliver – Design Fiction for Leaking Data

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24/02/2012
SoBe ReSkin [Flash]

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05/05/2010
A Prism for Interface Design [Theory]

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05/05/2009

“Evidentiary Realism” is an exhibition that delves into the aesthetics of sites of inaccessibility, incarceration, and intrigue. CAN’s NYC correspondent Dylan Schenker ponders the Paolo Cirio-curated show, which emerges from the collaboration of NOME and the Fridman Gallery.

Ending tonight, after a week of live streaming, is the latest in the series of artworks by Universal Everything (UE) that feature 3D humans shrouded in digital costumes. Titled ‘Infinity’, the new work is a live stream, always reshaping and evolving from one character to the next, generating an average of 3,180 unique characters per hour with a total of 50,000+ variations over the last week, stream live on YouTube, only for a few more hours!

Created by media artist and creative director Dalena Tran, Incomplete is an algorithmically visualized music video for UK musician Ash Koosha’s track from his 2018 album Aktual.

In today’s mercurial, complex, and ambiguous world, our bodies oscillate between the virtual and the real more than ever. The world-famous collective Rhizomatiks is testing the web, presenting performances and experimental online-based systems, and approaching these situations from a variety of angles.

Report from the inaugural CAN-curated event series ‘Document #.’ examining new forms of cross-disciplinary art and design practice.

The future is calling (again): in just a few short days, Barcelona’s IAM Weekend returns to the nexus of internet culture and cybernetic serendipity with an exciting mix of talks, workshops, and masterclasses. Join us as we attempt “The Subversion of Paradoxes” in search of the great beyond. The term ‘multidisciplinary’ gets thrown around a…

Game developer and 3D technical lead Keith O’Conor of Romero games recently wrote a ‘GPU Performance for Game Artists 101’ that breaks down the GPU pipeline from input assembly through to final render.

DiMoDa is a VR-based ‘digital museum for digital art’ initiated in 2015. After a busy 2016 the museum’s second iteration is currently showing at RISD Museum in Rhode Island. The museum’s co-founder Alfredo Salazar-Caro sheds a little light on where there platform has been, and where it is going.

Created and directed by Roland Spencer, Pent is a short film entirely created using Grand Theft Auto V. Since the video games have taken leaps towards realism, Roland felt it was something worth putting time and effort into. The finished piece is a story about anger, control and pay off, told using a video game.

This video by Marshmallow Laser Feast and Analog is a study of mortality that explores photogrammetry techniques, capturing the real-life model using 94 DSLR cameras and creating photo-realistic renderings in 3d.

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…

CAN goes in-depth with the Paris-based ‘anticipatory’ design studio N O R M A L S to learn about their forthcoming dark, dense, and dizzying graphic novel series. Working process, representational techniques (that bridge illustration and code), and a critical reading of contemporary design fiction.

Continuing our documentation of Resonate 2013, it’s a pleasure to present the talk of Anthony Dunne, professor and head of the Design Interactions programme at the Royal College of Art in London

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