For the summer of 2011, CreativeApplications.Net + OFFF festival have joined forces to bring you the brightest and most inspiring minds to work together for one day and present their creations.
We are proud to present ‘Let’s feed the future’ Workshop Collaborative to be held at OFFF festival on Wednesday 8th June in Barcelona.
Featuring Aaron Koblin, Ricardo Cabello (mrdoob), Filip Visnjic (CAN), Eduard Prats Molner and you!
Workshop (Free, by application):
From ideas and concepts to building interactive experiences, scenes, and frameworks where art, media and technology collide. The aim is to build an application, an organism of information, sound and visuals, a digital ecosystem.
Lecture (Free for workshop participants):
OFFF 2011 and CreativeApplications.Net “Let’s feed the future”, Filip Visnjic (CAN) and Aaron Koblin will be joined on stage by workshop attendees discussing ideas and processes behind the collaborative.
This is your chance to take part. Fill the form below and tell us about yourself. Only 10 attendees will be invited. We are looking for mixed skillset and experience. Can you feed the future? Let’s make something amazing!
Deadline to submit applications: January 31st
Decision: February 28th
Workshop: June 8th (all day – day before offf opening day)
Presentation/Lecture: June 11th
18.05.2011 / Work is under way, google docs setup, ideas being shared..
08.03.2011 / Participants announced (see below). Thank you all again for submitting applications!
28.02.2011 / We are still going through the entries. Please allow few more days.
13.02.2011 / Confirmation of entries sent by email. If you haven’t received it and have applied, make sure you get in touch on info[at]creativeapplications.net
01.02.2011 / Application submissions are now closed. You will receieve an email in the next few days confirming you submission.
Aaron Koblin is an artist specializing in data visualization. His work takes social and infrastructural data and uses it to depict cultural trends and emergent patterns. Aaron’s work has been shown at international festivals including Ars Electronica, SIGGRAPH, OFFF, the Japan Media Arts Festival, and TED. In 2010 Aaron was the Abramowitz Artist in Residence at MIT and currently leads the Data Arts Team in Google’s Creative Lab.
aaronkoblin.com | @aaronkoblin
Ricardo Cabello aka Mr.Doob is a experimenter focused in the possibilities programming and web technologies has to offer for the creation of visual experiences. Firmly believer in open source values and obsessed about getting the best out of technology.
mrdoob.com | @mrdoob
Filip Visnjic is an architect, lecturer, writer and a new media technologist born in Belgrade currently living in London. Specialised in consulting and directing web, new media and architectural projects, Filip also contributes to a number of blogs and magazines about art, design and technology. He is a an editor-in-chief at CreativeApplications.Net, director at Working Architecture Group and lectures at a number of universities across the UK.
creativeapplications.net | @creativeapps
Eduard Prats Molner is a creative technologist, researcher and developer focused in interactive media, user experience and visualization. Eduard is a coder and researcher exploring interactivity, motion scripting, generative systems and visualization. His work has been focused in creating experimental and commercial Flash web interfaces for many years. In addition, his research and experimentation using mainly Processing, OpenFrameworks and Action Script 3, is evolving into other types of work such as art installations and scripted visuals for motion graphics and live performances.
jocabola.com | @jocabola
Marek Bereza is an interaction designer currently working in London. He has led projects from architectural-scale interactive projections to electronic toy prototypes, iPhone applications to air-con control systems. His main focus is on building creative tools to offer people new ways to express themselves, often musically or artistically. Technically he specializes in openFrameworks and digital signal processing for music and physical devices.
http://www.mazbox.com | @mazbox
Alba G. Corral is based in Barcelona and uses the code to create visual tools in real time, giving life to abstract digital landscape. Develops visual programming, generative art and live performances in the context LIVE CINEMA . She combines form and technique, getting create atmospheres narratives that express sensitivity and taste for color. She also regularly collaborates with musicians of the Barcelona scene as Miguel Marín , The Sthendal Syndrome , Iris Aneas or Nikka with which it is the audiovisual project The Space in Between.
http://www.albagcorral.com | @albagcorral
Andreas Nicolas Fischer was born in Munich, Germany (1982). He is a graduate of Joachim Sauter’s class at the University of the Arts Berlin. He works with generative systems, physical representations of data as well as visualizations of digital processes to create graphic representations, sculptures and installations. The artist lives and works in Berlin.
http://anfischer.com | @anf_nu
Roger Pujol Gomez desires to learn, try new things and experiment and is part of Multitouch Barcelona.
Marcin Ignac is an artist and programmer focusing on generative systems and procedural visuals. When not working on making triangles alive in 3d space he combines his passion for graphics with art of programming to develop new tools, GUIs and ways to visualize data.
http://marcinignac.com | @marcinignac
Rainer Kohlberger is an Austrian born Freelance Visual Artist and Designer living in Berlin. His work is primarily based on algorithmically generated visualizations that are exposed in live performances, installations or prints.
http://kohlberger.net | @khlrqa
Thomas Mann is always torn between his desire to learn new programming languages and to improve his design skills, (aka pixtur) has done stuff such as writing huge trainer databases in assembler, studying architecture, expanding his list of scripting languages, constantly thinking about how to use usability and interaction design. It was not until recently that he has invested most of his spare time in the creation of realtime demos for groups like Still, LKCC and Haujobb and International companies like Deutsche Telekom, q-bus, and Nokia. He earns his money as a interface designer and programmer in Berlin.
http://www.pixtur.org | @pixtur
Joshua Noble is a consultant, freelance developer and tangible designer. Author of Programming Interactivity, former teacher at SMFA Boston, written code on 3 continents for tangible interaction projects, microcontrollers, Websites, and small computer games.
http://thefactoryfactory.com | @factoryfactory
Roger Pala is a Telecommunications Engineer now working as a Creative Technologist on all kinds of interactive experiences at B-Reel; enjoying the creative process of the projects as much as the execution of them; producing high quality experiences at work whilst engaging in experiments and installations in his personal time. He is particularly interested in combining art, design and technology as he tries to experiment with new ways of interaction, data visualisation and any kind of visually attractive or engaging interactive experience. Roger is interested in what technology is capable of achieving, regardless of the specific Platform.
http://work.rogerpala.com | @roger_pala
Kinect > WebGL
This project was the work of mr.doob, Marcin and Edu although other people were involved also. The task was to create a bridge between the Kinect and browser, allowing the real time feed over the web. Although aspirations were much higher than the time allowed, instead of utilising node.js server – which I understand was 99% complete anyhow, the team setled for feeding downscaled image data from cinder application using standard http requests to the three.js script which was reading the images at about 10f/s. Several rendering styles are presented below. First one is just simple point cloud done by Marcin for debugging while the rest was done by mr.doob using his amazing Three.js engine.
Download .js code here.
Kinect Image Evolved
Simultaneously while Ricardo was working on the .js part, Marcin was exploring different ways of kinect image representation. In attempt to get away from standard kinect point cloud, we developed idea of trying slitscan effect with the point cloud. What this means is that the kinect point cloud was dispersed along the time lapse, different bands representing different moment in time. Likewise, Macin also was exploring what happens if the point location was reversed when particular depth was reached. What you see in the videos below are both effects.
Code available soon.
Thomas and Andreas were also testing different tools to manipulate kinect image. Meshlab, Blender were used to pull kinect point clouds and convert them into meshes which could then be render, distorted, split, etc.
Marcin was also working on ways to control the input, ie how one could interact with the Kinect point cloud. We were toying with the idea of being able to assign different devices over OSC to different kinect body parts. This would allow for each individual to be assigned unique element of te point cloud and to interact with it. The first step was to use simple gyroscope datam sent from an iPhone over OSC. The video below shows what is happening. Likewise, Rainer and Roger were working on the iPhone application that would send the OSC data. Rather than just utilising gyro or accelerometer, Rainer was exploring different forms of interaction with the device, seeing whether a language could be evolved, one that would somehow enhance emotional attachment the kinect body parts. The videos below show and instrument like application that also has audio feedback.
Code available soon.
With all the data moving, Marek was wondering if the input and output are in same medium, you can compare them, apples for apples, what would happen. Marek looked at the process of the loop by examining the image obtained by subtracting the initial input from the output so we’re just left with the parts that change. For the loop algorithm, jpeg compression was chosen because it was easily available in oF and ubiquitous enough to warrant investigation. The boxy images are a result of feeding the jpeg “high” quality compression back into itself and subtracting it from the original. The finer images are using the “best” compression setting. Then Marek tried the same thing with sound (using logic), using first the original sound, then the encoded and seeing what is left. You can hear all the sounds below.
Code available soon.
The receipt racer combines different in and output devices into a complete game. It was made by Martin, Philip and Joshua utilising a receipt printer, a common device you can see at every convenient store, small projector, sony ps controller and a mac running custom openFrameworks application. Print is a static medium, that’s why, Philip, Martin and Josh explain, it was an intriguing challenge to create an interactive game with it. First the team tried to do it only with the printer as the visual representation but that seemed rather impossible. But then Joshua Noble came up with a small projector, perfect to project a car onto a preprinted road. There is no game without an input device. So they were lucky enough as at least one of them always carries a gamepad around. The cables connect back to the laptop running an openframeworks application the team wrote parts of. The app was entirely programmed during the workshop. Internally it runs something like the basic js game. Only a car driving on a randomly generated race track. Then it broadcasts its components to the external devices, prints the street and guesses where the car’s projection is supposed to be to perform the hit test. That’s the trickiest part. Everything has to be in sync and needs some calibration in the beginning. The paper also has a little bit of a mind of it’s own and tends to slide around or curl. But that’s nothing some duct tape and cardboard can’t fix.
It was a lucky day. Somehow everything was just lying around, waiting to be used. Even the stand and this plastic thing you would normally use to put in your name on a conference. Even the timing was perfect. Right at the end of the workshop we finished adding the details like a little score and the YOU CRASHED TEXTS.
Project Page (code available)
OFFF is an entity in continuous transformation, alive and evolutionary. More than a decade ago, it was born as a post-digital culture festival; a meeting place to host contemporary creation through an in depth programme of conferences, workshops and performances by the most relevant artists of our time.
The OFFF phenomenon has also produced the creation of an extensive international network of artists, developers, theorists and even more importantly, people who love art in all its multiple expressions: students, fans, professionals and the curious. People who want to show what they do, to discover what others do and, above all to share their knowledge and their desires to inspire and to be inspired.