Radiance – A database of artistic VR experiences

Radiance is a recently-launched online research platform for artistic VR experiences. Essentially a database, it contains info, screencaps, and video on artist-created VR projects and looks poised to become a useful resource for curators.

17/10/2017
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
Donato Sansone’s PORTRAIT / Final

Some two months ago we wrote about the grotesque, dream-Like video portraits by Donato Sansone. The latest (final) piece, a much longer one, includes new experiments utilising this fantastic technique.

16/01/2014
Guide to Camera Types for Interactive Installations

Choosing the right type of camera for your interactive installation is one of the most important technical choices you can make in your initial planning phases. Making the incorrect choice can really impact how well your installation reacts to its victims and it can also impact its ability to perform robustly in a large amount of environments.

19/02/2013
On simulation, aesthetics and play: Artifactual Playground

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13/11/2012
Lygia Clark’s “Livro-Obra” (1983) for the iPad

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25/09/2012
Electrolibrary by Waldek Węgrzyn – Paper book as interface

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28/08/2012
Eyeo 2012 – Afterthoughts and asides

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27/06/2012
Indie Game: The Movie – Released

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13/06/2012
First Digital 3D Rendered Film (1972)

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02/09/2011
Daito Manabe: being real about being material [Theory]

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22/05/2011
What is at stake in animate design? [Theory]

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17/01/2011
“A Philosophy of Computer Art” by Dominic Lopes [Books, Review]

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23/12/2010
myFry [iPhone]

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14/09/2010
Processing.org Exhibition now curated by FV [News]

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31/08/2010
Phaidon Design Classics [iPad]

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08/05/2010
Begotten [iPhone, Mobilizing, c++]

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02/05/2010
Faust [iPhone]

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22/04/2010
Archigram Archival Project [Reference]

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21/04/2010
Digging in the Crates [Flash, Sound]

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22/03/2010
History of Video Games [Flash]

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02/02/2010
Sync/Lost [Processing]

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26/01/2010
Silent [C++, Cinder]

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31/12/2009
Sharedrobotics Browser [Flash]

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10/11/2009
The HyperCard Legacy [Theory, Mac]

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22/09/2009

Radiance is a recently-launched online research platform for artistic VR experiences. Essentially a database, it contains info, screencaps, and video on artist-created VR projects and looks poised to become a useful resource for curators.

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.

Created by William Fairbrother, Alberto Ruiz Soler and Oliver Smith, ERIS—2000 is a fictional scientific instrument invented by cybernetician Erica Symms in 1971. The device was used to show and study, through a simplified simulation, the consequences of human decisions on complex systems.

Created by Kyle McDonald, “Sharing Faces” uses a megapixel surveillance camera and custom software to match the face locations of the persons looking at the screen. As the person moves, new images are pulled from the database matching the new location and create a mirror-like image of yourself using the images of others.

The following is a collection of new generative pieces created by Walter Gorgosilits aka dextro from Austria, one of the pioneers of generative Macromedia Director programming.

Some two months ago we wrote about the grotesque, dream-Like video portraits by Donato Sansone. The latest (final) piece, a much longer one, includes new experiments utilising this fantastic technique.

Choosing the right type of camera for your interactive installation is one of the most important technical choices you can make in your initial planning phases. Making the incorrect choice can really impact how well your installation reacts to its victims and it can also impact its ability to perform robustly in a large amount of environments.

“The main change in the design process achieved by using generative design is that traditional craftsmanship recedes into the background, and abstraction and information become the new principal elements.”

A collaboration between Nick Montfort, Patsy Baudoin, John Bell, Ian Bogost, Jeremy Douglass, Mark C. Marino, Michael Mateas, Mark Sample, Noah Vawter and Casey Reas, 10 PRINT is a book about a one-line Commodore 64 BASIC program.

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