software
Hand From Above [openFrameworks]
Chris O’Shea is a multidisciplinary artist who works a lot with openFrameworks projects. His work always had a kinetic approach and he plays a lot with human interaction. Human interaction interferes with the intellect of things and it lets objects recognize you.
Hand From Above is the latest project from Chris O’Shea, a joint co-commission between FACT: Foundation for Art & Creative Technology and Liverpool City Council for BBC Big Screen Liverpool and the Live Sites Network. It premiered during the inaugural Abandon Normal Devices Festival.
Inspired by Land of the Giants and Goliath, the project aims to remind us of mythical stories by mischievously unleashing a giant hand from the BBC Big Screen. Passers are playfully transformed being tickled, stretched, flicked or removed entirely in real-time by a giant deity.
Fitted with a CCTV camera, The BBC Big Screen is linked into a computer that runs the custom built software then outputs to the screen. The software picks a person based on their proportions & how alone they are from other people, then tracks the blob over time using optical flow. If the giant hand removes, flicks or shrinks a person, firstly it rubs out the person from the live video using the background reference pixels. Then the tracked person is redrawn over the top in relation to what the hand is doing, i.e. being picked up, or flying out to the left of the screen (not shown in this video). When the hand shrinks a person it redraws them into the video at half scale. When there is too big a crowd it resorts to tickling people, with a random selection.
Many people thought it was a real hand, or at least controlled by an operator. Many didn’t care how it worked. People liked seeing themselves on a big screen and then were completely surprised when this big hand came in and did something to someone. Apparently one lady said “I haven’t had a man’s hand all over me like that in years!” Chris
Hand from Above was built using openFrameworks & openCV.
SAME TECHNOLOGY
Machine stop door Duologe (gemaakt door Moving Brands)
PROJECT
Machine stop is een interactieve 3D video clip door de Londense band Duologue en creatief bureau Moving Brands. Het is een interactieve meeslepende ervaring die alleen toegankelijk is voor Google Chrome. De muziekvideo is een innovatieve en interessante ontwikkeling in muziekland. De gebruiker kan wisselen van hoek, licht, vorm, danser en de diepte.
EFFECT
De gebruiker is volledig in controle van de video en wordt als het ware regisseur van zijn eigen beeld. Door de muziek als gebruiker meteen om te zetten in visuals voegt het een extra laag toe en creëert de gebruiker een heel ‘eigen’ verhaal om de muziek.
MATERIAAL
Kinect camera’s, website, 3D printer, software en hardware
TECHNIEK
Moving Brand gebruikte op maat gemaakte software en hardware om de bewegende 3D data te verzamelen voor de videoclip en verschillende Kinect camera’s om zowel kleur als diepte vast te leggen. Door bepaalde klemmen te laten 3D printen en die te bevestigen aan de camera’s kon het bureau experimenteren met verschillende film stijlen; zowel statief als vloeiende handbewegingen.
Net als Minimaforma gebruikte ze voornamelijk Kinect camera’s.
‘Drawing Machine’ door Harvey Moon
Dit project is gemaakt door Harvey Moon. Hij wilt zijn menselijk gebreken aanvullen met machines. Als kind kon hij niet goed tekenen maar hij heeft wel veel beelden in zijn hoofd die hij graag op papier zou willen zien. Zo is hij gekomen op ‘The Drawing Machine’
Materials:
De materialen die Harvey Moon gebruik zijn ijzer, motoren, bedrading, hout, machines, inkt en papier.
Technology:
Op de computer geprogrammeerde programma’s omgezet in een ‘Drawing Machine‘. De machine bevat ook een tracker, daarmee kan hij van alles volgen en zet dat direct neer op papier.
Effect:
De beelden wat de Drawing Machine creëert zijn heel precies en stapsgewijs gemaakt. Daardoor merk je dat het niet menselijk is. De beelden zijn vaak abstract en soms heel realistisch. Het is maar niet wat je hem laat tekenen.
PART 2 | EFFECT | EMILIO GOMARIZ
EMILIO GOMARIZ
Emilio Gomariz explores a large area into the digital field creating imaginary sculptural based forms, which most often are exported and published online as a GIF. Inspired also by computer’s interfaces, Emilio works on desktop performances, creating different kind of manifestations by the use of Mac OS X. His work has been recently included in online group exhibitions at Fach and Asendorf Gallery, bubblebyte.org, SPAMM, Domain gallery and CERMÂ. IRL at MIXED GREENS in NY, at The Photographers Gallery in London, TRANSNUMERIQUES #4 at Galeries in Brussels, at Centre d’Art Bastille in Grenoble, at Monster Truck in Dublin among others.
WORK
LINKS
http://www.noname-magazine.com/emilio-gomariz
https://www.youtube.com/user/emiliogomariz
Effect is same a new media artist Carri Munden | Part 1
PART 2 | TECHNOLOGY | VINCE MC KELVIE
VINCE MC KELVIE
When did you first start making GIFs? What was the first GIF you made?
I first started making gifs around the time myspace was big so i could make cool profile pictures but then stopped for a long time because I started doing more linear video and animations, which was a huge mistake, I should have just stuck with gifs the whole time. The first gif I made was a pixilation of me consuming a toy car and seeing it drive all around inside my body by drawing marker tracks on my arms, legs and head. I just checked myspace to see if it was still there, but myspace is all different now.
What kind of a process do you go through to create your art?
Recently I’ve been making abstract 3d forms with transparent backgrounds. Usually the 3d object is floating freely in the frame, making it ideal for using it in different contexts, like tumblr or Giphy. I also just made an app called Tumblr Page Performer that dynamically pulls images and gifs from any tumblr and animates them across the user’s screen. On the technical side I use blender for all the 3d elements, then the usual after effects/photoshop for compositing and output. Also all my 3d files, .movs, and image sequences are free to download, which creates another potential context for my gifs.
Why GIF art? What makes it more appealing than other mediums?
Gifs are the polaroids of animation, they’re instant gratification, they’re simple but complex at the same time. They also bring up feelings of nostalgia . I work in a lot of digital media, most of which require a lot of programming. As a result, my workflow is very ordered and logical. My gifs are all made through stream of conciseness and experimentation so it’s very freeing for me. It’s also important to me to be able to display my images in a dynamic context which would be difficult with other media.
WORK
LINKS
http://vincemckelvie.tumblr.com/
http://vincemckelvie.com/Potluck/Sway/
http://blog.giphy.com/post/56970599397/artist-spotlight-vince-mckelvie-when-did-you
http://vincemckelvie.com/gradientforest/
Technology: 3D modelling | New Media Artist Carri Munden | Part 1
PART 2 | MATERIAL | PETRA CORTRIGHT
MAMA presenteert een solotentoonstelling van de jonge kunstenares Petra Cortright (US, 1986), ASMR
zaterdag 29 maart 2014 t/m zondag 25 mei 2014 @ Showroom MAMA
LINKS
http://www.showroommama.nl/nl/projecten/623/ASMR/
http://www.petracortright.com/hello.html
Het werk wat gelijk is aan PART 1 | NEW MEDIA ARTIST | CARRI MUNDEN is het maken van digitale prints
PART 1 | NEW MEDIA ARTIST | CARRI MUNDEN
CARRI MUNDEN / CASETTE PLAYA
BIO
Carri Munden is an English fashion designer. Born as Carri Munden, she is also credited as Carri Munden and CassettePlaya, her fashion label. She currently works and lives in London. In 2007 director and designer carri munden was nominated for best menswear designer at the british fashion awards alongside christopher bailey and alexander mcqueen. 2008 carri was awarded best fashion designer in rolling stone’s best of rock issue.Cassette playa has collaborated + worked with brands including nike, sega, jim henson, nintendo, stussy, swatch, phenomenon jp, rockers nyc, medicom + mattel.
WORK
MATERIAL
Cassette playa is an international luxury women’s + menswear brand with a reputation for cult graphics and digital print. Cassette playa has chosen to show digitally for 8 of their 12 seasons at london fashion week using film, animation, sound, augmented reality and interactive digital installations to push the boundaries of fashion presentation.
TECHNOLOGY
“ We use really basic pieces of technology, like glitter brushes that people use to put glitter on their MySpace profiles. People can look at our stuff and think, “It’s done,” but we understand the type of people who use that type of technology and who would appreciate our clothes. We just want to put it on a higher level — making stuff with that technology on a different scale.”
The video, titled PVNK, is a sensory teeth-kicker that attempts to investigate “the tribal aspects of punk and subcultures by exploring scarification and body modification using 3D modelling.” In otherwords, we see an animated human figure evolve, grow a spike-y mohawk, and change colors.
EXPERIENCE
The experience is very futuristic, it’s like living a game but then in the real world.
LINKS
http://cassetteplaya.com
http://thecreatorsproject.vice.com/creators/cassette-playa
Stephen Hendee.
1- COLLECTIVE RESEARCH /Teddy Lo.
BIO
LED ARTIST… TECHNOLOGIE EN ESTHETISCHE ELEMENTEN
TECH-ART SCENE
LED-LICHT KUNSTWERKEN
ONTWERPEN MET MULTI-DISCIPLINE PLATFORMS
BEELDHOUWWERK
MOTION GRAPHICS
INTERACTIEVE ONTWERPEN
INSTALLATIES
PERFORMANCE KUNST
INDUSTRIËLE ONTWERPEN
STUDEERDE ADVERTISING DESIGN – CARRIERE IN DE RECLAME INDUSTRIE
EXPERIMENTEREN MET HET GEBRUIK VAN LIGHT-EMITTING DIODES IN KUNST
STREEFDE NAAR MODERNE EN ARTISTIEKE KUNST IN COMBINATIE MET LED
FILOSOFIE: DE AANDACHT VAN HET MENSELIJK OOG
STUDIO LEDARTIST
HEDENDAAGSE KUNST, ARCHITECTUUR & ENTERTAINMENT
QUOTE
TEDDY LO: “LIGHTNING IS ESSENTIAL TO LIFE AND THIS REALITY, I WANT TO MASTER THIS BASIC AND PRIMITIVE COMMUNICATION THROUGH THE VISIBLE MAGNETIC SPECTRUM AND TRANSFER MY FEELING OR MESSAGE THROUGH LIGHTING TO MY VIEWERS. THE CHALLENGE FOR ME IS TO DESIGN IT’S FORM, IT’S BEHAVIOUR AND THE OVERALL VISUAL EXPERIENCE TOWARDS THE VIEWER. I AM INTERESTED IN EXPLORING WAYS TO TAP INTO PEOPLE’S PSYCHE AND LEAVE A LONG LASTING IMPRESSION.”
MATERIALS / TECHNOLOGY
(LED)LICHT
TECHNOLOGIE
DIMENSIONELE DESIGNS
COMPLEXE PROGRAMMA’S: DATA CONTROL, …
CREATIEVE CONCEPTEN
KLEUR
SCULPTUREN
INTERACTIEVE INSTALLATIES
LINKS / INFO
TED: https://www.youtube.com/watch?v=nnUsiOqQ8FA
WEBSITE: http://www.teddylo.tv