Showing posts with label coding. Show all posts
Showing posts with label coding. Show all posts

Friday, May 9

Gazira Babelli coming to Window


Pioneering Second life performer, sculptor, and general cause of mayhem, Gazira Babelli will be staging a work at Window in the first week of June. One of the earliest artists working in this virtual space, Babelli has consistently pushed the limits of art in SL - from the grotesque distortions caused by hitting terminal velocity in COME.TO.HEAVEN. to the world-crashing, lag inducing cyber terrorism of Grey Goo.

Notable European contemporary arts/new media blog We Make Money Not Art recently featured a review of Babellis show at the Fabio Paris gallery in Brescia, Italy, as well as the iMAL in Brussels. The Window exhibition, entitled "Olym Pong" features a new work designed and coded specifically for the show, and will be interacted with by SL performance group, "Second Front", as well as available On Site, giving visitors to the opening a chance to engage with it.

Tuesday, April 29

In Pictures: Babel Swarm installation




Babel Swarm, an interactive installation in Second Life has generated a lot of interest recently. A collaboration between Christopher Dodds, Adam Nash, and Justin Clemens, the work occupies a site in the metaverse, as well as being incorporated into a show at the Lismore Gallery in Australia. From the blog....

"Babelswarm is a real-time, interactive, audiovisual artwork built in Second Life. The installation is based on the story of The Tower of Babel – a mythical tale of humanity's desire to reach the heavens. Babelswarm is contained within an entire SIM with visitor chat captured and fed into a meta-babeller. This babeller spills words from the sky and into an amphitheater (performance space). The words shatter on their decent and, once settled, begin to swarm in random directions seeking out other letters that held the same numerical position in the word they were born with. If they find a partner they bond and help create the tower's structure. Eventually each letter will sleep, but can be re-awoken or destroyed by touch."

If you have Second Life installed, you can teleport directly to the installation via this SLURL (http://slurl.com/secondlife/ACVA/119/180/295/).

Tuesday, March 18

Hack this code: Te Tuhi software goes open source


Douglas Bagnall writes to let us know that he's made his Te Tuhi Video Game system software open source under the GPL (General Public) license. We blogged about the show a few months ago here at Window:Scene, where visitors to Te Tuhi could draw pictures that were analysed by the software and converted to videogames via a set of rules. Opening the code to the community allows these rules to be changed and shifted, but you'll need some technical savvy. With his usual deadpan humour, Bagnall goes straight from step 4, "Try ./tetuhi path/to/some/image.jpg. If everything is working, a window should pop up with a game in it.", to step 5, "But it probably isn't working, so at this point you should subscribe to the mailing list and ask there."

Wednesday, January 30

Waking up as a deer: Endless Forest screensaver


Auriea Harvey & Michael Samyn have just sent word about the latest update to their free-roaming online multiplayer project, The Endless Forest. Packaged as a screensaver, the work comes to life when your computer starts to sleep, recasting you as a stag in a dreamy, meditative forest setting, complete with ruins, ponds, and seasonal changes.

Without boundaries, goals, or levels, the interactive shifts the focus away from objectives and onto the stunning environment, which the team have obviously focused on. Light filters through pines, close objects obscure the player momentarily in a cinematic nod, and your avatar leaps across streams and into lavender glades.


In a strong move based on their interactive narrative backgrounds, the team have disabled any form of text or language communication. Avatars are 'named' with a randomly generated symbol. Communication with other stags takes the form of emotive actions - a bow, a cower, a prance. Language barriers are gone. So is specific communication ("walk to this location","how are you?"). But what Harvey and Samyn realised is that simple interactives require simple communication. Stags play "follow the leader", action their meaning through, or post general notices on a forum ("If I see you and don't respond, I'm sorry, my computer is playing up...").


With such a open-ended base, the team have released updates for special times and seasons. "Endless Halloween" turned stags into a midnight black for a certain time, and enabled costumes like blood red antlers or a Mexican inspired "deer of the dead" motif. The latest event/update combination involves the gods visiting the forest next Tuesday, February 5th at 5pm for a Mardi Gras flower spree.

Of course, EF isn't without it's problems. When I logged on at 10am NZT, there was exactly one avatar in the forest. Me. Exploring the lush environment is interesting for a while, but where EF ultimately wins or loses is it's user base - midnight gatherings of stags, magic spells cast by others, and new emotive gestures added regularly are for naught without others online. A few glitches crop up. It's easy to ruin the Csikszentmihalyi-like flow of galloping through the forest by hitting a tree, or break the realism by using a walk animation when your avatar should be running. But these hardly detract from an interactive which succeeds in pushing the boundaries of what a 'game' is, what 'communication' means, and how time and users can evolve a game world.

Saturday, January 19

Recycling code, Freecycling computers


"Recognize this code?", the designer next to me flipped open a website he was working on and scrolled through a dozen lines of Flash coding. The minimal commenting, the structure a true coder would launch into a rant about. Yeah it was mine. But the site I hadn't seen before. "I've used your code for two more sites since you gave it to me". For this graphic designer, reusing a generic function to scroll through images was easy. Keep the structure the same, alter the type and colourings, and export. It just worked.

Strangely, in this information age, well commented, reusable code is a tangible asset - saving hundreds of real hours. Sites like DZone Snippets have 10,000 users tagging and submitting snippets. Prototype, for Flash developers, has been running for 7+ years now.


More interestingly, a recent workshop on the Processing language in Barcelona showed another trait of good code. Participants had 6 hours to do a "mod" (modification) of the classic arcade game, Breakout. The catch? No one had ever coded before.

Steph Thirion, who conducted the workshop had the "objective of showing the participants that it is not required to understand code to experiment and play with it." The result? A selection of totally compelling, experimental 'sketches' - as they're called in Processing - which abstract the videogame, reinterpreting it in dozens of ways. Glitchy line drawings fill the screen, green blocks flicker on and off like some pixelated Barnett Newman work, cute Tokyo inspired blocks bounce back and forth playfully. With no restraints to make something functional, and no previous experience with code, the results are inspired.

From pixels to paper, the worldwide FreeCycle network adds a twist to the notion of recycling, providing a network for people to post objects to give away, or things they'd like to have, all for free - it's "all about reuse and keeping good stuff out of landfills." The Auckland network currently has 1782 members, with around 10 posts per day, ranging from desk lamps to paint, electric tooth brushes, and Dungeons/Dragons sourcebooks. For those working with technology hardware or music, items like older computers, laptop hard drives, stereo parts, and printers surface regularly.

Thursday, November 15

Code from crayons: new work from Douglas Bagnall at Te-Tuhi


For those put off by the gun-wielding heroes and photorealistic environments of videogames, this Saturday is your chance to create your own. Douglas Bagnall, who has previously shown works like A Film-Making Robot at Window, is exhibiting his latest project at Te-Tuhi, which transforms crayon drawings into game worlds via some clever coding.


Bagnall's Video Game Machine is part of a host of recent interactives which mix physical reality like shadows and drawings with screen-based additions. Philip Worthington's Shadow Monsters tracks users, adding spikes to their arms, medusa tendrils to hair, and the ability to throw flames and projectiles.



MIT's sketch engine takes simple physics diagrams drawn on a whiteboard and digitises them, translating crude down arrows into gravity, force, and inertia. The demo is dry, the graphics dull. The potential is not.



Flash-based physics toy Line-Rider became a smash success over the last year as users took its simple mechanic of drawing lines for a sled to an art form. Massive levels like the one shown below, or others with up to 22,000 lines are entered into competitions in communities like I Ride the Lines. Little Big Planet, an Xbox 360 title poised for release, hopes to capitalise on the same idea by letting users create and post levels. Players assemble game worlds from a variety of objects which are translated into game worlds with deep physics applied.


With any set of rules and scripts, from Bagnalls 'robots' to interactive narrative such as Façade and simple 'toys' like Line Rider, the fascination lies in 'gaming the system' - finding the edge cases, glitches, and grey areas. The algorithm behind Film Making Robot favoured oversaturated images, creating a very selective memory of images sourced from Wellingtons bus routes. Only hours after Façade was released, players were already trying to break it, ignoring any goals like reuniting the protagonists and instead posting scripts featuring serial killers in an effort to defeat the natural language scripting. The top rated movies on LineRider comps are not huge hills or triple backflips, they're 'microquirk tracks', hardcore users who can place a dot in a specific location, confusing the game code and causing havoc with gravity.

Te Tuhi Video Game Machine
Douglas Bagnall
17th November 2007 – 10th February 2008

Update: James McCarthy also performed using a site-specific wall work comprised of high-tension wires. He repeated the performance on Tuesday with some members of experimental music organisation Vitamin-S. Thanks to James for the pic.

Friday, November 2

Searching for the perfect image


Belgian artist Martijn Hendriks Untitled I (Google Sleep) consists of 10 Lambda prints which he handselected from an archive of 1000 images found through Google Image search. But why stop there?

The rise of broadband, cheap digital cameras, and social networks like Flickr, PhotoBucket, and Fotki built around tagging and sharing photos has meant there are millions of shots publicly available. And while stock imagery sites like Getty keep redesigning to make finding images easier, scientists like James Hays and Alexei Efros at Carnegie Mellon University employ a new 'brute strength' visual approach.


Their paper, recently presented at Siggraph, describes how algorhythms can power their way through a database of millions of shots, returning a piece (actually lots of pieces) that could match the missing section of an image. Don't like those rooftops in the foreground? Highlight it and choose from alternatives that match the perspective, colour, and lighting in your photograph: trees, a calm bay scene, or a flotilla of ships blended into the original.

It's a small world sharing a large amount of data. In a test case, Hays selected some scaffolding on a European city monument he didn't like. Combing through the millions of possibles, the result came back. The same shot. From the same angle. Taken just prior to construction by another tourist.