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March 28, 2007

Site-Specific: Personal Map

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Personal Map Island. Click for the full image.

Gian Pablo, Jeremy, and Shlomit gave the reading response on Monday (selections from Else/Where); as part of their presentation, they requested that everyone bring in a "personal" map. This is what I drew. You can click the image above for a full size version, or you can get this unreasonably sized version, ready to take straight to AMS.

I spent hours drawing maps like these as a kid. Actually, the maps I drew then were all a part of various very serious epic fantasy novels that I would pretend I wanted to write. I guess this map has a bit more whimsy.

March 27, 2007

GLArt: Text Machine

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This week's assignment is an exercise in spatial text and trying to wrap my head around timing. Click on the image above for a larger screenshot, or download the source code here. Use the up and down keys to get closer or further away from the text; clicking and holding down the mouse will rotate the text. The camera will follow a path from the top of the text to the bottom of the text, moving across every line. The idea was to mimick the path of the eye as it reads written text.

Some of the recent readings in Site-Specific (de Certeau, in particular) have interested me in making literal mappings between text and space. This is a first step in that direction. Another idea I'd like to try is a maze-like structure, navigated in from a first-person perspective, where the text is written on the floor (or walls, or something), and your "path" through the text leaves behind a trace.

Two more screenshots after the jump.

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Less inclined. Click for larger screenshot

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View from above. Click for larger screenshot

March 20, 2007

GLArt and NOC: The Life Tower

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Tower from above. Click for larger screenshot.

EDIT: See new supersized screenshots here.

The Life Tower is a 3D visualization of Conway's Game of Life. The current generation is drawn on top of the tower, and each successive generation is drawn underneath.

Patterns in one-dimensional cellular automata are more evident when they're drawn with successive generations in a two-dimensional field. The Life Tower adds a third dimension to a 2D cellular automaton—the Game of Life—in order to see if similarly interesting patterns emerge.

Download the source code here (requires LWJGL and Mark Napier's GLMaterial library).

Click and hold the mouse to rotate the tower and move the camera up and down. Use the 'S' key to step through generations, or hit the space bar to toggle continuous calculation. The 'R' key resets. Press 'P' to use smaller flat squares instead of cubes to draw each cell (and 'C' to switch back to cubes).

Discussion and more screenshots after the jump.

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Initial random state. Click for larger screenshot.

The patterns are pretty interesting. Converging and diverging cell structures create kind of strange, coral-like branching structures; gliders make "pillars" that move in a diagonal direction. Towers result from stable structures, and "blinkers" make towers that oscillate between lining up along the X and Z planes.

The next step is to get an editor in the program so you can define your own initial states, or edit simulations in progress. (The initial patterns in this version are random.) I'm interested to see what larger scale oscillating patterns look like, or structures that create gliders and spaceships. I'd also like to create some actual 3D objects based on the program's output. Hello exploder paperweight!

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In 'point' mode, branching structures are a bit more apparent.. Click for larger screenshot.

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A view from below. Organic masses boxed in by stable structures. Click for larger screenshot.

March 08, 2007

Audio Art: Week 8 Omnibus

Impressions of Times Square

It's beautiful, first of all. Unexpected. I've walked past or through that part of Times Square a hundred times without noticing it, or maybe noticing it but not finding it unusual.

Having the secret knowledge of its presence is magical. I stood over the sound for a while, with a bit of bliss in my expression, and passers-by gave me a strange look: the kind of look, I think, that you'd give to a shaman, or someone on hallucinogens. Someone who is able to perceive something that you can't.

Some people seemed to make the connection between my behavior (and the behavior of several others that were obviously there specifically to enjoy the piece) and the sound. The connection, I imagine, took one of two forms. They must have thought either (a) that I had found this sound of the natural urban environment so compelling that I had decided to stop going about my everyday business in order to experience it or (b) that the sound was intentionally placed there for public to enjoy. In either case, I felt like I was showing a friend a secret level in a video game. A warp zone. Something hidden and wonderful.

Tuning Space

Times Square is also commentary on its environment. LaBelle draws a parallel between Neuhaus' work (Times Square in particular) and the overtly architectural work of Gordon Matta-Clark. Both "[surprise] architecture with an altogether different order, one based on an appropriation and subsequent reworking of form" (p. 161). It's an apt comparison, I think, and it draws attention to the politics of Times Square. In the process of augmenting the public space of Times Square, Neuhaus draws attention to the site's status quo, and implicitly argues that things could be different from the way they currently are. (Another point of reference is Wodiczko’s building projections.)

Dream House

Times Square is about as site-specific as you can get, and to me the piece is more about space, architecture and the city than it is about sound. La Monte Young and Marian Zazeela's Dream House is the polar opposite of this. Let me explain.

I had been wanting to go to Dream House for some time, and this week's assignment provided the perfect opportunity. I expected a strange experience and my expectations were filled, and then some. Here's how it works. You're conducted into the room by a volunteer who petitions you to remove your shoes; the room is thickly carpeted. There are light filters over the windows that let only magenta light pass through. There are pillows on the floor. There are 35 pure sine tones loudly booming from speakers in the corners.

The sine tones are designed to combine in complex ways, and the tones you perceive are quite different depending on where you're standing in the room. (Here's an accessible description of the technical details of the piece.) In this sense, there is an engagement with the concept of space, and I spent a lot of time moving around the room to experience the effects of proximity to the different speakers, the walls, the narrow space of the hallway, and so forth. (Although the presence of pillows encourage you to lie down, I found that the carpet significantly deadened the sound when your ears were close to it.)

But then I discovered that even more dramatic effects could be obtained simply by holding my hands close to my ears: the resulting resonance chamber even enabled me to "play" simple melodies (audible, of course, only to me). It was then that I realized that the Dream House isn't about space at all: it's about the perception of sound. It experiments with the boundary between the physical apparatus of auditory perception and the conventional expectations for "music." The space is there purely to provide a sterile environment for this experimentation.

So even though the sound of Dream House and Times Square are superficially similar—sustained, pure drones—the content, and politics, are very different. Neuhaus uses sound to augment space; Young uses space to augment sound.

Dream House isn't as accessible as Times Square, but it has its own kind of beauty. Several of my House-mates were blissfully spread-eagled on the floor in meditation. I, however, found it to be an unforgiving and brutal experience. It made me very much aware of the fact that I am little more than a bipedal sack of watery guts. After a while I couldn't hear music anymore; I could only hear the sound of taut skin and tiny bones frantically vibrating in my inner ear. That's when I decided to leave.

March 06, 2007

GLArt Week 7: Self-Similar

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Click the thumbnail above for a screenshot of my latest assignment for GLArt. This program loads in a 3D model and draws each vertex to the screen with a pixel. One vertex in the model, however, is drawn not with a pixel but with a smaller copy of the model. The smaller copy is drawn similarly, creaing a recursive, self-similar structure. The motion blur effect is created by copying the current screen to a texture, which is then drawn behind the points that make up the model.

Pressing up will zoom in toward the innermost iteration of the model; pressing down will zoom out. Left and right will rotate the model. Download the source code here (requires a bunch of Mark Napier's code and LWJGL).

I like the effect, though I realize now I could have achieved the same thing without using the recursive rendering algorithm. The original intention was to have every point in the model be drawn with a smaller version of the model, but that quickly became too computationally expensive.

You can also download a 640x480 QuickTime movie of the program's output here (~60MB). The camera heads straight on into the recursion, then rotates on the way out. I'm not sure why the model bumps around so much when you're zoomed in and rotating—I'm betting on floating point accuracy errors. (After five or six iterations, the values this program passes to OpenGL become very, very small.)

March 02, 2007

Nature of Code: Interstitial

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This is a screenshot of an animation I did in Processing. I threw some Aphex Twin over it and made some QuickTime files, which you can download here (10MB, 320x240) and here (60MB, 640x480, high quality).

The code is really simple. I took Shiffman's flocking example and made the "boids" leave behind particles, which behave according to their own set of (non-flocking) rules. Then I reflected the whole thing down the center of the screen and alpha blended each frame on top of the last (just to make sure I was complying with all of Processing's genre conventions). Just a bit of programming fun.