Showing posts with label space. Show all posts
Showing posts with label space. Show all posts

Tuesday, August 13, 2013

Paul Prudence



Apeiron and Cyclotone are some beautiful live A-V works created by Paul Prudence using different algorithmic strategies, check out more interesting generative pieces on his site. See more;


Apeiron [fragments], 2013
"Apeiron explores the phase transitions and shape transmutations of a set of complex nested spherical harmonic forms modulated by sound. The apeiron, central to the cosmological theory created by Anaximander in the 6th century BC, means limitless, infinite, or indefinite. Anaximander believed that infinite worlds are generated from apeiron and then are destroyed there according to the principle of genesis-decay." - Paul Prudence.






Cyclotone [intro], 2012
http://www.paulprudence.com/?p=337

"Cyclotone cross-wires sound and video material to create multi-modalities using a variety of algorithmic strategies, further synergies are created by employing associative, metaphorical and perceptual bindings between the visual and sonic domains. The work takes conceptual cues from cyclotrons and particle accelerators and is inspired to commemorate the first wave of Russian cosmonauts who conquered space physically as well as the artists of the Constructivist movement who conquered space conceptually." - Paul Prudence.



Tuesday, March 26, 2013

Colorful Colorado Revisited by Yoshi Sodeoka



Colorful Colorado Revisited, 2013, is a new great work by Yoshi Sodeoka. The piece it's a a remix of "Colorful Colorado (1974)" by video pioneer Phil Morton. It was made for REMIX-IT-RIGHT: Rediscoveries in the Phil Morton Archive, commissioned by Jon Cates. See more;



Tuesday, November 20, 2012

Semiconductor



Semiconductor is artist duo Ruth Jarman and Joe Gerhardt. Through moving image works they explore the material nature of our world and how we experience it, questioning our place in the physical universe. See more;

Brilliant Noise, 2006

"Brilliant Noise takes us into the data vaults of solar astronomy. After sifting through hundreds of thousands of computer files, made accessible via open access archives, Semiconductor have brought together some of the sun's finest unseen moments. These images have been kept in their most raw form, revealing the energetic particles and solar wind as a rain of white noise. This grainy black and white quality is routinely cleaned up by NASA, hiding the processes and mechanics in action behind the capturing procedure. Most of the imagery has been collected as single snapshots containing additional information, by satellites orbiting the Earth. They are then reorganised into their spectral groups to create time-lapse sequences. The soundtrack highlights the hidden forces at play upon the solar surface, by directly translating areas of intensity within the image brightness into layers of audio manipulation and radio frequencies.

Early on in our fellowship we came across one still image of what turned out to be the Sun. We were fascinated by this image and wondered why we hadn't seen anything like it before. After some rooting about we discovered there were archives full of these documents of the sun but they required specialised knowledge just to extract each individual still from the data package it was stored in. We set about learning from the scientists the methods of extracting them and over the course of three months we downloaded gigabytes of archives. From here we turned these files into time lapse sequences according to their spectral frequencies and the film Brilliant Noise began to emerge.
The visual noise in the images is caused by natural and man made interferences. The white noise is cosmic rays impacting the CCD of the satellite camera, we also see frame dropouts and one frame taken from a ground based observatory which shows the silhouette of a plane as it crosses the path of the observatory. We wanted to leave these flaws in as they reveal something about the tools man uses to capture these images and makes them more tangible. These disturbances are routinely removed by NASA to create a cleaner image, they then go on to colourise them.
The sound is derived from solar natural radio and controlled via digitally sampling the intensity of the brightness of the image. The sound is intrinsically born from the image, creating a symphony by the Sun.
By doing this we wanted to enhance the sun as natural phenomena. Working with a documentary approach, we wanted to indulge in the raw material that is our Sun, using the image to control the fluctuation of the sound would emphasize the transitions and processes taking place." - Semiconductor






Black Rain, 2009

"Black Rain is sourced from images collected by the twin satellite, solar mission, STEREO. Here we see the HI (Heliospheric Imager) visual data as it tracks interplanetary space for solar wind and CME's (coronal mass ejections) heading towards Earth.

Working with STEREO scientists, Semiconductor collected all the HI image data to date, revealing the journey of the satellites from their initial orientation, to their current tracing of the Earth's orbit around the Sun. Solar wind, CME's, passing planets and comets orbiting the sun can be seen as background stars and the milky way pass by.

As in Semiconductors previous work 'Brilliant Noise' (video above) which looked into the sun, they work with raw scientific satellite data which has not yet been cleaned and processed for public consumption. By embracing the artifacts, calibration and phenomena of the capturing process we are reminded of the presence of the human observer who endeavors to extend our perceptions and knowledge through technological innovation." - Semiconductor




20Hz, 2011

"20Hz observes a geo-magnetic storm occurring in the Earth's upper atmosphere. Working with data collected from the CARISMA radio array and interpreted as audio, we hear tweeting and rumbles caused by incoming solar wind, captured at the frequency of 20 Hertz. Generated directly by the sound, tangible and sculptural forms emerge suggestive of scientific visualisations. As different frequencies interact both visually and aurally, complex patterns emerge to create interference phenomena that probe the limits of our perception" -Semiconductor




Wednesday, November 14, 2012

Particles



"Particles is an installation created by Daito Manabe and Motoi Ishibashi, which is able to create a visionary beautiful dots pattern of blinking innumerable illuminations floating in all directions on the air. The number of balls with a built-in LED, pass through one after another on the rail "8-spiral shape." We see this phenomenon like "the light particle float around" because the balls radiate in various timing.

The position of each ball is determined via total of 17 control points on the rail. Every time a ball passes through one of them, the respective ball's positional information is transmitted via a built-in infrared sensor. During the time the ball travels between one control points to the next, this position is calculated based on its average speed. The data for regulating the balls' luminescence are divided by the control point segments and are switched every time a ball passes on a control point." See more;

"The audiences can select a shape from several patterns floating in aerial space using an interface of the display. The activation of the virtual balls on the screen are determined by the timing which a ball moving on the rail passes through a certain check point on the rail and the speed which is calculated by using average speed values. The sound is generated from the ball positions and the information of LED flash pattern and is played through 8ch speakers." 

Credits_
Planning and software development: Daito Manabe [JP] (4nchor5 La6,Rhizomatiks) - System design and hardware development: Motoi Ishibashi [JP] (4nchor5 La6, Rhizomatiks, DGN) - Rail structure design and production: Seiichi Saito [JP] (Rhizomatiks) and Youichi Sakamoto(Rhizomatiks) - Ball design and development: Tomoaki Yanagisawa [JP] (4nchor5 La6) - Lift structure design and production: Yukio Akiba [JP] (Gadget) - Graphic design: Hiroyasu Kimura(Rhizomatiks) and Megumi Shima [JP] (Rhizomatiks) - Document video filming and editing: Muryo Homma [JP] (Rhizomatiks) - Planning support: Ichiro Kojima [JP] (Rhizomatiks) - Onsite support: Kanta Horio [JP] (4nchor5 La6) - Production support: Kensuke Fujishiro [JP] (Rhizomatiks)

In the followng video you can see the instalation exhibited at YCAM.



Tuesday, November 13, 2012

The Celestial Handbook by Lutz Bacher



The Celestial Handbook, 2011 by Lutz Bacher. Suite of eighty-five framed offset book pages (9 x 6 inches each).It takes its pages and name from amateur astronomer Robert Burnham Jr.’s 1966 book. Each print was captioned by Bernham with commentary, such as “…a picture of such strangeness and splendor that is scarcely seems natural…” (Huffington Post).  The Celestial Handbook was one of the pieces in the recent exhibition at Ratio 3. See more;

See more prints from The Celestial Handbook here.


Tuesday, August 14, 2012

EXO



Exo is an impressive downloadable 35 minute immersive gaming environment created by Tabor Robak, inspired by Gatekeeper’s industrial sounds. I added a couple of questions from an interview of Noisey to Gatekeeper one month before launching EXO where they talk about how they decided to  do an interactive visual experience for the new HD LP. And also two more questions from a recent interview at The Creators Project with Tabor Robak, where they talk more focused on the process  creating the game, his influences and style. See more;

Suze Olbrich from Noisey asks to Gatekeeper:

Suze Olbrich: When did you know that you were going to present this record visually as a game? Did you know right away that videos wouldn’t be enough for the HD LP? 
Gatekeeper: We started working with Tabor really early on, just sort of talking about ideas. He had every version of our recording after a couple of months in. So we were taking the idea along as we were writing the music. The finished concept for the game only emerged when we finished recording.
We’re obsessed with creating a visual context for what we do, but we'd maxed ourselves out on music videos. In our previous labor with Thunderhorse, we were very involved in the making of the videos, and so it was cool to think about a visual component that would be even more immersive for a user but didn’t immerse us as much. We really gave Tabor the artistic license to do what he wants, as we have so much respect for him as an artist in his own right, but we were all pulling from a really similar source of inspiration in the project as a whole.
With video you can just sense that it’s energy has just sort of been dissipated. I remember my first year or two of youtube was amazing, and then after a while you realize even this form can be exhausting and boring. Video’s a lot of work and it’s contained in this little window that’s so familiar that it reduces everything to the same droning playlist.

Suze Olbrich: So how much can you talk about the game? Does it have a narrative? Narrative’s really useful but we like to have ambiguity in it. 
Gatekeeper: The music is really visual and conjures up all these cinematic references, but what’s fun about that to us is the fact that those aren’t scripted and so people can kind of imagine their own narrative based on it.
For a lot of people that grew up in a similar generation to us, which is where we scrounged our references from, it could seem to exist within one general collective imagination.
For us, Exo, has always been this environment or planet or territory, so what Tabor is doing, what we could talk about a little, is that the levels consist of organic environments, beautiful CG renderings of them.

Recommended to read the whole interview at Noisey.

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Julia Kaganskiy: How did you go about constructing this virtual world? Obviously the music is very evocative, so I’m sure that helped.
Tabor Robak: From the very beginning, what I had were the songs and my discussions with Gatekeeper about what would be cool to have in here. When we started this, my technical ability was very primitive. I didn’t know how to do any of this. The last thing I had made was BrandNewPaintJob.exe with Jon Rafman, which is also made in Unity and is a 3D environment but everything is very cubed off and rigid and it’s totally experimental because I didn’t know the tools. So as my knowledge grew over the year, the ideas that I could come up with also changed. But for the most part, it was very typical. Just listening to the mp3s on the train during my commute, trying to imagine what it could look like. With some tracks, like “Hydris,” the name gave me a starting point, but many of the other tracks, the titles are abstract or were changing throughout the band’s process of making the music, so I didn’t always have that to rely on. I tried to be mindful of leaving room for the music. That’s why there’s not so much stuff to do.

Julia Kaganskiy: Whoa. Wait. You didn’t really know how to use Unity when you started? How did you create these elaborate worlds?
Tabor Robak: Unity has a great app store that’s just as easy as the iTunes music store to use. So I’ve got a lot of great middleware [apps] that I’m using throughout the entire game. The throbbing to the music, that was somebody else’s code that I purchased and figured out how to plug in. The camera system that I’m using throughout is an improved version of what ships with Unity. All the trees and the rocks and the grass – I bought all these nature model packs and then worked on placing them in the environment, which was a fun challenge. To compose something that looks natural and random unfortunately takes a lot of thought.

Recommended to read the whole interview at The Creators Project.

Download EXO for Mac & PC/64 (961MB)
See more at e-x-o.com