1. Metope - Rebird, Unofficial Music Video

    06:26

    from moka / Added

    38K Plays / / 40 Comments

    Metope describes his music as "seeming to long for a transformation of their digital being into flesh, and that by bit reduction they attempt to imitate life"(http://en.wikipedia.org/wiki/Metope_%28producer%29) The Kobol album containing the song Rebird has been one of my favourite electronic releases for a couple of years now. The delayed but otherwise pretty classic suspense curve aswell as the vital, yet minimal sound catched my attention right from the start. Inspired by oldshool side scroller and jump'n'runs computer games I felt that a two dimensional movement would reflect the character of the song pretty well. The songs sound has something really two dimensional and driving which gets underlined by this motion aswell. The growing complexity and layering of the music is visually described by the emerging environment, which the three abstract lifeforms travel through. Refractive elements and layers have been used to accentuate the songs dissonant parts, and to contrast/refract the initial two dimensional look with something different. My personal goal was to capture the whole motion as if it was an actual game/level, and thus without a single cut. Colour and gamma shifts were added to intensify the musical changes, where the simpel movement might not have been enough. They also serve to underline the suspense curve. Finally I would like to add that in my opinion musical cognition or aesthetical perception in general is something really individual. I would never claim that this is the only correct visual interpretation of the song. It's my personal interpretation and I hope it's enjoyable for others too! The Video was built in the context of the "Clips & Clicks" seminar at Muthesius Academy of Fine Arts in Kiel which deals with the music video in the 21st century. Thanks to Prof. Tom Duscher, Sven Lütken and all the others giving me feedback! Technical things: My personal goal was to program the whole video myself, but instead of ending up with some sort of visualizer I decided to add a "storyline" which should reflect the characteristics of the song. I used c++(www.openFrameworks.cc) together with openGL and many GLSL shaders to achieve the look of the video. The video is not optimized for realtime use but still almost always runs at 30fps. I experimented with raycasted isosurfaces alot in the past month. A few iterations can be seen here: http://vimeo.com/9597005 here http://vimeo.com/10271624 and http://vimeo.com/11447967. When the video idea slowly came along I immediately felt that they could maybe help me out in the process of making things more organic. The biggest advantage of writing your own software as a designer/artist is that you are not bound to the capabilities of software but rather can create anything you have in mind (even though todays creative software is really powerful and great without any doubt). Furthermore I feel like you don't fall into software specific aesthetical patterns as much. (for instance you can often times tell that a video was created using Aftereffects) Another very big plus is that you can easily reuse the code for live visuals, since it almost runs realtime anyways! Unfortunately vimeo added some slight artifacts. Thanks again to Metope of Areal Records for letting me use the song! http://www.areal-records.com/ Edit: I reuploaded the video with another compression and put credits at the end.

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    • Selective Memory Theatre

      06:45

      from moka / Added

      12K Plays / / 23 Comments

      Selective Memory Theatre is a machine-like perception and memory installation, that thematises the desire to teach the non-forgetting digital memory to forget. It thereby covers the selectionistic nature of the individual mind, that marks the human sensing and remembering as the subjective and biased – but therefore human and functional – act that it is. The installation consists of two projections, the perception and the memory layer. Both shell be explained in what follows. The perception layer represents the sensory memory before any priorities have been chosen. It receives the newest images from flickr (www.flickr.com) which get distorted, mixed and blended to persuade some sort of sensory noise. The memory layer is a metaphor for the short- and long-term memory. It is the place where existing memories can be activated by new perceptions and thus be called to mind. The perception layer asks the memory layer for each new image if it is similar to allready existing memories. This happens based on the tags the flickr images are provided with. If a relevant image is found, it gets focused in the perception layer so that it stands out. At the same time the most similar memory gets activated inside the memory layer. Both images get into a dialogue representing the connection of the new perception and the old memory. Afterwards the newly sensed image gets saved inside the memory layer so that the criteria for newly sensed images is changed. This demonstrates the interrelation between perception and memory, which oblivion results from. Technical notes: The actual applications run at 60fps so that the 30fps video does not capture the whole crazyness of the perception layer :) Both projections run on different macs that communicate through a small Protocol I wrote ontop of TCP.

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      • Penetrating

        04:32

        from moka / Added

        4,194 Plays / / 1 Comment

        Penetrating displays a camera flight through a never ending series of cartoon mouths. Penetrating is part of a series called Weird Second-order Loops. It is a series of intimate computer-generated animation loops that never repeat. Each of the loops is centered around a playful and simple cyclical idea that is a procedural reinterpretation of a long existing animation cliché, potentiating it ad infinitum. Even though the loops transition seamlessly from one iteration to the next — as expected from the traditional animation loop — each of the iterations displays a unique instantiation of the underlying core-idea. It is computer generated in realtime, allowing for an experience that is close to life: Every iteration of the loop will be the last one. Not of its kind but of its individuality and circumstance. http://mokafolio.de/works/Penetrating

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        • Regurgitating

          05:44

          from moka / Added

          2,278 Plays / / 1 Comment

          Regurgitating tells the story of a flowers infinite reproductive cycle. Regurgitating is part of a series called Weird Second-order Loops, which is a series of intimate computer-generated animation loops that never repeat. Each of the loops is centered around a playful and simple cyclical idea that is a procedural reinterpretation of a long existing animation cliché, potentiating it ad infinitum. Even though the loops transition seamlessly from one iteration to the next — as expected from the traditional animation loop — each of the iterations displays a unique instantiation of the underlying core-idea. It is computer generated in realtime, allowing for an experience that is close to life: Every iteration of the loop will be the last one. Not of its kind but of its individuality and circumstance. http://mokafolio.de/works/Regurgitating

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          • Munching

            05:43

            from moka / Added

            1,748 Plays / / 0 Comments

            Munching is a narrative about a never ending food chain. Munching is part of a series called Weird Second-order Loops. It is a series of intimate computer-generated animation loops that never repeat. Each of the loops is centered around a playful and simple cyclical idea that is a procedural reinterpretation of a long existing animation cliché, potentiating it ad infinitum. Even though the loops transition seamlessly from one iteration to the next — as expected from the traditional animation loop — each of the iterations displays a unique instantiation of the underlying core-idea. It is computer generated in realtime, allowing for an experience that is close to life: Every iteration of the loop will be the last one. Not of its kind but of its individuality and circumstance. http://mokafolio.de/works/Munching

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