Daniel Rozin "Angles Mirror", 2013 465 plastic spokes, motors, control electronics, xbox kinect motion sensor, mac-mini computer, custom software, steel armature 7.7 ft x 7 ft x 3 in / 235 x 213 x 7.6 cm Edition of 6, 1 AP The "Angles Mirror" rejects the idea of building a picture based on relative lightness and darkness. Instead, it explores a system of linear rotation that indicates the direction of an object’s contour. A wall-mounted sculpture, the "Angles Mirror" is a sharp triangular block of steel, dotted with yellow indicator arms that pivot. Based on the isometric grid, its structure favors the patterns and angles found in an equilateral triangle. The arms, which do not have the ability to change brightness or luminosity, use input from a camera and reconstruct the view with areas of varying angles. The negative space surrounding a viewer is translated into horizontal lines on the picture plane. Rather than creating a photorealistic image, the three-dimensional movement of a figure is represented, visualizing optical flow as viewer’s proximity to the sculpture changes. A nuanced contour results, as the viewer shifts back and forth, altering how the structure of space is perceived. Similar to "Fan Mirror", in the "Angles Mirror", the sequence of movement across the picture plane is directed in part by its audience. When the viewer walks away from the work, or chooses to view the sculpture from a distance, a series of predefined images and transitions cover the object’s surface. Video courtesy of the artist and bitforms gallery nyc. To learn more about Daniel Rozin's work, please visit: bit.ly/nLESCP bit.ly/AmsFdp+ More details
Enigmatica acts as an experimental platform for the combination of light, sound and space. A series of suspended frames diminish in size down the length of the gallery acting as a canvas for the display of surface specific projected visual sequences. Within this constructed inter-dimensionality and through the development of abstract visual and sonic sequences I aim to create an illusory enigmatic environment whilst demonstrating the potential for new forms of digital sculpture. Presented at Mars Gallery, Melbourne Continued with ENIGMATICA NOVA http://vimeo.com/15015638 www.kitwebster.com+ More details
http://www.t-rover.com T map의 데이터로 그림을 그리는 로봇, T-ROVER의 공식영상 공개! T-Rover의 기획 배경부터 제작 및 실제 촬영 현장까지 다양한 모습들을 볼 수 있습니다. T-Rover는 SK planet T map과 미디어 아트 그룹 everyware가 함께 만드는 데이터 시각화 프로젝트이자 로봇의 이름입니다. T-Rover로 T map이 가지고 있는 경로 데이터를 의미있고 아름다운 예술작품으로 만들려고 합니다. T map이 많은 사람들에게 사용되면서 생성된 데이터들이 그저 한 번의 경로 안내로 끝나는 것이 아닌, 사람들이 도시에서 살아온 모습과 함께 생겨나는 사회적인 현상들이 의미있는 장소에서 빛으로 그려집니다. 그 순간을 사람들과 공유함으로써, T map에 쌓인 수많은 데이터들이 사람들에게 의미 있는 작품이 될 수 있음을 알리고자 합니다. 이번 데이터 시각화 작업은 쌓여가고 있는 데이터들에 숨어있는 의미를 찾아내 새로운 형태로 세상에 제공하기 위한 첫 번째 시도입니다. 또한 단순히 T map의 데이터에 한정되는 것이 아니라 SK 플래닛이 보유하고 있는 다양한 빅데이터들과 결합하여 의미있는 사회적 지표들을 세상에 제시하는 실험적이고 선도적인 작업들을 계속 진행하려고 합니다. 본 프로젝트는 개인정보가 포함되지 않은 T map의 경로데이터만 사용했음을 알려드립니다. 자세한 정보: http://www.t-rover.com 프로젝트 기획: SK planet(http://www.skplanet.com) 프로젝트 제작: everyware(http://everyware.kr) 다큐멘터리 영상: dee shin(http://deeshin.com) T-Rover is the name of a Robot, and also name of a project which SK planet T map and media art group everyware coproduce. Data generated by people using T map does not simply end in route guidance; forms of social phenomenon emerged from people's life in city are illustrated with light, in meaningful place. It's an Art project to let people know that by sharing that moment with others, The massive data accumulated in T map is meaningful for them. Also, this project is first attempt to provide meanings hidden inside of big-data as a more meaningful form. From now on, we are expected to continue innovative and experimental works suggesting meaningful social indicators to the world by combining various big-data which SK planet has. For more information: http://www.t-rover.com Project Managers: SK planet(http://www.skplanet.com) Creators: everyware(http://everyware.kr) Documentary films: dee shin(http://deeshin.com)+ More details
Benjamin Grosser Computers Watching Movies 2013 computationally-produced HD video with stereo audio Computers Watching Movies shows what a computational system sees when it watches the same films that we do. The work illustrates this vision as a series of temporal sketches, where the sketching process is presented in synchronized time with the audio from the original clip. Viewers are provoked to ask how computer vision differs from their own human vision, and what that difference reveals about our culturally-developed ways of looking. Why do we watch what we watch when we watch it? Will a system without our sense of narrative or historical patterns of vision watch the same things? Computers Watching Movies was computationally produced using software written by the artist. This software uses computer vision algorithms and artificial intelligence routines to give the system some degree of agency, allowing it to decide what it watches and what it does not. Six well-known clips from popular films are used in the work, enabling many viewers to draw upon their own visual memory of a scene when they watch it. The scenes are from the following movies: 2001: A Space Odyssey, American Beauty, Inception, Taxi Driver, The Matrix, and Annie Hall. Computers Watching Movies was awarded First Prize in VIDA 16, an international media art award from Barcelona, Spain, that recognizes works examining the relationship between art and artificial life http://bengrosser.com/projects/computers-watching-movies/+ More details
DATAFLUX investigates the possibilities of using live software patches to render synesthetic audio and visual installations. The piece uses a software counting mechanism to step between scenes and sequences. Projections are beamed onto a motorised mirror allowing for wider displacement which is also triggered via the same system. Size and locations for the reshaping white squares are changed on every beat, allowing for the movement streams that you can see, this relocation creates an internal message that allows the software to fluidly render these changes. It is this concept of a hidden working system that I aim to represent with this work. I want to visually represent the mechanics of the software program. As of yet this installation will last one minute twenty before the viewer will be presented with a loop point, however with inclusions such as randomizers and out of phase oscillations there is the possibility of an artificially generated sequence with perpetual transformation. The sound is made up of four pre-rendered two channel linear streams that are re-triggered every 30 seconds, developed in a way to seem to be a more complex live point to point triggering system (the lack of a fully live soundscape was due to lack of developmental time). Heavy sub bass information was present and a strobe effect is also triggered once every 60 seconds. These extreme audiovisual elements were included to heighten the sensory effects the work has on the participant, and to attempt to draw a connection between virtual and physical/environmental intricacies. The installation aims to represent the notion of pushing capacities in order to assist in envisaging further developments. The layout of the pillars are based on the existence of a fixed large pillar located in the centre of the room. I am planning for Engimatica in February to more dynamically represent a digitally choreographed environment. To my indiscretion and perhaps paradoxically, Enigmatica will be made up of a completely pre-rendered looping linear stream, there will be no live software elements. www.kitwebster.com+ More details
http://www.studioroosegaarde.net - Sensor Valley by artist Daan Roosegaarde is Europe's largest interactive sensor artwork of pillars that breath light and sound in response to people. The local citizens in Assen (NL) call them 'knuffelpilaren' (hugging pillars) as they interact with human motion and touch. The city of Assen has a longstanding history with sensor technology scanning the universe. Studio Roosegaarde's innovative LED and social design was selected from 125 other candidates as entrance of the new Cultural Center. Embraced as their new cultural icon, Sensor Valley enhances local social interactions; creating a tactile landscape of people, city and light.+ More details
"MIRAGE" offers a novel experience of feeling the world by traversing the past and present with a dancer. The 7 min interactive experience of MIRAGE provides an intriguing insight into the experience of reality. http://mirage.grinder-man.com Concept planning and development Naotaka Fujii (BSI, RIKEN) Performance planning and direction Hitoshi Taguchi (GRINDER-MAN) Choreography and dancing Makiko Izu (GRINDER-MAN) Music and sound design evala (port, ATAK) SR system design and development Keisuke Suzuki (BSI, RIKEN) Sohei Wakisaka (BSI, RIKEN) SR system program support Michihiko Ueno Keita Higuchi Production support Sari Hayashiguchi (Epiphany Works Ltd.) Masahiro Shida (Epiphany Works Ltd.) Video documentation - Camera Naruo Kanemoto (Space Shift inc.) Video documentation - Special thanks Takahiko Watanabe Yuhka oikawa Video documentation - Participant Takeatsu Nashimoto Cooperation Brain Science Institute, RIKEN+ More details
Daniel Rozin "Fan Mirror", 2013 153 folding hand fans, motors, video camera, control electronics, custom software, microcontroller, wood armature and base 7.7 x 13.1 x 3 ft / 2.35 x 4 x .93 m "Fan Mirror" is a free-standing sculpture that measures thirteen feet across. Its overall shape and rounded frame suggest the folded oriental hand fan, a decorative object that first emerged in the 10th century and gained popularity during the Ming Dynasty. The sculpture is comprised of seventeen ribbed wooden spokes that support a total of 153 hand fans, in an array of sizes and colors, from Korea, China, Taiwan, Spain and Japan. Crafted from materials ranging from sandalwood and synthetic silk to plastic, each fan is actuated by a motor that is computer controlled, causing the bands to spread open and rhythmically close. Sweeping patterns roll across "Fan Mirror"’s arced surface, blossoming in rings that resemble an onion peel or peacock’s tail. The sequence of movement in this work is directed in part by the viewer’s engagement. When approached at close range, the fans, which are also connected to a camera, move to create a rough silhouette of the viewer within the sculpture. When viewing from a distance, the movement is generated by an algorithm programmed by the artist. Video courtesy of the artist and bitforms gallery nyc. To learn more about Daniel Rozin's work, please visit: bit.ly/nLESCP bit.ly/AmsFdp+ More details
Benjamin Grosser Facebook Demetricator 2012-present software (demonstration video) The Facebook interface is filled with numbers. These numbers, or metrics, measure and present our social value and activity, enumerating friends, likes, comments, and more. Facebook Demetricator allows you to hide these metrics. No longer is the focus on how many friends you have or on how much they like your status, but on who they are and what they said. Friend counts disappear. ’16 people like this’ becomes ‘people like this’. Through changes like these, Demetricator invites Facebook’s users to try the system without the numbers, to see how their experience is changed by their absence. Thus, with this open source browser addon I aim to disrupt the prescribed sociality these metrics produce, enabling a network society that isn’t dependent on quantification. More information and software download at: http://bengrosser.com/projects/facebook-demetricator/+ More details
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