Posts Tagged ‘Art’
Wednesday, July 1st, 2009
As a digital artist, most of the work I produce ends up on a Computer Monitor or the output through another medium that the user can interact with. The one thing I want to break away from is the flat 2D environment that the Computer Monitor forces on the viewer.
In my Double Project I worked with Augmented Reality, I used the ARToolKit library to create a interactive soundscape that responded to the positions of the markers (ARToolKit tracks these by comparing the pixels in a frame to a .patt file) so when the marker was at the bottom left of the screen the audio would be clear and when the marker was at the top right the audio had effects applied heavily. The setup for this was a reversal from traditional ARToolKit uses which required expensive head mounted devices that allowed the audience to see the objects in 3D by having a stationary marker. I instead used a stationary camera but the markers can be rotated.
Thanks to the leaps in mobile devices (the iPhone for instance) ARToolKit will soon make the leap to these portable devices, though this makes me think of how the user of such a device will be able to use custom markers and get the custom 3D objects that the marker is going to be using (one of the basic ARToolKit functions is allowing a marker to show a custom 3D model, though these files are normally held in a directory relative to the application). A web database could be used that stores the .patt file used for reading the marker and the appropriate 3D image to use, though this would require a way of telling the user what .patt file to download. This could be handled by the device by taking a picture of the marker, and working out the marker’s basic properties (such as how big the shapes are, does it have straight lines, curved lines or letters) and then asking the user to choose from a list of similar markers, then downloading the appropriate files. Another approach would be to use the GPRS on the iPhone to pinpoint the user’s location then send the lat and long coords to a database and as before download the file. The markers creator would upload the files and details to a website (use google maps to set where the marker is). The strength of this system is that it allows anyone to upload markers and also allows the user to download files in advance. So if they are planning a trip to the Tate Modern and want to see if there’s a marker nearby they could look up the Tate Modern on the website and see if someones put one up and download the files to their phone.
I was thinking about how these devices would enable the user total 3D immersion with they surroundings if those surroundings were altered using augmented reality. The user could be walking through a underpass and spot a marker on the wall, and if they had the right .patt file (or downloaded it) they would then be able to see the 3D object (and audio?) that the marker’s owner wanted them to see (let’s say the marker makes shark break through the wall). As the user then walks around the marker the device would rotate the 3D object in the right direction making the model seem almost real. If for instance the user is using an Touch Screen phone then they would also be able to interact with the object, for instance touch the shark’s nose and it jolts back.
This type of interaction is ideal for digital art, many digital artists want their work to be interactive and immersive. Due to technical limitations they can’t have full immersion because the medium they are presenting their work in is (in real space) 2D. There are ways that the artist tries to get around this limitation, for instance a while back I went to the Walker Gallery in Liverpool when visiting a friend, at that time Airside had their Insyde installation up. The installation had you walking into a giant shipping crate and then jumping onto images projected onto the floor by projectors, doing so would then make things onscreen happen. Though this blew my mind at the time and was a fun experience I was still aware that I was looking at 2 separate things. The projected images, though acting as a form of interacting with what was happening on screen were still part of real life and for me to utilize them I had to break away from the screen to see where I had to step.
This temporary need to go back to the real world spoils the immersive environment that the artist is trying to put across. I would like to break away from this need to go back to real life so I can proceed with the artist’s immersive environment. If the interaction with the art is done within the screen (like the shark interaction example I gave 2 paragraphs ago) then the audience can become more immersed. In the Augmented Reality Gallery the works of art would be held within the device (let’s say an iPhone application (which could be updated when a new exhibition is put on, this would help to draw people back)) and the markers on the floors, walls and ceilings would just be placeholders for the art work. The audience would walk around the gallery with their headphones in (the gallery would use 3D sound which would determine how close the audience is to a piece of art and then adjust the mix accordingly), looking through their device’s screen (or through head mounted displays connected to the devices). As they move around the gallery they can see all the works (like in a normal gallery) within sight and as they move around a certain work the device would translate the position and this helps cement their position in the environment. This would mean that the Artist wouldn’t need to create an environment (though they could create an environment within the Gallery’s environment) and the gallery environment(both real and digital) could be used as a platform. In the next 2 paragraphs I’m going to talk about 2 different works I feel sum up the possibilities an Augmented Reality Gallery could open up for digital artists.
A pile of bricks
If you’ve seen Equivalent VIII by Carl Andre and you’ve paid attention I think you know where I’m going. Imagine going to an Augmented Reality Gallery, being given an iPhone and told to use the iPhone as your ‘eyes’ in the gallery. You wander around the Gallery looking through the iPhone(like when your taking a picture) and suddenly notice there’s a piece of wood on the floor as you get nearer to it a pile of bricks appear where the wood had been. Boring? Or the best minimalist work ever? For those of you that said boring here’s the twist. You notice that the sign that said ‘look through your iPhone’ now says ‘Press me to rearrange the work’, You press the sign and suddenly the bricks start to hover and then fall into a massive unordered heap. You can now pick up the bricks and make them into whatever you want. For those who said they loved the work in it’s unaltered state there’s an information icon floating above the work which when pressed will start an audio clip on the work.
This type of work allows the audience become immersed in work without the need for any special equipment (other than the iPhone) and each user will have a different experience, though the artist could enable the audience to upload their creation. This work will appeal to art lovers and art haters because they are given 2 paths to follow.
Capcom did it!
This example comes from Resident Evil 2 but I feel would be a great work. For those of you have played this game I’ll be doing a real life version of the Licker intro. Imagine the scene. Similar to the Pile of Bricks in the last paragraph, your walking around looking through your iPhone appreciating the works when you suddenly spot a pile of blood on the floor. You can’t interact with it like the other works so you decide to see if it’s actually part of the Gallery or just another art work. You look at the floor and sure enough it’s a pile of blood, real blood. You look up and notice that on the ceiling there’s a pattern. You put your iPhone in front of your eyes again and now there’s a skinless creature with giant claws and it’s brain exposed. You weren’t expecting this and so you jump back with shock. The iPhone accelerometer notices the movement and suddenly the thing on the ceiling starts to lash out at you. You decide to move around the work thinking that because everything else in the gallery has been fixed in place you will be able move and see the back of the creature. As you do though the creature rotates itself so it’s always facing you. Your really disturbed now.
This experience is one that I’d love to have, to be so immersed in the Gallery’s environment that I’m disturbed by something that I know is just some code and a 3D model. I know that there’s nothing on the ceiling because I saw the pattern but it still caught me off guard.
Works like this would make way for more immersive experiences with work, and maybe even spawn a new type of spacial game. Outdoors exhibitions could take place or graffiti artists could use the markers to create their own 3D graffiti.
The 2 works I just talked about present the audience with 2 different experiences. The pile of bricks give them the ability to re-imagine an artist’s work, making new art in the process. The Licker example gives them a truly immersive experience that so far digital art cannot offer. These are just 2 examples I can think of that an Augmented Reality Gallery would produce. There could be combinations of the 2 examples, it’s up the artist’s to determine what happens. The big question though is. How would an Augmented Reality Gallery work? Would the works reset once the user turns away from the work or would it keep the state in the devices memory (keeping the state the user left the work in would help the immersion of the work). Would the audience use their own devices or ones the gallery supplies? How much would you charge to get in? Would there be cheaper rates for people who are returning? Though these are business questions they do raise the question of the price of such a project. If the iPhone and Android were to be the devices that the gallery used the price would be relatively low, though a lot of time would have to spent in the development of the viewing application. If the gallery used it’s own special headmounted display the price would be high but it would result in less time being spent developing the application because there wouldn’t need to be any work arounds to get the device to function the way it’s needed to. I’d choose the first option due to there being a ARToolKit app for the iPhone already in development.
A bigger question though is how would one curate an Augmented Reality Gallery, how do you decide which works to show and which not to show? How would you plan out the gallery space and how would the works all sit well together? Would 2D works be allowed to be displayed or would it be 3D only? These are all up to the curator but I can’t see there being too much of an issue if 2D work was displayed. If the Licker can rotate to always be head on for the viewer then so can 2D work.
This has been a short introduction to my idea of an Augmented Reality Gallery and I hope to develop it over the next few months and submit either the whole gallery idea or just a proposal for an artwork to the Arts Council at some point.
Tags: 2, 8, airside, andre, Art, arts, augmented, capcom, carl, college, council, curator, digital, england, equivalent, evil, Gallery, insyde, kingston, licker, liverpool, modern, penny, reality, resident, school, tate, thames, university, valley, viii, virtual, walker
Posted in Art, Technology, inspirational, personal | No Comments »
Wednesday, January 14th, 2009
While waiting for my animations to render I decided to do some drawing, more importantly some drawing for the Kingston College Digital Arts Death Arena fighting game I’m going to be making next semester. So I sat down and did a pencil picture of me throwing artoolkit patterns at mandeep (you can tell by the iron maiden wristband
). I was actually amazed it came out half decent.
I’m hoping to get a few more done before next semester starts but I’ll also have uni stuff to do before then so we’ll see

Tags: arena, Art, arts, college, concept, death, digital, kingston
Posted in Art, Development, Games | No Comments »
Tuesday, January 6th, 2009
So Mark said today we should really just be focusing on our CGA and our DFS which is great because I’ve almost finished my CGA, I have the essay to do and got loads of feedback from Mark and Andy on how to make my animation better, which I’ll be doing thursday. When I got home I was frantically trying to get my msnbot to work and managed to solve the problem of it returning various errors and I’m very happy with it at the moment, the only problems are the fact that it still prints every tag for every word the user types and if it finds a match but theres more words or punctuation around it, it says it cant find it. I’m thinking of changing the layout of the XML from a nested structure to a question and answer structure. This will make it easier to add things.
Tags: Art, college, digital, double, kingston, project, thames, university, valley
Posted in Design for Simulation, Double Project | No Comments »
Monday, December 15th, 2008
One of my change-my-life-so-i-stop-being-a-slob-list item was to go visit a different Gallery every monday, and well as today is monday I dragged Leanna to Sloane Square and she then dragged me to the SATCHI Gallery. I’ve never been there but Leanna has so she was my tour guide as such. It was a nice big open space like most of the galleries round South Kensington and I really enjoyed my self, but as they say pictures are worth a thousand words.

SATCHI was full of these 'are they real?' dummys
Tags: Art, Gallery, london, Monday, SATCHI
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Saturday, November 29th, 2008
Got me a new book on Augmented Reality, which brings my current total to 3 (though the other 2 in all honesty weren’t much help) though this one is aimed at making visuals instead of explaining the background of the app and coding. The name of the book is Interactive Enviroments with Open-Source Software and it’s aimed at Architects who want to use ARToolKit to help show their clients possible layouts of developments. The technologies covered in the book are Blender(which I haven’t used, but as it’s only used for the modeling I’m sure I can transpose the commands into Cinema 4D), DART(which is Director and ARToolKIt,though last time I checked Director wasn’t open source
)amd ARToolKit.
I have only skimmed through the book so far but I can only see one thing that I really want to learn at the moment and that is the chapter on texturing the VRML models for ARToolKit(which I have had loads of problems with, though this could be an OS problem.) If I can use the tutorial in this book to get textures working on my VRML models then the money I spent on this book is well spent. Though I have moved on to the Quartz – ArtoolKit combination (now referred as QuARToolKit) the VRML knowledge is still useful as I might not be able to get 3D objects working in QuARToolKit and might have to use simpleVRML for my final project.
Tags: 4, architects, Art, ARToolKit, blender, cinema, colin, college, composer, d, dart, digital, enviroments, Gimpneek, interactive, kingston, L, linux, M, Mac, Open, QuARToolKit, quartz, R, simple, software, source, thames, university, V, valley, Windows, with, wren
Posted in Double Project, uni | No Comments »
Wednesday, November 26th, 2008
Today I am a very happy bunny, I finally got ARToolKit working with Quartz Composer
I’ve recently been getting into quartz composer thanks to being introduced to it on vimeo by George Toledo who uses Quartz Composer to make AR applications (check out his videos). I’ve been frantically searching google for a couple of days now to find out how it’s done and I happened to stumble across this page which tells you how to get a .mqo model into the ARToolKit – Quartz thing. After some more searching I found their downloads page
What you need to download is
- The Single Marker Detector Patch
- The MQO importer Patch
- The MatrixToParameters Patch
Now all you have to do is open them all in Xcode and select Build and Copy as your Active Target (make sure Quartz is closed) and then open once they’ve successfully built open up Quartz and follow the tutorial in the first link, and now you have ARToolKit working in Quartz. Awesome
If you have any background knowledge of Quartz then the possibilities are endless, I exhanged the MQO importer for a cube, copy and pasted the pixellate patches and made a pixellated cube

using my pixellate quartz patches through the Quartz AR
Tags: AR, Art, ARToolKit, augmented, college, digital, kingston, kit, pixellate, quartz, reality, thames, tool, university, valley
Posted in Art, Double Project, Technology, uni | 11 Comments »
Tuesday, November 4th, 2008
Marks not too happy with the fact that I didn’t do the reading week stuff but he gave us a gentle kick up the anus so it’s kool. I showed Mark my newest toy (I got a videoplane app going and also some particles) and he seemed happy with it but said I should start deciding what to make with it all.So might have to have a little think about that on sunday or something.
I think I need to sort out my websites as I need to finish my projects so I have nothing nagging away, then I can focus all my energy into uni.
Tags: Art, ARToolKit, augmented, college, digital, double, Graph, kcdigitalarts, kingston, Open, project, reality, Scene, thames, uni, valley
Posted in Double Project, uni | No Comments »
Friday, September 26th, 2008
As you can see I failed to act on my last post
Though in the short term I’ve failed I have decided to cancel my contract with Orange and get an iPhone and using mobile me sync all my calenders and planners together, hopefully this will make me follow through with plans.
In other news, I had a great plan for some outdoors art. I love Richmond park, it’s so big that it feels almost like another world within London and I thought maybe I’ll create some creatures to inhabit that world. My idea is to create a universe of characters within the park upon which people who are out walking or watching the deer. The idea is really primitive at the moment, but I was thinking about using my N64 bear character in some of the pieces. I like the thought of someone walking through the woods to get a ball that went in there to discover a battle scene. Then they can decide to take a picture of it, take a few of the pieces home, totally changing the battle or just ignoring it. I’ll keep track of the universe via a blog that I’ll update every week as I check on my creations and write about what people have done to the scenes and write battle reports etc. Hopefully I’ll have something to show in a few weeks time but for now I’m learning BodyPaint 3D from an excellent DVD by 3DKiwi from C4dcafe
Tags: 3d, apple, Art, body, c4d, cafe, invader, iphone, kiwi, london, me, mobile, outdoor, paint, park, richmond, space, universe
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Saturday, August 30th, 2008

Book I've been reading
The first thing I have to say about this book before I get onto how interesting it was to read is; It’s dated.The book was written in 1995 so it’s well over 10 years old and it shows in the way it discusses the internet. Turkle continually talks about the internet as a technology used mainly by intellectuals (though later one she does acknowledge that the other people are able to connect, but even then saying that one day that thousands, even millions one day may use the internet.) Another outdated view is the way she communicates with her subjects, in 1995 they didn’t have the multi media rich worlds of World of Warcraft and Second Life so she would use the MMORPG’s fore father the MUD (though the thought of an MUD appeals to me as it allows the user to do anything with the games world without the need for a 3D model, animations and advance reaction scripting etc as it relies on descriptions and the players imagination instead of the player being presented with someone else’s interpretation) to communicate with her subjects. Obviously these were contemporary technologies in the books epoch and it does help to give an insight into how the emerging internet was used but sometimes it is hard to relate to the cases Turkle discusses.
The book is split into 3 parts; 1) The Seductions of the Interface 2) Of Dreams and Beasts 3) On the Internet. I will be devoting a paragraph to each part in the book as I think this would be an easier way to discuss the seperate subjects it deals with without blurring them into one big heap.
The Seductions of the Interface
This part of the book deals with the actual computers themselves and how we have psychological connections with them, Turkle starts off giving us a view of the 2 types of computer users Hackers and Users, She uses the Macintosh(Mac) simplify this.
The Mac revolutionised the computing world as it removed the need to learn computer code to use a computer for simple tasks and allowed computers to be a part of more peoples lives but as the same time it befriended one part of the computing community it alienated another part, and it still does to some extent. The User loved the fact that the Mac had an easy to use interface that let them do their work without needed to know to much on how the computer works and if it ever stopped work they could just get someone out to have a look at it (which to be honest is what most people do regardless of their computer set up). The Hacker on the other hand didn’t like the Mac as it restricted access to the workings of the machine (both in hardware and software) of course there was programs that allowed the user to access the inner workings of the Mac OS but then Microsoft Windows was introduced, as windows used a similar interface to the Mac but also allowed the user to dive into how the computer worked at the same time most people switched to Windows instead of Mac(fools
).
Though these 2 types of user are very broad they are both very accurate when you think of the ‘Hacker’ you imagine a nerdy person who likes to make robots out of old circuits and Altoids tins but it applies to anyone who likes to anyone who likes to change their computer to reflect their personality (I personally have defaced my MSN for Mac so all the Microsoft related images show apple logo’s :p ) or to learn how it works, one way Turkle shows this meaning is by discussing about a user who likes to build her own sub routines when programming large programs instead of using pre packaged ones (again I can relate to this, when I was doing my coursework for my Network Aesthetics, I hated the restrictions the pre packaged CMS I was using placed on my site so tried to modify it, and in the end didn’t have enough time to complete what I had started due to having to learn PHP.) The ‘User’ is also reflected in the way at High School (well at least my High School) all we were taught was how to use Microsoft office, not how to build a computer or how to code in HTML, I’ve been shown examples of ‘Users’ in my life my sister is a ‘User’ she can use a computer to download music, burn cd’s and talk online on MSN but when asked “how do you change the icon for a program?” or “my DVD drives gone ape-shit, how the hell do sort it out?” she will come and get me, this might be because she’s never had the need to learn these skills but that’s the difference between ‘Hackers’ and ‘Users’ the ‘Hacker’ initiates the event they learn from whereas the ‘User’ only learns after the event has happened. I admit that I’m biased towards the ‘Hacker’ type but that’s just because that’s the kind of person I am, I don’t like to think I’m elitist but the way some people treat computers is atrocious, the computer should be something you pour your soul into, not a means to play games, buy a PS3 to do that.
Turkle also discussed the online personalities we make and how they reflect us (I’ve had 3 types of personality, my first was Colin Wren, my teenage personality was Dragoni666 and my refined personality is Gimpneek) and how we go through many changes, for example my teenage personality was great until I hit 17 and decided the 666 was a bit too childish but yeah it’s still a part of me so I switched to Gimpneek (an ‘insulting’ name my step sister called me over MSN that I thought sounded unique and reflacted the fact that I’m a ‘Neek’ (an eccentric person) and can be a bit pervy at times) yet every personality is a part of who we are. Turkle also uses this to describe our relationship with computers, the contents of our hard drives show who we are, my hard drive has a massive folder called projects filled with loads of unfinished projects that I start then forget about because I find it hard to stick to anything, I suppose a more modern way of looking at it is, the Peadophile and the way whenever someone gets arrested over Kiddie porn, they didn’t get arrested because they touched a kid but because their hard drive said that they find kids arrousing, their computer ratted them out because it reflected their disgusting desires.
Anyways to get back on track, this part of the book really made me think about how computers functions in our lives, and I remembered my tutor Mark said when I first started Uni and I hadn’t yet met one of the other tutors called Nick, Mark told us this story about how when at a digital arts exhibition Nick was presented with a work that involved placing birds on a page, what the artist had designed it to do was to handle a few birds at a time and send it a server in another country, when Nick was told this thing he decided to push the system to the limit and posted hundreds of birds in the space of a few minutes and crashed it, that’s what a ‘Hacker’ is…
Of Dreams and Beasts
The next part of the book really lost me, in fact I read about 50 pages a day until I reached this chapter and ended up giving the book a break for a while, because in this part Turkle gets deep on they psychological part computing and our relations with computers. She starts off introducing how people tried to fake humans online using instant messaging bots that would try to emulate a person, one such example was JULIA, JULIA was designed to act like a human, she would take what the person had typed in and respond to it using a set of rules and then randomises the responces her rules output so she appears ‘unrobotic’ she also memorises who she talks to so that she appears to have a relationship with the person and learn stuff about them for further conversations. Reading about JULIA and the whole Turing test thing was interesting but my favourite part of this part of the book was John Searle’s Chinese Room theory.
In Searle’s theory he talks about how Turing’s test has flaws, in Turing’s test the robot would give set responces to questions, but in the case of JULIA she learns her responses from interacting and thus can pass the Turing test but she doesn’t really understand what she is saying, the political, social and emotional meanings and consequences are not accessed so JULIA sometimes upsets people by accident. Searle’s theory goes like this:
If a person was put in a room by themselves and handed a set of instructions that said when you are given piece of paper with these chinese symbols on it you give a piece of paper back with these chinese symbols back to them, this happens over several years until the person has memorised what to do so well that they no longer need the sheet and to the outside it would seem that the person knows chinese really well but in truth the person in the room only know that a certain arrangement of symbols needs to be replied with another arrangement of symbols, they do not know what the symbols mean, they do not understand what they are saying, they can’t understand chinese
I thought that was an excellent way to differentiate humans and robots, because unless the robot has a culture programmed into it, it will never be like us.
Later on in this part of the book, Turkle discusses Emergent AI and a new found interest to me Artificial Life, I’ve just recently got ‘The Blind Watchmaker’ by Richard Dawkins and will be reviewing it at some point in the near future. Artificial life is a way of simulating the process of evolution and how life works on a computer, now obviously this is a tricky subject because what life is hard to define, life is breathing but it’s also who we are, our relationships with people and more.
Either way I got to know about Tierra (an awesome program where your computer is turned into an ecosystem where processes fight for memory and processor time, where the processes get killed off after a time and produce offspring) one day I hope to do some stuff on artificial life, even if it is a flash based version of Tierra or something. It’s one of those things that makes you want use your computer to see ‘life’ unfolding instead of watching a movie on youtube.
The SimCity/Life/Ant games were all influenced by Tierra, and it got me thinking why games now days don’t tell you about the technological advances that influenced them, like Spore, it’s essentially Tierra-esque but in 3D and interactive where your creature you created fights for the planets resources etc, but there will be no mention of Tierra in the manual, kids will just see it as a game, it’s shallow. These kinds of games should teach children about science and how people are unravelling life. Ok, it doesn’t need to be in their face with it but a little paragraph would do.
On the Internet
This part of the book deals with the mask internet users wear online, how we feel free to say things we wouldn’t dare say in real life because we’re too scared of getting hit or putting people down. It also deals with people using MUDs to try to better themselves, i.e. people who have bad social skills using MUDs as a fresh start and becoming popular online but overall failing to transfer those skills into real life.
The stuff that I liked was when people talked about how they felt they could be more open online, because that is true, well to a certain extent, on text based chat/commenting systems it’s easy to be aggressive or kind because you have time to think through what your typing or you can quickly say somethings shit (this really pisses me off about youtube, looking at peoples comments on other peoples work, and seeing people not appreciating the fact someone put hard work into the video they made and just putting stuff like ‘too long, needs music, this doesn’t make sense, this sucks’ without giving a second thought of the persons feelings, it happened to me and I got very offended).
On the other hand the book doesn’t deal with things like xbox live where you can talk to your fellow players via a headset, most the time it just involves young teenagers being really aggressive towards other people just because they can’t match their skill, sometimes you do find interesting people but not all the time. It’s strange because even though the people on xbox live can’t see you, them hearing your voice makes you less anonymous and allows the other people to judge you by your accent or any impediments your may have. A great sitcom on youtube by DigitalPh33r that deals with the types of people you meet on xbox live is Arby ‘n’ the Chief and I hope to post a vid here once I’ve got his permission.
To sum up the book, It’s brain food just don’t let the psychological stuff drag you down if it’s not your thing.
Tags: and, ant, arby, Art, artificial, big, blind, chief, chinese, city, college, Dawkins, design, digital, Dos, Dragoni, emergent, for, Gimpneek, Hacker, intellegence, JULIA, kingston, life, list, little, Mac, Macintosh, MIT, Ms, MUD, of, on, ph33r, planet, psychology, reading, Richard, room, screen, Searle, Second, sherry, Sim, simulation, Spore, test, the, tierra, turing, turkle, user, Warcraft, watchmaker, Windows, World, Xo
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