abstractmachine

1 January, 2009

twothousandnine

Filed under: abstractmachine, atelier hypermedia, code, software — Douglas Edric Stanley @ 23:49 pm

A hairy new year from abstractmachine: twothousandnine (source code)

twothousandnine

25 December, 2008

Neige

Filed under: abstractmachine, code, software — Douglas Edric Stanley @ 02:53 am

It’s Christmas, and so, as per usual, I’m releasing a little holiday application: Neige (Mac OS X).

Neige_app

It’ll run at whatever resolution you’re at.

Neige app screenshot

It’s nothing special and I just whipped it up in OpenFrameworks in just a few minutes so don’t expect much. But it makes for a nice background fishbowl sort of thing, especially on a big flatscreen TV. Apparently, the abstractmachine project is moving more and more into interior decoration ;-)

  Neige in-situ

15 December, 2008

Vision Factory

Filed under: abstractmachine, atelier hypermedia, code, workshop — Douglas Edric Stanley @ 22:39 pm

Vision Factory

In a couple hours we’ll be starting a four-day workshop using Julien Gachadoat’s Vision Factory platform. This one’s gonna be purely experimental folks, so come prepared with lab coats, flame retardants, and a whole ‘lotta patience. Julien has whipped up a crazy-but-cool server-client system for collective livecoding using a little OSC + Processing client for delivery of the code to the mothership. Should be interesting.

2 December, 2008

Processing Monsters

Filed under: abstractmachine, atelier hypermedia, code, student — Douglas Edric Stanley @ 10:50 am

I love Processing Monsters, I think it’s a great idea. I saw it on Code & Form last week, and immediately gave it as an assignment to the 2nd-year students who, for the most part, have never programmed before and had only 3 days to learn the basics. Using Processing Monsters as an objective was great, as it kept us focused on some very basic functions (ellipse, bezier, shape, translate, etc) but which can quickly get out of control without some methodology. Also, looking forward to ENIAROF in March, monsters seems an appropriate theme.

I made the mistake of introducing class/objects on the final day, in a pretty funny class on fur, hair and tufts which I’ll have to reproduce in some form or other. I should have started directly with objects, as we did in the Algorithmic Design project we initiated last month in Orléans. In my experience, it’s easier to learn class/objects from day 1, rather than day 3, or week 5. Once you’ve become lazy programming spaghetti code, it’s too hard to break it off into objects. No matter how ugly it is, once comfort has settled in, it’s simply too easy to get stuck in linear thinking. That must have something to do with the brain’s natural tendencies. However, if you start from day 1, you stay organized, people tend to understand the code better, and probably can make cooler monsters. Alas! We did things ass-backwards, and the students’ code mastery suffered as a result. But a few of the monsters are fun nevertheless :

Monstres Aixois

Monstres Aixois

1 December, 2008

CCC

Filed under: abstractmachine, code, live, physicalization, play, workshop — Douglas Edric Stanley @ 12:19 pm

I’ll be heading to Geneva tomorrow for a talk on Wednesday morning, followed by a mini-workshop in the afternoon at the CCC. We will be discussing the role of algorithms, software, and machines in the changing political landscape of our contemporary societies. There will obviously be some discussion of code and hacking in there, but I also want to discuss the role I think games and/or « electronic ludism » (i.e. the larger context of play and algorithmic machines) can play in future political/citizen intervention.

17 November, 2008

The Monstruous Image

Filed under: abstractmachine, algorithmic cinema, atelier hypermedia, code, hypertable, live, physicalization, play, publication — Douglas Edric Stanley @ 19:03 pm

I’ll be travelling tomorrow to Poitiers for what looks like a very rich roster of speakers discussing… oh yes… the subject of interactivity. Cough.

Oh, and apparently Ségolène Royal will be giving an opening pep-talk (oui, oui, that Ségolène Royal), which probably has something to do with the fact that she is currently the president of Poitou-Charentes where the conference is being held. You might also have noticed that she is currently making a bid to for the leadership of the French Socialist Party, so I don’t know how much to bet on her appearance.

I haven’t completely finished my talk yet, but from what I have so far, it looks like I’ll be sticking with this resumé that I sent a few weeks ago to the organizers:

L’image du monstre

Il y a trois ans, lors d’un précédent colloque à l’ÉESI sur le cinéma et l’interactivité, j’ai argumenté pour une approche “hydraulique” de l’image en mouvement : une approche dynamique autour d’une image fluctuante qui prendrait en compte notamment la fluidification que les machines algorithmiques apportaient à l’image. C’était une hypothèse intéressante, mais qui n’osait pas aller jusqu’au bout. L’épine du problème était une insistance à maintenir notre relation nostalgique avec la trace photographique à l’intérieur de l’image, face à l’horizontalité des nouvelles formes de stockage comme les bases de données qui ont tendance à brouiller les figures qui s’y trouvent.

Depuis, mon optique s’est totalement transformée. L’objet n’est plus pour moi un simple jeu de re-juxtaposition permanente, il est devenu un jeu de mutation, avec des images-croissance qui poussent à partir de n’importe quelle extrémité de la « Chose ». Il se peut qu’il y ait encore des traces anciennes dans cette image, mais ces traces jouent un tout autre rôle, et nourrissent la bête tout autrement. Je vois désormais dans cette image nouvelle une forme de « monstruosité » qui pousse à l’intérieur des images, et descend jusque dans les entrailles du GPU lui-même, ne remontant à la surface de l’écran pixelisé que le temps d’un court affichage.

Accepter le monstre dans l’image, transforme notre approche de celle-ci, et transforme aussi ce qu’on entend par figure, mimesis, et enfin narration. Cela change également les champs d’exploration qui permettent de saisir plus fermement les phénomènes que je considère comme les plus pertinents pour ces transformations, à commencer par les jeux vidéo.

  • Here is the symposium’s valiant attempt at an English translation, which makes absolutely no sense to me, and I wrote the damn thing. The words are right, it’s just that the meaning got lost in there somewhere. Apparently, my French is hard to translate, or perhaps just plain hard to understand:

Three years ago, during a previous conference on cine-film and interactivity at the ÉESI, I put forward the outline for a “hydraulic” approach to image in motion: a dynamic approach hinged on the fluctuating image ,which, notably, could factorise the fluidising import that algorithmic engines have brought to the image. It was an interesting hypothesis, which was just not bold enough to go all the way. The bane of the problem being insistence on maintaining our nostalgic affinity with the photographic trace within the image, at the hands of the horizontality of the new storing configurations, like those involving data bases, which tend to scramble the figures present.

Since then my assessment has been turned around. I no longer view the object as just a game of constant re-juxtaposition; it has become play on mutation, with image-growth sprouting from just about any appendage of the “Thing”. It is just possible that old traces still linger in that image, now however, they play a completely different role and feed the beast with different fodder. In this novel image, from now on, I can see a form of “monstrousness” germinating within the image, and getting right down to the entrails of the GPU itself, coming up to the pixelized surface of the screen for only a brief moment of display.

By accepting the monster in the image our approach to it becomes transformed, thus transforming that which we understand as figure, mimesis and finally narration. It also changes fields of inquiry which sanction and capture phenomena more securely and which I consider as being the most relevant for these transformations, starting with video games.

Figures de l'interactivité - logo

6 November, 2008

abstractmachine.is

Filed under: abstractmachine, atelier hypermedia, code, live — Douglas Edric Stanley @ 15:26 pm

I’ll be in Iceland starting tomorrow (cool!), and all through the weekend for the Pikslaverk festival which is part of the Pixelache network. I’ll be presenting the abstractmachine.vb7d8 on Saturday and apparently also talking about the usual (code&art) on Sunday.

Ok, fire up all your Iceland-is-bankrupt jokes and post the best ones in the comments: so far, anyone I tell I’m leaving for Iceland comes up with some lame bankruptcy joke that isn’t even funny. Apparently the mere fact that Iceland went bankrupt is funny. I don’t get the joke, but maybe that’s the nature of this crisis: even the bankruptcy jokes fail? Someone sould collect them all somewhere and do something with them, just as a reminder that jokes should generally be funny. So if anyone wants to give me some good ones…

Here’s something I grabbed from the Lorna/Pikslaverk website:

The Pikslaverk 2008 conference is the Icelandic component in the international network of Pixelache conferences. It is organized by Lorna (the Icelandic organization for electronic arts) in collaboration with The Icelandic Academy of the Arts and The Reykjavik Municipal Art Galleries. Through a series of lectures, presentations and performances, this year’s conference will continue Helsinki’s theme on education and act as a precursor to Bergen’s them on Free, Libre and Open Source Software by focussing on artists’ use of computer programming code to create works of art. Invited and selected guests will present a variety of views regarding issues relating to artistic applications of computer programming code.

25 October, 2008

Terror aus den Wolken

Filed under: abstractmachine, code, play, publication — Douglas Edric Stanley @ 13:46 pm

Last week Gee Magazine sent me this copy of their magazine with a short article based on an interview I gave them a few weeks back. It’s a minor article — this interview with Marie Lechner from Libération is far more complete — but from what I can understand from my weak German, it appears accurate. Here is a link from Spiegel Online of the same article but rebranded.

Gee Magazine Cover October 2008 Terror aus des Wolken - Gee Magazine October 2008

24 October, 2008

Weekend Update Giant Megapixel Touch-Map

Filed under: code, hypertable — Douglas Edric Stanley @ 20:35 pm

 Taking the piss out of multi-touch. You’ll have to forward about 01:30 in to see the « touch-map » :

Discreet_Clocks:Shy_Clk

Filed under: abstractmachine, code, exhibition, physicalization — Douglas Edric Stanley @ 15:42 pm

The students have organized an exhibition to kick-start the year and asked me if I could add anything. Since I’ve been working on a series of tempermental clocks over the past two weeks on all sorts of platforms (iPhone, embedded, clock, watch, computer, etc), I figured I could throw one in for their exhbition. I’ll try to get some pictures and post them here, but basically this one is a clock that hides the time whenever it detects someone looking at it.

Sans_Titre 1.0

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