abstractmachine

28 December, 2005

What’s with the ‘K’?

Filed under: atelier hypermedia,code — Douglas Edric Stanley @ 23:48 pm

CMYK icon from Wikipedia

No this isn’t another post about The Castle. I just wanted to set the record clear about the K in CMYK.

The often-collaborator/sometimes-student/always-fun Pierre-Erick Lefebvre just asked me to look at his blog, and his new CMYK-controller + Psycho Chicken game. I can’t wait to get my mits on it, but he says something in there about the K in CMYK being “Khol” (whatever), and that’s where the evil-professor split personality kicks in and reminds anyone who will listen and everyone else what that damn K is for in the first place.

The Wikipedia CMYK entry wasn’t so helpful about the origins of the K, but at least it got it right: K stands for “Key”. So I rooted around my study and found the following passage that works pretty good for me. It’s from Getting it Right in Print, one of those how-to books that occasionally come in handy when working with the printer. From page 31:

Most graphic designers know that the inks used in four-color process printing are cyan, magenta, yellow and black (CMYK). While it is reasonable to abbreviate cyan, magenta and yellow to C, M, and Y, how come black is given the letter K? Here is how I found out…

Towards the end of my very first day working in the printing industry, one of the printers told me that he needed a new “key plate” first thing the next morning. I had no idea what he meant and thought he was joking. When I eventually arrived an hour after him the following day, he was not happy, to say the least.

This was not good. When the presses stop, the shop is no longer printing money. A new key plate, I was rapidly informed, is a plate that prints the color that all the other colors key to: i.e. black. If you think about it, it is obvious. Text and image borders are typically printed in black. Printing them first often makes it easier to position — or “key” — the other colors to the job. So “key” is actually what the “K” stands for.

It is a common misconception that black is assigned the letter “K” because if it was called “B” it could be confused with blue. While plausible, this is not the case.

So there, K stands for “key”. Now that that’s out of the way, the pedantic academic can go back into hibernation.

24 December, 2005

Liberté, égalité, fraternité (et DRM)

Filed under: rant — Douglas Edric Stanley @ 13:42 pm

Renaud Donnedieu de Vabres

Ok, so everything has officially gone haywire here in France.

First, our Minister of Culture, the succinctly named Renaud Donnedieu de Vabres, decides to legalize DRM’d content, and more importantly to propose a law more or less forcing DRM as the standard media exchange model, effectively making various open-source peer-to-peer solutions illegal. The law is called DADVSI (Droits d’auteurs et droits voisins dans la société de l’information). You can consider it an offshoot of Clinton’s DMCA. For example, in the law, it stipulates that trying to bypass a copy-protection system can land you in jail for three years with a 3000€ fine. The Minister denies this as caricature (pointing to new amendments that he’s added to the bill), but as far as I can tell, this anti-bypass stipulation is still part of the proposal. He speaks of the right to copy for personal needs, but says nothing of the legal quagmire cryptography has gotten itself into under the DMCA. Nor has he said anything about libraries or education.

Obviously, as an artist who defends hacking as an artistic method within one of his very institutions (I teach in an art school), I’m more than a bit troubled that the big boss is undercutting artistic freedom in the name of defending artists. Obviously, and to give him credit, he’s trying to defend artistic royalties, but ultimately the model he defends is one that protects traditional media that has simply been updated to the digital format, while singling out as the culprit the very expression that looks to be the next artistic form of expression: namely algorithmic or dynamic media. He has been defending video games recently, which is good, but that’s an easy one because that field has become an industry, and it is easy to regulate. I’m more interested in the lateral-growth field of dynamic media as a multiplicity, and these actions are going to do more to stop that diversity than protect it. Indeed, it might be the very thing that stifles it. I might be wrong, of course, but a lighter step, with larger consultation, should have been de rigeur.

Traditional media has become huge, too huge — indeed the 800-pound gorilla — and needs no such protections. It is becoming more and more of a barrier to entering into a dynamic relationship with media in general. Traditional media needs shaking up — it’s a creative ecosystem issue — and that’s exactly what’s happening. I still think it’s too soon to take a final position either way on these issues, and a Minister of Culture should look more to new forms, than defending old ones that are honestly doing fine thank you very much. He might think that’s he’s hip by inviting Virgin into the parliament to give demonstrations of their high-tech online music stores. But he’s mistaken: that’s still the old media empire. It’s still in power and is trying to wield it to get into the new power arena. And every time I turn on the television (Canalsat, sub-division of Vivendi) I am reminded of the power this empire still wields over us.

If you’re wondering how this thing came about, a part of his law was — yes it’s true — actually penned by Vivendi lawyers, and join all the insane arguments Hollywood has been making for years about the need for huge unified media empires to protect us little artists that obviously wouldn’t know what to do without them. All this in time for Christmas, when everyone is busy elsewhere, and all within a law that has to be debated en urgence, i.e. with one single reading so as to pass it through as quickly as possible.

The infamous line that exploded the debate, came from the SACEM (a powerful institution dealing with music royalties). Symbolically addressing open-source authors, they said, “Vous allez arrêter de publier vos logiciels” (you will stop distributing your software). They also vowed to fight in the courts anyone who would do so, once these laws had passed. Obviously this pissed off a lot of people, notably the French web radios who called for various boycotts and created anti-DAVDSI petitions that have caught fire and made it difficult for the Minister trying to pass his law.

The protests got to such a shrill that even within his own majority party, members started defecting during the parliamentary debate, and have now voted-in a pro-P2P amendment, initiated by the Socialists and Communists. Their idea is to propose an opt-in tax, basically the equivalent of a subscription-model only run by the state, that would allow you to exchange files in an unlimited manner over peer-to-peer networks. lol!

In response, that amendment has brought out a bunch of “artists” in the press — basically singers and musical groups — who’ve started protesting the anti-DRM-pro-Peer-to-Peer faction of the Socialist Party. It’s hilarious to watch, as 50-something leftist singers come out railing against “free culture”, making statements that drag us back to the good old Napster-Metallica debate when Lars Ullrich made an ass out of himself with what probably began as good intentions. This is obviously going to reinforce the Minister of Culture who, while he was dropping his pants for the music industry, claimed he was doing so in the name of artists.

So all hell has broken loose, and at least one good thing has come out of it: the government has proposed to postpone the debate until January when everyone’s gotten over the hangover (and the Minister has mobilized enough “artists” to his cause).

I actually met the Minister of Culture — he’s quite charming — and sat through a surreal session while he negotiated with the theatre unions during some heated strikes that were going on over a year ago. He had been appointed by Chirac to take care of this strike, but all the while I suspected something else, considering that he’s very close to the multimedia publishing industry. I still pinch myself to this day that I wasn’t more vocal on these issues when I had the chance, but I deferred to my colleagues out of solidarity, not wanting to confuse their negotiations.

I’ll leave off my rant here. Please excuse me while I go buy another Christmas Carol off iTunes.

22 December, 2005

Drawing On My Server

Filed under: abstractmachine,code — Douglas Edric Stanley @ 18:20 pm

abstractmachine.net : mashup

I’ve been having a lot of fun playing around with the GD library off and on for the past couple of days. For those that don’t know, GD is the standard image treatment library that comes with most installed distributions of PHP. Ultimately, I’m trying find a decent background image for the abstractmachine homepage, but so far have yet to find anything that catches my fancy. So as usual, when in doubt, make it random!

Coding images on the server probably isn’t the best workflow, but it actually works out fine for me. It also allows me to mashup all my data on the server directly without having to later change anything. My FTP program and BBEdit make the whole process transparent: I just write the code in BBEdit, save, and refresh the page in one of the various browsers to see the results.

GD isn’t Processing, not by a longshot. But it’s actually quite pleasant to play with basic image building blocks, and I do so love programming in PHP. Variables and arrays are so easy, although I still don’t like the whole dollar $ign stuff. I left that world back in 1991. I’m a €uro man now. (ok, bad joke)

18 December, 2005

Wiring

Filed under: circuit,code — Douglas Edric Stanley @ 00:11 am

New toy tool! Santa came early this year.

Wiring Board

I just received my Wiring circuit board from Hernando Barragán. I couldn’t help myself, so I just plugged it in to see what it does (ok, I checked the circuitboard first to make sure I wouldn’t blow anything). As promised, it’s really well designed, so it works right out of the box. There’s an onboard power light, and an on-board debug LED (very handy, that), so you immediately get what you need: the power LED lets you know you’re on, and after the bootloader delay, the debug LED starts flashing to let you know the program is working. Yes, it comes loaded with a simple flasher program — very cool: plug it in, and it’s already blinking the electronic equivalent of “Hello World!”

There are a lot of things I like about it, number one being that it uses Atmel chips, which means that I can compile off of my Mac with an open-source solution (GCC). Number two, it uses the same FTDI USB chips I’ve been experimenting with on the Gameboy Advance. These chips aren’t all that expensive, and come with free drivers for MacOS9/MacOSX/Windows/Linux that allow you to create a virtual serial port over USB. Using serial ports is easy from a programming perspective, and building USB drivers is not. On the other hand, USB is very handy, especially since you can power the board for light usage over USB. In fact, the “Hello World!” program I mentioned works directly off USB, no need to plug in the power supply; although if you want serious power consumption you’ll have to switch the jumper and plug in an external power source. Most importantly, Macs haven’t had serial ports for years, and about a year ago my Windows junkies over at LOEIL stopped laughing at me when they discovered that their new laptops don’t have them either.

But obviously the key is the Wiring software. And here Wiring is amazingly simple. Download software, load up a sample LED program, plug in the board, push compile (the same “play” button as Processing) and then load it to the board. Reset the board and your program is running in hardware. Wiring takes care of linking to GCC as well as sending the program over to the Atmel flash rom.

Wiring Uploader

After some more fiddling, I was playing around with a servo motor, stepper motor, etc.

At the LOEIL laboratory, we mostly use PIC chips, which are great because they’re cheap. So whenever I’m free, I’ve been learning the PIC chip over the past year, and what I’ve really come to hate above all is the complicated setup process, and the lack of any open-source compiler. I have to do everything on my PC, or on my Mac with patchy emulators. Until now the only serious Mac circuitboard work you could do was with the expensive BASIC Stamp. Some of my collegues also use Basic for PIC development, but I prefer C. Hence my joy in discovering that the Wiring project uses the GCC compiler. It’s C, so it would be a little bit harder for the students than Basic, but I’m not so sure about that, as the real problem is always getting the electronics right and setting up the compiler. Wiring makes all that simple.

In the past, I’ve used a similar prototype board, called the EZIO. (When he was here in Aix a few years back, Chris Csikszentmihályi told me that he had something to do with the development of that board, but he wouldn’t tell me exactly what.) Over the years there have been several other input/output boards like the EZIO and Wiring. The difference here is that you’re learning to work with a real microcontroller, which you can control at whatever level you want. Just like Processing, you can branch off into your own code if you want, or use the pre-cooked functions. It’s up to you.

16 December, 2005

The Game Machine

Filed under: machine,play — Douglas Edric Stanley @ 13:11 pm

The Game Machine

I might dissapear for a while, as I’m working again on The Game Machine. This is a cool interface I designed a few years back, but never really took the time to prepare it for the rest of the world. It’s been an on-again off-again project as I’ve never really had the opportunity to show it. This time I’ve gone out whole-hog and started integrating the system with some Gameboy Advance experiments I was working on last year. People should be able to make games for their Gameboy Advance and share them online.

Game Machine interface Game Machine interface

14 December, 2005

Code Tree

Filed under: code — Douglas Edric Stanley @ 15:21 pm

Code Tree Icon

Several people (Casey Reas, Daniel Shiffman, Marius Watz) have been writing about the Code Tree project. Check it out. It’s a repository for artists that work with code, so that everyone can learn from each other. It looks like a great project, and the contributors so-far look like a competent bunch.

I’ve been trying to build a Happy Code Farm for our various doodles and techniques at the Atelier Hypermedia, but so far I’ve yet to get any serious contributions from the students. It’s also pretty lowly compared to the aforementioned project which is far more serious stuff.

13 December, 2005

ENIAROF 0.2

Filed under: atelier hypermedia,exhibition — Douglas Edric Stanley @ 20:46 pm

Well, it looks as if there’s going to be an ENIAROF 0.2. Antonin has posted the new images on the ENIAROF BLOG

ENIAROF 0.2 Poster, Antonin Fourneau ENIAROF 0.2 Poster, Antonin Fourneau

I have no idea if I will be involved in ENIAROF this year. But whatever the case, I’m glad to see the project is moving on. If only we could grow more, and get more people on board. If ENIAROF is going to be interesting this year, it’s going to have to bring in more people from the outside.

If you don’t know what ENIAROF is, you can read my original ENIAROF posts.

Antonin also posted a video clip of ENIAROF 1.0.

Processing Applications

Filed under: atelier hypermedia,code — Douglas Edric Stanley @ 10:55 am

Processing Export to Application

Yipee!

From the Processing team: it only took us ninety eight tries to get it right, but release 0098 (not to be confused with 0.98, and not “two releases away from 1.0″) is available now at the download page: http://processing.org/download/ [...] the biggest change since our last email: export to application.

We don’t have to make our own applications anymore out of the processing.jar files (it was a bit tedious) : Processing now automatically exports to Windows.exe exectuables and Mac.app applications. I.e. autonomous programs that you can put up for download, run without a browser, etc. This is great for installations where it’s really best to have the application open at auto-startup. The students are going to be very happy.

Processing is becoming more and more a reality.

11 December, 2005

GBA Export

Filed under: code — Douglas Edric Stanley @ 20:57 pm

GBA Export

I stumbled onto this cool little Photoshop plug-in this afternoon, while looking for something else. It’s an exporter for converting images in Photoshop into headers for a Gameboy program. Stephane Cousot actually already built us a GBA Image Converter for Mac OS X during our PLAY+MOBILE Workshop. But this plug-in works directly from inside Photoshop, which is really quite handy.

*Under construction…

Filed under: abstractmachine — Douglas Edric Stanley @ 12:09 pm

This blog is currently going through a big update process. In fact it’s only been about five or six days that it’s been up and already I’m getting a bit of traffic. So for those that are new, basically I’m going through all my previous work, teachings, workshops, and mass-mailings/announcements over the past ten years or so and moving them over to the blog. I’m also updating the links and the photos in the process which is quite a job. So I’m only at about 40%. There are a lot of conferences and workshops to transition over, for example. Patience, I’m getting there. It’s a bit tedious, but when it’s over it’ll be a nice platform for me to work off of.

Previously, all of this documentation has been scattered around various locations, mostly in a pseudo-blog/mailing system that I built way back in 2000 and that didn’t work very well. That so many people have contacted me in the last 5 days and so few in the past 5 years just goes to show that WordPress is cool, and that Abstract Machine : News sucked. That and the timestamps didn’t work very well. And it was ugly. Rest in peace.

This also means that I’ll stop spamming everyone whenever I’ve updated a machine from 1.0.13 to 1.0.131 ,-)

9 December, 2005

Concrescence

Filed under: algorithmic cinema — Douglas Edric Stanley @ 00:24 am
  • Concrescence
  • Douglas Edric Stanley
  • Generative Cinema Installation

Concrescence is a software program for the creation of interactive and generative cinema, coupled with an interactive Hypertable where users can intuitively interact with the film with the use of their hands.

As a software program, Concrescence is organised around database of small, moving image fragments, a kind of infinite potential for non-linear narratives. As the program runs, images accrete — hence the term “concrescence” — forming a mosaic of images that are subsequently projected onto the hypertable.

The hypertable is a simple wooden table 160cm x 85 cm x 88 cm, onto which images are projected. Above the table, a surveillance system using various near-infrared filters and optics connected to a circuit board allow the system to “see” human hands as they move upon the tabletop. When a hand is placed on the table, the surveillance system distinguishes it from the table itself, and instructs the Concrescence software to grow images around it.

The images projected onto the table come directly from the database, but are filtered through a unique, but simple, semantic processor that limits “anything goes” accretion by allowing images to bond with another image only if there are conceptual relations between them. These conceptual relations are created by an author, using the integrated authoring interface. Images are placed visually with other images, and the system is told to “remember” their relationships (proximity, number, etc). The author can therefore design a narrative coherence for the subsequent interactors, while allowing the interactors to investigate various tangents and follow the narrative soup in their own time and manner. The entire process has been designed as both a cinematic narrative device and a more subtle interactive putty out of which non-linear narratives can be designed and caressed.

The questions explored by Concrescence revolve around the future of traditional cinema in relation to the possibilities emerging in algorithmic art.

One of the major contributions of Concrescence, lies in its ability to resolve the endless use of choice in interactivity. Interactivity is a rich medium, and should not be reduced simply to the offering of choices (YES, NO, LEFT, RIGHT) to a potential user. In fact, in the case of interactive cinema, offering choices is in many cases counterproductive to the construction of a narrative. By refusing the reduction of interactivity to choices, and instead opting for a more dynamic, plastic, playful articulation of the elements, Concrescence reintroduces the pleasure of editing to the viewer’s experience of cinema.

As an artistic project, Concrescence has been designed for a specific author, namely myself. It is my soundstage, editing suite, and projection theatre all rolled into one, and I am currently using it to explore variations on cinematic narrative form.

Algorithmic cinema

While video software has introduced a new workflow, the result nevertheless remains, for the most part, tied to more traditional linear media such as video, television and film. And while the Internet has introduced new means of presenting, contextualizing, and even producing work, the idea of an emergent generative cinema has not been sufficiently explored. Beginning as a speculative software project, Concrescence began with an interrogation on what a non-linear cinematic authoring tool might look like from an experimental artist’s perspective. Several variations on this opening question resulted — one of the more interesting being a dynamic VJ-ing program entitled The Object Machine — but all of the variations come back to the same visual form: a mosaic of semi-autonomous video objects in which one moving image triggers action in the next image-object in a visual cascade of looping waves. This method allows for any image to potentially aggregate with any other autonomously — allowing the computer dynamic associations — and for the cinematic action-reaction editing of temporal composition to take place within the frame, rather than between frames. As the ensemble is no longer tied to any temporal necessity, the whole can move and evolve at varying rhythms, both according to the will of the interactor, and according the necessities of the generator. The cinema form becomes both generative and interactive, there is no contradiction between the two.

Additionally, Concrescence attempts to bring the body back into the interactive cinema experience. Rejecting complex physical electronic interfaces, I propose instead a simple corporeal experience in which the human hand shapes and explores an interactive audiovisual narrative through intuitive gestures. This simplicity is essential. The power of classical theatre-based cinema resides in its usage of basic body functions: sight, hearing, immobility. However diverse the semiotics of its contents (classical Hollywood narrative, French nouvelle vague, Asian kung-fu action-adventure), cinema always comes back to the platform of an immobile body before a audiovisually mobile projection. If interactive cinema is to “compete” with this model, it will need a similarly powerful simplicity in its use of the human body.

The first step was to detach the cinema screen from its pedestal, and reposition it at hand’s reach. This liberates the spectator from immobility, and allows her to “move around” the diegesis, passively observing or actively exploring, without having to leave the visual world to think about choosing the next scene. The frame remains mobile, but now it is both the interactor and the image that move, suggesting almost naturally the ability to “act” upon the image. Also, allowing interaction at any position on table, means that this user-mobility is free-form, and not tied to any predefined gesture.

The second step was the usage of a common evocative object: the table. In the past, I have used the floor, and/or all four walls, which instinctively evokes a theatre experience rather than a cinematographic one. By using a table, I can tap into the dual public-private nature of the table, its passive-active status. The Concrescence hypertable is at once an operating table, a writing desk, a work bench, a kitchen table, a café table and a screen. This familiarity makes the interaction very comfortable, reminds us of familiar gestures, and immediately places us into an evocative context. But whatever its evocations, the hypertable always implicitly suggests that something will be constructed.

The third step was the simplification of the gestures required to manipulate the dynamic cinema. To render evident a user’s interactions, immediate visual cues are given as to the location of their hands on the table’s surface: by mirroring the user’s presence, they know that their body is integrated into the space. This interaction, however, is purely superficial, and does not lead to the creation of new narrative material. In order to truly shape the experience, the user must slow down their movements, further implicate their body into the experience, only then will the interface truly respond. By using body presence, rather than symbolic gesture (point and click), interactors are subtly forced to – much like the cinemagoer as she eases into her chair – enter into a lightly modified environment. In fact, one can move in and out of this gestural slowness quite easily, back and forth from spectator to interactor, unlike the cinemagoer that must radically shift environments when leaving the chair.

8 December, 2005

Shockwave3d + Safari Play Together

Filed under: code — Douglas Edric Stanley @ 22:22 pm

Enfin!

Safari finally fixed the Director Shockwave 3d offset bug.

This took a while. If you’ve already seen my Rubik’s Cube® transformed into a DJ-sequencer, you might have noticed while using Safari that the 3d didn’t display correctly : it printed the cube too high on the screen, sometimes drawing directly into the window titlebar. The situation actually got worse, before it got better: the offset seemed to move around depending on which Safari version you were using. So you couldn’t even correct for it — which would have been a hack anyway, and I try to avoid them when I can.

Abstract Machine : ^3

Anyway, the bug has finally been fixed. Here’s the original Macromedia Tech Note as well as a blog discussion on Shockwave and Webkit.

A searched around and tried to find an official word on what went right for once : here’s Tom Higgin’s Blog Entry on the subject. I actually learned of the fix while trying to show a student how the bug used to work, rather than getting it from the horse’s mouth. As I’ve already mentioned, I don’t really take all that seriously Macromedia’s Adobe’s word when it comes to Director. I’ve just been trying to ignore them. Unfortunately, a lot of my current work is tied up in their platform : ugh! At least this makes one less thing to worry about. Now if the jerks company who took over my fetish MIDI xtra could create a decent licencing model, i.e. NO licencing contract! Oh, why couldn’t I have gone for an open-source solution from day one?

7 December, 2005

Director anyone?

Filed under: rant — Douglas Edric Stanley @ 03:20 am

Thanks to Marius Watz‘s post over at Generator.x (The Company Formerly Known as Macromedia), I noticed that Macromedia has finally been swallowed whole by Adobe. That I didn’t get to this information about 30 seconds afer-the-fact, but rather several days afterwards, is testimony to how far I’ve travelled on this subject. The first time I had wandered off like this was during the terror and agony of waiting for Director to be ported to Mac OS X. It was probably the best thing that could have happened to me, as I learned several languages and environments in the hiatus. But now, this time around, I’ve more or less nailed the coffin shut as far as Director’s future is concerned.

Macromedia Director MX Logo

It’s also been fun to explore other means of playing with code artistically, which I probably wouldn’t have done if I was still trapped in the magical world of sprites.

That doesn’t mean I couldn’t eventually turn around the hammer if Adobe pulled out some magic rabbit. But until Macromedia Adobe actually comes to my bedside and tells me the contrary, Director is a lame duck. Sure, it’ll probably drag on, and who knows, it might even get a new life (cough). But I’ve already switched all my workshops and teaching over to Processing. Any responsible artist teaching code to the next generation should do the same. Processing is open, easy to learn, expanable, and most importantly built and used by artists. Macromedia originally built their company off Director, and it was built as a demo tool, as a training tool, but also as an artistic tool. It was sound and motion, along with code. And until Flash came along to spoil the party, it was kick-ass. It was pretty much a platform, but over the last few years turned more and more into a multimedia tool.

I’ve been using Director since version 3.0, so I’ve seen this thing evolve. It’s currently traversing dark days. And now with Apple’s switch to Intel, I’m not only going to have to wait for Adobe to update Director — should be painful, if they decide to do it at all — but also all the third-party xtras, including some pretty obscure xtras that are absolutely key to my success. So it’s looking pretty grim for me right now. I was planning on releasing a DVD-Rom of my last algorithmic film using my Concrescence platform, for example. Well, guess that’ll have to wait another… year? two years? never? I have no idea, as Abobe won’t tell.

Anyway, I’m not going to risk sacrificing my students over this. At least they’ll have more options until Adobe comes clean on its intentions. Meanwhile I’ll be over here agonizing on the future of several of my works.

Oh, did I mention that Shockwave 3d still sucks?

Here’s Marc Canter’s original reaction to the whole affair.

6 December, 2005

Wrapping Paper

Filed under: abstractmachine,machine — Douglas Edric Stanley @ 00:02 am

Just in time for the holiday season: Free Wrapping Paper!.

Abstract Machine Wrapping Paper

I really like the simple little background system I made for the blog. Instead of calling a fixed image, the CSS instead calls a PHP script that generates a random image on the fly. In fact, there is not just one image-generator, but a folder full of them. I just have to add a new program to the folder and hop! it’s added to the system. So for now there are only a few patterns; but when I’m bored I’ll doodle some more.

Here’s a link, if you want to admire (or print) the modular Wrapping Paper in all its unencombered beauty.

P.S. I originally said it was wallpaper (visions of Vasarely in my head), but Colette scoffed at that idea, “That’s ugly wallpaper! It should be wrapping paper.” Hence the current moniker.

5 December, 2005

Hello World!

Filed under: abstractmachine,atelier hypermedia,thesis — Douglas Edric Stanley @ 23:39 pm

The Abstract Machine is now a blog (amongst other things).

Why a blog, when you’ve been preaching singular tools for so long? Isn’t that too generic?

I’ve actually been interested for quite some time in the idea that html would slowly turn into a specialist medium, with most of the general public using pre-programmed objects such as forums, blogs, wikis, or spips. What I didn’t know when I started entertaining this idea (right about the time Ragnar was building the Webwaste) was that everyone would make the jump. As things are going, it looks as if pretty soon most artists — even those who build net works — will just have something like a blog, rather than some endlessly re-tooled website. At least this is what I’ve been preaching to the students, despite the fact that I have a pretty in-depth html/php class going on right now. Or maybe I tell them that because they have such sloppy websites and I hope the pre-fab blogs will chase away all the layers and 1,000,000 pixel-wide Flash interfaces.

So where’s the infamous thesis website?

It’s on its way. It’ll either de-throne this blog as the frontpage, or simply be linked to it in some way or the other. The nice thing about the blog its unstable nature. So it’s good as a landing point. The thesis is more settled, and also infinitely more complex to build/populate.

What did you build it with?

WordPress and lots of books on CSS. I still don’t like the CSS, but what the hell : you’ve gotta publish sometime or another.