abstractmachine

14 February, 2007

Livecode

Filed under: abstractmachine, algorithmic cinema, code, live, workshop — Douglas Edric Stanley @ 09:42 am
  • Workshop: Livecode
  • Artist: Douglas Edric Stanley
  • Location: [École supérieure d’art](Livecode, Mulhouse
  • Date: February 26 - March 2, 2007
  • Public performance: March 1st, 2006. Time to-be-announced

When I get back from California, I’ll have a short week writing at home, and then it’s back off to yet another workshop. I had already planned this workshop quite some time ago with Jeff Guess, so I couldn’t put it off any longer. It should be fun. We are going to explore some of the ideas brandished about by the livecoding movement (?), or, uhhh, style (?), ummm, tendancy (?), errrr method (?). We’ll be using Processing, not because it’s the best environment for livecoding (although it’s possible) but because I always figure that workshops should also give its participants some tools they can walk away with. At least the students will have some basic notions, and since most of the participants will have already been working with Jeff in Flash-coding, I figured Processing would be a nice complement to their arsenal.

There will be a public performance on Thursday evening March 1st, so we will be preparing for that from day one. My current idea — although this might change — will be to tag-team livecode in competition with a film (livecode vs. film), probably something cheesy like Wargames, although I might find something better for us to battle before then because that film is just a little bit too litteral for my tastes. Maybe Scanners? Any ideas?

Here’s the announcement (en français) of the Workshop:

  • Douglas Edric Stanley
  • «Livecode»
  • Enseignant référent : Jeff Guess
  • du lundi 26 février au vendredi 2 mars 2007
  • Etudiants concernés : Design graphique, semestre 6

Eloigné de l’Action Painting et du Performance Art, le Livecode réintroduit pourtant l’action, la performance et le corps dans ce que la création numérique a de plus cérébral : la programmation informatique. Lier la difficulté à programmer un ordinateur et l’exigence de produire in situ font coexister deux vecteurs opposés que nous appelons le Livecode.

Le Livecode naît dans la reconnaissance que les performances numériques sont plutôt obscures pour ceux qui doivent regarder un performeur derrière son ordinateur sur scène. Pourquoi ne pas montrer ce que fait ce personnage étrange sur sa machine ? Et puisqu’il s’agit forcément de la manipulation de programmes, pourquoi ne pas voir ce performeur fabriquer, ligne par ligne, l’ensemble de son programme devant un public ?

Ce workshop tranchera dans le débat sur la posture à adopter face à la machine. Assis ou debout, peu importe, pourvu que nous fabriquions quelque chose. Ouvrons les machines, ouvrons les environnements de programmation et regardons tout simplement ce qu’on peut produire avec. Le Livecode nous permet de se positionner avec une posture pragmatique mais décalée – une posture drôle, absurde, tout en restant engagé avec ce que la machine produit de contraignant et de libre.

Dans ce workshop, nous explorerons principalement l’environnement de programmation Processing (cf. http://www.processing.org - une plate-forme open-source et gratuite, conçue pour et par des artistes/programmeurs avec une philosophie pédagogique claire et évolutive. Les participants au workshop ne doivent pas avoir de connaissances particulières mais doivent venir avec le moins d’a priori sur la programmation et ses «utilités» artistiques.

19 August, 2006

docs > zeroone > abstractmachine > 87D6

Filed under: abstractmachine, algorithmic cinema, exhibition, flickr, hypertable, instrument — Douglas Edric Stanley @ 11:19 am

Here are some pictures from the abstractmachine installation at the ZeroOne Festival.

abstractmachine.v87D6 abstractmachine.v87D6 abstractmachine.v87D6 abstractmachine.v87D6 abstractmachine.v87D6 abstractmachine.v87D6 abstractmachine.v87D6 abstractmachine.v87D6 abstractmachine.v87D6 abstractmachine.v87D6 abstractmachine.v87D6 abstractmachine.v87D6

8 August, 2006

abstractmachine.v87D6

Filed under: abstractmachine, algorithmic cinema, code, flickr, hypertable, instrument — Douglas Edric Stanley @ 23:37 pm

Abstractmachine Hypertable

The abstractmachine is setup in San Jose, there is a breakcore Rubik’s Cube® kicking out the jams, a programmable video mosaic recorder is open for public abuse, and the Hypertable is unleashing a non-linear interactive documentary containing a telepathic virus. We’re setup in the main exhibition hall for the festival, South Hall.

Abstractmachine Hypertable

Oh, I should also mention something after having watched a few visitors this afternoon: um, hello, people out there, yes, you can actually pick up the Rubik’s Cube® and play with it. And that interactive table, yes, you can put your hands on it. Most of you reading this are probably in the know, and would find it laughable that people would fear interacting with an installation during a festival dedicated to digital art. But hey, that’s apparently America. It’s my first show in my home country (yes, that’s right) and I guess the public is just like that. I always figured that the dopey Americans who looked confused were just like that because they were tourists lost in Europe. But who knows, maybe there are just a lot of tourists showing up today.

So with that out of the way, here’s the official statement.

Through various experiments, installations, and online software, the abstractmachine project asks the question of how we as artists and users can create, manipulate, and ultimately enact digital algorithms. If the specificity of the computer comes not only from it’s digital aspect, but even more so from it’s algorithmic aspect, how does this hyperprogrammable nature transform the media we manipulate — i.e. the images and sounds we design using these machines? Amongst the many machines available within the abstractmachine project, two creation platforms will be presented to illustrate our response to these questions: one dedicated to the creation and manipulation of algorithmic cinema, the other designed around algorithmic musical composition.

^3

« 3 », a.k.a. « ^3 », a.k.a. « cubed » is a musical sequencer integrated into a Rubik’s Cube®. By manipulating the colors on the cube, users generate different sound algorithms within the sequencer. Using specially-designed soundfonts from Jankenpopp (cf. http://jankenpopp.com), math geeks can finally become the speedcubing breakcore supernerds they always feared were lurking underneath. With ^3 we are working against the idea that a musician has to create music with audio software where building the musical algorithm and manipulating the digital algorithm are two different processes. Often, making digital music looks a lot like someone working on their spreadsheet. In ^3, all of the notes of the musical process are visible and intrinsically intertwined. Using a universally known interface, a series of simple gestures cascade into a complex multitude of musical possibilities.

The Signal, Douglas Edric Stanley @ Pompidou Center, September 2004The Signal, Douglas Edric Stanley @ Pompidou Center, September 2004

Concrescence is a platform for creating and manipulating moving images outside of the traditional linear time-code. Images grow in spatialized mosaics, allowing for infinite recomposition while avoiding purely random associations. This specialized software is then projected onto the Abstractmachine Hypertable: a multipurpose interactive table which allows multiple users to interact with the non-linear narratives by simply placing their hands on the surface. For the San Jose festival, two uses of the Concrescence platform will be presented: a fully developed algorithmic narrative entitled “The Signal”, accompanied by a simplified version of the Concrescence authoring software where the public can record their own audiovisual clips and create collective non-linear patchworks.

Concrescence was developed in France with assistance from the following institutions: ARCADI, DICREAM, SCAM, and was produced by the CIREN. All sounds for The Signal were designed by Julien Hô Kim, with a narration by Keith Evans. The Jankenpopp666 soundfont can be downloaded at http://jankenpopp.free.fr/666/

15 January, 2006

Hypertable friends

Filed under: algorithmic cinema, hypertable — Douglas Edric Stanley @ 23:29 pm

I’ve often pointed out to people that credit me for my Hypertable that in fact there have been many other attempts at interactive tabletops.

8=8=rehearsal

Although I’m particularly happy with my configuration (very collective, intuitive, no need for gadgets, etc) there have been many others. My little list of influences went as follows:

Over at Pasta and Vinegar they came up with a different list of Interactive tables. Their list is a lot larger, but far from complete. There are even industrial interfaces of this sort for sale, such as the system by Hitatchi that was exhibited at the ZKM exhibit on democracy. Hypertables (interactive or not) are a common fantasme. I’m sure that we’ll be seeing more from them.

One of the stranger things I noticed talking to people using my installation back at the Pompidou Center last year, was that they did not in fact think of the image as projected from above: they often described it as a table lumineuse, in other words the image was emanating from the table itself. Obviously the image was still for them an image, that it acted like objects without being objects was part of the charm. But the familiar nature of the Hypertable surface (perhaps its Unheimlich nature if I got lucky) and its horizontal configuration evoked centuries of table-top culture and just couldn’t be shaken. People like to touch things in front of them, as opposed to the cinematic apparatus which is a pretty frightening apparatus when you get down to it. A lot of my algorithmic cinema work has actually tried to deal with these issues, and I’ve even just finished an article (a few days ago) that will explain some of my positions on these issues. I’ll post more when it is published.

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.

10 January, 2005

The Signal

Filed under: algorithmic cinema, exhibition, hypertable — Douglas Edric Stanley @ 14:00 pm

The exhibit at the Centre Pompidou is over.

The Signal, Douglas Edric Stanley @ Centre Georges Pomidou, 2005

The Signal was a very popular installation. I’ve had some interesting reactions. Before it was too late, I made a little document of the installation which you can watch in mp4 format.

The Signal (mp4 video)

Model: Vincent Voisin

Here are some pictures Julien Hô Kim took during the opening:

The Signal, Douglas Edric Stanley @ Centre Georges Pompidou, September 2004 The Signal, Douglas Edric Stanley @ Centre Georges Pompidou, September 2004

Here’s a little visitor I saw on one of the last days :

The Signal, Douglas Edric Stanley @ Centre Georges Pompidou, January 2005

22 September, 2004

The Signal

Filed under: algorithmic cinema, exhibition, hypertable, podcast — Douglas Edric Stanley @ 17:31 pm
  • Installation: The Signal
  • Concept+Design: Douglas Edric Stanley
  • Sound Design: Julien Hô Kim
  • Exhibition: Ecoute
  • Location: Centre Georges Pompidou
  • Reception: September 21, 2004. 17h00
  • Dates: September 22, 2004 to January 17, 2005. 11h - 19h. Closed on Tuesdays
  • Curator: Boris Tissot
  • Update: The Signal (mp4 video)

The Signal, Douglas Edric Stanley @ Pompidou Center, September 2004The Signal, Douglas Edric Stanley @ Pompidou Center, September 2004

“The Signal” is a unique audiovisual narrative, designed specifically for the Abstract Machine Hypertable. It maps the mysterious chain of infections that led to a poorly documented telepathic virus that spread throughout the United States of America in a historical period not so far removed from our own. Traces of this virus have been found in the strangest of milieu : in communications technologies, via teenager rituals, in mass media and advertising, through irrigation systems, in sound recordings, in political propaganda and urban myth paranoia, in sociological experiments, etc. “The Signal” charts the virus’ growth across the map of the United States, allowing the Hypertable to transform itself into a sort of war map, overlooking the spread of the contagion.

From a purely technological point of view, The Signal is a unique algorithmic cinema experiment. Over 10,000 video shots were culled from public archives, treated and injected into the Concrescence development software. A narration was added to each image, giving its context in relation to the story. Each image contains its own diegetic sound track, but is accompagnied by narration whenever possible (the program avoids cacaphony by singling out only related narrative information, and tries to give pause between each utterance). One all this data had been entered into the database, the software was then used to literally “teach” the computer the non-linear narrative relationships between the images. This allows the computer to make intelligent choices within the narrative material, in such a way that it can smoothly acompany the unpredictable movements of the public. As each image knows its relationship with other images in the database, it can easily modulate the arrival of new images to match narrative paths coherent with its own. This “concrescence” process is what gave the software platform its name, by the way. “The Signal” was created, therefore, to be one of the first proofs-of-concept of the feasability of the Concrescence platform.

Julien Hô Kim & Douglas Edric Stanley @ Pompidou Center, September 2004 Keith Evans @ Pompidou Center, September 2004

I will be showing The Signal at the Pompidou Center, as part of the exhibition Ecoute on sound as an artistic material. I wrote the story and designed the images starting from material from the Internet Archive. Sound design by Julien Hô Kim. Keith Evans of Silt fame (yes, that’s his back) spoke the narration.

For those that already saw the hypertable prototype at the Festival Némo or H2TPM03, you might be pleasantly suprised by the changes.

The Signal was co-produced by the CIREN, with the assistance of Arcadi, the DICREAM, and the SCAM.

 
icon for podpress  The Signal [2:30m]: Play Now | Play in Popup | Download

8 March, 2004

Conference

Filed under: algorithmic cinema, live — Douglas Edric Stanley @ 15:36 pm
  • Conference: Cinéma Algorithmique
  • Speaker: Douglas Edric Stanley
  • Location: Forum des Images, Paris
  • Time: 18:00, Wednesday, 10 March, 2004

I will be giving a conference in conjunction with my installation at the Festival Némo.

I will be showing my algorithmic cinema authoring system Concrescence during the conference, as well as workshops and research that led me to it. I will also try to speak about the Hypertable, and some of its multiple influences: Myron Kruger, Diller+Scofidio, Ping Pong Plus, Sommerer+Mignonneau, Michael Naimark, Jean-Louis Boissier + Laboratoire Esthétique de l’interactivté, Masaki Fujihata, Art+Com, etc.

5 March, 2004

Concrescence @ Nemo

Filed under: algorithmic cinema, exhibition, hypertable — Douglas Edric Stanley @ 14:21 pm

Concrescence Algorithmic Cinema Installation

If you are in Paris this week, I will be re-presenting last September’s prototype at the exhibition Némo while awaiting the first work to use the system at the Pompidou Center which won’t be ready until October.

The opening is monday night.

I don’t know how good the festival is going to be, but at least there is going to be some Bokanowski, and an evening of “Trash Nights at Némo” with Portugese trash-art films. Whatever that’s worth. I’m also excited to see Pat O’Neil’s The Decay of Fiction. I’ve always been a huge fan, ever since I saw his Water and Power at the Pacific Film Archive way back when I was studying cinema (and other subjects) in 1989.

26 September, 2003

Hypercinema article

Filed under: algorithmic cinema, exhibition, hypertable, publication — Douglas Edric Stanley @ 17:00 pm

In today’s edition of the French newspaper Libération, Marie Lechner published a review of our exhibition. She had nice things to say about my installation.

Liberation newspaper logo

Parallèlement au très pointu colloque scientifique H2ptm (un jargon barbare pour hypertextes, hypermédias, produits, techniques et méthodes) qui s’achève aujourd’hui à l’université Paris-VIII, le département hypermédia propose au grand public une extension artistique et pédagogique, avec ateliers, performances (lire agenda ci-contre) et exposition d’installations interactives. Projets aboutis ou prototypes, nombre d’entre eux flirtent avec le cinéma et la notion de spectateur. Comme le prometteur Concrescence , de Douglas Edric Stanley, un dispositif de «cinéma algorithmique». En déplaçant ses mains au-dessus d’une table, le visiteur fait apparaître des mosaïques d’images animées (ici de très courts extraits de Psychose ) qu’il peut manipuler. L’ordinateur analyse ses mouvements et lui propose de nouvelles images à partir de celles dévoilées. A l’opposé d’un scénario interactif où l’utilisateur choisit le destin de l’histoire, Concrescence repose sur un subtil pas de deux entre l’humain qui influence l’histoire et la machine qui improvise des suites cohérentes. Pour une narration elliptique, fragmentée, ni totalement maîtrisée, ni vraiment automatique.

The rest of the article can be found here on the Libération Website: Scénarios pour un hypercinéma

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