Artworks

20,000 Processing Particles

by Andy Polaine on December 26, 2007

in Uncategorized

I’ve played with Processing a fair bit over the years, but never really got stuck into anything solid – most of my time has been spent fixing up my students’ projects!

Over the break I’ve been playing with some other ideas, working through the very good book by Casey Reas and Ben Fry, Processing: A Programming Handbook for Visual Designers and Artists. It’s probably one of the best books I’ve ever read in terms of introducing and explaining how to code for people without a computer science background.

Inspired by Robert Hodgin’s wonderful Processing work I thought I’d have another crack at particles as they seem to be all the rage at the moment. The particle creation part is easy, but getting them to interact with decent physics was getting too much for my mathematically challenged brain. Thankfully I came across the Traer Physics Engine by Jeffrey Traer Bernstein, which handles a lot of that maths for you.

My “Hello World!” code for any platform tends to be a bouncing ball (or an array of them) because it covers most of the structures – if…then, variables, arrays, etc.

So I started building and engine that has a bunch of particles that are all attracted to each other, but more attracted to a single one which is following a target invisible bouncing ball around the screen. (It would make more sense to collapse the particles into the ball code, but at the moment I’m just plugging stuff together.)

It’s very simple at the moment – just an ellipse as the graphic with some trails going on. The above is a version that rendered out in non-realtime with 20,000 particles. I like the way they seem to rope together and struggle to break free. Sometimes there’s a kind of breakaway flare.

There’s also a bit of gravity going on, which drags everything down. Any particles that go off the bottom of the screen are simply recycled up the top (you’ll see this in the initial explosion). A interesting upshot of this is that sometimes the tail of the flare/rope falls off the bottom and those particles make a break for it from the top.

You can play with a 2,000 particle version of it here (and view the source code)..

There are also a couple of other versions on Vimeo.

[tags]processing, particles, generative, video, vimeo[/tags]

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Another Antirom RGB performance

by Andy Polaine on June 12, 2007

in Uncategorized

I was clearing out some old CDs and found a Videobrasil XII one with this Antirom RGB performace on it. I think Gisela may have shot the footage as there are also some interviews with us at the Antirom office (looking very young). But I’m not sure where this performance was and have no doubt violated someone’s copyright.

Sorry about the ultra-compressed low quality, it was a Cinepak, tiny QT movie and the framerate seems a bit broken too, but it gives you a good idea of the flavour and atmosphere of the performance all those years ago.

[UPDATE: I've re-compressed and re-uploaded the video above (and removed the old one). It's still pretty rough, but the frame-rate is better.]

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Antirom Performance

October 25, 2006

I love YouTube, it really is becoming the archive of the world.

Here’s a bit of the RGB performance Nic Roope, Joe Stephenson and I did when we were at Antirom. We performed a selection of our interactive sound toys – this climax of the show really where we jumped around on pressure pads triggering sounds and animations. Joe is in green, Nic in the Red and I was blue. You should have been there.

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Timescope

September 2, 2006

  ART+COM have just launched a project called Timescope, which is allows you to visually travel through time using a telescope like the ones commonly mounted on the top of historic buildings. Instead of zooming in and out over distance, you do it over time so that you can see how the cityscape has changed [...]

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Interactive Tedium from ISEA

August 29, 2006

I didn’t get to go to ISEA this year (not that I’ve been for ages) and I actually pretty pleased I didn’t. I really wanted to like the stuff I saw online, largely thanks to Brett Stalbaum doing a trawl of YouTube for all the videos from ISEA.

But, as usual, there were the crazy modern telematic dance to squeaky violin crowd, the utterly pointless matrix of infrared LED’s, invisible to the human eye, which can only be seen through the viewfinder of a digital camera. (On the video you hear people discussing its pointlessness). And of course the usual array of ear-splitting electronic feedback with quivering, dull, dull, dull visuals and the blinky-blonk laptop music crew.

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Invitation to play at the Game / Play exhibition

July 10, 2006

I recently wrote a catalogue essay called The Invitation to Play for the Game/Play networked exhibition displayed simultaneously at HTTP in London and Q Arts in Derby. The essay explores ‘art games’ and when and why they are successful at engaging players and when they are not (more frequent). This, more often than not, comes down to the artists ability to construct the ‘invitation to play’. That is, to seduce us into playful behaviour and playing with the work – if they fail at that any other message and idea is pretty much lost and why make an interactive artwork in the first place?

More info on the exhibition in the main post…

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Home Entertainment

June 16, 2006

colette_window.jpg The folks over at Fabrica have created a new interaction installation called Home Entertainment for the windows of “style, design, art, food” shop, colette, in Paris. It is a ceramic iMac set amongst other ceramic versions of bygone consumer technologies and follows in the line of several of the Fabrica window interactives, which capture [...]

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Time Sketches (2006)

June 8, 2006

   Time Smear in action (click to enlarge) Time Smear and Time Slicer form part of a series of live video works called Time Sketches that experiment with interactivity and the viewer’s image. Using video processing technologies these works play with time; chopping it up into fleeting moments and stretching it out across space. The [...]

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Dark Mixer (2000)

November 7, 2000

An experimental sound and vision mixer created in collaboration with Steven Scott and Kazumichi Grime. A version of this work was also used on Alex Proyas’s Mystery Clock Cinema website. A shockwave version is available here.

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Juxta (2000)

November 7, 2000

  A random text and image generator, originally created for Alex Proyas’s Mystery Clock Cinema website. It plays on our abilities and desire to create connections between visual and textual elements. A Shockwave version is available here.

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