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A 3D Printed Record: Turning Digital Files Into Physical Albums

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No matter how many music formats have come since, nothing has a place in people’s hearts quite like the classic vinyl record. Try as we might to move on, we can’t seem to let it go.

And now, perhaps inevitably, Amanda Ghassaei has created a playable 3D printed record—no, not the Fisher Price one—one that translates digital music files into albums that can be played on a standard record player. You’ll hear from the video above that the sound quality is pretty dire, but it’s still an exciting concept, able to take a digtial audio file and magic it into a 33rpm vinyl-type record.

She says it has a sampling rate of “11kHz (a quarter of typical mp3 audio) and 5-6bit resolution (mp3 audio is 16 bit)” so not the quality we’d all like, but it’s a promising start that will only improve. And, listening to the examples above, you can’t fault her taste in music either. If you want to learn how to do it, you can find out her detailed Instructables post.

[via The Verge]

@stewart23rd


Breaking Down The Cinematography of Beasts Of The Southern Wild

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“The whole universe depends on the universe fitting together just right,” says Hushpuppy (Quvenzhané Wallis), the young star in Beasts of the Southern Wild.

The same principle could be applied to the film’s cinematography, which Ben Richardson discusses in our exclusive behind-the-scenes video above. Using primarily a Arriflex 416 camera, his modus operandi was to capture the feel of the Southern Louisiana bayou, concocting a visual story that captured small details like bugs and the humidity balanced out with enough wide shots to avoid suffocating the viewer. “I tried to be [Hushpuppy’s] sense, if not literally her eyes,” says Richardson.

Find out how Richardson pulled off his receptive technique—ultimately winning him a Excellence in Cinematography Award at Sundance 2012—in the video above.

If you missed them, watch the rest of our behind-the-scenes series on Beasts of the Southern Wild below.

@CreatorsProject

Art That’s All On Your Head

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Over the past decade, mobile devices have become both an insatiable and ubiquitous aspect of our everyday lives. As they get smaller in physical size and their underlying technology gets cheaper, the future of these computing devices sees them further integrated into our clothing and other objects that we carry with us daily.

Since these technologies have the ability to capture images, know your location, and access limitless information, they are perfect interfaces for shifting human perception and understanding of the world around us. Acknowledging these features and bending their architecture and capabilities even further, are several artists who’ve created intriguing projects that integrate these technologies into custom-built helmets and other head gear that allow for hyperreal augmented reality and sensory diffusion and disassociation.

The helmet design provides a perfect environment to create interfaces with the world that effect both the internal landscape of the wearer and their connection to the outside world, by challenging the perception of the public as to what type of wearable devices are suitable for external audiences.

Decelerator Helmet, Lorenz Potthast, 2012

Beginning with headgear that challenges our sense of time and place, German artist Lorenz Potthast created the Decelerator Helmet, a device that emphasizes and comments on the rushed landscape of our everyday existence. When we move quickly through crowded travel gateways such as airports, bus and train stations, or even walk down a busy urban street, we typically miss the details and manufactured or natural beauty of our daily surroundings.

In an urban environment in particular, simple yet effectual activities abound such as the occasional flower blowing in the wind in a nearby park, pigeons scattering from a large square to avoid pedestrians, or bike messengers traveling along their daily route. Although these types of occurrences play out every minute, our rushed and often fragile attention to detail while traversing urban spaces usually misses them in the blink of an eye. Taken from the artist’s description: “The inconceivable amount of information and influences in our everyday lives leads in many cases to an excessive demand. The idea to decouple the personal perception from the natural timing enables the user to become aware of his own time.”

With this statement in mind, Potthast’s Decelerator Helmet sports an embedded camera that films what the wearer should see in front of them along with a small computer that processes the feed through three different modes of deceleration. The first is “auto-mode” that shows time down on a specific interval, the second is the press mode which allows for a specific deceleration of time when the wearer commands a specific interval to slow down, and the third being the scroll-mode where the user can scroll back and forth through time as it happens.

On the outside of the helmet is another LCD screen that allows passerby’s a glimpse at the viewpoint of the wearer and further engages its audience with the time delay sequence experienced by the person wearing the helmet. By wearing the helmet, the wearer can slow down time in the actions they see before them, thus forcing them to take a closer look at their surroundings and engage further with the people and places they are moving through. The project emphasizes how a loss of the present can affect our perception of the past and eventual future.

Ant Apparatus from Animal Superpowers, Chris Woebken, Kenichi Okada, 2008.

Augmenting our sensory perception of time and spatial connection to the physical world, is the Animal Superpowers project by Chris Woebken and Kenichi Okada. The artists define animal superpowers as the fact that “animals have extraordinary abilities allowing them to sense information and perceive the world through sensory experiences far beyond anything humans will know.”

For instance, these heightened abilities allow animals to detect upcoming weather patterns weeks before they happen or sense dangers early to better prepare their defenses and much more. The artists attempt to channel these types of augmented sense perception into a series of three distinct helmets that allow their wearers to experience the world as one of three different animals.

Animal Superpowers (video), Chris Woebken, Kenichi Okada, 2008.

The first of the series is the Ant Apparatus that allows its wearer to feel like an ant by magnifying their vision 50 times through microscope antennas held in their hands. The second is the “Bird Device” that approximates birds’ detection of geomagnetic fields that they use to find their way south in the winter, but instead the devices will vibrate when its wearer is oriented in a specific direction such as towards an ice cream shop, their home, or their pet. Thus the apparatus allows them to have a sixth sense of navigation and approximate the location of a given object through vibration. The third helmet in the series is the “Giraffe” device that allows for kids to change their voice to a lower octave and their viewing perspective to 30 cm higher than it normally is in order to transform kids into adults. This hyper acceleration of our bodily senses transforms us not only into super humans but also challenges the accepted notions of how our senses should act as we perceive the realities we engage with daily.

Touchy, Eric Siu, 2012.

Within this curious realm of sensory connection to the space around us and the images we witness daily is Touchy (2012) by Eric Siu. The artist describes the project as “a phenomenological social interaction experiment that focuses on the relationship of giving and receiving by literally transforming a human into a camera.” The person wearing the apparatus is temporarily blind as motorized shutters are closed over their eyes, but when their skin is touched by another person, the shutters spin open and the camera on top of the helmet snaps a photo, which is then displayed on an LCD screen on the back of the helmet.

Touchy is a camera that can only capture an image if the protagonist wearing it is physically touched by another person for a duration of 10 seconds. Commenting on the social and physical separation that exists between people in public and densely crowded spaces, the camera only sees the emotional and poetic side of direct connection between its wearer and those around it. Without a touch, no images are captured thus uncovering the harsh character or general social awkwardness and apprehension between people who inhabit public spaces. Since a touch can be both powerful and sensual, the project’s intention is to free its wearer from isolation and anxiety by turning their dark perception of the world inside the helmet into an immediate snapshot of the outside world initiated directly through human contact. This sense of closeness allows the wearer to engage in a didactic appreciation of closeness and intimacy through human touch that is powerful enough to enable vision.

Pushing the boundaries of augmented reality in the realm of VR helmets, gaming and virtual worlds is Marc OwensAvatar Machine. Owens, a London-based artist/designer, created the project to build a machine that replicates the aesthetics and visual style of third-person gaming by allowing a player to view themselves as a virtual character in real space through a head-mounted interface. The camera is attached to the wearer’s back while they don a helmet with a built in display system that shows the feed from the camera behind them, watching them traverse through the physical world. Thus their viewpoint is automatically shifted into a third-person perspective watching their own body from behind. In effect, Owens’ helmet is a disembodied object that transports viewers toward a novel perspective of their own physical inhabitance of time, space, and linear movement.

Interstitial Space Helmet, Auger/Loizeau/, 2004.

An earlier helmet project, the Interstitial Space Helmet, designed by the UK-based team of James Auger and Jimmy Loizeau consisted of a custom-designed helmet with a camera on the interior and an LCD screen in place of the wearer’s face. The camera captures live images of its wearer and broadcasts this feed in real time to the LCD screen on the outside of the helmet, while a camera relays a live feed to the inside screen where the wearer could see his or her surroundings. This helmet design commented on the fact that in today’s world of global communications and networked technological infrastructure, most of our interpersonal communication between people is now mediated through a screen. Thus the artists’ goal was to demonstrate how most people are less comfortable interacting in real life with others and prefer the psychological barrier and bridge that a screen can offer for these types of exchanges. The ISH provided just enough transposed separation between the wearer and the outside world to allow for a comfortable viewing angle and engagement between the wearer and the public at large.

Hövding Helmet, Anna Haupt and Terese Alstin.

Two more helmet designs that bridge the gap between functional aesthetics and pure showmanship are the Hövding Helmet by Swedish designers Anna Haupt and Terese Alstin and the Daft Punk Helmet by Harrison Krix. The Hövding project started off as an idea the two women had in graduate school at Lund University where they wanted to create a helmet “so attractive that adult cyclists would voluntarily start protecting their heads on the roads without the law ordering them to do so." Replacing the bulky plastic shells that cyclists around the world wear daily, the Hövding Helmet consists of a concealed airbag shaped like a hood that sits directly behind the wearer’s head and can be covered by customizable removable shell that can be changed based on the outfit the rider is wearing. The airbag deploys based on sensors that track unusual movements experienced by a cyclist only when they are in an accident. The helmet is light, easy to carry around, and maintains its fashionable aesthetic both when it’s not deployed and when it’s open. This design offers a vast departure from how traditional functional helmets are both deployed in public, and also psychologically perceived by the population as something more intrusive than aesthetically pleasing.

Daft Punk Helmet, Harrison Krix, 2010.

Examining the helmet from an aesthetic and theatrical perspective comes the Draft Punk Helmet by Atlanta, Georgia-based prop designer and artist, Harrison Krix. Krix’s helmet is based on the iconic gold Daft Punk helmet worn by Guy Manuel de Homem-Christo, a founding member of the French house music artists, Daft Punk, during their 2007 Alive tour. This helmet design incorporates custom-built electronics including an Arduino-based brain of the system that controls up to 10 chains of LED lights that change their pattern based on the sound heard in their direct vicinity. The Daft Punk Helmet is both visually striking and functional in its ability to synthesize sound into lights as well as promote a type of deliberately dark and future scenario of people who are socially awkward on the inside but grandiose showmen on the outside. The visual design of the helmet evokes that of 80s style arcade games and exemplifies what a technological object can bring to head gear by evoking a futuristic scenario of technologically augmented beings who want to bring music visualization into a fashionable aesthetic.

Examining these helmet-based projects from both a interaction design and aesthetic perspective, there is a clear relationship between their physical design and the functionality they exhume. The most obvious of these is the Hövding Helmet, which was intended to create a less intrusive method for protecting its wearer’s head by integrating airbags and sensors into clothing. While this project capitalized on what helmets were meant for in the first place, ie. to protect the head, the others profiled attempt to augment their wearer’s senses and add a novel perspective on both seeing the world as mediated by technology, and how relating to others through digital means can often change our relationship to ourselves and those around us. In any case, the helmet as a wearable object is a beneficial area to explore further due to its natural ability to cradle our most precious senses while heightening these senses as they experience the physical realities of everyday life.

Jonah Brucker-Cohen is a researcher, artist, and writer. He received his Ph.D. in the Disruptive Design Team of the Electronic and Electrical Engineering Department of Trinity College Dublin. His work and thesis is titled “Deconstructing Networks” and includes over 77 creative projects that critically challenge and subvert accepted perceptions of network interaction and experience. His work has been exhibited and showcased at venues such as San Francisco Museum of Modern Art, MOMA, ICA london, Whitney Museum of American Art (Artport), Palais Du Tokyo,Tate Modern, Ars Electronica, Transmediale, and more. His writing has appeared in publications such as WIRED, Make, Gizmodo, Neural and more. His Scrapyard Challenge workshops have been held in over 14 countries in Europe, South America, North America, Asia, and Australia since 2003.

@coinop29

A Melancholy Story About The Demise Of Cassette Tapes

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In ardent pursuit of his dreams, London-based artist Yibi Hu has come a long way over the past few years. The enthusiastic animation artist moved to London from China, where the industry is still green and developing, and co-founded M-I-E studio—a design company whose portfolio includes the 4D projection mapping we saw in this year’s London Olympic Opening Ceremony.

Yet besides all the commerical projects on Yibi Hu’s plate, he always finds time to construct deeply heartfelt stories, such as their lastest video Jammed. In memory of the days of mixtapes, Jammed is a short film that commemorates the shift away from cassette tapes in a fantastical and gloomy way. Using light and messy magnetic tape, the video was created using stop-motion and 3D techniques.

Concept drawing of Viewmaster.

We caught up with Hu to learn more about his inspiration and creative process behind Jammed

The Creators Project: How did the concept for Jammed came about?
Yibi Hu: The American singer Brandon Sheer contacted us last year and asked us to make a music video for his new single. He wanted himself to be inside a robot and travel around the world. At that time, I happened to have a Viewmaster on my work desk. I picked it up and realized that it looked just like a robot’s head. That’s how the Viewmaster came onto the sketch board. Viewmasters are often seen in commercial promotion events here in London. Perhaps because 3D image technology hasn’t found its low-end popularization, so cheap 3D image devices like Viewmaster still have vitality. Cassette tapes, on the other hand, have disappeared from the market in the wake of digital technology.

Concept drawing of cassette tape.

As I was sketching the initial story elements, the circling lines from my fountain pen reminded me of cassette tape. So I drew a cassette tape robot in one continuous line. Since all the music we listened to in our teenage years were on cassettes, and our “iPods” were all Walkmans, the Viewmaster robot’s body was naturally designed into a square Walkman.

When we finished the music video, we weren’t very satisfied, mainly because we didn’t have enough time and cost to reach a good result. With the singer’s permission, we re-edited the video and added in a lot more footage to construct a new story, which become Jammed

Jammed storyboard.

Jammed storyboard.

The video begins with the Viewmaster stepping into a dream-like world that feels a little dangerous. Can you tell us a little bit about the setting?
In the time of RCA tape cartridges, I would always see shinny magnetic tape strewn across the street like black spider webs. In the video, the world is like the cassette robot’s gut going out of control. I wanted the magnetic tape to take shape along with the sound elements, so I asked the sound designer to imitate the sound of tape for the soundtrack. My past memories are basically made up of the excitement of listening to, and sometimes the trouble of fixing, cassette tapes. I hope I can share this feeling with the people in my generation.

Creating stop-motion with magetic tape.
 
What was the biggest challenge while making the video? And how did you overcome?
There actually were no big challenges, its just like making a game. Creating stop-motion is time consuming, but you can treat it as a kind of meditation. Medition isn’t hard, but requires calm spirit and even temper, and the process should be enjoyed. Cassettes are an overtly light material, so we mounted the tape on transparent holders to make the animation. The biggest problem is perhaps managing our time to work on this extracurricular project. Everyone penciled in their time between work to complete this video.

Images courtesy of M-I-E.

@CreatorsProject

Hyped: The Week In Links 12/21

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On the blog this week, we did what no one else has done and rounded up the year in “best of” lists, there’s the best GIFs, best animations, we counted down some post-apocalyptic visions, and looked at the top gaming trends. We also looked back at our fav LAYERS columns, looked at the most inventive music vids of the year, imagined the future of cinema, premiered Rone’s shamanic new video, and said hello to new Creators Fleur & Manu.

And in internet-land…

· It’s the holidays (nearly), so in the spirit of the season here’s a 40ft tall Christmas tree exploding.

· You know those glitches in video games? Well, what if they were out to destroy all the video games ever—wouldn’t be so funny then, would they?

· Here’s the Tempescope, a display system that can reproduce weather conditions inside your home.

· Have an 8-bit Chrimbo with these Commodore 64 Christmas demos (above).

· It’s the end of days today, so the perfect time to re-watch Eclectic Method’s “The Apocamix” before you watch the world burn.

@stewart23rd

Gang Gang Dance's Brian DeGraw Shares Psychic Data, Atmospheric Noise

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It makes sense that artists work across multiple mediums… as is the case with Gang Gang Dance‘s Brian DeGraw. The keyboardist premiered a short film on MOCA TV earlier this week, Psychic Data, Atmospheric Noise (above), that’s a schizophrenic, highly-stylized trip featuring a cast of colorfully dressed masked figures.

The play between saturated colors, lush noise, and nature makes you think about transcendence and synesthesia. You don’t know where it’s going next, and you’re going to want to stick around to see how it pans out.

From the artist’s statement:

Psychic Data, Atmospheric Noise is an audio/visual ode to the present state of the shift in Universal consciousness. It is a fragment of a life that has been pushed to the fringes of science…..the melding of man and nature in the theater of waking dreams. The images and sounds are inspired by Random Number Generators, Remote Healing techniques, theories of the Noosphere, ‘JLG/JLG’, and ‘Timepiece’ by Jim Henson.

Two infinity and beyond! The sky is high and so are we after seeing this…

Go behind the scenes with Gang Gang Dance in the video below.


@CreatorsProject

Get Ready For Aphex Twin's Remote Orchestra

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We take for granted how easy it is to make electronic music today. All the hardware and software tools available facilitate the creation of musical styles like hip-hop, house, and breakbeats, but we forget that once upon a time people made music from scratch and they understood the process of its creation thoroughly. What we’ve sacrificed for ease of use is a deeper knowledge of how electronic music is made. Thankfully we’ve still got Aphex Twin, the sonic shaman that reminds us with each project that, when you live and breathe the nitty gritty of sound, the product is 100% pure.

After so many releases under so many monikers, each establishing a new direction in his varied style, listeners have come to trust Aphex Twin to guide them into uncharted realms of electronic sound. That’s why when he plans something as outlandish and crazy as Remote Orchestra, we can’t help but follow him. Debuting in Wroclaw, Poland in 2011 and arriving in his native UK this past October, the three act performance finds Aphex Twin taking control offstage. The first act consists of an orchestra facing a screen and following visual cues as their conductor and sheet music. The second is a remotely-controlled piano swinging on a pendulum while playing an Aphex Twin composition. Finally, a piece referencing Steve Reich’s Pendulum Music.

In the trailer above, Aphex Twin’s team tells us a bit about the show, insist that it’s organized while admitting that it’s pure chaos, and dropping a few critical nuggets about British reality show star Joey Essex. Stay tuned for lots more on Aphex Twin’s Remote Orchestra.

@ImYourKid

Best Of 2012: 7 Online Time-Wasters That Kept Us Sane

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It’s a been a long, hectic year, as we’re sure it’s been for you, and we’ve all worked harder than ever at our jobs. But we have to admit that we certainly weren’t hard at work 100% of the time. There were a handful of little online time-wasters that helped us maintain out sanity by giving us a much needed break from the daily grind. Hopefully you caught wind of some of these this year, but if not, there will be plenty of work hours to burn away in 2013 as well.

Staggering Beauty


This is a simple one we kept coming back to. It looks pretty harmless at first, but click on the screen, spaz your hand back and forth real fast, and watch what happens. Be warned, it involves lots of flashing colors.

Unmanned


This game from Molleindustria puts you in the shoes of a remote attack drone operator. Turns out killing people, even from thousands of miles away, doesn’t make for good living.

Weavesilk


Here’s a simple little time-waster that turns the lines you draw into smoke. It can really suck you in once you get the hang of it.

Moog Google Doodle


When this addictive Google Doodle came out on Robert Moog’s birthday, we had some of the guys from Proximal Records make tracks using it. You can check those out here.

Saramost


This is a really strange but soothing game. The premise is that you’re a little guy on an asteroid and you see another asteroid coming towards you so just jump in a tin can spaceship and go over there. Get past a hookah-smoking man by skiing past him. That’s just the first 25 seconds.

Terry Crews’ Muscle Drum Kit


Terry Crews made an incredibly generous gesture this year by allowing the general public to use his muscles to control a virtual drum kit. We just hope he’s comfortable in that seat, he’s been sitting there for months.

The “WoahDude” Subreddit


This is the holy grail of time-wasters initially passed on to us by our friends at Motherboard, who waste a record amount of time here at VICE. Go to WoahDude for GIFs, pictures, and videos that will blow your mind.

Happy Holidays! Don’t work too hard in 2013!

@CreatorsProject


Holiday YouTube Playlist: Our Favorite Artworks Of 2012

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As you may have seen, we launched the Digital Gallery earlier this year as a new place to enjoy the arts online. We dabbled in experimental films, interactive fashion, music videos, a whole series going behind-the-scenes of Animal Collective’s latest album, and more.

All these works were produced in part with The Creators Project and here’s a handy YouTube playlist (above) to cue up when you’re sick of eating and hanging out with family this holiday season.

Enjoy! See you in 2013…

@CreatorsProject

Hacking The Human Body: Meet Daito Manabe

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“Can you smile without emotion?”

That’s what Daito Manabe asks in the video above. It’s the sort of question many of his digital art projects begin with, leading him to experiment with myoelectric sensors to turn people’s faces into human drum machine. A similar endeavor recently saw him visualizing FaltyDL’s music using jerky, electrified movements of the human body.

Taking the role of programmer, designer, DJ, VJ, and composer on each of his projects, Manabe is able to realize scenarios that change our perception of how our bodies interact with technology. Whereas most electronic musicians control sound with their hands, Manabe uses the electrical impulses of his facial muscles. Most of us just walk in sneakers, but Manabe fitted various pairs of Nikes with sensors that trigger and manipulate sound. DJs have long dreamed of having a third arm to mix and scratch with, and Manabe has already traversed this possibility.

While a lot of digital art prides itself on seamlessness, hiding the wire and code guts of what makes each piece tick, Manabe’s work embraces the functional aesthetic of these tools, focusing his creative energy on conveying a thought-provoking performance. Sitting on stage and altering sound with various facial expressions has this effect without fail.

You can check out Manabe and Perfume choreographer MIKIKO’s projection-mapped video for Nosaj Thing’s “Eclipse/Blue” below. Below that, see some stills from Manabe’s various projects.

Controlling sound with facial muscles. Photo: Oram Dannreutner

A still from Nosaj Thing’s “Eclipse/Blue”

Manabe’s project for Nike

Executive Producers: Akiko Kurematsu and Bingo Sato

@stewart23rd

User Preferences: Tech Q&A With Interactive Designers Studio Roosegaarde

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Each week we chat about the tools of the trade with one outstanding creative to find out exactly how they do what they do. The questions are always the same, the answers, not so much. This week: Studio Roosegaarde. Click here for more User Preferences Tech Q&As.

The Creators Project: Who are you and what do you do?
Daan Roosegaarde:
I’m a voluntary prisoner of my own imagination, and I want to update reality.

What hardware do you use?
Microchips, smart paints, LEDs, 3D printers.

What software do you use?
Our own C++ libraries


Dune—an interactive landscape of light

If money were no object, how would you change your current setup?
I wouldn’t. I like the friction between commerce and creativity, and to create your own autonomy within that dialogue. This half-priest/half-entrepreneur mentality pushes innovation.

What fantasy piece of technology would you like to see invented?
Telepathy—direct human interactions.


Liquid Space—an interactive creature that responds to human behavior.

Is there any piece of technology that inspired you to take the path you did?
I’ve always used tech as a tool to make things which are alive, which are open for human interaction, and therefore generate their own stories.

What piece of equipment can you simply not live without?
Home is where the laptop is.

What’s your favorite piece of technology from your childhood?
Nature in itself, the patterns that arise, and my hammer to hack and build new things from that.

@stewart23rd

Collect Sounds In A Bottle, Play Them Back As A Musical Composition

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Wouldn’t it be great if you had a magic bottle that you could carry around with you and fill up with sounds that you came across, then play them back as a piece of music? Well, yeah, sure it would. This is the idea behind Jun Fujiwara‘s Re: Sound Bottle, which lets you record noises as you’re out and about then converts them into a song (of sorts).

Not dissimilar in function to Yuri Suzuki’s The Sound Taxi—which recorded sounds from the streets of London to convert into EDM—the device works by popping the cork off the bottle and placing it next to an object or person (or cat) whose sounds you want to record.

You can collect as many sounds and as diverse a mix as you like. Then, using some kind of sorcery that cannot be uttered on this earth (or maybe some custom tech), it plays back the sounds as a musical composition once you pop the cork off again. If Fujiwara doesn’t start mass producing this for the world’s populace to enjoy, I will cry tears of sadness.

[via Colossal]

@stewart23rd

Paganism Gets A Minimalist, Projection Mapped Makeover

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After the last week or so of rituals that mix the secular with the religious and excessive, you could be forgiven for not wanting to see anything to do with tradition, at least until at least it’s time to buy chocolate eggs. But this projection-mapped piece, Pagan from AntiVJ‘s Romain Tardy, mixes polymorphism with digital technology so you get a telling of pagan mythology that is unlike any you’ve seen before.

Tardy says the installation was “inspired by a sculpture of a bacchanalian head from the 3rd century” (below), which it uses as a centerpiece to journey off into abstracted wonder, shown on the exterior of the Musee Saint-Raymond in Toulouse, France. Tardy explains:

Using the idea of polymorphism that is a feature of the ancient gods, the head becomes almost invisible when integrated to the structure made of an abstract network of straight lines. The light will reveal several patterns, from abstract constellations to enigmatic symbols that will affect the rest of the building.

The Bacchanalian sculpture

With audio accompaniment by Squeaky Lobster this chromatically sparse collection of floating constellations and linear abstractions should be just the medicine to blow away any garish, multicolored holiday cobwebs still lingering in your fuzzy back-to-work mind.

You can find out more about Tardy and his colleagues in our short documentary on AntiVJ, below.


@stewart23rd

Could Roboy Be The Most Advanced Humanoid Robot Yet?

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A new year, a new lurch towards robotic humanoids. Built over nine months this is Roboy from the A.I. Lab at the University of Zurich, Switzerland, a robot that is “tendon driven”—which means its movements are simulated using robotic muscle forces which replicate those found in the human body.

In the video above, Dr. Rolf Pfeifer, who heads up the lab, states their lofty ambitions, “Within only nine months we’re going to build one of the most advanced humanoid robots in the world.” So, no biggie then. But their crowdsourced work, which began last July and was inspired by the ECCE robot, will come to a conclusion soon with the grand unveiling at the Robots On Tour robotic fair on March 8th, 2013.


The work has seen them construct a torso and other component parts that resemble the inner mechanisms—the joints, muscles, bones, and yes, tendons—of us humans in the same time it takes for a human baby to develop. One of the last stages is to teach it to walk. So now, finally, we can perhaps have a race of humanoid service robots that will in no way rise up to defeat and enslave us when they gain sentience.

[via Laughing Squid]

@stewart23rd

10,000 Images Capture Individual Dance Moves In NUDE

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Shinichi Maruyama‘s previous photographic works captured the momentary stances of water, using a high speed camera to freeze images of fluid in motion. For his new series, NUDE, Maruyama teamed up with choreographer Jessica Lang to create photos that encapsulate every granular moment of a nude dancer’s motion. Each image is composed of 10,000 photos of a brief instance.

As Maruyama describes his method:

I know the advancement of technology has allowed me to create these new images that would have been impossible for others in the past. The scientist/photographer Étienne-Jules Marey, who contributed a lot to many artists more than 100 years ago, used a camera that shot 12 images per second. But because of the technology we have today, I was able to use a camera that let me take about 2,000 images per second.







[via: Spoon & Tamago]


Using The MakerBot To 3D Print Impossible, Futuristic Sculptures

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In 2012, MakerBot promised to revolutionize the practice of home fabrication with a product that allows simple, desktop 3D-printing at home. Yet it remains to be seen exactly what the masses will utilize this invention for the most: figurines? DIY projects? Or just more of those endlessly entertaining demo bracelets? Artist Micah Ganske kicks off 2013 with a deeply creative use of MakerBot’s 3D printing capability—designing and printing artistic sculptures depicting warped environments that point toward our future.

Ganske has an obsession with technology and the role it plays in humanity’s journey, as noted in his artist’s statement: “I believe in space exploration and the pursuit of technology as a vehicle to the future. There will be bumps along the way, because we are flawed. Some advanced technology will be used irresponsibly or simply for evil. However, the progression of science and technology also represents the evolution of our species.”

For Ganske, the very existence of consumer 3D printing resources is evidence of the science fiction-ness of our current reality, and the advent of MakerBot has led him to pioneer its polymer printouts as an artistic medium. As he puts it, “Just as important to me as the amazing results that can be achieved with this exciting technology, is what it represents as a forward-looking technology. The dream of being able to replicate objects has always been a fixture of science fiction and I whole-heartedly embrace it as a way to create impossible artworks.”

See some of these impossible artworks below.










@ImYourKid

Visualising A Movie's Color Footprint

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In the average movie, you’re pretty much guaranteed that it’ll run through a whole range of colors. If you were to sit there and note them all down, you’d probably die of boredom before you got to the end. But thankfully, if you did want to note the color spectrums of different films, you can let technology do the hard work.

Andy Willis’ Spotmaps project processes movies through Python and OpenCV software to create color maps from them. He samples each second of film to produce an average color from the frames in that period, which then becomes one of the 60 colored spots which make up the lines of each image—with each line representing a minute of film. The result is a pixelated grid of changing hues that show the color footprint of different movies. So far he’s done 296.

And you’d have to be a very keen movie fan (like, very keen), to be able to tell what the film is just from its spotmap.

Beasts of the Southern Wild


The Avengers


Don’t Look Now


Drive


[via Gizmodo

@stewart23rd

200 Inflatable Rings Light Up Lyon

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Cast your mind way back to your childhood and you’ll remember playing around with inflatable swim rings. In fact, you might not even have to cast your mind back that far to remember them, as you might still enjoy their company when you go for a paddle. While they’re a familiar sight in swimming pools, one place you don’t expect to see them is attached to a wall in the middle of Lyon, France.

Travesias de Luz’s Floating Lights installation for La Fête des Lumières 2012 uses the inflatable rings to create an interactive artwork, where members of the public can switch the lights on and off.

Consisting of two giant low res screens measuring 10 by 3 meters, they each have 100 colored light tubes that can be turned on or off by touching the switch at their center. The idea is to engage the public of all ages to indulge their playful side, as the collective aim for people to “have fun powering on and off each float and be carried away by their creativity and ingenuity writing messages, words, pictures, or just enjoy the experience.”





[via Design Boom]

@stewart23rd

An Inexpensive, Open Source, Pocket-sized Gaming Console Is Inches From Being A Reality

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Among many creative accomplishments, the advent of Kickstarter has brought about a shot in the arm for experimental video game platforms and hardware. With two notable examples—the open source OUYA system and virtual reality comeback kid Oculus Rift—hitting their monetary goals out the park to achieve seven figure funds. The latest project that might well achieve the same kind of backing—it has $91,694 of its $100,000 goal with 28 days left—is called GameStick.

Billed as the “most affordable, open, and portable TV games console ever created,” the device is the size of a USB flash drive and has an HDMI connector than can plug into any TV with an HDMI slot. It comes with its own controller, which it fits inside, so it can be put in your pocket and carried around and potentially lost on the subway.

The console will cost $79 and will use Android as its operating system. The aim is to make games that are cheap tor free to acquire.

[via Gizmag]

@stewart23rd

Mix And Blend Your Favorite Soundcloud Jams Using Soundcloud DJ

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There was a time when every DJ scrambled to get their hands on the newest singles from hot artists, and this process involved listening to the radio, going down to an actual record store, and if if that didn’t work out, trying to hustle other DJs out of an extra copy or two. Today, there are a whole lot more songs coming out, be they planned singles or just little studio nuggets that musicians decide to throw up on their Soundcloud pages for their fans to enjoy. You don’t have to wait to hear this stuff, but unless you can download it, using it in a DJ set was not a simple task. That is, until someone figured that there should be a way to mix all these Soundcloud gems.

Soundcloud DJ from OKFocus is a simple, in-browser interface that allows you to blend any two Soundcloud tracks, select cue points, trigger from those points, and crossfade… and that’s about it. Simplicity is the name of the game here, and Soundcloud DJ keeps it far more basic than something like Musikame. While that previous mixing option offered a looper, an effects pad, and the all-essential pitch control, Soundcloud DJ simplifies the craft of DJing to its heyday caricature: basically, you’re playing the radio.

Despite the shortcoming, it provides a great search interface, representing all the tracks you find as round vinyl labels, and it works remarkably smoothly. The two channel setup with a crossfader is also a lot easier to grasp than Musikame’s one-at-a-time workflow. Throw a couple of tracks in and give it a whirl.

@ImYourKid

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