NODE - Forum For Digital Arts, TADAEX – Teheran Annual Digital Arts Exhibition and Goethe Institute invite Iranian and German media artists to apply for artistic residencies in Frankfurt, Germany and Teheran, Iran.
Goal of the TADAEX/NODE Residency Program is to establish an exchange between the media arts scenes in Iran and Germany, and to connect the communities that have emerged around each festival. One german artist will be invited to Iran (2014) and one iranian artist to Germany (2015). Both residency periods will last 2 weeks and lead into the respective festival. The artists will be invited to both festivals, and are encouraged to collaborate.
Are you an artist working creatively with code and digital media with an interest in movement? Then come join us for the next Choreographic Coding Lab at Uferstudios in Berlin from September 22nd – 26th. Motion Bank and NODE Forum for Digital Arts are inviting you to apply for a week-long gathering of movement hackers and dance practitioners who will be discussing and working on projects, ideas and challenges in a peer-to-peer setting. The Lab will start before and run into the retune.14 conference (September 26th – 28th) and will be kindly hosted by Hochschulübergreifendes Zentrum Tanz Berlin (HZT).
Choreographic Coding Labs (CCL) offer unique opportunities of exchange and collaboration for digital media ‘code savvy’ artists who have an interest in translating aspects of choreography and dance into digital form and applying choreographic thinking to their own practice. Working with patterns, structures and movement through finding, generating and applying them with results ranging from prototypes for artworks to new plug-ins for working with dance related datasets. CCLs also seek to initiate a sustainable collaborative practice among its participants encouraging ongoing exchange in an artistic research community of individuals.
CCLs are an outcome of Motion Bank, a four-year research project of The Forsythe Company focused on the creation of digital dance scores with guest choreographers. This research involved the study, documentation and analysis of unique choreographic approaches. The datasets and tools used behind the development of the Motion Bank scores will be made available for the Lab participants. CCLs are curated in collaboration with NODE Forum as a high-level, intensive environment that maximizes interaction and exchange over a period of five days.
CCL at retune.14 conference
The upcoming CCL is supported by retune.14. For the third time, the conference brings together artists, designers, technologists as well as researchers and scientists to inspire interdisciplinary thinking and making. This annual gathering of international creative minds seeks to explore, shape, and critically question the future of living, working, and expressing with technology.
The CCL will end with a round-up of results and discussion open to the public in the framework of retune conference.
Details & Application
The week will be enriched by lightning talks by members of the Motion Bank research team and network aimed to inspire and provoke participants with new perspectives and experiences. The space and basic equipment will be provided.
There is no fee for participation, but applicants are asked to propose starting points and ideas. Collaborative teams involving choreographers/dancers interested in the Motion Bank research approach are very much encouraged to apply.
Apply here: choreographiccoding.org
Deadline: August 13th, 2014
CCL is a collaboration between Motion Bank & NODE Forum for Digital Arts.
For this edition we have to thank Hochschulübergreifendes Zentrum Tanz Berlin (HZT) and retune conference for their collaboration and generous support.
Who david, nodeforum, node+code, fjen
When Fri, Jul 18th 2014 - 19:00 until Fri, Jul 18th 2014 - 22:00
Where Basis Frankfurt, Gutleutstrasse 8-12, Frankfurt am Main, Germany
Jennifer_in_Paradise by Constant Dullaart
Meditations upon the act of translating between human and machine, image and code, part and whole.
The Dutch artist Constant Dullaart work explores contemporary modes of access, visibility and (mis)representation associated with global spread of information technologies. The title of his talk references the first ever Photoshop'd image: Jennifer in Paradise. Along with online transparency, hidden information and the multi-tiered infrastructure of the web, the talk is about Dullaart’s thoughts on the act of translating between human and machine, image and code, part and whole.
Constant Dullaart (NL 1979), former resident of the Rijksakademie in Amsterdam, lives and works in Berlin. Trained as a video artist, he recently focused his work on visualizing internet vernaculars and software dialects, a political approach critical to corporate systems influencing these contemporary semantics becomes clear through his minimal and sometimes bricolaged gestures. Editing online forms of representation, and the user's access to it, he creates installations and performances online and offline. His work has been shown internationally in places as the Centre Pompidou in Paris, the New Museum in New York, the ICA London, NIMK, de Appel, W139, MassMOCA, UMOCA, and the Stedelijk Museum in the Netherlands. In 2010, Constant Dullaart has been artist in resident of Transforming Freedom in the Museums Quartier, Vienna. One of the results was the first Public Interfacial Gesture Salon in Austria where new media artworks are uploaded online and premiered in a personal atmosphere.
Stiftung Polytechnische Gesellschaft Frankfurt am Main
To you suckers for framed keys,
right into this gorgeous sommerloch we bring to you the initial public offering of our next generation TimelinerSA: a standalone timelining application that sends out its values via OSC and as such a candidate for becoming the successor to the rusty original TimelinerSA.
We started this from scratch for all the wrong reasons. Basically we were looking for a simple application to test our new gui framework Posh and mostly in order to have a real world usecase we decided to start redoing the timeline. So while at this point it is still lacking quite some of the old timelines features it already has some shiny new stuff:
Missing are foremost:
and some more, see timeliners issues on github
And as soon as we have the node-version this time it should not be too far out to hope for proper GetTrack/SetTrack nodes for recording values or doing your own evaluating of the keyframes...
For now it still has one major bugger: when deleting a keyframe while hovering it with the mouse everything will freeze. If you get in that situation just press F5 to reload the page. Also big thanks to the patience of all alpha-testers.
Now get it here and in the comments (here) please let us know whats your favorite missing features that makes this thing still useless for you. Hopefully this will let us prioritize further development on timeliner.
If you already like what you see we'd appreciate a .
Ah and yes it is all opensource: See Timeliner on github.
When developing a GUI application you have to decide on a ui-framework for windowing and drawing. Being a .net developer, typical choices would be WinForms, WPF or GTK# for the windowing part and System.Drawing, Cairo, SharpDX or OpenTK for the drawing.
When hoping for a GUI that at some point will run across platform borders WPF and SharpDX are no options anymore. When even thinking mobile you'll have totally different windowing needs anyway and the typical way would be to do the drawing in OpenTK so at least that part is possibly portable and fast. Still you'd have to maintain separate windowing code for each platform.
In an ideal world you'd not want to think about platform specific issues and especially not maintain all the separate codepaths resulting from whatever compromise you choose.
Luckily mankind came up with that internet-thing and now that we're quite some years into its long-evoked 2.0 phase it feels like they have mostly agreed on quite solid standards and even have implemented them across the current world of devices. So today we are in this privileged position to only face one platform that is: the browser. If it runs in the browser it runs on any device.
But wait, the browser, that was that java(kiddy)script-thing, right? You'd obviously not seriously want to go down there. So isn't there a way to write a GUI that runs in the browser without writing a single line of kiddyscript? Well of course there is and the fact that you're not the first one coming up with that unpopular idea, it should only give you strength to reinvent the same with a focus on your own needs.
Introducing Posh - a flat-ui-framwork that misuses the browser as a windowing/drawing environment for your c#/.net based applications by pushing SVG snippets to it while receiving events from it in return.
Image taken from the internet to attract more people on facebook to click the link of this posting and also to give the text some structure.
Posh exists of two parts:
So essentially in your application all you do is build an SVG-DOM (possibly even by simply loading .svg files) and react to normal .net mouse/keyboard-events that you can attach to SVG-elements. That means when building your application you don't have to think about anything windowing/drawing related except building the DOM describing your UI. Also styling is completely for free via CSS.
We provide a simple demo-app that should also be a good starting point if you want to create your own posh-based app. Clone Posh and then start
to get an idea. If you're interested in a more advanced usecase have a look at Timeliner.
Who Quadrature, Miller Puckette, Bruno Bez
When Thu, Jul 10th 2014 - 20:00 until Thu, Jul 10th 2014 - 20:00
Where Panke e.v., Gerichtstr. 23, Hof 5, Berlin, Germany
Scope is a monthly event happening every 2nd thursday a month in Berlin/DE.
Scope is an artist-run initiative without financial benefits.
Entrance is based on donations.
Doors open from 19:00 Uhr / 7pm
Programme starting 20:00 Uhr / 8pm
This time we www.quadrature.co are proud to have a talk there.
for more informaton check out
Who: Koldo Belloso
When: 22-23-24 Julio
Where: MagicStudio, Madrid, Spain.
En el campo profesional de la luz, el sonido y el vídeo los fabricantes nos ofrecen maquinas con muchas posibilidades técnicas, que rara vez sabemos aprovechar al cien por cien; ni siquiera en los montajes más espectaculares, pues en estos eventos se multiplican los medios técnicos en vez de profundizar con eficacia el rendimiento individual de cada aparato.
Hemos encontrado una formula para reventar esto y dar un cambio radical a los conceptos de hardware y software que se utilizan en la industria del espectáculo actual.
En este workshow se enseña en profundidad como interceptar la señal DMX para poder incluir sensores y controladores en tus eventos.
Con estos conocimientos tus espectáculos contaran con una capacidad creativa que ningún fabricante de equipamiento técnico te ofrece actualmente.
Resumen del programa:
Día 1: Instalar vvvv en los ordenadores de los alumnos y familiarizarse con el entorno del programa.
Día 2: Nos centramos en las herramientas de vvvv para utilizar DMX y repaso de los devices que podemos conectar al DMX (Android, Wiimote, Arduino...).
Día 3: Cómo trabajar con esta tecnología en el entorno real de las instalaciones técnicas. Propuestas sobre la intervención de la señal DMX.
El curso esta dirigido a técnicos inquietos que quieran sacar más partido a los equipos que manejan diariamente en su trabajo.
Este taller tiene un carácter practico/teórico por lo cual, al finalizarlo, el alumno estará dotado para hacer intervenciones técnicas en los equipos con los que trabaja que ni siquiera se podía imaginar antes de tener contacto con esta tecnología.
Inspired by this forum post, the SVG nodes got two new companions which make it easy to render a spread of textures from a spread of SVG elements.
If you put an AsDocument (SVG) node right after it, it will create a spread of SVG documents for each SVG element at its input. And since the SVGTexture (EX9.Texture) is also spreadable, you can render a bunch of textures at once.
The update to CEF 3 brings the following features:
But there're also some new limitations we came across in our first tests:
We encourage everyone to test the node and report issues as usual in the alpha forum.
nothing fancy this time. basically exactly the same as before only that scratch better. Ah one fancy thing there is actually: the new helppatches for Renderer (EX9) and DX9Texture (EX9.Texture) plus some new girlpower\Graphics\DX9\Texture patches. Check em out. Gorgeous.
If you're new to beta 32x you should also be advised to skim the previous release notes: vvvv45beta32 not to miss anything.
And note that you still have the privileged opportunity to be among the first 10 people in the universe ever to flattr vvvv. Think ahead, this may later be a crucial point in your résumé..
have a good patch,
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