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A little bit late, but better then nothing!
Link was definently absolute highlight of my summer,thanks to all people that came! It had great vibe, and I am looking forward to doing it again. Two big themes were knowledge base around VL and upcoming community meetings in form of Nodes and Link. A bit of word from joreg about what was discussed:
"I took the chance having a lot of experienced vvvv patchers around to talk about the upcoming series of tutorials i am planning to introduce vvvv gamma. In a first session we tried to get a common understanding about what constitutes good tutorials and what distinguishes them from other forms of documentation (howto, reference, explanations). Then we concluded that a structure to go forward would be preparing tutorials for 3 main categories:
• basics: all tutorials here will only use basic features like process nodes and loops
• language features: tutorials covering advanced language features like datatypes, generics. delegates,...
• developing: these should appeal to developers wanting to extend vvvv with their own nodes, writing C# or importing .NET libs
In the second session we went into more details about what an initial series of "getting started" tutorials in the "basics" category should look like. Then we came to the point that that simple games should make for good tutorials and so we tried to find some that would work for the "basics" category.
All in all the sessions where really fruitful and helped me a lot to bend my head around how to get this whole topic started. Many thanks to everyone involved who added their thoughts."
As a member of the NODE festival team I was very interested in the views of the people at link on the future of our precious community gathering. The NODE team already had some ideas for possible events and link was the perfect time to share them with the vvvv community.
This was super helpful and I was amazed that nearly all participants at link took their time to share their thoughts. We came up with the idea of a Community Meetup as an Add-On to the NODE Forum for Digital Art.
We also reflected on the NODES so far (2008, 2010, 2013, 2015 and 2017) and extrapolated from there where the journey might go. These are some of the feedbacks: the hacky feeling should stay, things should be allowed to evolve on-site, the discourse outside of the vvvv bubble is important, the nerd- and the art side are equally important, Frankfurt is a good place but it could happen somewhere else, so many things happen at NODE that especially those who host workshop have a hard time grasping the whole program.
After link I felt super motivated to continue the planning and so I am happy to say that we got quite far in that last month: Be prepared for something big in April 2020!''''
there was a lot of food, discussion, tinkering, presentations, and one thing I learned is to not underestimate amount of beer consumption on vvvv related event.
It was delight, althoug a bit exhausting to do this, but well worth the effort, especially highlights like making beyond burgers and then dragging speakers to woods for super secret concert of blackwood incident. Hope we meet soon again!
credits see below
Steel City is an interactive model of a futuristic steel plant. By using four different terminals, which are assigned to specific topics, the user can dive deeply into the world of steel making. Economic strategies become vibrant visual experiences, ecological considerations are suddenly evident and logistics somehow starts to look sexy.
The tangible key to unlock the experience is the keen combination of a screen and a highly innovative rotary knob including a haptical feedback engine, which originally has been developed for the automotive industry.
Concept, production and video: VOLNA
Engineering: Alexey Belyakov vnm
Mechanics: Viktor Smolensky
Camera/photo: Polina Korotaeva, VOLNA
Special thanks: William Cohen, Michael Gira, Igor Matveev, Alexander Nebozhin, Jason Strudler, Ivan Ustichenko, Artem Zotikov
Music: Swans – Lunacy
Project commissioned by Roots United for Present Perfect Festival 2019
© VOLNA (2019) © Swans ℗ 2012 Young God Records
More info: https://volna-media.com/projects/duel
The gloom ripples while something whispers,
Silence has set and coils like a ring,
Someone’s pale face glimmers
From a mire of venomous color,
And the sun, black as the night,
Takes its leave, absorbing the light.
credits Kyle McLean
Bit of a playful project investigating real-time generation of singing anime characters, a neural mashup if you will.
All of the animation is made in real-time using a StyleGan neural network trained on the Danbooru2018 dataset, a large scale anime image database with 3.33m+ images annotated with 99.7m+ tags.
Lyrics were produced with GPT-2, a large scale language model trained on 40GB of internet text. I used the recently released 345 million parameter version- the full model has 1.5 billion parameters, and has currently not been released due to concerns about malicious use (think fake news).
Music was made in part using models from Magenta, a research project exploring the role of machine learning in the process of creating art and music.
StyleGan, Danbooru2018, GPT-2 and Magenta were developed by Nvidia,gwern.net/Danbooru2018, OpenAI and Google respectively.
After two years of fighting cancer, my sense of touch and hearing decreased as a side effect of chemotherapy. They call that "Nueropathy". While I was recovering, I wanted to go back to the art-technology projects, which I couldn't find any opportunity while working. And I was inspired by my situation and started to do a project about it.
People who enters the area of art-installation will be connected to invisible second-self in the other
(virtual) side. And they will interact with it without touching anything. They will use their body movements to
manupilate the parameters and shape the sound.
Software used in this project are vvvv for skeletal motion tracking, VcvRack for sound synthesis and Reaper for recording osc parameters.
made with vvvv,
.inf is an abstract and constantly changing visualization of data, taken in real-time from current weather situations on earth.
Incoming data like humidity, temperature, atmospheric pressure, wind speed, wind direction and cloudiness at a special location causes change of the position, speed, lighting and colouring of two million virtual points, floating inside a three dimensional space.
Atmospheric noise, which is taken through online radio transmission is used for the sound synthesis. This data, taken in real-time, switches randomly between different places and their existing weather situations on earth.
This causes unpredictable images.
Every frame of the resulting image and representation of the sound is unique and not reproducible.
High differences in the values, by switching randomly between different current weather situations of specific locations can trigger interrupting events, phases and flickering effects in the image and sound.
The endless generative visual and sound patterns in which one can easily lose themself, leaves the viewers and listeners with a different perception of time and a third person view.
In the era of Big Data, we like to be watched and be safe at the same time. We share our lives on social media and watch other people's lives. Amnesia is an interactive artwork about people who forget their true identity on social media and become addicted to data and algorithms.
Amnesia is an interactive video installation by Onur Comlekci. Programmed in vvvv. (2018)
credits Client: Humanscale | Concept & Design: Todd Bracher & Studio TheGreenEyl | Technical director: Andreas Schmelas | Sound design: Marian Mentrup | Video: Maco Film Venice | Photography: David Zanardi
The installation is inspired by Humanscale’s history as pioneers in human factors and natural ergonomics, bringing a scientific approach to furniture design. A related influence was the research psychophysicist Gunnar Johansson in 1973, which involved placing lights on key points of the human body to highlight movement. Situated in the warehouse of Ventura Centrale in Milan, the work features a minimal representation of the human body formed of lights that respond to the movements of visitors. As visitor's bodies are scanned, 15 motorised lights project tightly-focussed white beams onto a screen fifteen metres away. The points of light on the screen correspond to key points of the person's body including the head, shoulders, elbows, hands, sternum, hips, knees or feet. Each person that interacts triggers a specific visual and sound experience that is tightly synced across the two.
Concept & Design: Todd Bracher & Studio TheGreenEyl
Technical director: Andreas Schmelas
Sound design: Marian Mentrup
Video: Maco Film Venice & Dezeen
Photography: David Zanardi
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