Showing posts with label 1. References. Show all posts
Showing posts with label 1. References. Show all posts
Monday, September 24, 2012
Sunday, September 23, 2012
Thursday, September 20, 2012
video mapping art projection (playlist)
2 Projectors connected with Matrox DualHead2Go
Projection-Mapping & Live-Visuals done with Quartz Composer
GLSL Mapping Patch:
http://memo.tv/archive/projection_mapping_quad_warping_with_quartz_composer_vdmx
Wednesday, September 19, 2012
video mapping art projection (playlist)
Video Mapping 3D structure at the International Video Mapping competition final show at Heavent Paris October 26, 2011.
3D Artist: Renáta Dezső
Leviathan Creates Projection Art for Amon Tobin Tour using Maya and 3ds Max
Get a peek into the projection work Leviathan created for Amon Tobin using the Autodesk Entertainment Creation Suite, including 3ds Max and Maya.
http://www.lvthn.com/
Amon Tobin ISAM visuals: Directed by Vello Virkhaus. Produced by V-Squared Labs and Leviathan.
Monday, September 17, 2012
Q.U.B.E. Official Trailer. UDK
Q.U.B.E., which stands for “Quick Understanding of Block Extrusion,” is a first-person game that presents the player with a series of brain-teasing puzzles, ranging from physics-based challenges and 3D jigsaws to platform-based trials. Done with UDK
Sunday, September 16, 2012
Mirage: augmented substitutional reality performance art
developed by the japanese laboratory for adaptive intelligence center at the RIKEN brain science institute, an SR system
(substitutional reality system) is utilized to fuse perfomance art and perceived reality experiences in the project 'mirage'.
as the distribution of the information gap between technology increases, our observations based with cognitive reality diminish,
causing us to lose sight of the true nature of things.
the project aims to provide an simulation of the flow of time travel, where the past and present become interwoven into a double helix,
like that of the interaction with the dancers in the performance. alongside an omni-directional panoramic camera and a motion sensor,
the head mounted SR device allows the user to observe a combination of live video recordings from the past and present,
where the ability to recognize fact and fiction becomes indecipherable.
3D Cave. Ted Jacob Engineering Group
3D CAVE
The 3D CAVE is a 3D Life Size Modeling of MEP Systems. Visualizing MEP systems from a drawing or a computer screen is very difficult. We offer life size modeling of MEP systems that allows clients to walk through and visualize MEP systems in a 3D room environment at full scale. This experience allows clients to experience the systems in life size prior to construction.
Monday, September 10, 2012
Projected room by Noa Leshem-Gradus
Projected room
by Noa Leshem-Gradus
The projected room is an installation of a small fictional room built out of 4 live feed projections, inside of a big room. Every wall of the fictional room is a projection of the wall in the large room which is cropped up to the ability of the “camera’s eye” which is much narrower than the human eye. Inside the small room, the viewer gets the feeling of a supposedly cozy room, but it is actually fictional because none of the objects is real - they are merely the “projected language” representing the reality. Inside the small room, the viewer experiences the media reality, presented as his reality. When outside, the viewer realizes the gap between the reality he is “shown” while he is in the room, which is only a very narrow part of the reality - totally different reality than what the big room actually contains, which is very chaotic and intimidating. Although the live feed suggests this is real, it is actually only part of what is supposedly real. Being in the big room, the viewers may see themselves on the screens, when they are in front of the cameras, and the room is actually reflected from the outside in. If the viewers outside walk in front of the projectors, the inside room will show their shadow, referencing plato’s cave.
Sunday, September 9, 2012
Entrance Not For Everybody - By Nandi Nobell
Entrance Not For Every body. Nandi Nobell. 2012
This is the moment when the borders are blurred beyond recognition. What you do recognize is irrelevant — it is nothing but smoke and mirrors. Getting the point is only granted through the act of participation. The future will tell whether you could accept the reality of the situation, whether this entrance was for you.
"Symphony of a Missing Room" by Lundahl & Seitl at Montblanc Young Direc...
With the play "Symphony of a Missing Room" the British artist duo Lundahl & Seitl guides the audience through the "Museum of Modern Art" in Salzburg. The visitors embark on both a collective and an extremely personal journey around the museum and its curatorial space.
Next to the Young Directors Project, "Symphony of a Missing Room" has already been commissioned for a series of museums in the UK and around Europe. The play is exhibited inside museums, while at the same time being a temporal museum itself.
Watch how the directors Christer Lundahl and Martina Seitl describe this outstanding piece, which steeres the visitor's attention away from the visible world by multi-sensory illusions and binaural sound recordings.
Tom Dale Company - I Infinite
Founded in 2001, Tom Dale Company combines 'pure' dance techniques and street styles to create an edgy 'urban' hybrid movement vocabulary that's been proven to attract and excite new and experienced audiences alike. Though Tom Dale is still a relatively young choreographer, his award-winning work displays a rigour and clarity that's sometimes absent amongst his more 'established' peers. Reflecting his background in electronic music and its various subcultures, his work is always made in collaboration with 'cutting edge' international sound and digital artists -- such as Squarepusher -- and wholeheartedly embraces new technologies.
I Infinite is a new solo designed for a 'white box' gallery space. Part abstract dance, part live art and part video installation (the latter being the only light source used), it explores 'the boundaries between the artificial and the real, the digital and the organic'. Free to roam around the 'immersive' digitally animated environment as they please, audience members will always remain in close proximity to the dancer and able to see refined movements -- veering between robotic isolation and liquid fluidity -- that are often missed in more traditional theatre spaces. Though the performance is relatively short in duration, the video installation can be run for longer periods if required.
'Surprising and unexpected! Beautiful and technically superb'
Audience member
'Highly emotive and original'
Audience member
'Fantastic -- calming, zen-like beauty'
Audience member
www.britishcouncil.org/edinburghshowcase
Image © Barret Hodgson
Me and the Machine - When We Meet Again (Introduced As Friends)
Sam Pearson and Clara García Fraile met while studying Performance and Visual Art at the University of Brighton and later developed an interdisciplinary collaborative practice as Me and The Machine. A young collective spotted early by supporters such as Blast Theory and South East Dance, their work mixes audiovisual technology and interactive media with choreographed performance, text and imagery. Audiences are invited to participate in a unique personal experience rather than being a passive observer.
When We Meet Again is a nine-minute one-to-one live performance, transporting each individual into a completely new existence. Each participant wears video goggles, through which they see a film that gives the illusion of being inside a different body in another place and time. Performers interact with the individual to heighten their sense of separation from the real performance space. Combined with the use of smell, taste, touch and sound, When We Meet Again allows participants to connect with memories and encounters that are not their own but have a universal allure. This works well as a festival piece or within programmes exploring technology or interactive performance. In the UK it's had enthusiastic responses from theatre and dance audiences alike.
'Me and the Machine's dislocating When We Meet Again uses technology cleverly to give you an entirely different world view'
The Guardian
'It flickers in the back of your mind like the memory of a hallucinatation'
The Skinny
www.britishcouncil.org/edinburghshowcase
Image © Chloé Ducharne, Me and the Machine
Blast Theory - A Machine To See With
Led by Matt Adams, Ju Row Farr and Nick Tandavanitj, Blast Theory is a Brighton-based group of artists with an international reputation for adventurous, intelligent work. Over the past 20 years the group has explored interactivity and the relationship between real and virtual space. Blast Theory use video, computers, performance, installation, mobile and online technologies to ask questions about the social and political aspects of technology.
A Machine To See With is the first ever 'locative cinema' commission from the Sundance Film Festival, 01 San Jose Biennial and the Banff New Media Institute. It is about cities and cinema, the financial crisis and the tyranny of choice. While the piece had not been presented in the UK at the time of writing, it promises to be a personalised cinematic experience based on real events and locations, conjured through a creative marriage of sophisticated software and storytelling. Each participant is guided around a large public space through a story inspired by heist movies and film noir, which unfolds through mobile phone and real-life surveillance. This is ideal for venues, festivals and audiences with an interest in engaging and sophisticated interactive work that draws on digital technology and public spaces, cinema and performance.
'Another great example of digital theatre, which puts you into the heart of the drama using a mobile device'
Jake Orr, A Younger Theatre blog
'I loved walking through my surroundings with a heightened sense of my actions, as if I was on a movie set, my every street crossing another tracking shot'
Eric Hynes, Sundance Be Here blog
www.britishcouncil.org/edinburghshowcase
Image © courtesy of the artists
Lundahl & Seitl - Rotating in a Room of Images
Lundahl & Seitl is a young company whose work is approached with a strong foundation in research and process. They create different scale work which can be performance works, exhibitions, guided tours and walks and require the visitors' full immersion. By using instruction, choreography and technology, Lundahl & Seitl investigate space, time and perception. The duo has collaborated variously within the areas of architecture, fashion, cognitive neurology and classical music. Their work has been presented internationally in museums, theatres, galleries and in site-specific public spaces, including presentations at Tate Britain, Tate Modern, Whitechapel Gallery, Battersea Arts Centre in London, National Museum and Weld, Stockholm and Museum M, Belgium.
Rotating in a Room of Images is an audio-instructed walk situated in a room shifting from light to total darkness that further shifts in shape and scale. An itinerary of tableau vivant unfolds creating an intense experience as a disembodied voice guides you through a series of enigmatic encounters. This is a great introduction to interactive work and could easily be translated.
'A dislocating, dream-like power and a painterly eye'
The Guardian
'A magical experience'
James Hadley, The Big Idea
'It seemed I had strayed into somebody else's dream, and surrounded my autonomy to unknown and unseen guides from an unfamiliar zone'
The Wire
James Turrell · The Wolfsburg Project (English subtitles)
The primary medium of Californian artist James Turrell is light. Probably the best-known artist in his field, Turrell's entire oeuvre since the 1960s has been devoted to exploring the diverse manifestations of this immaterial medium and working towards a new, space-defining form of light art. While light here refers to nothing beyond itself, it causes surface, colour and space to interact and allows viewers to immerse themselves in a mysterious, painterly world. Occupying a central place in James Turrell's oeuvre is the Roden Crater, an extinct volcano in the Arizona desert which the artist has been transforming into an observatory since 1974. Building upon the cosmic aspects of this quiet, meditative place, Turrell is creating the worldwide largest museum installation he has made to date at the Kunstmuseum Wolfsburg, producing a light-filled space of experience in the tradition of his Ganzfeld Pieces. Making full use of the adaptable architecture system of the Kunstmuseum Wolfsburg - unique within the German museum landscape - his installation will be an exploration of space and light: immaterial and material at once. The timelessness and fascination of James Turrell's works derives from his incredible skill at capturing fleeting light and giving it the visual presence and tactile density of a physical body.
Marina Abramović: What is Performance Art?
Marina Abramović: The Artist Is Present
March 14-May 31, 2010
Images courtesy of Marina Abramović and Sean Kelly Gallery/Artists Rights Society (ARS), New York. MoMA installation and performance images courtesy of Scott Rudd and Jason Mandela.
Filmed by The People's DP, Inc.
DP - Edward Roy
Audio - Nick Poholchuck
© 2010 The Museum of Modern Art, New York
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