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Archive for February, 2006

thinking on digital tools

More Time != More Productivity?

It seems strange to me right now. But for several reason (that I don’t want to explain here) I spent about double or third more time in front of the machines then the last two months before. But the thing that make me wonder is, that my productivity has not increased - well at least in my opinion. But maybe my own perception is cheating me. Or maybe the guys from the experimental gameplay were really wise when they said: “More Time != More Quality”. Also read about the Pareto-Principle.

020200 - analog digital design

More Time != More Productivity?

It seems strage to me right now. But for several reason (that I don’t want to explain here) I spend about double or third more time in front of the machines for the last two months. But the thing that make me wonder is, that I have got the feeling, that my productivity has not increased. That is really stange, because when I look back haven’t done twice as more than before. Maybe my own perception is cheating me. Or maybe the guys from the experimental gameplay were really wise when they said: “More Time != More Quality”. Also read about the Pareto-Principle.

Pixelsumo

Dorkbot London 35

Reporting on Dorkbot London 35 (search Dorkbot for previous events). Photos here.

First up was the ever busy Tom Carden. Tom gave a general introduction to Processing, for those who simply didn’t know. He then announced two arrivals to the community: ProcessingHacks (collaboration with toxi) a wiki detailing some of the trickier coding approaches & ProcessingBlogs, a site syndicating content from other blogs posting related work.

Tom then went on to show some of his recent work. The Travel Time Tube Map is a Processing app that shows the tube map based on time. His attractors and particles sketches led to a series in collaboration with a fashion photographer. My favorite was a nice applet using data from Bio Mapping (Christian Nold), shown here.
Tom Carden
Bio Mapping

Dave Griffiths presented Fluxus, a graphical system for live coding, and Fastbreeder, an experimental genetic programming synthesiser.
Fluxus
Fastbreeder

The last dorkbot was Wojciech Kosma, who attempted to present his work on the PSP (Playstation Portable) without using an enlarged projected video feed or audio signal, but hey, his website explains things better. Watch video.
Portable Musicians

On to the open dorks. First a chap called Anton attempted to show us how to hack RFID readers using Linux, although failed to get it working :)

Cefn Hoile and Dave Chatting, from Curiosity Collective (making ipswich interesting), showed some very interesting projects, so I urge you to check out their site.

The last opendork was a surprise, Simon Green from Nvidia showed some impressive game-of-life and particle simulations using the Nvidia GPU.

Aside from giving a Nintendo Powerglove away at the end, there were two announcements. Firstly for Dorkfest, two days of dorkery as part of the Node London season. Secondly an Open Street Map workshop on the Isle of Wight.

Chris OShea

Dorkbot London 35

Reporting on Dorkbot London 35 (search Dorkbot for previous events). Photos here.

First up was the ever busy Tom Carden. Tom gave a general introduction to Processing, for those who simply didn’t know. He then announced two arrivals to the community: ProcessingHacks (collaboration with toxi) a wiki detailing some of the trickier coding approaches & ProcessingBlogs, a site syndicating content from other blogs posting related work.

Tom then went on to show some of his recent work. The Travel Time Tube Map is a Processing app that shows the tube map based on time. His attractors and particles sketches led to a series in collaboration with a fashion photographer. My favorite was a nice applet using data from Bio Mapping (Christian Nold), shown here.
Tom Carden
Bio Mapping

Dave Griffiths presented Fluxus, a graphical system for live coding, and Fastbreeder, an experimental genetic programming synthesiser.
Fluxus
Fastbreeder

The last dorkbot was Wojciech Kosma, who attempted to present his work on the PSP (Playstation Portable) without using an enlarged projected video feed or audio signal, but hey, his website explains things better. Watch video.
Portable Musicians

On to the open dorks. First a chap called Anton attempted to show us how to hack RFID readers using Linux, although failed to get it working :)

Cefn Hoile and Dave Chatting, from Curiosity Collective (making ipswich interesting), showed some very interesting projects, so I urge you to check out their site.

The last opendork was a surprise, Simon Green from Nvidia showed some impressive game-of-life and particle simulations using the Nvidia GPU.

Aside from giving a Nintendo Powerglove away at the end, there were two announcements. Firstly for Dorkfest, two days of dorkery as part of the Node London season. Secondly an Open Street Map workshop on the Isle of Wight.

blog.blprnt.com - Processing

Seattle-bound!

 I am headed off shortly to catch a train to Seattle. I’m there for four days to enjoy all that FlashForward has to offer.

I’m giving my presentation on Thursday, cleverly titled Flash In Generative Art and Design. I’ll be talking about GA in general, showing some Flash techniques that are particularly useful, and demoing my newest project - DarwInstruments! I’ve expanded my neural.network.soundtoy and used a Genetic Algorithm system to create little beat-boxes that you can hybridize to your heart’s content.

thinking on digital tools

PSP Rhythm

Pimp my PSP

Einen Seqencer für die Hosentasche? Das muss kein Traum mehr bleiben. Die beiden Japaner Billy and Louie Iturzaeta haben einen Drumsequencer für die PSP programmiert. Man kann sogar selber Samples hochladen.
Ganzen Artikel auf Phlow lesen.

020200 - analog digital design

PSP Rhythm

Pimp my PSP

Einen Seqencer für die Hosentasche? Das muss kein Traum mehr bleiben. Die beiden Japaner Billy and Louie Iturzaeta haben einen Drumsequencer für die PSP programmiert. Man kann sogar selber Samples hochladen.
Ganzen Artikel auf Phlow lesen.

blog.blprnt.com - Processing

L-Systems at the V&A

The Victoria & Albert museum in London recently commissioned an installation from Phillip O’Dwyer, which was projected onto a wall in the Japanese gallery. This interactive piece was inspired by the natural world motifs found on decorated artifacts from the collection.

Most exciting for me, the installation used my L-System Classes. It is fantastic to see someone using them to such beautiful effect.

jesus gollonet

Músicos raros en MySpace.

Ser diseñador (o desarrollador) web (o interactivo, que se yo) y enterarte de que tus músicos favoritos usan MySpace para su presencia online ha de ser algo así como descubrir que tu más admirado programador escucha new age mientras trabaja… un poco frustrante.

Aún así, tiene sus ventajas. Desde luego te acerca al artista. Si un servicio me permite escuchar remezclas recientes de Max Tundra (cuyo último disco largo data de 2002), o leer de manos del mismo Daedelus que el super sexy controlador artesanal que usa en directo pronto saldrá a la venta, no seré yo quien lo critique.

…y mientras escribo estas líneas y buceo por la lista de amigos de ambos me doy cuenta de cuán popular debe de ser el servicio en el mundo anglosajón. Desde Dat Politics hasta Dj/Rupture, pasando por la mayoría de artistas del catálogo de tigerbeat6, todos tienen una página en MySpace…

Curioso.

*nota: Dado que todos los enlaces son en inglés, omito el indicativo de idioma ya que dificulta la lectura

Tom Carden

Big Balls of Mud

In an ongoing discussion with Ben Gimpert on teaching with Processing, I note:




“I do have something to say about methodologies and Processing, I’m just not sure what it is. There’s probably something profound about the Big Ball of Mud methodology and the Japanese ‘craze’ for hikaru dorodango.”

TomC

Big Balls of Mud

In an ongoing discussion with Ben Gimpert on teaching with Processing, I note:

“I do have something to say about methodologies and Processing, I’m just not sure what it is. There’s probably something profound about the Big Ball of Mud methodology and the Japanese ‘craze’ for hikaru dorodango.”

Metaphorical.net

CNMA

I’ll be in the selection committee to judge this year’s Canadian New Media Award nominations. O Canada!

jesus gollonet

Entender el cómic. El arte invisible.

Con el cómic siempre me ha pasado que, a pesar de considerarlo un género potencialmente interesante, nunca me ha acabado de enganchar. Siempre he pensado que tenía grandes posibilidades expresivas, pero cada vez que trataba de comprobarlo con un cómic de verdad, me aburría pronto y lo dejaba. Supongo que no me interesaba especialmente el dibujo, y no encontraba ninguna historia que me llamara la atención (no se me echen encima los fans del género, soy consciente de que simplemente no encontré el adecuado)

portada del cómic de Scott McCloud: Entender el cómic
Fue por eso que me alegré tanto de que existiera un libro como “Entender el cómic. El arte invisible”. Con sólo una página que vi reproducida en alguna parte (en la que el personaje hablaba sobre la abstracción mientras el dibujo se iba deconstruyendo) supe que era el libro que estaba buscando. El tipo de relación que se establecía entre texto y dibujo era exactamente lo que podía interesar a un gafotas como yo del género del cómic.

Indagando más sobre el autor (el genial Scott Mccloud) y este libro, no encontré más que elogios. Entre diversas tareas, llama la atención que McCloud ha dado clases en el M.I.T entre otros centros; ha ejercido de consultor para el Xerox Palo Alto Research Center y ha ofrecido conferencias y seminarios para gente de la talla del Nielsen Norman Group, Microsoft, IBM… Resulta impresionante la lista de nombres en las citas sobre el libro, así como algunos comentarios como “…uno de los más intuitivos libros sobre el diseño de interfaces gráficas de usuario” (de uno de los co-creadores de macintosh) o “es un trabajo seminal al nivel de Envisioning Information de Edward Tufte”. No está mal para un cómic.

Sin embargo, a pesar de estar editado en nuestro idioma (con otro nombre “Cómo se hace un cómic” o algo así), nunca llegué a encontrarlo. Por lo que más contento aún me puse el otro día cuando me topé con él por casualidad en una librería, en una flamante nueva edición de la editorial Astiberri.

Aún no lo he terminado, y poco puedo añadir que no se haya dicho ya, pero tal y como afirman tantas personas más inteligentes que yo, contiene una gran cantidad de reflexiones gráficas profundas contadas de modo muy entretenido (¡es un cómic!) que seguro interesarán a cualquiera cuyo trabajo o afición se relacione con lacreación y comunicación visual de cualquier tipo. También he de decir que el otro día enseñé el libro a un par de amigos que considero bastante conocedores del género y no le concedieron demasiada atención, por lo que existe la posibilidad de que no sea tu libro.

Más:

  • Un buen análisis sobre understanding comics en wikibooks.
  • También está en castellano la segunda parte del libro, “La revolución de los cómics”, que igualmente condensa una gran cantidad de buenas ideas elegantemente presentadas. Yo leí este primero y casi diría que, aunque el tema me es menos interesante, la capacidad del autor de relacionar dibujo con texto y de presentar ideas de modo icónico en las viñetas, es superior.
jesus gollonet

Gratis

Hay dos cosas que de tan valiosas, aún no me puedo creer que nadie haya empezado a cobrar por ellas: la playa y las bibliotecas.