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Archive for August, 2007

Mikkel

COS - autumn/winter projection

The COS stores in London, Berlin and Stuttgart have just started running the latest set in the generated graphics series. The graphics are built in the gaming engine Unity3D and consist of a wind-tunnel engine (with a couple of built-in obstacles) and photos from the newly launched autumn/winter collection.

Here’s a screenshot from the running application.

cos_p3_leaves.jpg

Images from the store on Regent Street in London to come soon.

jesus gollonet

actionscript 3 syntax highlighting for jEdit

Still happily living on jEdit for most of my scripting. I haven’t found an actionscript 3 edit mode, so I’ve made one. It is based on the original actionscript.xml and the Flash CS3 AsColorSyntax_3.xml file so it should have everything you can see colored on the IDE.

This edit mode doesn’t have any as2 specific keywords, so if you have to work on as2 don’t delete the original. Otherwise, you can just replace your original actionscript.xml file (you’ll find it problably in “c:\program files\jEdit\modes” if you’re on win xp) with this one. Make a backup of the original, just in case.

Grab the actionscript 3 edit mode for jEdit

tags: ,

jesus gollonet

actionscript 3 syntax highlighting for jEdit

Still happily living on jEdit for most of my scripting. I haven’t found an actionscript 3 edit mode, so I’ve made one. It is based on the original actionscript.xml and the Flash CS3 AsColorSyntax_3.xml file so it should have everything you can see colored on the IDE.

This edit mode doesn’t have any as2 specific keywords, so if you have to work on as2 don’t delete the original. Otherwise, you can just replace your original actionscript.xml file (you’ll find it problably in “c:\program files\jEdit\modes” if you’re on win xp) with this one. Make a backup of the original, just in case.

Grab the actionscript 3 edit mode for jEdit

tags: ,

Digital Tools

N3D: A 3D Library for Nintendo DS Homebrew Development

n3d_mesh.png
N3D mesh example

Groundbreaking news on Nintendo DS homebrew development! Peter Schraut wrote an library in his own words “an abstraction layer for the Nintendo DS 3D hardware, to
be used with the homebrew devkitPro toolchain. The interface is designed to
be very similar with Microsoft’s Direct3D API”. The documentation is available and on the official website some examples waiting to be explored (also look here).

N3D_codeexample.png
N3D code example

[via]

Vimeo / Videos tagged processing

Tendrils Mod


Vimeo / Videos tagged processing

Tendrils Mod


Tendrils Mod

Made with Processing.

Cast: flight404

flight404

Tendrils Mod

While playing with the Tendril code, I started to get more and more fascinated by the particle engine that is creating the bubble objects. For this version, I shortened the main tendril lengths, killed off the tendril branches and pulled the bubble emitter back towards the skin of the main tendril (sounds vaguely dirty).

Quicktime version or check the Vimeo version below.

Tendrils mod from flight404 and Vimeo.

flight404

Tendrils Mod

While playing with the Tendril code, I started to get more and more fascinated by the particle engine that is creating the bubble objects. For this version, I shortened the main tendril lengths, killed off the tendril branches and pulled the bubble emitter back towards the skin of the main tendril (sounds vaguely dirty).

Quicktime version or check the Vimeo version below.

Tendrils mod from flight404 and Vimeo.

Vimeo / Videos tagged processing

Tendrils mod


Vimeo / Videos tagged processing

Tendrils mod


Tendrils mod

Made with Processing. While playing around with the Tendrils code, I decided to pull it back a bit and just try a version that was more leechy and less planty.
Read about it here:
http://www.flight404.com/blog/?p=93

Cast: flight404

Peter Kirn

Calculating Projector Throw Distances Online

Projector throw distance calculator from Projector Central

Visualists have a wide range of skills to cover. After you’re done figuring out how to create and edit content and turn it into a performance / live installation / whatever, then you have to deal with the technicalities of projectors?

Basic calculations for throw distances are pretty straightforward: a 3:1 throw ratio, for instance, means you need 3′ from the projection surface to get a 1′ image. But that’s before you throw in all the variables: what are the specs of the projector you’re using, what’s the lens, what’s the setting of the lens, what size image and throw will provide an image that’s bright enough for the job, etc. So, while there are various calculators online, by far, my favorite is this fantastic interactive calculator at Projector Central:

Projection Calculator Pro [Projector Central]

Video artist Maya Ciarrocchi turned me on to the site (thanks, Maya)! It’s useful for two reasons, even if you’re decent at arithmetic. First, it’s got an extensive database of obscure projectors attached to it, so you’ll prepared for whatever you run into. Second, it has adjustable sliders so you can try what-if scenarios.

Won’t be long before I put all of this to use. Wednesday, I leave for Pittsburgh and the Hazlett Theater, where I’ll be in residence for a week and a half installing a custom show for choreographer Grisha Coleman, written in Processing and Java. I expect this will be a trial-by-fire for me as far as projector setup and installation, with one computer display and five projectors, all in unusual locations. I’ll be sure to report back on what I learn, including what I learn the hard way.

How about you: got a preferred method for researching projectors and projector setup? Got some killer spreadsheet for your throw distances? Let us know in comments. , , , , , , , , , ,


© Peter Kirn for Create Digital Motion, 2007. |
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Peter Kirn

Calculating Projector Throw Distances Online

Projector throw distance calculator from Projector Central

Visualists have a wide range of skills to cover. After you’re done figuring out how to create and edit content and turn it into a performance / live installation / whatever, then you have to deal with the technicalities of projectors?

Basic calculations for throw distances are pretty straightforward: a 3:1 throw ratio, for instance, means you need 3′ from the projection surface to get a 1′ image. But that’s before you throw in all the variables: what are the specs of the projector you’re using, what’s the lens, what’s the setting of the lens, what size image and throw will provide an image that’s bright enough for the job, etc. So, while there are various calculators online, by far, my favorite is this fantastic interactive calculator at Projector Central:

Projection Calculator Pro [Projector Central]

Video artist Maya Ciarrocchi turned me on to the site (thanks, Maya)! It’s useful for two reasons, even if you’re decent at arithmetic. First, it’s got an extensive database of obscure projectors attached to it, so you’ll prepared for whatever you run into. Second, it has adjustable sliders so you can try what-if scenarios.

Won’t be long before I put all of this to use. Wednesday, I leave for Pittsburgh and the Hazlett Theater, where I’ll be in residence for a week and a half installing a custom show for choreographer Grisha Coleman, written in Processing and Java. I expect this will be a trial-by-fire for me as far as projector setup and installation, with one computer display and five projectors, all in unusual locations. I’ll be sure to report back on what I learn, including what I learn the hard way.

How about you: got a preferred method for researching projectors and projector setup? Got some killer spreadsheet for your throw distances? Let us know in comments. , , , , , , , , , ,


© Peter Kirn for Create Digital Motion, 2007. |
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Pascal Chirol

I’m on visual complexity ////////////////////////////////////////////////

I’ m glad to be on visual complexity with HyperGraph research project whereas it was just a research…
direct page on my visual complexity

And i’m working for 1 month on other Hard Drive representation : Hard Flowers project.
Maybe, i will updated later when i will finish the works.

Thanks to www.lost.eu/20ac who had link me on visual complexity.

Vimeo / Videos tagged processing

Tendrils continued