Category: Accidental art
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Project Nightjar: Camouflage data visualisation and possible internet robot predators
We’ve had tens of thousands of people spotting nightjars and donating a bit of their time to sensory ecology research. The results of this (of course it’s still on-going, along with the new nest spotting game) is a 20Mb database with hundreds of thousands of clicks recorded. One of the things we were interested in…
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Open Sauces
Open sauces is a FoAM project to investigate the sharing of food, food culture and food systems. Last week in Brussels we started experimenting with ways to store, display and reason about recipes in different ways. Taking the recipes from the Open Sauces book we’re representing them as Petri Nets, which means we can feed…
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Visual livecoding environments: big screenshots
Some decent sized screenshots of al jazari and scheme bricks rendered with fluxus’s tiled frame dump command. This set includes some satisfyingly glitchy al jazari shots – not sure what was causing this, I initially assumed it was the orthographic projection, but the same artefacts occurred on the perspective first-person robot views, so it needs…
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New Portuguese Bicycle Operatics
Prepare your bicycle clips! Kaffe Matthews and I are starting work on a new Bicycle Opera piece for the city of Porto, I’m working on a new mapping tool and adding some new zone types to the audio system. While working on a BeagleBoard from one of the bikes used in the Ghent installation of…
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Al Jazari – scooping out the insides of planets with scheme
Optimisation is a game where you write more code in order to do less. In Al Jazari 2 doing less means drawing less blocks. Contiguous blocks of the same type are already automatically collapsed into single larger ones with the Octree – but if we can figure out which blocks are completely surrounded by other…
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Spork Factory: Amorphous Computing
Departing in a new direction after evolved light follower robots, take 500 processor cores spread out in space. Give them a simple instruction set which includes a instruction to copy (DMA) 8 bytes of their code/data to nearby cores (with an error rate of 0.5%). Fill the cores with random junk and set them running.…
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Spork Factory: evolving a light follower robot
Continuing with the structured procrastination R&D project on evolvable hardware, I’m proud to report a pretty decent light following robot – this is a video of the first real-world test, with a program grown from primordial soup chasing me around: After creating a software model simulation of the robot in the last post, I added…
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Re-interpreting history
A script for sniffing bits of supercollider code being broadcast as livecoding history over a network and re-interpreting them as objects in fluxus, written during an excellent workshop by Alberto de Campo and Julian Rohrhuber at /*VIVO*/ Mexico City. (osc-source “57120”) (define (stringle str) (map char->integer (string->list str))) ;;(osc-destination “osc.udp:255.255.255.255:57120”) ;;(osc-send “/vivo” “s” ‘(“fluxus:hola”)) (define…
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Hapstar graphs in the wild
Some examples of graphs that scientists have created and published using Hapstar, all these images were taken from the papers that cite the hapstar publication, with links to them below. I think the range of representations of this genetic information indicate some exciting new directions we can take the software in. There are also some…
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Evolvable hardware
I’m modding a robot toy for the next Spork Factory experiment, the chassis provides twin motor driven wheels and I’m replacing it’s brains with a circuit based on the ATtiny85 for running the results of the genetic algorithm, and a pair of light dependant resistors for ‘seeing’ with. Here’s the circuit (made in about 20…