Generative Art Final Project Progress Update #2
Once Upon a Huh?
“In narrative, we take experience and configure it in a conventional and comprehensible form. This is what gives narrative its communicative power; it is what makes narrative a powerful tool of persuasion and, therefore, a potential transformative device for the disempowered.”
– Steven L. Winter
I was doing Read more →
How do materials sound like? While sound is subjectively perceived, there is a collective or general sentiment on the descriptive qualities of a sound/ soundscape. We occasionally use tactile qualities (eg. rough, soft) to describe sounds, to assign textures to what we hear. In music, texture is the way the tempo, melodic and harmonic materials are combined in Read more →
To improve this project, I would like to experiment with electromagnets to perhaps enable the viewer to have a better control in manipulating the magnet chimes.
Creating an electromagnet using:Large iron nail (approximately 3 inches in length) Thin coated copper wire Dry cell batteries Electric tape Iron fillings, paper clips and other magnetic items Below is a sketch for how I would Read more →
For example, take a look at Alexander Calder's mobiles, and do some research into kinetic art. Some of the aesthetic principles, ideas and solutions you will find may be applicable to your work as well.
New Idea | Brain Storming Phase
For my final project, I will be creating a new sketch but using the lessons from my exploratory sketch. Before developing a sketch, I will look at what has already been created and understand their methodology and the process behind the art piece and not just the final outcome of the work. Next, I will Read more →
Following from the previous studies, I have decided to augment the game to suit the generative properties better.
The main difference: Instead of playing cards and removing them, players now play cards which stay on the board permanently.
New cards can be played over old cards, which card create generative patterns which suit the player’s needs in the point of the game, Read more →
Final Project: Once Upon A Huh?
Just to recap, I created a HTML-based storytelling project where the audience seem to have the autonomy to choose how they want the Fairy Tale to go, but in fact they are actually not in control of the scenarios that happen. In fact, no one can control how the story goes except for Read more →
A Carrie Tale*An overall comment: This is a thorough and ambitious critical analysis which gives you a solid platform to make a strong final work. Please make sure to select and articulate all these creative criteria into an useful procedural system. You do not need to present this system in the work progress or in the class. Rather than being presentable it should be functional for your working methodology - it will be your tool for building this upgraded and more nuanced work. As far as I can say at this point, this system could be structured as an algorithm, but it does not need to be formal in any way - it can and probably should be idiosyncratic or self-tailored just for you. A few more comments: On the first two ideas (a branching narrative and 3 selectable options): Both ideas are good and well justified, just be careful on finding a system (mentioned above) to control both the complexity and to make a seemingly coherent sense of each narrative branch. This would entail your storytelling/writing skills, planning and, of course, some psych. On I might be replacing images from the story with certain parts of the text to add more visuals to the story: OK, and this will make the whole work more interesting. Please remind me in class to tell you about one of my students' video work in which they played with SDH subtitles. Formal components such as visuals and music can also change with the branching narrative "mood" or "atmosphere". On the choice dilemmas: Choice can be and often is structured (or interpreted) in such a way that it conceals the more important levels of decision-making within a given context. On sadistic: Please don't worry. 1. A lot of art is sadistic willingly or unwillingly. 1a. On that note, being boring and weak, most art is unwillingly sadistic. 2. Art (creativity in general) and political correctness are ultimately incompatible in the sense that every meaningful act is always political (carries some intention) but usually not universally equal, so not everyone affected can be equally satisfied. Probably the strongest rationale for this work (if you are still looking for it) is that it emphasizes how, ultimately, all our narratives are senseless/meaningless or non-sensical. This deconstructive critique especially applies to the narratives which are highly manipulative of the reader/listener, weather politically (ideological narratives), socially (social norms, "traditions", etc.), economically (advertising, and to a large degree design in general). Fairy tales belong to this category of highly manipulative storytelling, so they are your legitimate subject and target. * Carrie [as in the classic: https://en.wikipedia.org/wiki/Carrie_(1976_film)] sounds like / rhymes with fairy.
Reading Assignment 3 | System Stories and Model Worlds: A critical approach to generative art by Mitchell Whitelaw
Text Selected: System Stories and Model Worlds: A critical approach to generative art by Mitchell Whitelaw
A Critical Approach to Generative Art
Mitchell Whitelaw discusses the true attraction of Generative Art, and what it represents other than the technicality it is composed of. He suggests that there are two fundamental distinctions in software generative art; “Software formalism”, where it is Read more →
Generative Study of of a deckbuilding card game
As a followup from the previous study,
Simplified Rules: Gameplay goes in rounds, and they repeat until either the player or the monster is defeated. In the course of a round, it is further split into 3 stages: Setup Phase, Main Phase, and Cleanup Phase
There are several zones, Your Hand, Your Deck, Your Field, Your Read more →
SOUND OF STONES
Generative Study: Real-time sound generation using depth data from kinect
Over Week 7, I experimented with SuperCollider, a platform for real-time audio synthesis and algorithmic composition, which supports live coding, visualisation, external connections to software/hardware, etc. On the real-time audio server, I wanted to experiment with unit generators (UGens) for sound analysis, synthesis and processing to study the components of Read more →
Other than using magnets to create spontaneous movements, natural materials were chosen as inspired by Fujimoto Yukio’s work. These include seashells, wood, and corals.
While playing with the different materials and listening to their sound, I noticed some materials make higher pitched sounds and some lower. With this, I decided to make the chimes have 3 differently pitched tones, classifying them Read more →