Category Archives: animation

Spam

 

 

Running time: 1’49″

 

218 spam emails were received over the past month. The raw text is printed on screen in sync with the sonification of the same data, which is done by converting the characters’ ASCII code into audio samples at 44.1Khz. In red are the last 1470 characters that are audible on each frame.

 

 

spam_01

27Mar18 | spam_01

spam_02

27Mar18 | spam_02

category: animation, tags , ,

Slime mold

 

An agent based feedback loop system that simulates the behavior of Physarum polycephalum (slime mold) and the natural process of network optimization. Implementation based on this paper.

At later iteration it is also combined with additional forces and a video feed to affect its growth and behavior.

Rendered in realtime (300k partilces @60fps) using GLSL compute shaders within Touch Designer.

 

Running time: < 1′

 

 

 

category: animation, tags , ,

Proof of Work

 

 

Running time: 2’43

 

Mouse movement recorded over five typical working days in a Visual Effects Studio. The sped up visualization of the mouse trajectory is in sync with the sonification of the same data, by re-purposing the X and Y coordinates as Left and Right audio signals.

Captured at two HD monitors, using a digitizer tablet, at 30fps and reproduced 1470 times faster to match high quality 44.1Khz audio.

2nd week of January 2018

 

1515714748316

19Jan18 | 1515714748316

1515628818606

19Jan18 | 1515628818606

1515540148787

19Jan18 | 1515540148787

1515458097037

19Jan18 | 1515458097037

1515799528642

19Jan18 | 1515799528642

 

 

category: animation, tags , ,

geolocation

 

 

Running time: 0’40

 

What does my commute sound like?

Personal geolocation data were captured over a period of two years (May 15 – 17). The 300,000 collected points are visualized and sonified over time at a rate of one day per rendered frame. The series of longitude and latitude coordinates are conformed against the small window, normalized and exported as two audio channels.

 

 

category: animation, tags , , ,

geophone

 

 

Running time: 5’34
3D scans: Cosmo Wenman

 

What does a digital object sound like?

Geometric objects are stored as a series of points, which are connected to form a continuous surface. Each point is associated with a set of 3D coordinates.

In this experiment, the coordinates of a given object are plotted along the point index to form three individual graphs. The graphs are then normalized and combined into two channels, transforming the topological information into audible tracks.

These soundscapes are generated solely by the data representing each object. In the same way a gramophone reads the grooves of a record and outputs sound, the geophone iterates through the points and turns the traveled path into audio waves.

The end result is defined by the shape of the object, the order in which the points are digitally stored, the frequency in which they are iterated and the way the three graphs are mapped on to the two audio channels. No further processing has been applied.

 

Screened at :

 

Ars Electronica Animation Festival 2017
(Linz, Austria)

ADAF 2017
(Athens, Greece)

anifilm 2017
(Trebon, Czech Republic)

PERFORMANCE 0630 by Arts Incubator
(New York, USA)

 

Included in Animation Online Theater

 

category: animation, tags , , ,