Monday, June 29, 2009, 06:35 PM - live

I've created a page documenting my contribution to the show, 'The Atocha 24 Insertions'.
You can read about it here and see an edited video here.
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Wednesday, May 20, 2009, 06:14 PM - live
I got back from Cartagena a few days ago after giving an Artvertiser workshop there with Clara and Diego for the festival 'Mucho Mas Mayo'.
Performance there was heavily tested in the outdoors as we swapped advertisements around the workshop area (Carrefour particularly) using a Vuzix iWear Head Mounted Display and Quickcam Pro 9000 (photos soon). When it worked it worked quite well- surprisingly so given the intensity of Murcian sunlight.
However, on the train back I had a long think about where improvements could be made. This morning I went through the code top to bottom and have managed to achieve at least a 2x speedup in the tracking and augmentation. Really quite something for generic image tracking.. It's now about as fast as ARToolKit, when tested on my Thinkpad X200, and very stable. This means we should see significant performance on smaller devices.. I'm tempted to throw it at the BeagleBoard again..
Anyway, now it's time to get out into the streets of Madrid and take it for a drive!
Sunday, May 3, 2009, 02:42 PM - live
I was lucky enough to get a major award at Laval Virtual this year for levelHead.
Thanks to Shirai for picking up the award. Unfortunately I wasn't able to make it to Laval this year in person. I was in Lima, Peru teaching at Interactivos'09.
My assistant Pablo flew in to set up the piece and it seems he did a good job indeed.
Other winners in the first place 'Invited' category were:
YOTARO, University of Tsukuba
Copycat Hand for All, University of Tsukuba
Space Trash, Institute of Graphics and Paralell Processing, JKU, Linz
Cheers!
Tuesday, April 14, 2009, 09:55 PM - live
As the title suggests I'll be at The See Conference this year in Wiesbaden presenting a paper and some of my new work. Here's a synopsis of the proceedings straight from the site itself:
"see" is back again, driven by last year's success and the extensive positive feedback we received. In 2009 the see conference will again bring together fields like design, art, new media and architecture. We will explore new approaches that are being developed to confront the flood of information and transform it into useful knowledge. As before, we've got top speakers lined up, some of whom are Aaron Koblin of Google Creative Lab, the software artist Julian Oliver, Sebastian Oschatz from MESO Digital Interiors and Eric Rodenbeck from Stamen Design. The see conference #4 will take place on April 18th 2009 at the historic Caligari Theatre in Wiesbaden.
For those of you not going be sure to catch the stream!
Thursday, March 26, 2009, 11:06 PM - live

The second edition of the Luz, Espacio y Percepcion workshops has begun!
It'll be a super few days. If you're in Madrid, drop in and witness materialisation of the following projects:
Analog hologram matrix - Emanuel Andel
Buscando Aberraciones - Óscar Sainz / Mónica Bujalance
Caleidoscopio Mutante - José Manuel González Martínez
La sombra de la duda - blablabLAB (Raúl Nieves)
Medianeras Vivas - Belén Butragueño Díaz
Through the Looking-Glass: Opening Windows in the Wall - Manuel Sánchez Gestido
Versión_Beta - David Rodríguez
Saturday, March 14, 2009, 05:45 PM - live
The Beagle Board is our first target platform for the binoculars of The Artvertiser project. Right now I'm deep in documentation reading about how to cross compile for the device using Open Embedded.
It's a pretty incredible device, ARMv7 Cortex-8 CPU, low power drain (just 5V @ 2A), OpenGL ES support, DSP chip, HD video capable, DVI and TV out for just EUR116.00..
Goodbye Weekend..
Wednesday, July 30, 2008, 09:10 AM - live
After many requests and a heap of delays the levelHead source code is now publically available under the General Public License V3.0. All art assets are provided under the CC-BY-SA 3.0 license. See this install page for full instructions.
This is a release intended for developers and those comfortable with the compiling software on Linux systems. As yet there is no binary executable of levelHead.
More about that soon..
Tuesday, July 29, 2008, 01:12 PM - live
I'm off to Sao Paulo, Brazil tomorrow for the FILE festival to install levelHead.Let it be known i'm currently looking for reccommendations of good vegetarian restaurants..
Friday, July 11, 2008, 01:38 PM - live
This, the first footage of the first stable version of levelHead, was documented yesterday with a speed-run of 227 seconds ;) through the first 3 cubes.
Aside from the above Vimeo documentation, you can download the 65M OGG/Theora file here. It will play in VLC.
This video was made thanks to Blender's great new video sequence editor (finally a fast and stable Free video editor for Linux) and captured using the strangely performant 3d desktop video capture solution for Linux Bugle.
For those of you keen to get your hands on the code: it's coming soon! I still need to tidy up the literature before it ships..
Friday, May 23, 2008, 06:00 PM - live

I recently gave an interview for TAGMAG 6 as part of their feature on Augmented Reality. It's quite an interesting issue surveying AR from a cultural, philosphical and artistic perspective.
Get it here
If you're in Den Haag region come to TAG<> and play the best version of levelHead yet alongside some great work by other aritsts like Theo Watson and Jan Torpus.
Monday, April 21, 2008, 05:44 PM - live

As promised, here's a gallery of images of levelHead in action on day 2 of Homo Ludens Ludens. As you can see they were taken by a far better photographer, utilizing a special feature of the camera known as 'autofocus'..
Sunday, April 20, 2008, 12:13 AM - live

Last night at the opening was the first time levelHead has been seen in the wild. As such it's been extremely revealing watching people play it, something I've done for a few hours today.
The response has been very enthusiastic and almost all people seem to 'get' the interface pretty much immediately (with the exception of one woman using the camera to explore her nostrils on the projection at a rather inopportune moment).
That aside I'm surprised at the breadth of variance in the capacity of people to record and recall information about the room they were last in. Of the 50 or 60 people I watched play levelHead, I twice saw people demonstrate alien-savant powers in this regard, completing the first cube in under 2 minutes. Almost everyone I watched took their capacity to navigate effectively quite personally, even at times stopping to make mental notes before moving to a connecting room.
One thing I'm greatly enjoying about this piece is the ever presence of hands, made gigantic, carefully holding the cube complete with little world inside.
Aside from changing all the in-game dialogues to Spanish, I'm clear on the few tweaks I'll make for SonarMatica at Sonar08 in June. One thing is certain, the cubes will need to be an extremely durable plastic.
I've uploaded a little gallery of people playing on day 1 of Homo Ludens Ludens, one that expresses most of all just how little I understand our new Ricoh GR Digital camera (or perhaps photography in general). I'll make another one of people playing tomorrow on return home.
Sunday, April 8, 2007, 03:56 AM - live
Here are a few galleries, broken up into categories based on when the images were taken during the cycle of action. I think what's in here is a little more interesting than what's seen in the earlier video as it also gives coverage of some live palette manipulation.
beginnings
fields
instants
endings
Saturday, March 17, 2007, 02:05 AM - live
while teaching at Georgia Tech i've been in the company of some big screens, so i took the opportunity to film a long overdue clip of Fijuu2 in use.
we'd hoped for an inset of the gamepad but i didn't have access to two cameras at the time. regardless, this clip should explain what it's all about.
get it here. It's in the Ogg Theora format. If you don't know what that is, just use VLC.
Saturday, July 29, 2006, 02:24 PM - live
The HTTP Gallery in London is now showing my Second Person Shooter prototype in a show by the unassuming name of Game Play. Let's hope the little demo doesn't crumble under the weight of a thousand button-mashing FPS fans..
As soon as my commission for the Arnolfini is complete and shipped, I'll finish the _real version_. Promise.
Tuesday, July 11, 2006, 09:55 PM - live

This little sketch continues my ongoing fascination with multiple viewports, for both the visual compositional possibilities and for the divided object/subjecthood produced. I spent most of a day working on 'trapped rocket', exploring the use of viewports to contain their subject.
In this experiment I've built a 'prison' out of six virtual cameras, containing an aggressive object, a rocket trying to get out. All cameras are orthagonal to the next looking inward, in turn producing a cube. Together all six cameras jail the rocket as it toils forever trying new trajectories indefinitely.
The 3.2M non-interactive, realtime project runs on a Linux system and is downloadable here. You'll need 3D graphics accelleration to run it. I wrote a script that took a gazillion screenshots and so here's the overly large gallery that inevitably resulted. Here's also a 7.4M, 1 minute clip in the Ogg Theora format.
Friday, June 2, 2006, 12:58 PM - live

it's in the Ogg Theora format (plays with VLC), is 84M slim and has a couple of minutes playing time.
this video is pretty much a record of the piece as it was exhibited at Lovebytes06, the game autoplaying continuously for two weeks.
there is no human input in this work, four bots fight each other, dying and respawning, over and over again. one of the four bots sends all of it's control data to PD which in turn is used to drive a score. it's through the ears of this bot that we hear the composition driven by elements such as global-position in the map, weapon-state, damage-state and jump-pad events. For this reason game-objects and architectural elements were carefully positioned so that the flow of combat would produce common points of return (phrases) and the orchestration sounded right overall.
The scene was heavily graphically reduced so as to prioritise sound within the sensorial mix.
we have a multichannel configuration in mind for the future, whereby each bot is dedicated a pair of channels in the mix. the listener/audience would then stand at the center. perhaps we would remove video output altogether, so that all spatial and event perception was delivered aurally.
get it here.
Thursday, May 25, 2006, 11:41 PM - live
it's 40M and in the Ogg Theora format. if you don't know what that means just use the VLC player.
get the video here.
if you can deal with Flash, here's a YouTubed version.
Tuesday, January 31, 2006, 12:14 AM - live
Nam June Paik passed away on Sunday. He'll be missed. Nam June really opened up the screen.
Tuesday, January 17, 2006, 03:26 AM - live
We all reserve the right to be astonished; every time we're astonished the world proves to be larger than we are. This is something we need to affirm in the course of life. Skeptics, you might say, are connoisseurs of astonishment, their tastes are just a little more rarified than others.
Today I was astonished, so much so I had to break from the reflexively secretarial trend of my del.icio.us account, to add a new entry, "extraordinarily-stupid-ideas".
What was the harbinger of this radical departure from dry topics like "howto", "software" and "architecture"?
The Neverending Billboard.
It actually made me feel a little sad upon first witness, a lonely and very real casualty of the internet boom.
The logic appears to travel down this garden path:
I create a site in which people can advertise their products and services by paying for space within an infinitely large internet 'billboard'. While the board is infinitely large, units of my real estate are at a fixed price (mo ho ho ho). People will regularly return to my infinite billboard and choose from which of the plethora of logos they will click, by doing so staying informed with the very latest in online products and services.
Is that the space marked 'Reserved' really there for a buyer working night and day on their logo, one that will surely outshine competition on the worlds most scalable roadside sign?
Friday, November 18, 2005, 05:15 PM - live
About time I confess that this is/can be a blog. here goes.
Fijuu, young wine, Krsko.
Just returned from giving a short talk and performance at the very well facilitated Mladinski Center. Marta worked the sequencer brilliantly, while I noodled on the meshwarp instruments. The sequencer was the star of the night - locals coming up later and toying with it for hours afterwards. Later we headed off up into the hills to a vinyard where the fine folk from MC roasted us Chestnuts and told us Bosnian jokes (no, not jokes about Bosnians) We were given a very special performance there by a local programmer, but for the integrity of my hosts, I'll keep it secret..
FRAKTALE IV

Blind Passenger Oliver Van Den Berg (an on board flight recorder)
Went to an edition of the exhibition series FRAKTALE at the Palast Der Republik here in Berlin, which closes for public entry alogether tomorrow. The exhibition was truly excellent. The show was sparsely distributed throughout one wing of the otherwise completely desolate shell of the Palace's former glory. Sound from a video of an RC Helicopter thrashing to itself to peices on the ground moaned throughout the building, a stubborn machine grieving at it's incapacity. Some very beautiful structural interventions (I wonder whether they will launch the bike at the beginning of this helicoid) .
A day later and I'm still haunted, underscored perhaps by the fact the entire Palace is being pulled down to be replaced by a reconstruction of a 14C Prussian Palace that existed there formerly. Despite the fact that the Palast der Republik is riddled with asbestos it does seem ironic that one heritage site is being pulled down to make way for a reconstruction of a building that once existed in the same location. I'm sure there's more poltical custard and soggy money to this story, but from the perspective of a badly disguised and poorly researched tourist, it does seem a bit strange.
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