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Hell hath no fury like a man whose laptop was recently stolen, while eating a delicious breakfast,
by very clever thieves.
To cut a short story long, the $US is weak against the Euro and I need a new laptop fast,
specifically the new Thinkpad T400: the ideal horse for this goucho.
If you're coming to Ars Electronica and want to make some fast money, email me and I can offer you
a handsome cash incentive for buying me a laptop and bringing it with you, unboxed. Yes that's
right, I just used the words "handsome cash incentive" and "fast money" on the Internet.
Oh, and if you've sent me an email at all since January this year, send it to me again..
FILE2008 in Sao Paulo was super. Rarely do I
meet such an attentive and genuinely interested team responsible for putting the exhibition
together. The tech-crew were really on-to-it and the assistants hanging out with the pieces,
explaining them to people, were too: they had about 1.5k people come through one Saturday. The
interior design of the show was really clever as were the curatorial choices overall. Anyway, this
is a belated thanks to the FILE team, Vivian, Paula and Daniel especially. Your festival rivals
anything seen in Europe.
Sao Paulo. Where to start - even a Paulista would ask the same. Firstly, I really like the place.
It's incredibly diverse, at times rough, vast and complex. 20 Million humans try to make it work in
the metropolitan area, of which I met around 37. Paulistas are a generous bunch it seems. It's not
a myth you can simply walk into a bar and smile your way into a fine night out.
That said, my dubious companion for most of it wasn't a Paulista. A certain James Powderly, and he's ever ripe for some good
old-fashioned silliness. Here's to you James. Haven't heard from you for a few
days. Like many I hope you turn up soon. You were half-expecting to get shot. Let's hope my
"not /during/ the games" theory stands up to your fairly respectable test ;)
A fine friend of mine Mariana hooked James up with some local writers/graffers so much time was
spent with a generator, projector, laptop and
a laser-pointer around town at night. Was good to hang out with you and Lelo. Both v'talented
people.. I thank you again for introducing me to Raquel and Guillermhe also..
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.
I've just archived documentation of Quilted Thought Organ, a sound-based
game/performance environment I made in 1999, here. Yes the link to the move
works now.. Ugh.
While I prefer the operating system Debian for development and general computery tasks, I use Ubuntu for art installations. From my
experience Ubuntu has a great track record with diverse hardware and is a reliable performer with
recent versions of free software. 30 minutes and you're up and running in most cases.
One great frustration with Ubuntu in a gallery/museum context however (may be fixed in 8.04) is the
aggressive screen-blanking. For whatever reason disabling gnome-screensaver and various other
power-management settings relating to the screen doesn't discourage it from blanking. Yes, asking
the assistant of the piece to wiggle the mouse every 20 minutes is a pretty rubbish
workaround..
So, here's how to permanently disable screen blanking under X on Ubuntu (and probably any other
distribution). Pop this in your /etc/X11/xorg.conf and restart X
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.
Get 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..
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.
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.
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'..
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.
It's been a good couple of weeks working on levelHead, in preparation for the Homo Ludens Ludens (aka "Man, the
player") exhibition at LABoral, Gijon, Asturias,
Spain.
The controls are far more robust and a great many bugs have been slayed (in a caring and respectful
way). There are now 3 playable levels and a bunch of user-notications and other goodies that aid
navigation.
At the 11th hour pix came on board to migrate the tracker from
ARToolkit to ARToolkitPlus, which has worked splendidly: tracker stability is far better than it
was with my previous ARToolkit implementation.
While working together he chose to go on a bug hunt, chasing in particular a graphic glitch where
two rooms were being drawn at the same time. I'd written the first version with the intention of
just one room being drawn at a time (one marker to be tracked for simplicity) but with the aid of a
stencil-buffer he managed to make the use of the likely occurence that two or even three rooms can
be seen at once:
.
Development hasn't all been in code, I also have some lovely new cubes:
So at the end of a fairly fierce two weeks of programming, levelHead is ready to be unleashed on
the Asturians, where it will be installed for 5 months. For those that can't make it to Gijon,
levelHead will next be exhibited at Sonar, Barcelona this year.
Here's a video of my Inclusiva-Net Conference,
Cartofictions: Maps, The Imaginary and GeoSocial Engineering.
It's around an hour long. Note that it has one or two mis-placed slides at around 34mins. This
aside the editor did quite a good job.
Abstract:
From the earliest world maps to Google Earth, cartography has been a vital interface to the
world. It guides our perceptions of what the world is and steers our actions in it. As our
knowledge about the world has changed, so have maps with it (or so we like to think).
In this lecture Julian shows a darker side of map-making, covering various reality-distorting
effects innate to the graphic language of cartography and how they can be easily exploited for
gain.. In doing so Julian positions cartography as an abstract and influentual creative practice,
rich with the power to engineer political views, religious ideas and even the material world
itself.
Be sure to check out some of the excellent projects that
came out of Inclusiva-Net this year - super stuff ppl, it was a pleasure teaching working with you
all.
Big thanks to the Medialab-prado team for making it all
happen.
.. that's the name of my latest paper, prepared for the Homo Ludens Ludens conference at
Laboral, Gijon, Spain in mid April. It'll be
published in the symposium book alongside the work of this esteemed
bunch.
Download
it here. You're free to reproduce and distribute it under the terms of the Creative Commons
Attribution 2.0 License.
Out of interest I'd prefer to use a license like the GNU Free Documentation License for my papers but I can't
find anything that comes close while remaining suitable to theory.
If you have any ideas I'd be glad to have an email from you.
The below two videos show basic live image substitution of a postcard, seen by my webcam.
This clip demonstrates playing a movie 'on'
the postcard and this video demonstrates
cycling through a variety of images while attempting to emulate the local lighting conditions.
It's still not as stable as I'd like but nonetheless it's getting there.
The idea, of course, isn't to substitute images on arbitrary postcards but on big billboards,
bus-stops and sign advertising in cities. I do have a clip of a substitution of a road-side sign
but it's a bit rubbish due to it being quite dark at the time.
As opposed to (most) other augmented reality techniques - which use specially designed
black-and-white fiducial markers - here the image itself is the marker.. This is much more
processor intensive than normal marker tracking.
Naturally I'd love to see this working on a mobile phone but having played with a Nokia N95
recently - perhaps the best-specc'd phone for this sort of work - it's clear that fast image
detection is well beyond the scope of current phone hardware; at least at more than a few frames a
second. That's not to say standard augmentation using fiducial markers doesn't work fine on such a
phone (like those used with ARToolkitPlus)..
Nonetheless, a UMPC built into a pair of binoculars is probably a bit more fun out on the field
anyway.
This is a project I've been dreaming up for a while. Only until recently however have developments
in both computer vision and mobile hardware platforms made it possible to produce.
Here's the blurb:
The Artvertiser is a computer vision project exploring live, locational substitution of
advertising content for the purposes of exhibiting digital artwork.
The Artvertiser takes Puerta del Sol Madrid, Times Square New York, Shibuya Tokyo and other sites
dense with advertisements as exhibition space. The Artvertiser is an instrument of conversion and
reclamation, taking imagery seen by millions and re-purposing it as a surface for presentation of
art.
By 'training' a computer to recognize billboard advertisements, logos and other images of commerce,
that content can then be 'replaced' with alternative material when seen through a specially
engineered digital video device. If an internet connection is present at the site, it can be
documented and published in on line galleries such as Flickr and YouTube.
So far the software component is coming along well. It is already possible to perform live
substitution of billboards with images, 3D models or movies when seen through a sufficiently good
camera. To get this far I've written a C++ application ontop of the excellent image tracking
library Bazar that supports substituting the
detected image with an OpenGL surface upon which I can draw video (live or from file) or static
imagery.
Working with Clara Boj and Diego Diaz - also competent
practitioners in Augmented Reality - I hope we can add a network component such that when an
'artvert' is seen in the wild it can be published to Flickr and/or filmed and uploaded to YouTube
and similar video hosting services.
Soon I hope to upload videos of early trials of the system out in the wild.
I recently spent some time looking around the hinternets for a simple method to stream live video,
captured using OpenCV, from a webcam or firewire camera, to textures on one or more OpenGL
polygons, windowed with something light like GLUT. Having found nothing that acheives this, and
seeing that lots of people were trying, I wrote a program in C that does.
Why OpenCV? OpenCV offers advanced texture processing and analysis: being able to find natural
features in images on OpenGL surfaces offers up many interesting possibilities.
The trick was just to pass correctly scaled (power of 2), captured IplImage data to glTexSubImage2D
every frame. It needed to be correctly formatted and bound beforehand.
Get the source code here,
licensed under the GPLv3. It will compile on a
Linux system. OpenCV, FreeGlut and OpenGL are
needed. You'll need hardware accelerated 3D too..
Here's a manual I wrote introducing the basics of
modeling, texturing and rendering using the excellent open-source software Blender for the FLOSSManuals
project.
Later on I'll post a section on the Realtime Game Engine part of Blender toward the ends of rapidly
prototyping game/3D interface ideas.
If you're interested in translating this manual into languages other than Dutch (Walter Langelaar is working on that) pls get in touch!
I've just finished the first beta (really an alpha) of my little AR/tangible-interface game
levelHead. Admittedly there's not much up on the project page yet, but here's a YouTube video that conveys the general
idea pretty well. It still has glitches but i'll iron those out soon enough.
At some point i also want to look into the idea of using invisible markers (have a few promising
possibilities there) or full colour picture markers (also possible, though requires much more CPU
braun).
Dilemma: Hotel in foreign country and must wake up very early. Phone critically
low on battery, charger missing, hotelier appears to be asleep and no alarm clock in sight. Very
tired, reasonably inebriated.
Fix: Write a script that emulates the sound of my phone's alar