Monday, February 25, 2008

“Audio Sampling and Digital Signal Processing”


Sound design and sound scapes for interactivity, movies, or computer game atmospheres and Sound videos.


When we consider art from an historical perspective there are always new concepts to communicate and new paradigms to define. Artists move across the boundaries of discipline without shifting their identities. While artistic genres continue to evolve, nothing is lost; conceptual approaches are reapplied and new ones introduced. In this course, we will explore sound art as a complex multidimensional medium situated in both physical and virtual space. The main objective is to develop the appreciation and application of the many ways that musical composers, sound artists, and visual artists have conceived of and developed sound as a unique and powerful artistic medium.

To investigate how to record and process sound in an analagoues way similar to image processing and developing in photoshop.
Your sound scape should develop organicly and NOT musicly. You want your sound to be for and installation or movie. It could be about interactivity or atmosphere.

The Primary Objective of this project I to creat a series of 15 second sound textures to animate to in the final movie project. 12 BARS at 180BPM.

Part One ( Week One )
Collect "noises" within a short radius of MIC made up of environmental sound including traffic, construction, people, etc. Of particular interest: machines and non traditional music style sounds.

Edit these sounds in Soundforge then transfer to cubase to test time sync to 180 BPM.

Part Two ( Week Two )
Process the recording using, Soundforge / Reaktor / Absynth or other sound processing program. And also think about processing the sound via analogue means. Then reprosess or trigger using cubase, max msp or other such DSP program.

Basic Synth Building
Reaktor Tips
Native Instruments Reaktor tutorial directory

Creative Synth Tutorial Database

Landscape and Media

Andy Goldsworthy


Emerging technologies such as wireless network, locative media, and pervasive computing have brought about new perceptions and social interactions in urban environment, transforming the ways we experience our cities. The concepts of space, time, and social relationship in urban environment are put in flux, while there are growing interests among communities of artists viewing city as social playground, public space, fluid canvas, and invisible layers of network.

However the urban environment is not the only available location for media.
Rural, seascapes etc etc can all be utilized to express and research the
possibilities of Installed locative media.


To conceptually explore the possibilities of site specific locative media.
To enable a connection between the environment and location.

This could be through telepresence or physically engaging and interacting through a device of your construction with the environment.

Online VR

David Hall 2006

David Hall 2006

David Hall 2006

“360” SEOUL


About QTVR
QuickTime VR is Apple's award-winning, photo-realistic, cross-platform virtual reality technology that makes it possible to explore places as if you were there. All major applications that play QuickTime movies can also play QuickTime VR movies.

About Interaction and QTVR technology
Initially QTVR was developed as an immersive environment technology and has been primarily used as a tool for online tourism. However images can be generated in 3D then transposed to QTVR viewers. Also photographs can be composite or over painted to give a more conceptual environment or image.

Other areas that have not been explored at length are the possibilities of a QTVR image as a GUI for websites or online games.

Each Person will make a minimum of 5 QTVR environments. Each environment will be linked to each other via a hotspot (or multiple hotspots) link within the QTVR image.

The environments should be unusual and dynamic ( NOT standard touristy images of beauty spots and over photographed locations )

The objective is to put ALL of the QT images linked and online. To make a dial in journey through Seoul.
Instead of the project being a “ hey look at this nice part of Seoul “ I think it would be much more interesting if the whole project where a narrative journey.
With each person exploring interior and exterior space. Scale, texture and light should also play a part in the decision of where and when to shoot.

To capture environments of textures as part of the production process.
These will be used in part as reference for the final project of this semester.

RESEARCH AND LINKS - Germany - Canada
Sven Anders Photography - Germany
Affendy Awalludin - France - Germany
Panoramic VR in Flash! - USA
CheathamLane - Immersive Interactivity - USA
Virtual Tour of the Taos Pueblo - USA
Jim Galvin -
PANO4YOU - Virtual Tours Services Singapore - Singapore

“MOTION GRAPHICS” Time Capture Imaging



The beginning of motion graphics runs parallel with the history of cinema.
And the birth of both was multiple exposure photography and the “ zoetrope “.

Motion capture ( MOCAP ) is a widely used process for calculating movement. But it can also be used to explore motion and animation ( motion graphics ) through a non time based delivery medium such as still images.

In this project we will explore motion and animation through the multiple exposure, or multiple imaging techniques. In any given environment or situation still motion graphics can reveal a hidden world of possibilities and beauty not visible to the naked eye.


Step One
CONCEPT AND EXPLORATION-( 1 week duration )
Develop your concept with a view to its stylistic and visual qualities as well as how this work will be disseminated.

Step Two
DIGITAL-( 2 weeks duration )
Experiment with concept, location and movement through a series of images.

Step Three
FINAL PRESENTATION -( 1 week duration )
I expect at least 10 experimental images from each person as the final output
Of this project. I also expect to see a creative unusual approach the idea of still images and motion.

Important note.
Final presentation will require photographs and images of High resolution for printing purposes.


Games and Game controllers

David Hall 2005

David Hall 2005


The FPS has been around for a long time ( in game terms anyway ). Its future is pretty clear, more realism. MMORPG and Japanese led erotic games will obviously develop as graphic cards and networks become more sophisticated in their ability to add dynamics and realism to the interaction and visuals.

The Nintendo Wii has recently taken the gaming world by surprise buy a simple but innovative approach to interaction. This made it clear that advances in games and game play are about outside the game as much as inside the game itself.

After the demise of the FPS what will be the new areas of exploration for games and what will be the physical interaction possibilities of such games. And what new ways can we interact with existing games with existing technology today.

Costume and Technology

Joomi Ha

Kim Boram

Minwoo Lee

‘Costume and Technology 3’



One of the hyped terms in the world of technology and design is the phrase “Wearable computing“. Infect this term contains as much meaning as the term “Ubiquitous Computing“, which is to say that both are so vague and encompass such a wide variety of disciplines that they could refer to almost anything. More commonly “Wearable Computing “ has come to signify some kind of practical or utilitarian computer that is integrated into clothing.

Our objective for this project is different in that we are not looking for a practical solution.

What I envisage is a theatrical costume for leisure or performance. This could mean “Disco Shoes” or it could mean “stage” clothing. The important thing is that the device be thought provoking and utilize sensors and technology to perform its task.


This project will be divided into the following stages –

1 – Concept generation and brainstorming. With sketches and photographs.

2 – Refinement

3 – Practical test mockups

4 – Fully working test prototypes.

I expect modified clothing or real products to be used as the basis of your finished projects. Making costumes from scratch would be too time consuming and probably too expensive.

The important thing to keep in mind is a sense of the theatrical or even operatic.

Credit will be given for artistic approaches and unusual concepts. And please try and stay clear of the practical side of the subject in terms of ergonomics and utility.

Sunday, February 24, 2008

“BEYOND THE AEROSOL” Urban graphics

David Hall 2005

David Hall 2005
David Hall 2006

Graffiti research lab

Banksy Palestien


There are various forms of graffiti. One of the simplest forms is that of individual markings such as slogans, slurs, or political statements. Examples of this type of graffiti commonly are found in bathrooms or on exterior surfaces, and this graffiti is usually handwritten. Another simple form is that of the tag which is a fancy, scribble-like writing of one's name or nick-name. That is, tag signifies one's name or nick-name.

For example, wild style changes with each artist's interpretation of the alphabet, but it also relies on the use of primary colors, fading, foreground and background, and the like to create these letters. Thus, it is important and valuable to characterize some forms of graffiti as art because this challenges people, who are conditioned to accept art works as art only if they are created in a traditional manner and appear in institutional setting, to appreciate art works that originate and develop outside of these constraints. In doing so, people come to realize graffiti is not an art form that is done just for the sake of rebellious destruction. Quite the opposite, it is an innovative and truly original art form that is meant to bring an aesthetic pleasure to the audience like any other recognized art form.

In some sense you could say that Tags and graffiti are the antithesis of corporate graphics, and their traps of marketing and logistics. So graffing is a raw and base form of urban graphics and identity.


Step One
CONCEPT-( 5 weeks duration )
Develop your concept with a view to its stylistic and visual qualities as well as how this work will be disseminated.

Step Two
DIGITAL-( 5 weeks duration )
Digitize and develop your tags/ concepts through 3D, Photoshop and illustrator.

Step Three
Find a location (a building that is to be demolished etc) and Draw, Spray, Paint or sculpt your Graff on the surface of the structure.

Important note.
Final presentation will require photographs and movies of final publication