Change of location, brain scans, Mineways, OBJs, smiles

We have been notified of a particular place of interest within the data, this being in Luton – it feels good to have a central place of significance to work on now. The area is about 520msq, made up of four voxel ’tiles’, so I spent some time bringing other parts of the project up to date with that. Alas, four delicious cross section scans:

Exporting OBJs from Minecraft for 3D printing (spoiler, not so fabulous)

After rendering voxel data in Minecraft Pi, the next logical (and exciting) step was to export the blocks as a 3D file ready for 3D printing. Jo is the master of all things 3D and tangible, so I have been very excited to send this off to her – after a day of dallying around, we are definitely closer to that goal.

Voxels: Minecraft & surprising lack of immediate obstacles

So far in the ‘play’ stage of the project, I have rendered wonderful little sections of Milton Keynes in Fluxus with both practical and slightly more esoteric outcomes – firstly, we have a script that outputs .OBJ files using small sections of data, which can be used for both digital and tangible modelling (such as 3D printing). That’s the practical part. The latter made the primitive object performance ready, which …

Fluxus and Voxels and long rendering times

Following on from previous Voxel Debut, it seemed a good idea to visualise the data using Fluxus, as a newbie to live coding visuals. Before this stint, I had never really worked with 3D and animation, so thinking this way has been an entirely new concept to me, alongside learning Fluxus (& Scheme, in general). With a couple of Algoraves coming up this week, an incubated week of intense livecoding …

Voxel Debut

Recently, we were approached by Dr Karen Anderson of the University of Exeter to visualise voxel data of Bedford, Luton and Milton Keynes. A natural place to start with the data would have been to interpret it in Python and recreate the cities in Minecraft, so of course I became distracted and found myself being led down a different, more Fluxus/3D/performative inspired path. However, the first port of call was …

Sonic Kayaks: how to build musical instruments for marine exploration

Here is a bit of a writeup of the gubbins going into the sonic kayaks project. We only have a few weeks to go until the kayaks' maiden voyages at the British Science Festival, so we are ramping things up, with a week of intense testing and production last week with Kirsty Kemp, Kaffe Matthews and Chris Yesson joining us at FoAM Kernow. You can read Amber's report on …

Ars Bioarctica

A Machine Wilderness session at Kilpisjarvi biological research station some 300 km into the polar circle in northern Finland.

As part of the Ars Bioarctica residency program we proposed a team residency consisting of L.A. based artist/maker Ian Ingram, Finnish artist Antti Tenetz and Theun Karelse of FoAM.

Sonic Kayaks open hacklab 2

We now have the full system working, with temperature sensors and a hydrophone logging and sonifying underwater data in real-time to the paddler. This lab session was to design the final build and sonification elements.

  • Page 1 of 1.