All posts filed under “Art

Musical Heads

Three examples of crazy musical heads…

drum|head
murat n konar
drum|head was a small project by murat n konar a few years ago whilst he was studying at the Royal College of Art. Its a simple idea but lots of fun. Project a video of his face on to a foam face, when hit like a drum the facial expression changes. Watch video.

Neurosonics Audiomedical Labs Inc.
Neurosonics Audiomedical Labs Inc
This year Chris Cairns created the short film Neurosonics Audiomedical Labs. A real labor of love for the director, featuring many talented musicians. Its very well done, watch here.

Nathaniel Mellor
Nathaniel Mellor
(image source: Mute)
Artist Nathaniel Mellor’s animatronic recreation of ‘The Father’ from Giantbum, 2009. “part of a $75,000 art piece on sale at Art Basel Miami Beach 2009″ (Via Engadget). Watch video.

Of How We Have to Leave Doubts, Expectations and the Unachieved

Of How We Have to Leave Doubts, Expectations and the Unachieved

In 2005 I wrote about Printball by the talented Benjamin Gaulon, a sort of ink jet printer using a computer controlled paint ball gun. In 2008 Nvidia/Mythbusters (may have been) inspired by this and produced the same piece, but also a super charged Mona Lisa version.

André Gonçalves last year created the installation Of How We Have to Leave Doubts, Expectations and the Unachieved.

Watch video.

Of How We Have to Leave Doubts, Expectations and the Unachieved

From the website…
“Motion detection sensors track the presence of visitors in the space, after this detection the fans inside the balloon aquarium start to spin, making the balloons inside it float, a smaller directional fan by the opening of the aquarium is running at full speed in order to push one balloon out, after a few seconds the fans started spinning the aquarium door opens through a pulley system controlled by a servo motor. An infrared proximity sensor, located right outside the door, tracks when the balloon exits the aquarium and triggers the pulley system to close it’s door as well as triggers the fans outside the aquarium to spin at their full power.
Due to the wind generated by all the industrial fans on the floor the balloon is forced to float beside the wall and enter the camera field of vision”.

Of How We Have to Leave Doubts, Expectations and the Unachieved

“As soon as this happens the computer, receiving the image from the camera analizes the incoming data and calculates the distance, angle and speed of the ballon, then based on the gun current position calculates the best spot for intersecting the ballon, after this calculation the computer sends the intersection position to the motors that control the gun aiming position and shoots. if the it fails it will shoot again until the balloon is blown away or this manage to leave the camera’s field of vision”.

Of How We Have to Leave Doubts, Expectations and the Unachieved

The Graveyard

The Graveyard

The Graveyard is a very short computer game designed by Auriea Harvey and Michaël Samyn (A Tale of Tales). You play an old lady who visits a graveyard. You walk around, sit on a bench and listen to a song. It’s more like an explorable painting than an actual game. An experiment with realtime poetry, with storytelling without words.”

“Buying the full version of The Graveyard adds only one feature, the possibility of death. The full version of the game is exactly the same as the trial, except, every time you play she may die.”

I really like the work of A Tale of Tales, and they are constantly debating what a ‘game’ could or should be. To be honest I only played this game through twice, due to the slow moving story that ends the same way. My main reason for posting the above project is the really fantastic Postmortem articles about Graveyard, taking you through the process of creating this artwork from beginning to end, split into…

1. Birth of an idea: History & Theory
2. How to make an idea come to life: Funding & Technology
3. Making the game: what went right and what went wrong
4. Spotlight on character animator Laura Raines Smith: interview
5. Spotlight on music composer Gerry De Mol: interview & lyrics
6. Spotlight on sound designer Kris Force: interview
7. Out in the world: Critical Response, Downloads & Sales

Its a valuable insight for artists and game creators out there.

www.tale-of-tales.com/blog/the-graveyard-post-mortem/

The Graveyard