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art, research and play in creative interaction design

Ocean of Light – Surface – Kinetica 2010

We have just emerged from six days in a black box at the Kinetica Art Fair, nurturing Surface, the first project on the Ocean of Light 3D LED grid. It was an intense period, with apparently some 10,000 people passing through in three days.

Surface is a responsive virtual eco-system that occupies physical space.  It uses a room-sized 3D grid of individually addressable points of light to simulate movement in physical space. The space is dominated by a surface – the boundary between two fluid virtual materials.  The materials are affected by sound – nearby noises create waves that ripple across the surface.  The surface is, however, unstable: the turbulence caused by noise also triggers luminous blasts. Abstract insect-like autonomous agents, aware of their surroundings, also navigate and negotiate the environment and the surface.  The result is a series of interconnected spaces and environments, overlapping physical and virtual spaces that coexist and are aware of each other.

For us, it was also an intense learning experience.  The first outing for the Ocean of Light, a hardware project supported by the Technology Strategy Board, was a litmus test for whether this kind of 3D visuals work on the uninitiated – whether people “get it”. It seems that they do – responses were very positive. We’ve also had a lot of ideas – our own and suggested by others – about future directions and options.

Press coverage included this on BBC News and this on the Daily Telegraph.

The images here are taken from a forthcoming documentary on the project by James Lane – details to follow.

About Ocean of Light

We are off to London to set up Ocean Of light for the Kinetica Art fair. We have been developing this project for over a year and playing with this type of media (individually controlled LEDs in space) for over a couple of years.

So where does Ocean of Light come from? Through an experimental and playful approach to creating interactive digital installations, we often found ourselves exploring where real and virtual space coexist. We had explored this through multiuser activity and shared experience of audio and visual virtual space (altzero, ghosts), then entering physical space, perceptually through stereoscopy and physically with wearable proximity sensors (come closer) also using stereoscopic cameras to analyze physical movement to navigate virtual space (driftnet,freq2).

Each project led to their own discoveries but until we started working with LEDs in space it seemed like we were making experiences and environments that a user peers into through some kind of portal, or the screen space. Working with the Nova grid (Stealth, Discontinuum) certainly took a leap out of screen space and into the real world in a more determined way. However the close proximity of the LEDs still created a screen like situation as the viewer would be forced to view the work from an external proximity.

The Ocean of Light Grid is part of the evolution of this development process, Designed on the back of all this investigation and experimentation by squidsoup Ocean of Light should enable audio/visual environments to be experienced from within.
Surface is the first artwork to be exhibited using the Ocean of Light hardware. It uses minimal visuals and sound to evoke the essence of character and movement. Autonomous entities engage in a playful dance, negotiating the material properties of a fluid surface. (Posted by Gareth)

Bugs and Ghosts at iDesign London and more…

Glowing Pathfinder Bugs and old favourite Ghosts are both to be shown at iDesign, part of London Design Week, on THURSDAY 24th SEPTEMBER – and also a short talk in the afternoon.

Bugs is also being shown in Liverpool on SATURDAY 25th SEPTEMBER, outside FACT, as part of AND (Abandon Normal Devices).  More here.

Onedotzero at the BFI also went well last weekend – the sand made a nice mess of the carpet… images below and more here.

bugs at onedotzero

onedotzero Bugs

Glowing Pathfinder Bugs at onedotzero

Glowing Pathfinder Bugs will be shown at this year’s onedotzero’s adventures in motion festival at London’s BFI, as part of onedotzero_sprites.

Note Bugs is shown on SATURDAY 12th and SUNDAY 13th September only.

Here’s a reminder of what Glowing Pathfinder Bugs is about:

And here’s a link to some more information

Glowing Pathfinder Bugs is a Portable Pixel Playground commission by Folly

Bains Numeriques and more…

We had an enjoyable and interesting time at Enghien-les-Bains for the Bains Numeriques festival, where we showed three versions of Ghosts, and new piece Discontinuum.  Many thanks to Emmanuel, Celine and all at body>data>space.

Diiscontinuum at Eglise St Joseph

Discontinuum was part re-developed in situ, as the piece was positioned inside the church of St Joseph, and we felt it needed to reflect on and respond to the space more.  Live footage from a hidden webcam was mixed with static imagery taken from the stained glass windows in the church; the brilliant colours of the stained glass becoming reproduced within the NOVA cube.  More documentation soon…

discontinuum

In addition to the usual festival goers, we had a lot of interest from the church-going community – rare access to a completely different audience, whose responses were surprisingly positive (at least once the fact that the piece was a reflection on the place was understood).

Discontinuum has become an evocation of place as well as an exploration of the visual possibilities of extruding live imagery through space and across time.  ETH Zurich (Swiss Federal Institute of Technology)/horao GmbH (who designed and built the NOVA)  are planning to show a version of Discontinuum in Zurich; evoking another place (or idea) will be an interesting development for the project.

Ghosts worked well inside the Mediatheque George Sand, using a tryptich of plasma screens to good effect, the three screens in various states of legibility, and reacting immediately and simultaneously to text input.

ghosts tryptich at enghien

On other fronts, preparations are underway for ISEA 2009.  The exhibition starts on 7th August at Ormeau Baths Gallery in Belfast, and runs through to the end of the ISEA conference on 30th August.  The Stealth project should be running throughout.

Also looks like we’ll be showing Glowing Pathfinder Bugs at the onedotzero festival (South Bank, London) in September – if you have a design week subscription see this from the mouth of the man himself :-)

Discontinuum

A 3D visual deconstruction of time and space. Work in progress.

A camera feed is passed through physical space over time, creating imagery that contains fragments from a range of times simultaneously. Unlike a 2D image taken over a long duration – which would essentially be a blur – the time is ordered in the third dimension, as if time was flowing in a particular direction.

Seen from ahead, the image is superimposed on itself, similar to its 2D counterpart, but from other angles, the flow of time through space can clearly be seen. And from behind, time slowly fades away into the distance.

The project builds on ideas first implemented in squidsoup’s Freq2 – www.squidsoup.org/freq2

Discontinuum is a Squidsoup project, in collaboration with ETHZ and horao GmbH.

www.squidsoup.org www.nova.ethz.ch www.horao.biz

Stealth Project – update

The website is live at www.squidsoup.org/stealth – it includes this video documentation:

Stealth at the V&A

The Stealth Project, a 3 dimensional take on the classic game Connect 4 and inspired by the Cold War Modern exhibition, was premiered on 31 October at the Gamble Room, V&A, London. The project is a Squidsoup collaboration with Horao GmbH / ETHZ and uses the NOVA 3D LED grid.

Flickr slideshow here.


Stealth – Under the Radar (visualised in NOVA space)

Our latest project, a collaboration with ETH Zurich and horao GmbH and featuring their wonderful NOVA 3D LED grid, will be premiered at the French Connection Friday Late at the V&A museum in London on 31 October 2008.

Planes, missiles and other hardware that deflect or otherwise avoid radar detection were key in the race for world supremacy. Detection avoidance, or stealth technology, was one of many ‘developments’ to emerge from the Cold War.

In the Stealth project, two grids of triggers target and launch missiles across an abstracted 3D space at each other, attempting to avoid radar detection and annihilate the opposition.

However, in contrast to the Mutually Assured Destruction madness of the arms race, the piece acts as a collaborative spatial musical instrument – each ‘missile’ emits sounds based on its relative position and the conditions it encounters along its trajectory.

The Stealth Project developed from research into the creative possibilities of volumetric, or 3D, visualisation techniques. Recent Squidsoup experiments using a Baby NOVA (the physical centrepiece of this project) suggested that this kind of three-dimensional light grid has considerable potential for abstract gaming applications.

Full press release here: stealth-text-final

NOVA links: 1 2 3

The piece also uses 2x Monome 64 devices as control interfaces. These are handmade, beautiful and sustainably built.

NOVA – visuals in 3D


Three days in Zurich experimenting with NOVA, a 3D LED grid system developed by ETHZ (Swiss Institute of Technology). Very interesting to see what works and what doesn’t. These images do not do the system justice: beside being 2D representations of a 3D visual, they don’t fully convey the shimmering beauty of NOVA, especially in the dark.

The ‘Baby NOVA’ is a 10×10x10 grid; this one was at Technopark, Zurich. The large one is a 50×50x10 grid, and is publicly viewable at Zurich Central Station.

Preliminary video rushes:

More images and slideshow available here.

NOVA websites: www.nova.ethz.ch and www.horao.biz

We tried out a range of effects and ideas; mainly randomness, dynamic 3D geometry, and a combination of 2D and 3D imagery; using the 3D grid to represent 2D imagery (mainly from a webcam in these experiments), but using all of the voxels/LEDs,and focusing on a single ’sweet-spot’. The image is surprisingly clear from one viewpoint, but abstracted from any other position.

The large NOVA at the Central Station is relatively flat, and too high up for best results, but sweet-spot visuals and 3D geometries do still work, and have an extraordinary not-quite-there effect, as though they inhabit physical space yet are not there…