Winning the New Aesthetic Death Match

Yesterday I participated in the Flux Factory New Aesthetic Death Match, a lively public debate that the art space hosted. My fellow debaters were Kyle McDonald, Molly Steenson, and Carla Gannis. Molly and Kyle I already knew well, but Carla I hadn’t had the pleasure of meeting until just before the debate last night.

The debate was structured as a kind of 1980s MTV take on the traditional Oxford debating society rules. There were strict timed statement and rebuttal structures and a voted winner at the end. There were also smoke machines and “smack downs”. There was also a surprisingly large audience with something like three times as many people as chairs.

As panelists we were actually quite friendly and so it was, perhaps, good, at least for the audience’s amusement, that the rules were in place to ensure some conflict. The result was a stimulating and lively conversation that actually managed to touch on some of the deeper issues with the New Aesthetic. I was impressed by much of what my fellow panelists said. It’s surpassingly difficult to be coherent and entertaining off the cuff and under a ticking clock.

I’m also proud to say that at the end of the night, I was chosen the winner by audience applause.

It’s impossible to sum up all the points that were made, but I quite liked this trio of tweets by Marius Watz this morning summing things up:

Marius Watz NAFF tweets

There’s not, as far as I know, video of the event online anywhere. So the best documentation I can provide is my opening statement, which was requested to take up one minute and kicked off the night. I scrawled it in my notebook on my way out to Long Island City and read it over this video (the full text is below):


For the first forty years of their existence we thought of technologies like full text search, image processing, and large scale data analysis as components in a grand project to build an artificial humanlike intelligence.

During this time these technologies did not work very well.

In the last 15 years they’ve started working better. We have Google search, Facebook face detection, and high frequency trading systems.

More and more of our daily lives are lived through computer screens and the network services on them. Hence a huge amount of our visual, emotional, and social experiences take place in the context of these algorithmic artifacts, these digital things interacting with each other a billion times a second. Like the slinky on the treadmill here they take on a kind of life of their own, a life none of their human makers explicitly chose.

Our struggles to understand that life and learn to engage with it in our artistic and design practices is the heart of the New Aesthetic.

This quick statement summarized other things I’ve said at more length here, here, and here.

Posted in Art | Leave a comment

Teaching Makematics at ITP

I’m proud to announce that I’ll be teaching a class a NYU ITP next semester. The class grew out of my work on Makematics; it’s called “Makematics: Turning Computer Science Research into Creative Tools”. Here’s the full description from the Fall 2012 course listings (which will sound somewhat familiar to you if you read my intro to Makematics):

Artists build on top of science. Today’s cutting edge math and computer science research becomes tomorrow’s breakthrough creative projects.

Computer vision algorithms, machine learning techniques, and 3D topology are becoming vital prerequisites to doing daily work in creative fields from interactive art to generative graphics, data visualization, and digital fabrication. If they don’t grapple with these subjects themselves, artists are forced to wait for others to digest this new knowledge before they can work with it. Their creative options shrink to those parts of this research selected by Adobe and Autodesk for inclusion in prepackaged tools.

This class is designed to help you start seizing the results of this research for your own creative work. You’ll learn how to explore the published academic literature for techniques that will help you build your dream projects. And you’ll learn how to use those techniques to make those projects a reality.

Each week we’ll explore a technique from one of these research fields. We’ll learn to understand the original research and see how to implement it in code that you can use in your projects. You’ll learn to use the marching squares algorithm to detect fingers or make 3D models into something you can laser cut. You’ll learn how to use support vector machines to train your own object detector or analyze a body of text. We’ll cover a series of such topics, each of which has a wide range of applications in different creative media.

I’m still working on finalizing exactly the technical topics I’ll be covering. So far I have units planned on Marching Squares, Support Vector Machines, and Principle Component Analysis. I’m looking for a good topic in probability (and am open to suggestions). I’ll be teaching the class in Processing and producing libraries that facilitate each of these techniques (in fact, I’ve already started).

In addition to the motivations for this topic mentioned in the class description above, I also have another pet reason why I think this material matters. I hope this type of curriculum might be the start of something like an applied version of the New Aesthetic, teaching a set of skills and a body of knowledge that can move us beyond simply goggling at the output of drone vision systems, poetic spambots, and digitally fabricated high heels into deeply understanding the cluster of technologies that produce them and, in turn, using that understanding to produce things of our own. There’s no way a single 7-week class can hope to make more than a small start at a project like that, but a start is what comes first.

Posted in Uncategorized | Leave a comment

Paperless Post Tech Talk

A couple of weeks ago I delivered the inaugural tech talk at Paperless Post. I was invited by Paperless Post CTO Aaron Quint who’s been a friend for a long while.

Aaron asked me to talk about my work with the Kinect and anything else that was on my mind. I took the opportunity to talk about two current projects. One of these, Makematics, I’d launched just that week, but I haven’t talked about here much. It’s a project dedicated to turning computer science research into tools for creative work. I have more to announce on that topic shortly, but you can read my introductory post in the meantime.

The second project is one that’s not quite finished and this was the first time I’d talked about it publicly at all. It’s a design exploration into using faces as computer vision markers instead of abstract shapes. I call it You-R-Codes. I’ll have a more thorough presentation of it here soon so consider this a sneak preview.

Thanks to everyone who came out to the talk. It was a big friendly crowd with lots of great questions and discussion afterwards. And, of course, thanks to Aaron and the other folks at Paperless Post for inviting me and treating me so well. It was a good time.

Here are the slides:

Posted in Uncategorized | Leave a comment

Object-Oriented Sci-Fi: Harman’s Four Methods

The following is an excerpt from a talk by Graham Harman at the “Hello Everything” symposium. In it, Harman describes four methods for reversing common errors in failing to see objects. These methods are: counter-factuals, the hyperbolic method, simulation, and falsification. Each of them is an imaginative strategy for revealing the withdrawn core of objects, the aspect of them that makes them real for Harman’s Object-Oriented Ontology.

As philosophical techniques these four methods are quite striking. Together they constitute a kind of science fictional approach to philosophical thinking; each advocates imagining the world as different from reality in order to explore the limit and meaning of that reality.

I reproduce these methods here because I think they are promising ingredients in a recipe for something like an Object-Oriented Aesthetics or artistic methodology. Like much good SF I find them to be rich compost for my own imaginings, in this case of a set of procedures for generating multimedia art that inhabits an Object-Oriented perspective.

Here’s Harman:

"How do we reverse the error of seeing objects as events? We do that through counter-factuals. This is already a known method. You can imagine objects in different situations and imagine what the effects would be.[…]

"Imagining Lincoln in ancient Rome. How might he have played out there? Imagine a middle east with an Iranian atomic bomb or imagine an invaded Iraq instead. What are the possible things that would have happened in either of those cases. These help as allude to the thing as a style. Lincoln isn’t something that was confined to that historical period and that country but is something over and above that that could be translated.

"There are computers that do this. They take On Top of Old Smokey and turn it into a Bach fugue.

"Counter-factuals would be the first method for getting at the reality of things. The second would be what I call hyperbolic analysis, which I’ve used in three publications. This is reversing the error of impact. This is reversing the tendency to see things in terms of the effects they have. Instead of critique, also. I did this in the article on deLanda; I did this in the book on Latour; and I did this in the book on Meillassoux that hasn’t been published yet.

"In order to look at the impact of these philosophers what I did is not critique mistakes that they’ve made, but imagine that they have total success. Imagine that they become the dominant philosopher on the planet 20, 30 years from now. And then you imagine what would still be missing. What would still be missing if Meillassoux was the dominant world philosopher in 2050. Don’t fuss around with detailed mistakes that he makes but grant him everything and then see what’s still missing.

"If a philosophy can not survive the hyperbolic test then its less of a real philosophy, I would say. If you take some perfectly respectable minor article about some detailed point and then try to imagine that this is the most important philosophical text of the 21st century it can’t survive that test, obviously. It needs to be a work of a certain level, a certain comprehensiveness and that’s a more real philosophy. The more it can pass that sort of imaginative test the more real it is.

"The other two are a little harder. What we’re trying to do is talk about the mutual independence of a thing and its pieces where the thing is not reducible to its pieces and the pieces are not reducible to the thing. And we actually do this all the time: we call this simulation – where you’re removing a thing from its pieces and simply trying to treat it as a formal model. You’re testing the behavior of a tornado or the 1976 Cincinnati Reds – drawing on my sports writing career – without having to reassemble all the physical pieces that made them those things, of course. You’re simply testing them to see what will happen.

"And what I’ve realized while thinking about this is that paradoxically a thing is more real the more it can be simulated, the more it can be parodied. You can parody good poet better than bad ones, can’t you? If imitation is the sincerest form of flattery then simulation and parody are an even more sincere form. The less real something is the harder it is to simulate. It’s harder to simulate a bad writer, a bad philosopher than a good one.

"In other words the style of a thing is not just an aggregate of all of the deeds it has done. The style of a thing is something over and above those that can be simulated. And so here I would say, against some Luddite principles, if there were truly a computer that was able to write new Shakespeare plays I think that would be outstanding. I think this would be a tribute to Shakespeare, not some kind of cheapening of his greatness. It would show that the style there is perhaps something more real than the mass of works that one person wrote.

"And that leaves one last feature of pseudo-objects which is reducing them to sets, reducing them to pointing at an extensive number of things and saying that’s just a set it’s not a real thing with a unifying principle. We already saw that Rilke or earthquakes are substantial forms independent of their material components that can be removed and put on a computer and generate effects. What about the reverse? Is there a reverse situation where we can show those material components are real beneath all simulation?

"Actually yes. The answer to this is accidents: when things happen that weren’t expected. In what sense are accidents a method? Well, all the time. This is what falsification is about in science. You’re finding accidental things that happen to a theory that weren’t expected, things that point to the independence of the material components from the model that you had of them. So that would be the forth method to use.

“So now there are four methods to use: counter-factuals, the hyperbolic method, simulation, and falsification. And you could say that the humanities tend to benefit more from the first two and the sciences from the latter, but that’s not necessarily the case. There are significant exceptions. And what this suggests to me is that if this way of setting out the different methods is valid, the division between the human and natural sciences is actually an imperfect approximation to the real fissure running through human knowledge, which has to do with the kind of knowledge that shows the independence of a thing from its pieces and the kinds that show its difference from it outer effects, which are not strictly identifiable with either the sciences or the humanities.”

Posted in Opinion | Leave a comment

AI Unbundled

Shaky (1966-1972), Stanford Research Institute’s mobile AI platform, and the Google Street View car. The project of Artificial Intelligence has undergone a radical unbundling. Many of its sub-disciplines such as computer vision, machine learning, and natural language processing have become real technologies that permeate our world. However the overall metaphor of an artificial human-like intelligence has failed. We are currently struggling to replace that metaphor with new ways of understanding these technologies as they are actually deployed.

At the end of the 1966 spring term, Seymour Papert, a professor in MIT’s Computer Science and Artificial Intelligence Laboratory (CSAIL) initiated the Summer Vision Project, “an attempt to use our summer workers effectively in the construction of a significant part of a visual system” for computers. The problems Papert expected his students to overcome included “pattern recognition”, “figure-ground analysis”, “region description”, and “object identification”.

Papert had assigned a group of graduate students the task of solving computer vision as a summer homework assignment. He thought computer vision would make a good summer project because, unlike many other problems in the field of AI, “it can be segmented into sub-problems which allow individuals to work independently”. In other words, unlike “general intelligence”, “machine creativity”, and the other high-level problems in the AI program, computer vision seemed tractable.

Thirty five years later computer vision is a major sub-discipline of computer science with dozens of journals, hundreds of active researchers, and thousands of published papers. It’s a field that’s made substantial breakthroughs, particularly in the last few years. Many of its results are actively deployed in products you encounter every day, from Facebook’s face tagging to the Microsoft Kinect. But I doubt any of today’s researchers would call any of the problems Papert set for his grad students ‘solved’.

Papert and his graduate students were part of an Artificial Intelligence group within CSAIL lead by John McCarthy and Marvin Minsky. McCarthy defined the group’s mission as “getting a computer to do things which, when done by people, are said to involve intelligence”. In practice, they translated this goal into a set of computer science disciplines such as computer vision, natural language processing, machine learning, document search, text analysis, and robotic navigation and manipulation.

Over the last generation, each of these disciplines underwent similar arcs of development as computer vision: slow painstaking progress for decades punctuated by rapid growth sometime in the last twenty years resulting in increasingly practical adoption and acculturation. However, as they developed they showed no tendency to become more like McCarthy and Minsky’s vision of AI. Instead they accumulated conventional human and cultural uses. Shaky became the Google Street View car and begat 9-eyes. The semantic web became Twitter and Facebook and begat @dogsdoingthings. Machine learning became Bayesian spam filtering and begat Flarf poetry.

Now, looking back on them as mature disciplines, there’s little to be seen in these fields of their AI parentage. None of them seems to be on the verge of some Singularitarian breakthrough. Each of them is part of an ongoing historical process of technical and cultural co-evolution. Certainly these fields’ cultural and technological development overlap and relate and there’s a growing sense of them as some kind of new cultural zeitgeist, but, as Bruce Sterling has said, AI feels like “a bad metaphor” for them as a whole. While these technologies had their birth in the AI project, the signature themes of AI — “planning”, “general intelligence”, “machine creativity”, etc. — don’t do much to describe the way we experience them in their daily deployment.

What we need now is a new set of mental models and design procedures that address these technologies as they actually exist. We need a way to think of them as real objects that shape our world (in both its social and inanimate components) rather than as incomplete predecessors to some always-receding AI vision.

Your browser does not support the video tag. watch here

We should see Shaky (and its cousin, the SAIL cart, shown here) not as the predecessor not to the Terminator but to Google’s self-driving car.

Terminator mouth analysis

Rather than personifying these seeing-machines, embodying them as big burly Republican governor-types, we should try to imagine how they’ll change our roads both for blind people like Steve Mahan here as well as for all of the street signs, concrete embankments, orange traffic cones, and overpasses out there.

As I’ve written elsewhere I believe that the New Aesthetic is the rumblings of us beginning to do just this: to think through these new technologies outside of their AI framing with a close attention to their impact on other objects as well as ourselves. Projects like Adam Harvey’s CV Dazzle are replacing the AI understanding of computer vision embodied by the Terminator HUD with one based on the actual internal processes of face detection algorithms.

Rather than trying to imagine how computers will eventually think, we’ve started to examine how they currently compute. The “Clink. Clank. Think.” of the famous Time Magazine cover of IBM’s Thomas Watson is becoming “Sensor. Pixel. Print.”

Posted in Art | Leave a comment

A Menagerie of CV Markers

This week, the net’s been exploding with responses to James Bridle’s work on the New Aesthetic. Bruce Sterling set the fuse for this particular conflagration with his Essay on the New Aesthetic in Wired.

My own response, published in The Creator’s Project on Friday, was called What It’s Like to be a 21st Century Thing. I tried to put NA in the context of Object-Oriented Ontology arguing that NA “consists of visual artifacts we make to help us imagine the inner lives of our digital objects and also of the visual representations produced by our digital objects as a kind of pigeon language between their inaccessible inner lives and ours.” This is an approach I’m excited about and plan to flesh out more here soon.

Today, though, I want to engage in a bit of OOO ontography and close-looking as a way of responding to what I thought was one of the more interesting takes on Sterling’s essay.

In his post Why the New Aesthetic isn’t about 8bit retro, the Robot Readable World, computer vision and pirates, Rev Dan Catt tries to address the 8-bit quality of much New Aesthetic visual work. Specifically, he’s trying to answer a criticism of NA as retro, a throwback to “the colors and 8 bit graphics of the 80s” as Tom Coates put it.

For Catt that resemblance comes from the primitive state of computer vision today. “Computer vision isn’t very advanced, to exist with machines in the real world we need to mark up the world to help them see”, he says. In other words, the current limitations of computer vision algorithms require intentionally designed bold blocky 8-bit graphics for them to function. And therefore the markers we design to meet this requirement end up looking like primitive computer graphics, which resulted from similar technical limitations in the systems that produced them. As Catt says, “put another way, current computer vision can probably ‘see’ computer graphics from around 20–30 years ago.”

In a conversation about this idea, Kyle McDonald argued that Catt’s taking the comparison too far. While there is a functional comparison between the current state of computer vision and the state of computer graphics in the 80s, the actual markers we’re using in CV work today don’t much resemble 8-bit graphics aesthetically.

To explore this idea, Kyle and I decided to put together a collection of as many different kinds of markers as we could think of along with links to the algorithms and processes that create and track them (though I’m sure there are many we’ve missed – more contributions are welcome in the comments). It was our hope that such a collection might widen the New Aesthetic visual vocabulary by adding additional ingredients as well as focusing some attention on the actual computational techniques used to create and track these images. Since so many of us were raised looking at 8-bit video games and graphics I think it quite helps to look at the actual markers themselves in their surprising variety rather than just filing them away with Pitfall Harry’s rope, Mario’s mushroom, and Donkey Kong’s barrel, which we already know so well.

So, what do real CV markers actually look like? Browse the images and links below to see for yourself, but I’ll make a few quick general characterizations. There is a lot of high contrast black and white as well as stark geometry that emphasizes edges. However the grid that characterizes 8-bit images and games is nearly never kept fully in tact. Most of the marker designs are specifically trying to defeat repetition in favor of identifying a few specific features. Curves and circles are nearly as common as squares and grids.

I’d love to collect more technical links about the tracking techniques associated with each of these kinds of markers. So jump in with the comments if you’ve got suggestions.

figcaption {
display: none;
}

OpenCV calibration checker pattern for homography

opencv checkerboard

opencv checkerboard

Reactivision

reactivision

reactivision

(Original paper: Improved Topological Fiducial Tracking in the reacTIVision System)

Graphtracker

Graphtracker

Graphtracker

(Original paper: Graphtracker: A topology projection invariant optical tracker)

Rune Tags

Rune Tags

Rune tags

(Original paper: RUNE-Tag: a High Accuracy Fiducial Marker with Strong Occlusion Resilience)

Corner detection for calibration

corner detection

corner detection

Dot tracking markers

dot trackers

dot trackers

Traditional bar codes

bar codes

bar codes

Stacked bar code

stacked bar code

stacked bar code

Data Matrix 2D

Data Matrix 2D

Data Matrix 2D

Text EZCode

Text EZCode

Text EZCode

Data Glyphs

Data Glyphs

Data Glyphs

QR codes

qr code

qr code

Custom QR codes

custom qr codes

custom qr codes
custom qr rabbit

custom qr rabbit

Microsoft tags aka High Capacity Color Barcodes

microsoft tags

microsoft tags

Maxi Codes

Maxi Codes

Maxi Codes

Short Codes

Short codes

Short codes

Different flavors of Fiducial Markers

fiducial markers

fiducial markers
fiducial marker

fiducial marker
Ftag

Ftag
fiducial

fiducial

9-Point Landmark

9-point landmark

9-point landmark

Cantags

Cantag

Cantag

AR tracking marker for After Effects

AR tracking marker

AR tracking marker

ARTag markers

ar toolkit tracking markers

ar toolkit tracking markers

Retro-reflective motion capture markers

motion capture markers

motion capture markers

Hybrid marker approaches

hybrid

hybrid
Posted in Opinion | Leave a comment

Machine Pareidolia: Hello Little Fella Meets FaceTracker

In a recent post on the BERG blog, Gardens and Zoos, Matt Jones explored a series of ideas for designing personality and life into technology products. One of the most compelling of these takes advantage of pareidolia, the natural human inclination to see faces everywhere around us.


Jones’s slide introducing pareidolia.

Jones advocates designing faces into new technology products as a way of making them more approachable, using pareidolia to give products personality and humanize them without climbing all the way down into the Uncanny Valley. He even runs a Flickr group collecting images of pareidolia-inducing objects: Hello Little Fella!

Lately I’ve been thinking a lot about faces. I’ve had mine scanned and turned it into a digital puppet. I’ve been working extensively with face tracking, building a series of experiments and prototypes with Kyle McDonald’s ofxFaceTracker, an OpenFrameworks frontend to Jason Saradigh’s excellent FaceTracker project. Most publicly so far, I demonstrated that FaceTracker can track hand-drawn faces.

Using FaceTracker OSC to draw in Processing

Accessing FaceTracker data in Processing.

Facial recognition techniques give computers their own flavor of pareidolia. In addition to responding to actual human faces, facial recognition systems, just like the human vision system, sometimes produce false positives, latching onto some set of features in the image as matching their model of a face. Rather than the millions of years of evolution that shapes human vision, their pareidolia is based on the details of their algorithms and the vicissitudes of the training data they’ve been exposed to.

Their pareidolia is different from ours. Different things trigger it.

Face In The Window

Face in the Window. FaceTracker seeing a face in a window at CMU’s Studio for Creative Inquiry during Art && Code.

After reading Jones’s post, I came up with an experiment designed to explore this difference. I decided to run all of the images from the Hello Little Fella Flickr group through FaceTracker and record the result. These images induce pareidolia in us, but would they do the same to the machine?

Using the Flickr API, I pulled down 681 images from the group. I whipped up an OpenFrameworks app that loaded each image and passed it to FaceTracker for detection, saving an image of the resulting face if it was detected. The result was that FaceTracker detected a face in 50 of the images, or about 7%.

When I looked through the results I found that they broke down into three different categories in terms of how the face detected by the software related to the face that a person would see in the photo: agreement, near agreement, and totally other. Each of these categories reveals a different possible relationship between the human vision system and the software vision system. Significantly I also found that I had a different emotional reaction to each of these types of results. I think the spectrum of possibilities outlined by these three categories is one we’re going to see a lot as we find ourselves surrounded by more and more designed objects that are embedded with computer vision. At the end of this post I’ll share some ideas about the repercussions this might have for the design of the Robot-Readable World, both for the robots themselves and the things we create for them to look at.

But first a little more about each of the categories.

Agreement

Agreement happens when the face tracking system detects exactly the part of the scene that originally induced pareidolia in the photographer, inspiring them to take the photo in the first place. In many ways these are the most satisfying results. They give you the confirming feeling that YES it saw just what I saw. Here are some results that show Agreement:

450

320

281

This one is rather good. I hadn’t really even been able to see the face in this cookie until the app showed it to me.

508

I think this one is especially exciting because there’s an inductive implication that it could see all of these:

201

50

One major ingredient of Agreement seems to be a clearly defined boundary around the prospective face’s features. I discovered something similar when experimenting with getting FaceTracker to see hand-drawn faces.

Near Agreement

The next category is Near Agreement. Near Agreement takes place when some — but not all — facial features the algorithm picks out match those a human eye would see.

For example, here’s a case where it sees the same eyes as I do, but we disagree about the nose and mouth.

28

I see the black hole there as the mouth of the little fella. The algorithm sees that as his nose and the shift in the reflection below that as the mouth.

When these kinds of Near Agreements occur I find myself going through a quick series of emotions. Excitement: it sees it! Let down: oh, but that’s not quite it. Empathy: you were so close; just a little to left, I see where you went wrong…

662

Got the mouth right, but the eyes were just a little too far out of reach:

633

The back of this truck I actually find quite compelling. I think the original photographer was thinking of arrows at the top as the eyes and the circular extrusion as the border of the face. But now, having seen the face that the algorithm detected, I can actually see that face more clearly than the one I think the photographer intended.

468

369

181

Totally Other

This last category is the one I find the most fascinating. Sometimes FaceTracker would detect a face in a part of the image totally separate from the face the image was intended to capture. Something in that portion of the image, which frequently looked like an undifferentiated portion of some surface, or a bit of seemingly meaningless detail, triggered the system’s pattern for a face.

These elicit the most complex emotional response of all. It starts off with “huh?”, a sense of mystification about what the algorithm could be responding to. Then there’s a kind of aesthetic of the glitch. “Oh it’s a screw up, how funny and slightly troubling”. But then finally, the more of these I saw, the more the effect started to feel truly other: like a coherent, but alien idea of what faces were. It made me wonder what I was missing. “What is it seeing there?” It’s a feeling akin to having a conversation with someone who’s gradually losing interest in what you’re saying and starting to scan the room over your shoulder.

445

438

436

29

You can see the rest of the 50 photos in my Machine Pareidolia set on Flickr.

So what can we learn from these results? Let’s return to Mr. Jones for a moment. He explained his interest in human pareidolia thusly:

One of the prime materials we work with as interaction designers is human perception. We try to design things that work to take advantage of its particular capabilities and peculiarities.

As designers of the Robot-Readable World we need to have a similar sense of the capabilities and peculiarities of this new computational perception. Hopefully this experiment can give us some sense of the texture of that perception, an idea of how much of its circle overlaps with ours in the venn diagram of vision systems and how the non-overlapping parts look and behave.

Human-machine venn diagram

Posted in Art | 4 Comments

26 Books in 2011

Last year, I read 43 books, a relatively high annual total for me. This was largely due to spending so much time that year working on a stop-motion animated music video which lead to a huge amount of audio book listening. This year, I read much less. The two main factors in this falloff were my busy last semester at ITP and the fact that I spent much of the second half of the year writing a book. The total for this year came out to 26 books. Plus an eight additional comics, an area I’ve started dabbling in due to the influence of Matt Jones and Jack Schulze of BERG London who I had the pleasure to meet this year.

Looking at the list, the topics of this year’s books much resemble the list from last year with sci-fi and special effects behind-the-scenes making up the lionshare. Of these, I wanted to specially point out The Gone-Away World by Nick Harkaway, which I just finished recently. It’s a great weird mix of post-apocalyptic sci-fi, coming-of-age college novel, and Tarrantino-esque madcap kung-fu. But somehow darker and more moving than that description makes it sound. There are also a few tech/business history books: the Steve Jobs bio, Steven Levy on Google, The Toyota Way, and The Gun by CJ Chivers, which is an excellent history of the AK-47 and one of the best books on design I’ve ever read.

Here are the comics I read this year (I would link to these too, but, weirdly enough, I have no clue of the best place to acquire them online having, amazingly, actually bought nearly all of them from in-person “stores” such as Forbidden Planet and St. Marks Comics.):

  • SVK by Warren Ellis
  • Invincible Iron Man: The Five Nightmares by Matt Fraction
  • Invincible Iron Man: Extremis by Warren Ellis
  • Transmetropolitan Vol 1 by Warren Ellis
  • Planetary Vol 1 by Warren Ellis
  • The Punisher: Born by Garth Ennis
  • The Punisher MAX, Vol 1 by Garth Ennis
  • Usagi Yojimbo Book 2: Samurai by Stan Sakai
Posted in Opinion | Leave a comment

A Personal Fabrication Nightmare

Just received the following story from my friend Devin Chalmers. I asked for his permission to publish it because I think it is telling and disturbingly likely to come true.

I had a personal fabrication nightmare last night. I’d just gotten off a roller coaster, and at the photo booth where you can get commemorative prints of your shit-your-pants face they had just gotten a whole 3D printing/lasercutter workflow set up. I was overwhelmed by the choices of materials and patterns: the sample book was like 40 pages long. They could do steins, shot glasses, brass plaques, 3D and 2.5D scene reconstructions, six different sorts of wood, marquetry, choices of how to define figure and ground—it was all very confusing. I came back after an hour to let the crowd die down and I still couldn’t decide what the best way to physicalize my roller coaster adventure would be. I awoke still anxious.

Posted in Opinion | Leave a comment

Announcing ofxaddons.com, a directory of OpenFrameworks extensions

At Art && Code 3D a few weeks back I met James George. We immediately found we had a lot in common, kicking off a wide-ranging conversation about everything from miniature worlds to Portland food carts to ways of making the OpenFrameworks community more accessible. On this last topic, we even conceived a project: an website that searches Github for OpenFrameworks addons written by the community and indexes them for easier discovery. Today, I’m proud to announce the launch of exactly that site: ofxaddons.com.

The site features nearly 300 addons that we’ve divided into 13 categories: Animation, Bridges, Computer Vision, Graphics, GUI, Hardware Interface, iOS, Physics, Sound, Typography, Utilities, Video/Camera, and Web/Networking. We’ve also put together a how-to guide on creating your own addons. That guide includes standards for how to structure an addon so it is easy to install and will work smoothly for all users of OpenFrameworks. It’s based on the emerging standards coming out of the community of addon authors.

While categorizing them, James and I came across a bunch of really remarkable addons. In the rest of this post, I want to highlight a few of the addons that most struck us.

ofxGrabCam

ofxGrabCam by Elliot Woods provides an intuitive interactive camera for 3D apps. It was inspired by the camera in Google Sketchup: it uses the z-buffer to automatically select the object that’s under your mouse when you click as the center of your translations and rotations. Here’s a video Elliot made showing it in action:

And here’s Elliot’s full write-up. Rumor on the street is that this might make it into OF core in a future version, so check it out now.

ofxGifEncoder and ofxGifDecoder

Both by Jesus Gollonet, this pair of libraries lets you create and parse animated GIFs. ofxGifEncoder does the creating and ofxGifDecoder does the parsing. You can create GIFs programmatically to look however you want. The animated GIF above shows an awesome glitch I achieved recently while screwing up some pixel math on one of the sample OF videos.

FUGIFs is an app that use ofxGifEncoder to automatically turn video files into animated GIFs. Sounds like it was made by a frustrated designer of animated flash banners. Useful.

ofxGts

ofxGts is an addon from Karl D.D. Willis that wraps the Gnu Triangulated Surface Library, a useful set of tools for dealing with 3D surfaces. GTS can add vertices to meshes to make them smoother (as shown in the horse model illustrated above), it can simplify models, it can decompose models into triangle strips, etc., etc.

Karl’s version of the addon seems to have some compatibility issues with OF 007 so James put together a fork that fixes those: obviousjim/ofxGts. Merge that pull request Karl!

ofxKyonyu: Kinect Breast Enlarger

This addon by novogrammer was too absurd not to share. It seems (the site (and most of the documentation/code comments) is in Japanese) to use the Kinect to enlarge the breasts of people it detects. I’m sure this will get reused in tons of projects.

ofxSoftKeyboard

ofxSoftKeyboard

Here’s a great addon that could have a lot of application in accessibility and kiosk work: ofxSoftKeyboard by Lensley. This addon provides an onscreen software keyboard that generates key events when the user clicks (or taps, etc.) on a key. It works well and they’ve already accepted James’ pull request updating it to full OF 007 compatibility!

ofxUeye

Last, but not least, we’ve got this addon which provides an interface to the GigE uEye SE, a small form-factor Gigabit Ethernet camera that looks really useful. It’s windows only at the moment so we haven’t been able to actually run it, but it seems quite well put together.

That’s just a sampling of all of the great addons that are available. If you browse around the site for just a few minutes I’ll bet you’ll be amazed at what you find. In fact, I bet, like me, you’ll immediately think of three projects ideas just seeing what kinds of cool things are possible.

Posted in Opinion | Tagged | Leave a comment