Publishing Mobile Apps!

In the last three months, in addition to producing live-projections for several concerts and club nights, I have set to work making some new apps.  Last year, I had the pleasure to work with two different firms, Tinfoil Fez and Superfad., to produce an app or two for the itunes app store (links to these apps are at the bottom of the article).  The work got me thinking about what cool things I might be able to do on my own with the technology.

Being the proud owner of an Android EVO 3D, and having tried the apple thing for a while, I decided I should get my feet wet with Android development.

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The first project I created was a ‘live wallpaper’ using the backbone of a sketch I made in Processing which does a reasonable job of taking a cellular automata called Langton’s Ant and making it visually appealing.  As a quick side note I found Langton’s Ant very interesting because the only real cellular automata I had been exposed to in software was Conway’s ‘Game of Life’.

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Check it out!  You can find it on Google Play here!

 

featGraphic The next was a sound board with four sounds and one button simply and descriptively titled “Sick! Button.”  There is little to say about this project, with the exception of that I may add several more recordings of “Sick” to the app eventually, because that would be sick.

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The Sick Button can be purchased here.

 

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My next app was a great deal of fun – I decided I would jump back into iOS development and build an app as a Christmas present for my friends new daughter!  It seemed like a great idea.  It would be a way for me to get my first self-published app out in the itunes app store and I could get really creative with it. I figured since Caroline would be less than two months old, the app I made for her would have to be really simple.  The finished product reacts simply to touch, releasing brightly colored stars which fall according to the orientation the iPad (or iPhone) is held.  I personally think it’s really great when you hold it directly over your head!

mzl.ohmcmydt.175x175-75Stars for Caroline can be purchased here.

 

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The app I helped make for Superfad., “Jimmy John’s Sandwich Cannon” can be found on itunes  here.

mzl.vxxwdvpf.175x175-75The app I helped make for Tinfoil Fez, “Barbie® Fashionistas®” can be found on itunes here.

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I have a tumblr now

I have created a Tumblr blog bearing my namesake.

http://benvancitters.tumblr.com/

To celebrate I have a new video showing off a metaball/voxelization exercise I made in processing.

It’s basically just me seeing how difficult it would be to make a 3D metaball-like program. It would be sweet to really implement a full-on marching cubes isosurface viewer but firstly, I think processing runs far too slowly on my computer to ever really be satisfied with that and, secondly, I wanted to play in a more “tactile” way with voxels.
I have been wanting to come at this voxel aesthetic for a while now and I actually got as far as pitching the idea of using some kind of voxel renderer to some fellow game developers as an aesthetic choice but they didn’t bite.

I’m digressing a lot! The point of this post is that I have a Tumblr now! Check it out! Really! It’s dope!

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Cosmic Dust at Bumberbershoot 2012

Cosmic Dust was produced by myself and Christian Petersen for the ‘Skyward!’ visual arts exhibit at Seattle’s 2012 Bumbershoot Festival in Fisher Pavillion. Christian and I are working together as I Want You.

It started with the idea that we take a visual I did for a concert one year prior and convert it into an installation piece.  Very little of the original code ended up getting used because massive revisions and additions were needed  (I’ll get into specifics later).  The
biggest change was integrating an XBox Kinect into the project somehow.  The reason we used the XBox Kinect was not only because it provides easy user interaction, but it is also a newer technology that I am very interested and actively engaged in experimenting with.

The project I started with creates something like a huge particle/’dust’ field floating through a static, flat gravitational field – you could think of it like marbles rolling around and  settling on a lumpy, uneven floor.  For Cosmic Dust we would be using a Kinect which generates a 3D point cloud, so I needed to take the project out of the 2D plane and get it into 3D-space – now, instead of marbles on an uneven surface it would be like comets orbiting planets!

Interestingly, getting the Microsoft XBox branded Kinect to work from a programming standpoint is something like 100 times easier if you are working with a Mac and use processing than if you have a PC and want to use the MS Kinect SDK or one of the other options.

Anyway, the Kinect gets the depth field of whatever is in front of it, in the case of Cosmic Dust it is a large room at some times filled with people.  When people are in the room their silhouettes are illuminated in a shimmering rainbow of 3D squares.  As people walk around the room bright red streamers descend out of their silhouettes into the orbiting motion of the particles and the spheroid ‘planets’ below.  Two projectors each for each half of the room create a mirroring of the images created by the software.

On the floor of the room a separate projection is cast which has only the background orbital motion and colorful, shimmering text reading, “i want you. art and design.”

The goliath of a floor projector we had pre-installation

We had five projectors, two computers (one mac mini, and one windows laptop), a microphone, a pre-amp, and an XBox Kinect running the installation.  I really need to give a shout out to Bumbershoot and Avidex for making that happen.  They not only provided five high end projectors for us, they also went to the trouble of installing them on the ceiling for us – Thank you so much!! We couldn’t have done it without you!

Another big thanks goes to Shelly Leavens and Jana Brevick who curated ‘Skyward!’, the visual arts exhibit that we were invited to be a part of.

 

Now, for the Hot Deetz!  Programmatically, I had some interesting problems with this piece but it came together well in the end.  One of my biggest concerns was how to keep a completely software-rendered java-based 3D application running in near-realtime. Processing has OpenGL options for those of us who can wheel and deal but the library I used to get Kinect support, Daniel Shiffman‘s OpenKinect for Processing, doesn’t play very nicely with that renderer, so it was off the table.  As such, I couldn’t count on GPU code to keep everything running fast and many adjustments (and corner-cutting improvements) had to be made to get the app to behave like it did before it was 3D.

Shiffman’s Kinect library’s simplicity is it’s true grace.  Aside from being able to get started from scratch with an XBox Kinect in about 30 seconds it can leave you wanting.  The library offers little to grab user ‘skeleton’, other tracking info, OpenGL rendering support or sound from the microphones on the device.  It also appears to have a memory leak that causes Java to slowly eat away at your system resources until it starves itself and crashes (after about 4.75 hours on my system).

In order to visualize people with the sensor using this library I used a technique which is roughly approximate to a common computer vision algorithm called background subtraction.  You can think of it as using the XBox Kinect to create a mold of the empty room and then comparing that mold to the shape of the room when there are people are in it.  When you subtract the mold you get only the people!

A big issue I had to deal with was user feedback.  I knew that I wanted particles to be somehow generated by the people wandering through the installation but it took a little consideration about how to present the interactivity to the people/users so that people would have at very least the comprehension that they were in control of what they were seeing.  After some testing we found we had the best results when each person generated a silhouette in addition to the particles.  This way it is far easier to mentally connect the dots between what you are seeing on the walls and what you are doing.

Crowded room enjoying Cosmic Dust by I Want You

In fact, it is really interesting to watch people come in and get their first impressions of Cosmic Dust because almost all of them know right away that it is a projection of themselves on the walls but the people generally have no idea at first how or what is putting their figure there.  The ways that people attempt to figure out where they have to stand and which figure is theirs is very amusing.

 

Beyond it’s spatial interaction, the piece is also sound-reactive although this played a much smaller part in it than I would have liked.  It would have been nice to have used one or all of the four on-board mics that the Kinect has but as far as I can tell this feature is poorly supported if at all by the code library I used.

Trying to use a cheap standard 1/8 inch-jack microphone with a mac mini is annoying.  Every single mic I plugged into the line-in jack had severe gain problems to the point where the signal was non-existent.  Apple’s apparent non-compliance with easily available hardware is frustrating.  To resolve this issue I had to use a spare portable mixing board I have as a pre-amp for the microphone.  The positioning of the mic probably could have been better, maybe the levels were too low, or perhaps everyone was more interested in the shapes that they could make, but I think few people noticed that the piece reacts to sound.

Highlight of Bumbershoot: Cosmic Twin Babelets!

All-in-all Cosmic Dust was a huge success with virtually everyone.  There were people of all ages enjoying the piece, from infants barely able to stand to folks as old as could make it through the gates!  We had so many people coming through that we often had a line forming outside of our space.  Cosmic Dust received a great deal of attention from the press too with write-ups and photos in The Seattle Times, City Arts, and Seattle Weekly.  We even made the front page of the online version of The Times for a little while and subsequently landed in color on the front of the “NWTuesday” page in print!  Christian also created a .gif animation on GIF LORDS for Cosmic Dust.

Altogether, it’s inarguable that Cosmic Dust at Bumbershoot 2012 has been my most successful project to date and  nothing short of a huge feather in the cap for ‘I Want You’.  I’m really excited to be off to such a great running start!

In print!!! The September 4th, 2012 Seattle Times pic!

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Antigone. & Vox Mod

Digital Set Design for Antigone. Play:

Live Visuals At LoFi in Seattle for Vox Mod:

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DrippyLines


It’s been a long time since I posted anything. I created this sketch/app to make an appealing backdrop for my facebook page to limited success. I think it looks cool in it’s own right, however.

This is one of the first times I’m making the source code of my work available to others. I have hidden my code for too long; it’s time to share. The code and project is posted on OpenProcessing.org.

To me the most interesting thing about this project are the coded sine waves. Running this at full screen bogs my system down a little and I deduced (rightly or wrongly) that the source of this slowness was in part due to the repeated/nested calls to processing‘s sine wave function. In an effort to speed it up, at the beginning of the program I save a few hundred evaluations of the sine function at evenly space intervals and then, when I need to use the evaluations I just look them up out of an array which is quite fast.

There is, of course, a trade off on memory usage and accuracy which should not be forgotten, but this is lowercase ‘a’ art so I’m not worried about the exact 15th decimal place or too much quantization of the sinusoidal function.

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Daizo, Side two.

I recently had the great opportunity to make a video accompaniment for some music produced by my friends Rarebit. I saw a great opportunity to make something very moving and powerful and try my hand at video production which, for the most part, I had never done to any extent.

I realized that I wanted to work on my own to try and keep my vision for the whole project on target. I thought it would be fun to film the whole thing with my point and shoot camera, a Kodak Easyshare Z915, for several reasons and amongst the most obvious was availability and it generally being the best video recording tool that I currently owned.

To get started on the project I spent a long time listening to the tracks from the second side of the new album, ‘Daizo’, that Justin had sent me and thinking about what I thought the sound looked like and what parts I would like to commit to video and how I would visually assemble it. There were at least three themes that I wanted to work from: the shimmering light on water at night, motion of people in the city, and motion of air. Amidst some basic story-boarding I took my tripod and camera got on my bicycle and filmed as much of what I heard as I could.

When most of the filming was complete I realized I would need an editing suite to get everything put together. I had imagined that I could do it all on my own programmatically, which was beyond extremely naive. I eventually picked up a trial license of Adobe Premiere. Having the trial edition of the software meant that I had exactly 30 days to edit the video from start to finish. Although the album wasn’t to be released until the following year, I had resolved to have the video completed by early December to get it off my hands and out the door.

Next time I try my hand at music videos I will likely try to work more closely with the associated artists. It was nice to have control over everything in production, but one of the best things others can give is feedback, this was afterall, a learning project. I will also get my source video in much higher resolution than was possible with my point-and-shoot.

 

I used Processing for the majority of the noteworthy vfx in the video and Premiere for the scene transitions and Gaussian blurring. For the most part, the Processing apps I built were essentially generative video filters. There are also two different particle generators. I wanted to make use of my programming ability but I tried to avoid forcing it on stage for the whole show.

I hope you enjoy it. I spent a lot of work on it! I would like to thank my friends who offered me advice, insight, and counsel during the process.

 

Go show some love to Rarebit and buy the vinyl! -> http://nonprojects.bigcartel.com/product/rarebit-daizo-lp-pre-order

Links:

https://vimeo.com/37920360

http://cargocollective.com/nonfeed/RareBit-Daizo-LP-2-28-12-LP-Digital

 

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Parliament Hill @ ONN/OF

For last month’s Onn/Of festival Dumb Eyes produced an interactive video installation that I did all of the software for. It was our most ambitious experiment with the XBox Kinect to date. While our previous experiments used the depth buffer this one used the skeletal tracking abilities of the Kinect to follow the viewers’ hands and allow the guests to manipulate and control the colorful, glowing cube that we placed before them on screen.

The projected portion of the installation consisted of a cube and two videos, one that was played in the background and another that was played on each face of the cube. Both videos were produced by Christian Petersen, the model for the cube was produced by Nick Bartoletti and I engineered the program that placed the cube, the videos and the gave the attendees control over the whole thing. The program was written in C# using Microsoft’s XNA framework and their Kinect toolkit.

Rotational math is something you deal with on a day-to-day basis in graphics programming but three dimensional rotation is a little less familiar to me, so to help get an idea of how the controls should work I wrote a quick sketch in Processing and hashed out some ideas which you may try out below if you have a Java enabled browser. If you have any trouble try downloading Java for your browser via this link: http://www.java.com/en/.

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“Notes to Self”

My latest foray into Processing has been to create a projection visual for an upcoming theater performance at Cornish College of the Arts here in lovely, snow-bound Seattle. Because the play consists for the most part of excerpts from journals and writing, I couldn’t help play with the concept of falling letters. In fact, it was so fun that I expanded on the idea to make it interactive!

Click below for a little inspired fun and keep clicking for more…

Come see the performance on the 26th, 27th or 28th. All shows start at 8pm.

Cornish College of The Arts – MCC 204
1000 Lenora Street, Seattle, WA

Adapted from “Mortified” and Developed by Spike Huntington and Sophie Paterson.
More information can be found at http://www.facebook.com/events/325021390853395/

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Kinect fun with Dumb Eyes


As usual, I’ve been working a lot with Dumb Eyes and last week I had a great opportunity to use my Kinect know-how and other programming skills to bring some extra awesome to an already amazing event.

‘Penetration’ is an event that is thrown once a month on Capital Hill in Seattle as a after-party of sorts for the Capital Hill art-walk every second Thursday.  It consists of good company, drinks, a live DJ, video installations and dance. You can read more about Penetration over at Dumb Eyes.

The WoodsFor December’s second Thursday, Penetration was held at The Woods and I was given the chance to share the honor of live VJ with my friend and collaborator Nick Bartoletti with me on my laptop spewing out audio-reactive and Kinect-based video feed, and Nick on his massive array of analog video mixers, cameras and patches.

During the event I hazily took some footage of my workings in an effort to save them for posterity. So here is my first published Kinect video!

I can’t wait to take this Kinect stuff even farther. I’m barely scratching the surface with this stuff here. What I have so far is largely in owance to the MS XNA framework and the MS Kinect library.

Madd props to Christian, Nick, Michael, and Corey for letting me be involved!!!

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‘Transmissions’ @ Design Commission back for December!

I’ve been busy playing with some new toys including Supercollider, Unity, Adobe Premiere and ProcessingJS, all of which makes me feel more busy than I heretofore have realized! But it’s important that I give some blog-space to my ‘Transmissions’ show which is going up again in its entirety this Thursday, December 1st at the Design Commission Gallery. The show includes collaborations with Christian Petersen and Amber Cortes.

Come on out! Here’s the flickr from the first show. It’s going to be a lot of fun! Bring the whole family!

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