Archive for design
July 18, 2010 at 6:52 am · Filed under design, technology
While en route to Finland from Sounds Like Graffiti art project launch in Bradford, UK (I will write about this interesting art experiment later), Supreet and I decided to stop on the way two weeks of leisurely workshops in Estonia and Latvia. The workshops – titled New Media and Innovation Management: Workshop in Creative Industries – professes ambitiously to take a deeper look at how the creative industries can act as drivers for economic growth.

Dr. Benedikt von Walter - head of MTV's digital research team for Northern Europe
So as expected: there has been quite a lot of the usual hooblah and blaahblaah about innovation and digital technology and other such buzzwords that everybody seems to spit out these days (what do these words even mean anymore?). I guess when you have worked in this area as long as I have, the intellectual output of such workshops is seldom the main point any more. Rather, such workshops provide us with the best way to experience the different kinds of creative energies and experiments that are going on in regions such as the Baltic States. So despite some of the usual recycling of American cliches of digital openness, participation and digital revolution plus a few good speakers, the best part of the week so far has been the guided visits to the local incubators, art collectives and cultural centres such as the Culture Factory Polymer where probably the most interesting art/technology/business synergies are happening today.
The first week in Estonia is now done. Now looking forward to seeing a few more of such places in the lovely town of Riga.
November 14, 2008 at 7:23 am · Filed under design
A few quick sketches. I am still learning the possibilities of Processing for doing simple and quick sketches. There are a few projects I want to use this in but, having no background in computers, it takes awhile to get my head around the electronic palette – objects, arrays, classes and such.

This here is a very quick experiment where I composed a palette with 5000 particles moving around semi-randomly in 3D space with their color subtly affected by the movement in the 3D-space (the z-axis). Instead of doing anything more fancy, the aim here was merely to experiment with the possibilities of this and to prove the concept,. Even this might look a bit more complex, in fact, I actually only used rectangles and ellipses to compose these images. I let the program run for a few hours and see what comes of it.

November 3, 2008 at 9:52 pm · Filed under design
Amongst the most insane places to visit in Mumbai is Chorbazar (or, ‘thieves’ market’), where you could purchase everything from parts of dismantled ships, to statues stolen from dilapidated monuments, from original hand-sketched posters of extremely old bollywood films, to books and magazines that date back to early 1900s.
This image was taken in an anonymous warehouse that you had to enter through a backdoor…

The ‘loot’ comes from everywhere, each store has its own network spread across the country and outside (you would find stuff from Sri Lanka, parts of Africa…)…

Obviously, photography is not allowed. However, a few gentle words helped break into their world.
As I started digging into the history of the place, I found that the Wikipedia entry about the place itself had been hijacked! An excerpt below :-
Chor Bazaar is an area in South Mumbai famous for its second-hand goods. Although the name Chor means “thief” in Hindi. This area can be considered one of the tourist attractions of Mumbai (Bombay). It is a basically an “organized” flea market, where one has to rumage through junk and hopefully find treasures. The reason it is know as “thief’s market”, is because it assumed that goods sold there are stolen. Chor Bazaar if off the beaten path, but everyone knows about it.
In addition, the name Chor Bazaar was adopted by an Indie Indian Fused tshirt label based out of Brooklyn, NY with roots in, India. link title
Our designs are meant not just to be “cool” but to evoke memories of experiencing India, the India that our parents were raised in and the one that exists today. Both are far different but both are still very Indian.
Our mission is to expand the Indian-fusion art form to another realm. Most have experienced this, “fusion”, in music and literature but have hardly seen this transpire into urban apparel. We utilize the medium of our graphic t-shirts to assist in creating an identity that stems farther than mainstream’s portrayal of Indian culture.
Dang!
October 25, 2008 at 3:20 pm · Filed under design
Whenever I have had some time in the past months away from the more classical research-oriented work, I have been catching up with some of the latest developments in Machinima and other virtual reality and/or game-engine methods for art and design. While for some more purists, this admittedly sounds geeky and probably as exciting as a can of tuna, I have found that there is quite a lot that can be done and said using these “machines.” With the usual reservations, of course.

The primary problem I have with more classical animation, drawing and painting (and 3D) is that it is very time-consuming. Being sometimes peripatetically cross-displine and cross-media, I am interested in doing things in almost every possible format that I get my hands on. But, say, if I wanted to create a digital character with some facial expressions and mix it with some photography or video to get some idea across, doing these with the old ways would take days to complete. A simple expressive character, in the end, is rather difficult and laborious to create properly and with style.

Now take a game engine such as Spore. What these virtual reality and/or game engines allow one to do is quickly create a prototype of some idea or another — develop an “element” that can be used to explore an idea at its initial stages. It is not perfect by any means; you do not get full control of what you get. You get instead a rather rich set of parameters to play around with but this is still not the quasi-complete freedom you get with doing things analogically. However, what you do is get possibilities do things that would not have been available before unless you wanted to spend days and days creating every little element yourself from beginning.

So a part of the Uncanny Valley experiment is to develop a workflow that allows the quick production of such “mixules” and / or sketches that can be later worked with to develop more complete projects and designs. I have played around with Spore mostly here as its the most recent of these games but will probably do my rounds around Sims, Second Life etc and whatever will be useful. Each of these sketches have taken — on average — about 30 minutes to complete. Most of that to try to work shadows etc (though in some pictures I have not spend enough time on this admittedly…)

The theory here could perhaps broadly be said a play around “locative media” and “ubiquituos computing” where the overlap of virtual and non-virtual reality is predicted to be the next evolution of the Internet. I am especially interested in conceptualizing the blurry notion of reality between the virtual and non-virtual as an experiment in both content and form. Something close to evolutionary art but not quite. I will do a series based on this eventually when the idea crystallizes but meanwhile just working out some of the techniques here — also thinking how some of these engines could be perhaps used to do short videos etc.
I will also post a tutorial up soon about how such “rapid prototyping machines” can be used …
[Tools used: Pentax K20D, Spore, Photoshop Cs3, San Miquel]
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