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Software

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    Mesocósmico (Paulista)

    2014

    Software-driven animation, outdoor projection

    Add’l animation: Sarah Rothberg
    Software: Sam Brenner

    Commissioned by SPUrban, Sao Paulo, Brasil

    São Paulo was built on top of the Mata Atlântica, a formerly vast forest habitat that, in spite of the radical reduction to 8% of its original land cover, still contains a large proportion of unique (endemic) species. In the software-driven animation Mesocósmico (Paulista), aspects of urban life and the surrounding Brazilian rainforest–trees, animals, water–are…

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    Mesocosm (Times Square, NY)

    2014

    Software-driven animation. 73-hour year-long cycle (never repeats).
    Triptych. Color, animation, sound
    Format: Flash player/projector on (intel) MacPro with 3 monitors / projections
    Dimensions variable

    Animators: Marina Zurkow, Sarah Rothberg
    Software Developer: Sam Brenner
    Sound: Lem Jay Ignacio and Marina Zurkow
    Add’l Software: Yotam Mann

    Commissioned by The Museum of Biblical Art, New York

    Mesocosm (Times Square, NY) is an algorithmic work that represents the passage of time in a speculative, hybrid Times Square. 12 minutes of real world time elapse in each minute of screen time, one year lasts 73 hours. No cycle is identical to the last, as the appearance and behavior of the human and non-human characters,…

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    NeoGeo I-IV

    2012

    Single-channel animation, color, silent
    Qucktime renders of Processing sketches, custom computers, speedrail, mirror
    12 minutes each
    Edition 1/5

    This work is part of the project:

    NeoGeo I-IV is a series of 12-minute Quicktime video captures of algorithmic, moving image work created using the software language Processing. The work visually represents the work of an oil drill as it penetrates through an infinite series of geological layers. The layers of sediment continually auto-generate based on pre-programmed parameters. The videos are mounted and hung…

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    Mesocosm (Wink, Texas)

    2012

    Software-driven animation. 144-hour year-long cycle (never repeats).
    Color, animation, sound
    Format: Standalone software application on (intel) Mac with monitor / projection
    Dimensions variable

    Animation in collaboration with Michelle Mayer
    Sound in collaboration with Lem Jay Ignacio
    Software Developer, Sam Brenner
    Original Code Design, Veronique Brossier

    Developed through a residency at Diverseworks, Houston, Texas

    This work is part of the project:

    Spring, Summer, Fall, and WinterFour archival pigment prints on Crane MuseoDimensions 26″ x 44″Available as individual prints, or as a set. Mesocosm (Wink, Texas) is part of an ongoing series of animated landscapes that develop and change over time in response to software-driven data inputs. The title is drawn from the field of environmental science…

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    Necrocracy (project overview)

    2012-2014

    Project consisting of videos, dinners, software, sculptures, public art engagements, printed matter

    Diverseworks gallery text by John Pluecker

    Commissioned by Diversweworks, Houston Texas
    Supported by a 2011 John F Simon Guggenheim Fellowship

    This work is part of the project:

    Necrocracy is a meditation on geology, time, nature and petrochemical production. First exhibited at Diverseworks in Houston, Texas, Necrocracy featured newly commissioned video animation, drawing and sculpture. Questioning the division between the natural and the human inherited from the Romantic era, the works navigate between human manufacturing of petroleum-based products, ecology, and the geological chronology…

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    Mesocosm (Northumberland, UK)

    2011

    Software-driven animation. 146-hour year-long cycle (never repeats).
    Color, animation, sound
    Format: Flash player/projector on (intel) Mac with monitor / projection
    Dimensions variable

    Add’l animators: Xue Hou, Andrea Lira, Laewook Kang
    Code Design: Veronique Brossier
    Occasional Sound: Lem Jay Ignacio
    Leigh Bowery modeled by Lawrence Goldhuber
    Red squirrel source footage generously bartered for with Nicholas Berger

    Developed during a residency at ISIS Arts, Newcastle, Northumberland

    Four archival pigment prints on Crane MuseoDimensions 26″ x 44″ Mesocosm (Northumberland, UK) is an algorithmic work, representing the passage of time on the moors of Northeast England. One hour of world time elapses in each minute of screen time, so that one year lasts 146 hours. No cycle is identical to the last, as…

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    Nicking the Never

    2004, 2007

    7-channel installation
    animation, DVD and quicktime, sound

    Music: Lem Jay Ignacio
    Technology: Julian Bleecker
    Installation Design (The Kitchen): Palmer Moss & Marina Zurkow
    Title Design: Nancy Nowacek

    Nicking The Never is a project of Creative Capital, with generous support from Creative Capital, The Jerome Foundation, and The Media Arts Fellowship (supported By The Rockefeller Foundation).

    Nicking the Never is a multi-linear installation that incorporates screen-based animated narratives into a sculptural interface. Composed of allegories about a young girl stuck in a kinetic world of emotional pitfalls, this kaleidoscopic trip into the states of selfhood bases its structure in the Tibetan Buddhist Wheel of Existence, whose images luridly and vividly describe…

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    Pussy Weevil

    2003-2005

    9” x 8” X 16.5” custom metal housing, Mini-ITX PC, High res 6.4” monitor, Sensor interface, 120V power surge box, Speakers
    Edition of 5, signed on mounted interior plaque

    Pussy Weevil is a screen-based installation of an individual software persona, a 2D animated character, who reacts to the viewer’s distance or proximity.

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    PDPal

    2002-2004

    Mobile missions for web, pda & cell phone

    In collaboration with Julian Bleecker, Scott Paterson, and Adam Chapman

    Eyebeam Atelier, Walker Art Center, Banff Center for the Arts

    To cover the world, to cross it in every direction, will only ever be to know a few square meters of it… tiny incursions into disembodied vestiges, small incidental excitements, improbable quests congealed in a mawkish haze a few details of which will remain in our memory. And with these, the sense of the world…

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