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Arch and Bottom of Blue Hole Dahab 3D ...

“My Abyss” documentary 2004, RTVI

[ Watch Video ] March 9th, 2010 | Comments: 25 | Channel: Art

Real-Time Markerless 3D Tracking

Edge-Based Markerless 3D Tracking of Rigid Objects using multiple hypotheses. Software used: videoman, Opencv, opengl, levmar jbarandiaran.googlepages.com videomanlib.sourceforge.net Javier Barandiaran Martirena 2007 Note The 3D tracking algorithm is not part of the videoman library. videoman was used in that project for capturing images from a firewire camera and for displaying 2D & 3D graphics over the images. I have not rights over the 3D tracking code and I can’t share it in any way.

[ Watch Video ] March 6th, 2010 | Comments: 22 | Channel: Art

RBT DESIGNS SCI-FI ART WORK vol.1

MY NAME IS RBT…A Starving Artist trying to show his work out to the world and hopefully get reconized. My work is been based on fantasy and science fiction. Finding a job in the arts is a challenge. I plan to face these challenges with hope of Inspiring others not to give up their dreams of becoming an artist. My goal would be to prove that my style of art will be valued today and for years to come. So check out my artwork and enjoy. RBT DESIGNS SCI-FI ART WORK vol. 2 will be uploaded soon.

[ Watch Video ] March 4th, 2010 | Comments: 0 | Channel: Art

RBT DESIGNS SCI-FI ART WORK VOL. 4

MY NAME IS RBT…A Starving Artist trying to show his work out to the world and hopefully get reconized. My work is been based on fantasy and science fiction. Finding a job in the arts is a challenge. I plan to face these challenges with hope of Inspiring others not to give up their dreams of becoming an artist. My goal would be to prove that my style of art will be valued today and for years to come. So check out my artwork and enjoy. RBT DESIGNS SCI-FI ART WORK vol. 5 will be uploaded soon.

[ Watch Video ] March 4th, 2010 | Comments: 0 | Channel: Art

Stop Motion Bailed out Computer ...

Major Diff. in Stop Motion & Computer Animation:-

1. Computer animation (or CGI animation) is the art of creating moving images with the use of computers. It is a subfield of computer graphics and animation.

2. Stop motion (also known as stop-action or frame-by-frame) is an animation technique to make a physically manipulated object appear to move on its own. The object is moved in small increments between individually photographed frames, creating the illusion of movement when the series of frames is played as a continuous sequence.

3. Using Computer animation the rendering can take a lot of time on an ordinary home computer.

4. Stop Motion will move frame step by step so it smooth process.

5. Traditional Computer Animation is very hands-on process; 2D animation is accomplished by hand-drawing hundreds upon thousands of individual frames only to transfer them to clear plastic cels, hand-paint them, and then film them in sequence over a painted background image. This requires a team of artists, cleanup artists, painters, directors, background artists, and film/camera crews, along with the storyboard artists.

6. Stop Motion Animations, the cost and effort involved in the processes, and the quality of the final output is very good comparing to traditional computer animation.

Read Stop Motion – Replacement Method

Replacement Stop motion is a technique where each frame (or sequence of frames) uses a different object in place of the previous object. It was originally used in professional work by the very famous animator “George Pal”. One of his most famous stop motion sequences was in the 1962 “The Wonderful World of the Brothers Grimm” He used a new hand-carved wooden puppet for each frame of film. It is said that they had over 1,000 puppets for one 4 minute sequence.

The example we give on our site (www.ikitmovie.com) is a little more modest that 1,000 hand carved puppets, nonetheless the result for those new to stop motion is very satisfying. With just 5 small pieces of clay moulded in to specific shapes a very impressive stop motion sequence can be achieved.

For new animators abstract shapes work best. It is a far more skilled job to have to create dozens of characters with small differences between each one. The human eye (your audience) is far more likely to amused by abstract shape shifting objects rather than picking holes in characters that are not quite the same between sequences. The other real advantage of using replacement techniques when starting out is that you get to know and become expert at “onionskinning”.  This is the most powerful yet easy to use feature for any animator to use.

So refer to our site homepage for the first example we give.

Want to know more about Stop Motion an art of making dream animation than visit ikitmovie.com.

ikitmovie – stop motion animation software provides animation programs, claymation animation, 3d animation with 2,200 sound FX for PC claymation animation.

[ Watch Video ] January 25th, 2010 | Comments: 0 | Channel: Art

Computer Graphics

Computer graphics are graphics created using computers and, more generally, the representation and manipulation of pictorial data by a computer.

The development of computer graphics has made computers easier to interact with and better for understanding and interpreting many types of data. Developments in computer graphics have had a profound impact on many types of media and have revolutionized the animation and video game industry.

Overview

The term computer graphics includes almost everything on computers that is not text or sound. Today nearly all computers use some graphics and users expect to control their computer through icons and pictures rather than just by typing. The term Computer Graphics has several meanings:

the representation and manipulation of pictorial data by a computer the various technologies used to create and manipulate such pictorial data the images so produced, and the sub-field of computer science which studies methods for digitally synthesizing and manipulating visual content, see study of computer graphics

Today computers and computer-generated images touch many aspects of our daily life. Computer imagery is found on television, in newspapers, in weather reports, and during surgical procedures. A well-constructed graph can present complex statistics in a form that is easier to understand and interpret. Such graphs are used to illustrate papers, reports, theses, and other presentation material. A range of tools and facilities are available to enable users to visualize their data, and computer graphics are used in many disciplines.

Image types 2D computer graphics

2D computer graphics are the computer-based generation of digital images—mostly from two-dimensional models, such as 2D geometric models, text, and digital images, and by techniques specific to them. The word may stand for the branch of computer science that comprises such techniques, or for the models themselves.

2D computer graphics are mainly used in applications that were originally developed upon traditional printing and drawing technologies, such as typography, cartography, technical drawing, advertising, etc.. In those applications, the two-dimensional image is not just a representation of a real-world object, but an independent artifact with added semantic value; two-dimensional models are therefore preferred, because they give more direct control of the image than 3D computer graphics, whose approach is more akin to photography than to typography.

3D computer graphics

3D computer graphics in contrast to 2D computer graphics are graphics that use a three-dimensional representation of geometric data that is stored in the computer for the purposes of performing calculations and rendering 2D images. Such images may be for later display or for real-time viewing.

Despite these differences, 3D computer graphics rely on many of the same algorithms as 2D computer vector graphics in the wire frame model and 2D computer raster graphics in the final rendered display. In computer graphics software, the distinction between 2D and 3D is occasionally blurred; 2D applications may use 3D techniques to achieve effects such as lighting, and primarily 3D may use 2D rendering techniques.

3D computer graphics are often referred to as 3D models. Apart from the rendered graphic, the model is contained within the graphical data file. However, there are differences. A 3D model is the mathematical representation of any three-dimensional object (either inanimate or living). A model is not technically a graphic until it is visually displayed. Due to 3D printing, 3D models are not confined to virtual space. A model can be displayed visually as a two-dimensional image through a process called 3D rendering, or used in non-graphical computer simulations and calculations.

Computer animation

Computer animation is the art of creating moving images via the use of computers. It is a subfield of computer graphics and animation. Increasingly it is created by means of 3D computer graphics, though 2D computer graphics are still widely used for stylistic, low bandwidth, and faster real-time rendering needs. Sometimes the target of the animation is the computer itself, but sometimes the target is another medium, such as film. It is also referred to as CGI (Computer-generated imagery or computer-generated imaging), especially when used in films.

Virtual entities may contain and be controlled by assorted attributes, such as transform values (location, orientation, scale; see Cartesian coordinate system) stored in an object’s transformation matrix. Animation is the change of an attribute over time. Multiple methods of achieving animation exist; the rudimentary form is based on the creation and editing of keyframes, each storing a value at a given time, per attribute to be animated. The 2D/3D graphics software will interpolate between keyframes, creating an editable curve of a value mapped over time, resulting in animation. Other methods of animation include procedural and expression-based techniques: the former consolidates related elements of animated entities into sets of attributes, useful for creating particle effects and crowd simulations; the latter allows an evaluated result returned from a user-defined logical expression, coupled with mathematics, to automate animation in a predictable way (convenient for controlling bone behavior beyond what a hierarchy offers in skeletal system set up).

To create the illusion of movement, an image is displayed on the computer screen then quickly replaced by a new image that is similar to the previous image, but shifted slightly. This technique is identical to the illusion of movement in television and motion pictures.

3D modeling

3D modeling is the process of developing a mathematical, wireframe representation of any three-dimensional object, called a “3D model”, via specialized software. Models may be created automatically or manually; the manual modeling process of preparing geometric data for 3D computer graphics is similar to plastic arts such as sculpting. 3D models may be created using multiple approaches: use of NURBS curves to generate accurate and smooth surface patches, polygonal mesh modeling (manipulation of faceted geometry), or polygonal mesh subdivision (advanced tessellation of polygons, resulting in smooth surfaces similar to NURBS models). A 3D model can be displayed as a two-dimensional image through a process called 3D rendering, used in a computer simulation of physical phenomena, or animated directly for other purposes. The model can also be physically created using 3D Printing devices.

The study of computer graphics

The study of computer graphics is a sub-field of computer science which studies methods for digitally synthesizing and manipulating visual content. Although the term often refers to three-dimensional computer graphics, it also encompasses two-dimensional graphics and image processing.

As an academic discipline, computer graphics studies the manipulation of visual and geometric information using computational techniques. It focuses on the mathematical and computational foundations of image generation and processing rather than purely aesthetic issues. Computer graphics is often differentiated from the field of visualization, although the two fields have many similarities.

S. Rajkumar belongs to Madurai, Tamil nadu, India. He is a post graduate in Computer Science and Information Technology. Now he is working as a web designer and PHP programmer.

[ Watch Video ] January 24th, 2010 | Comments: 0 | Channel: Art

Use of Graphics in Computer Animation

Computer graphics have come long way ahead in terms of technology and creativity. Cartoon animation is one such feature that is being used extensively in website designing. In animation different series of drawings are segregated together in order to create movement. Resolution of vision requires at least 24 frames per second in a particular frame. As far as cartoon animation goes, animators and cartoonists both are required to make them.

Creative aspect

Usage of cartoon characters online for company or product promotion makes a special impact on the site visitor. It adds element of interest, humor and attractiveness to a website. Cartoonists are people who are responsible for using graphics in developing cartoon characters and inserting the right expressions on their faces. After that animators use specialized graphic software tools to animate them. Based on a particular storyline, cartoon characters are created and movement is given as per the story. Usually these cartoon animations have a particular theme behind them with a strike of fun added to them.

Themes in cartoon animations should be concrete and appeal to the visitors. Cartoons are given life through animation, it is indeed challenging job. Putting right kind of emotion and expression in cartoon characters require deep thinking, power of visualization and knowledge.

Animated cartoons are in sequential order with humor in it based on the storyline. Use of language can be there or not there, it depends on your target audience and whether you want to use a specific language or not. Cartoons are far ahead of any regional constraints. Many advanced computer software are available in the market which are used by animators and cartoonists to create wide range of animations used in online games, commercial uses, online presentations, cartoon movies, etc.

Types of computer animation

Cartoon animation can be constructed in two different formats- 2D and 3D computer graphical design. The different resolutions used in their making gives diversified optical illusion of motion to the onlooker.

Development of 2D cartoon animation is done on computer screen or paper with the help of 2D vector graphics or bitmap. Techniques like morphing, twining, blurring and interpolation are used in 2D graphics which are initially drawn on X-Y coordinate. PowerPoint and Macromedia Flash are widely used software tools for creating 2D animations.

In 3D cartoon animation, cartoons are created by using polygons. These objects are treated with digital armature process known as rigging. In very short duration of time 3D animation has become widely used and powerful animation tool.

Copyright © 2008

SPINX Web Design Company Los Angeles offers Graphic Design Bay Area, Graphic Design San Francisco, Graphic Design Portfolio, Graphic Design Glendale, Graphic Design San Diego, Santa Monica Graphic Design & much more.

[ Watch Video ] January 19th, 2010 | Comments: 1 | Channel: Art

History of Computer Graphics

The field of computer graphics has developed alongside the development of the digital computer. In 1959, MIT’s Lincoln Labs TX-2 computer gave birth to the field of interactive computer graphics. By the mid 1960’s major corporations, such as TRW, Lockheed, General Electric and Sperry Rand, had already started research and development in computer graphics. IBM’s 2250 graphics terminal was the first commercially available graphics computer.

In 1969, the Association of Computing Machinery (ACM) initiated a Special Interest Group on Graphics and Interactive Techniques (SIGGRAPH) to promote the generation and dissemination of information on computer graphics and interactive techniques. SIGGRAPH interests include simulation and modeling, computer generated art, digital motion analysis, text editing and composition, cartography and mapping, computer aided design, and computer graphics software and hardware.

During the 1970s, personal computers became more powerful, and were more capable of drawing complex shapes and designs.

In the late 1980s, 3D computer graphics, such as 3D models, became possible with the SGI computers and graphical user interfaces (GUI). GUI presented data (input and output) and information with symbols, icons and images, rather than text. The SGI computers were used to create some of the first fully computer-generated short films at Pixar. Today, Apple’s Macintosh system remains one of the most popular choices for computer graphics in graphic design studios and businesses.

In the 1990’s, 3D image renderings became the main advances in the computer graphics industry and it stimulated cinematic graphics applications. VGA and SVGA standards were introduced and since then, personal computers could easily display photo-realistic images and movies.

Since then, computer graphics have become more realistic, due to more advanced computers, 3D techniques, and better 3D modeling software and applications. With the rising popularity of games, multimedia, and animation, 3D graphics have become more popular.

In 1996, one of the first fully 3D games, Quake, was released. In 1995, Toy Story, the first full-length computer-generated animation film, was released. In 2001, powerful computer hardware graphics GeForce series by NVIDIA’s was released. In 2003 ID Software graphics engine was released in Doom3 game.

Computer Graphics are widely used today. From graphics presentations to virtual reality worlds and entertainment, computer graphics have a far reaching impact of our everyday lives.

Fig.1 3D Model of a City

Flat Pyramid


2711 N. Sepulveda #233


Manhattan Beach


California 90266 USA


Phone: 310-697-3740


Fax: 310-697-3774


Email: info@flatpyramid.com

3D model site

[ Watch Video ] January 14th, 2010 | Comments: 0 | Channel: Art

Bark & Bite Motion Graphics Design ...

Bark & Bite Motion Graphics Design Studio – Screaming Mimi Music Video Bark & Bite are a Leeds based motion graphics design studio specializing in design-led motion graphics, visual effects and live-action direction for film, television, digital signage and web. Conceptually driven, we function as a collective of designers, animators, musicians, filmmakers and 3d artists who give our clients the resources needed to creatively realise their vision. Constantly challenging ourselves to develop …

[ Watch Video ] January 12th, 2010 | Comments: 1 | Channel: Art

History of Motion Capture for Computer ...

History of Motion Capture for Computer Character Animation

The use of motion capture for computer character animation is relatively new, having begun in the late 1970’s, and only now beginning to become widespread. Motion capture is the recording of human body movement (or other movement) for immediate or delayed analysis and playback. Motion capture for computer character animation involves the mapping of human motion onto the motion of a computer character. To get convincing motion for the human characters, Disney studios traced animation over film footage of live actors playing out the scenes. This method, called rotoscoping, has been successfully used for human characters ever since.The rotoscoping was invented by max fleischer in 1915.The first cartoon character has to be rotoscope was “koko the clown”.He want to use koko to convinced the big studio in the new process for the project.Walt Disney use the rotoscoping technique in 1937 to create motion of human characteristic in snow white.The decision of using rotoscoping technique is realistic human motion. In 1970’s it began to be feasible to animate characters by computer, animators adapted traditional techniques,includingrotoscoping.There is several name in the motion capture history;

Pioneers of Motion Capture

Eadweard Muybridge (1830 – 1904) – pioneer photographer of the moving image

Étienne-Jules Marey – First person to analyze human and animal motion with video

Harold E. “Doc” Edgerton (1903-1990) -High Speed stroboscopic photography

Max Fleischer (1915) – Rotoscoping

Lee Harrison III (1960’s) – Scanimation

Walt Disney – Multiplane Camera

The motion capture problems

The goal of motion capture is to record the movement of a performer (typically,but not always,human) in a compact and usable manner.Computer graphics and computer vision usually abstract the body into a small number of rigid segments that rotate relative to one another.The motion capture problem we consider therefore must have the following form: given a single stream of video observations of a performer, compute a 3D skeletal representation of the motion of sufficient quality to be useful for animation.

The specific challenges of animation make the problem even tougher.

- Unlike applications such as recognition and surveillance, animation does care about small details.

- Jitter and wobbles often come from uncertainty in computations,

- The importance of high frequencies means that filtering is not a viable tool for noise removal at video sampling rates.

- The unpredictability and unusual motions that we need to capture limit the strength of the models we can apply.

A Motion Capture Assistant of InnerEsteem Motion capture Studios

[ Watch Video ] January 11th, 2010 | Comments: 0 | Channel: Art

Visualization of Quick sort

This video was created for www.zutopedia.com It demonstrates two comparison sorting algorithms Bubble sort and Quick sort. Comparison sorting algorithms are only allowed to ’see’ the data through a sequence of pair-wise comparisons, therefore they are applicable to any type of comparable objects: numbers, strings, colored balls, etc Bubble sort is very simple but has poor performance. A comparison sorting algorithm’s performance is usually measured by the number of comparisons it makes …

[ Watch Video ] January 11th, 2010 | Comments: 25 | Channel: Art

The Fantasy Art Of Computer Games

The invention of the computer is perhaps the critical achievement in the technological evolution of the human race. Through computing (and the internet) we have brought the world – and the peoples of the world – to our very fingertips. And the power and flexibility of computing has adapted itself to every application—especially entertainment: Just as the television rapidly became “must-have” entertainment in every home, computers have become our most engaging and captivating playmates.

Almost from the very beginning, computer games have played a crucial role in bringing astounding computing power to the common people. The yearning for better entertainment has fuelled a race for not only more powerful CPUs every year, but more sophisticated graphics and sound cards—both of which are necessary for the best and most immersive experience in what are increasingly complex and realistic game worlds. Even so, rarely can contemporary hardware realize the latest game’s audio and visual potential to the fullest.

(That said, there is an interesting movement among very small ‘casual games’ such as those produced by SandLot Games, to combine an excellent game with excellent game art, but without requiring the staggering computing power necessary for 3D animation, thousands of details, and attention to physics. An excellent example is Tradewinds Caravans, which uses a library of hundreds of beautifully illustrated male and female characters).

Increasingly sophisticated computer graphics and animation software and technology have also allowed man to realize their flights of fancy in a way that was once the sole province of movies and television, and share it worldwide. Early game art  involved static pieces of art, little more than scanned artwork to represent people, places, and things– though the artwork is of much higher quality and produced by veteran artists under strict art direction (such as Baldur’s Gate, Icewind Dale, and especially Romance of the Three Kingdoms XI–which boasts almost 1,000 beautiful historically inspired illustrations of male and female warriors, courtiers, and commoners in a feudal China setting). Since then, video games have quickly taken imagination and player engagement to new levels with lifelike animation and attention to light, shadows, gravity, and other laws of physics.

Science fiction and fantasy has always captivated adults and children alike, and video game makers have cashed in on the ability to vividly represent in digital art and digital animation what was once described in words and left to vague imagination. Where once words in books had to excite our minds to fill in the blanks, now computer games challenge us to take in all the sights and sounds. And the truly original and innovative game art and concepts in some games expose us to new sights and even new ways of thinking.

Fantasy stories have enthralled us for centuries with magical and supernatural themes, creatures, and settings; and timeless favorites drawn from mythology and classic stereotypes continue to be re-envisioned in countless ways by different artists and in different games, making the familiar at once identifiable yet new again and again.

With the computer to bring fantasy artwork to life with digital art, video game makers were quick to realize that all the beautiful and incredible artwork could only be enhanced with compelling, touching, thrilling stories. And with the interactivity a computer allows, game players can feel they are part of the story, and indeed determining its outcome with not just choices, but with varying combinations of strategy, strategic and fast thinking, experimentation and problem solving, and of course (but not always) good hand-eye coordination – typically with escalating levels of challenge, forcing the player to grow and improve.

Throughout this evolution, however, the highest quality in digital art and sound for the most vivid experience of fantasy artwork and fantasy game worlds has been foremost. Perhaps as never before, people judged books by their cover, so to speak.

Storytelling combined with increasingly realistic digital reproductions of human protagonists have tried to catch up with the sense of identification and investment we have when we are caught up with the characters in a well-written novel. The lifelike characters – how they move, how their faces display emotion, how they wince with pain – all contribute to an immense involvement on the player’s part, and many games were quick to adopt a first-person point of view for even more immersion when 3D became mainstream.

And combined with the interactivity and choice available in computer games, people could participate in a story as never before. In such games as Heroes of Might and Magic V, players from all over the world engage in discussions of how to best ‘build’ a powerful or simply interesting character, combining considerations such as game play strategies and innovative and unexpected combinations. And some games offer much more choice in how the heroes develop, sometimes orders of magnitude more. All further enhanced by dynamically changing the character in the game with artwork for weapons, amour, and other equipment.

As in movies and television, art and story direction is an invisible component that affects us immensely even though we may not be consciously aware. Even in the early days of computing, the better games showed strong art direction, and with storytelling and the visual experience increasingly important, the art departments of larger video game companies are typically overworked and must outsource simpler or less critical artwork. Just as on the static covers of fantasy novels you can expect to see fantasy art involving unrealistically gorgeous and buxom women, and ruggedly handsome men with flat abs. In a computer game there will need to be more variety to populate the game world with more than just heroic-looking protagonists, however, and in fact, in some games (such as Spellforce), players can choose an “atypical” look for the character they will control. In Spellforce, the game developers were careful to add a mix so that your hero can be old, scarred, and even balding – not necessarily the most traditional look in a starring role – adding to the sense of control, involvement, and “ownership” of the game experience.

Even if you do not play computer games, you can still at least experience and enjoy the beautiful artwork through screenshots and fantasy art wallpapers. Women fantasy art predominate, of course, but also popular are “cool” looking characters of all sorts — typically characters decked out in a stylish combination of fantasy weapons and armor. And as with contemporary fantasy artwork that finds its way onto the covers of novels, there’s a gratuitous amount of bare skin, enough to be sexually evocative, and sometimes just a skimpy piece of clothing away from soft pornography.

A fantasy art gallery of screenshots, concept art, and other promotional artwork from pc games, video games, mmorpg games, or online games. Because art lovers shouldn’t have to play games to enjoy great digital art!

[ Watch Video ] December 22nd, 2009 | Comments: 0 | Channel: Art

Build your own Home Theater PC Computer ...

The Real HT Info Podcast assembles a computer that has all the cooling and noise considerations to make an admirable HTPC. IF you’ve ever wanted to build your own computer, this is a good place to start.

[ Watch Video ] December 13th, 2009 | Comments: 25 | Channel: Art

Photography Laptop Case (aka Pimp Your ...

Photography Laptop Case (aka Pimp Your Laptop Case)As a pro photographer specializing in ‘location-based’ advertising images (which is photo-speak for in-the-field instead of in-studio), I often face the challenge of shooting under conditions that do not allow for the comforts of Mac Pros and Cinema Displays to review images, download cards, or shoot direct to the hard drive. (We often have to helicopter into locations, are out in the remote without option at generator, or find ourselves in …

[ Watch Video ] December 9th, 2009 | Comments: 25 | Channel: Art

Visual art & music kuarq

nothing to “descript” just watch in full motion !

[ Watch Video ] November 2nd, 2009 | Comments: 0 | Channel: Art

Radiohead- Backdrifts. (Visual Art ...

Feedback/Comments would be much appreciated. Music video inspired by Radiohead’s Backdrifts(The Honeymoon Is Over) from the album ‘Hail To The Thief” and the visual art rendered for that record. Most images obtained from a Radiohead fan web site. By Eric Angelo

[ Watch Video ] September 3rd, 2009 | Comments: 21 | Channel: Art

Radiohead- 15 Step (Visual Art Tribute ...

Feedback/Comments would be much appreciated. Music video inspired by the Radiohead track 15 Step from the album IN RAINBOWS and it’s visual art rendered for the record. Most images obtained from Radiohead Downloads and Webcasts. All Video and music on “Cyberobotic intro” by ERIC ANGELO Title Music and webcast clips by Radiohead

[ Watch Video ] September 1st, 2009 | Comments: 11 | Channel: Art

Newton Virus – Art virus for Mac

Troika’s ‘Newton Virus’ is finally released into the wild and ready for you to download from our website! troika.uk.com Newton Virus is the first art virus by Troika. In the beginning were harmless computer viruses. Viruses born out of the wit of early computer adopters, viruses whose sole purpose was to surprise and amuse. A non-destructive form of artificial life. We wanted to revive this golden era, and went on to create our first computer virus. We chose to do it for mac as the platform …

[ Watch Video ] June 6th, 2009 | Comments: 25 | Channel: Art

Are Robots Targeting Kids Then why,tell ...

Humanities, Language, Math, Media, Medicine, Performing Arts, Physical Science, Social Science, Visual Arts, Advertising, Commercials, Entertainment News, Performing Arts, Short Film, Trailer, TV, Video Game, Web Series, Animation, Anime, Art, Documentary, Experimental, Filmmaker Reel, Interview, Manga, Short Film, Trailer, Tutorial, Federal Government, Grassroots Outreach, Local Government, Nonprofit, Public Service Announcements, Regional Government, State Government, Arts & Crafts, Beauty, …

[ Watch Video ] June 1st, 2009 | Comments: 25 | Channel: Art

Reactive Sparks

Video of an “installation of seven double-sided vertical screens in front of the OSRAM main office in Munich.” Created by artist Markus Lerner – markuslerner.com and brought to you by todayinart.com … art installation interactive artist visual arts computer science programming design java open GL

[ Watch Video ] May 9th, 2009 | Comments: 3 | Channel: Art