Showing posts with label digital. Show all posts
Showing posts with label digital. Show all posts

Monday, July 2, 2012

Poll responses, pt. 1

Thanks to all who participated in my informal poll last month. I've begun work on the 10 drawings I plan to complete for the respondents. So far, this is working as a great excuse to learn HTML5's canvas element. Here are the first 3:


"#2 - Ghost-modernist" for James McKain
(I actually made another image initially, but I like this better)



 "#5 - brush for actual artist that I hardly ever use" for Samuel Howe




"#4 only - but you know this" for Tom Moody


Again, thanks to @oh_god and @noisia for their help on getting the canvas stuff working. These guys should be coding crazy stuff for a living.

Sunday, February 26, 2012

Hand Hub





6x6x6". Plaster, paint, and USB hub.

Saturday, February 11, 2012

Loose ends

One of my contributions to the SOLO JAZZ CUP madness sweeping the Internet

Following up my recent post on Jennifer Chan's essay, Tom Moody and I hashed out some potential issues with the group ("net artists") identified in the paper, as well as shared our opinions on how to discuss commodifying and therefore money in an art context. I'm still working out my feelings on the matter. I think that any conversion of a digital object into a physical one is going to bring up the issue of money, and as a young artist who works an unrelated day job it's not hard to feel the pull of "commodifying at any cost." Historically, artists besmirched by institutions would host their own exhibitions in alternative spaces (like today's BYOBs), but now I'm wondering if giving a net art object physical form is caving to societal pressure in the first place. Hmm. See Hennesy Youngman for more on institutional critique.

Create your own art movement - drumroll - was a flop! View the delightful 3 responses here. Kudos to the contributors for their bravery. I might work something up for the hell of it.

To end on a lighter note, I ordered myself a custom mug a few weeks ago after getting fed up with my current work mug. This video is for art historians and 20th century mug slogan aficionados; everyone else should just roll their eyes.


Wednesday, February 1, 2012

Create your own art movement!


I've made a website where you can directly contribute to the next big art movement! Click here to add your input. We'll regroup in a week or two to discuss the results!

Thursday, January 19, 2012

New site - brushes


I wasn't feeling great today, so I stayed home from work and finished up a recent project: brushes. brushes is a webpage where you can use images from URLs as paintbrushes. You paste a URL into the top left field, then start doodling on the page, stretching copies of the image as you go.* The site lets you output the placement of the images as HTML/CSS once you're done, so you can use brushes to draft compositions for your own sites.  Here is an example output (also in the screenshot above). It's a real hack of a tool, but it's definitely way more open-ended than some of my other compositional sites. Major props once again to timb for bon.gs, the definitive compositional website.**



*PROTIP: broken URLs are fun.
**sorry framit fans

Edit: another example pic. 3

Thursday, September 8, 2011

SEPTEMBER UPDATES


New work online: let's start with Rotor 62, a scooting robot I built for the Minnesota Opera! More pics and a video here.



SUPERSTIJL - I took GIFs and still images from various sources and turned them into palette scrolling images. I then finally reduced the images to only five colors - red, yellow, blue, black and white. This is where the dumb art history reference comes in, but I liked the effect enough to group them on a page. Epileptics beware (as always).



Sliders 1 and 2. Maybe trying to be funny, maybe something about resizing algorithms? 2 holds my interest the most, but sometimes I've found myself opening 1, adjusting until I'm comfortable, and then leaving it open in a tab as I surf. Not sure what that means.

Finally, this isn't so much an art thing as a browser thing - LET'S ROLL. For bloggers or tumblr-rs that need cycling text-shadows on their non-IE-compliant pages. The code is commented.

Sunday, August 21, 2011

Experimental Display Roundup

This is a roundup of experimental display technologies I've been exploring on Youtube. I shared some of these links on dump and facebook recently, but in order to better collect my thoughts in one place I thought it would be worth the time to compile them as a post.









Saturday, July 2, 2011

Pictures from BYOB

More under the cut!

Happy Customers

highlighter and white-out on paper





Thursday, June 9, 2011

BYOB Minneapolis Preview


Saturday, June 25th / 9 p.m. / Free

Thorp Building
1620 Central Avenue NE
Minneapolis 

Details to follow on the project(or)!

Thursday, May 19, 2011

Current project - part 2


EDIT: Oh yeah, never posted part 1. Here's a hint:

Tuesday, April 26, 2011

Friday, January 28, 2011

Self Portrait - New collaborative project on Human Kibble


I'm looking for participants on a new project investigating online identity. I'm very excited about this one and will probably whip up an entry myself. The guidelines are pretty loose (I'm not even requiring submissions to be image files), as opposed to the Catalog in November, so I'm hoping to see some really creative entries.

Oh yeah, while we're talking Human Kibble stuff, I recently added a project listing to the front page.

Saturday, January 15, 2011

Accomplishments of the Now


My laptop toasted itself late Wednesday night, so my routine is a bit thrown off. Thankfully, I was able to salvage the hard drive (it's now an external on my girlfriend's desktop PC), which held all of my vector source files and music. Whew! The upside to this situation is that I have an excuse to shop around for a new computer, and my routine is thrown off.

Recent work: Corpus, Artwork for Neighbors, TIWIDMCA, and the above, which I just finished. The image was made from a  heavily manipulated raster image of random noise, run through a tracing filter in Inkscape. I then adjusted layer colors & added gradients until things seemed right. The tracing algorithm leaves very dynamic outlines, and I like being able to separate a flat image into layers by color or value. Will be investigating this further.

I can't stop thinking about science fiction these days. I've been perusing Orion's Arm, the best work of collaborative worldbuilding on the net. You can't find articles on transapients and art movements of the next 8000 years just anywhere. I dig the 90's-esque superclean 3D renderings for ironic purposes.


Also not helping this obsession was my visit to the Walker on Thursday to view an exhibition of work by Yves Klein. His work is postmodern, precambrian, and anticipatory of life in space. If you look at Klein's sketches, you can tell that he didn't care for science in the same way the Cubists embraced relativity. (air roofs, Klein? really?) Klein was more interested in the spaces and existences than the mechanics.

Thursday, January 6, 2011

Let's Be Formal

Warning of those who have a tendency to tl;dr - this is going to be long and technical. If you're brave enough to stick it out through this post, you'll understand the major formal qualities of filetypes in digital image making. I'm going to limit this discussion to popular filetypes exchanged on the web. From raster filetypes, we'll look at JPGs, GIFs, PNGs, and also BMPs to explain concepts behind the other types. I also will explain general qualities of vector images, as they are used online, but as of yet are not as widely supported as raster images. Lastly, all of this is heavily annotated with links to Wikipedia, because their sample images of concepts are very helpful.

Raster Images - the Bitmap
Raster images are essentially two-dimensional grids of color values, called pixels. The most basic qualities that all raster images have are a resolution, and a color depth. These basically just mean that each raster image has a fixed width and height, and a number of possible color values that can exist in the grid. When computers first started becoming popular, screen resolutions were low and computers could represent very few colors, if any. Nowadays, the standard number of colors that a computer can display is about 16.7 million. Each pixel displayed on your computer screen is a value made up of three bytes - one for red, one for green, and one for blue. Typically for colors on the web, values are expressed in hexadecimal, so for example a bright red is #ff0000.The code denotes that the red byte be set to its max value of 255, or  #ff, and that green and blue are set at #00 each.

The most basic way to represent a true color image as a file is to simply lay these three-byte images out in a grid. The most common filetype that does this is the BMP (bitmap), well known to MSPaint aficionados. However, as true as the colors are, the files tend to be very large at high resolutions, making them unsuitable for web distribution. Thankfully (sort of), the human eye is only capable of distinguishing about 10 million colors on a good day. This means that we can cheat, and reduce our palette to reduce file size.

Image Cheats - Compression, Indexing and Dithering
 This is where things start to get fun. The most common technique used in reducing file size is called compression, and I'll admit the exact methods of compression are beyond my scope of knowledge. However, I can describe the general principle and the effects of compression. JPEGs, possibly the most common filetype exchanged online, use lossy compression, which means that the original bitmap is broken into chunks by an image editing program and those chunks are converted from pixels into mathematical averages of the color content of each chunk. Here's an example:


This is Lena, a popular digital test image made some time in the 70s. I think someone scanned her from an old Playboy. Anyway, this file is a BMP; you might have noticed that it loaded from the bottom up (an odd quality of BMPs on web browsers). This image takes up 768KB, almost a megabyte.

If we compress the image extensively as a JPG, we get this:


This image only takes up 3KB! Obviously, this is very exaggerated compression; usually it's much slighter on most images. Notice that the chunks that the image has been reduced to are converted into large pixels or gradients. People working with JPGs call chunks when they're noticeable "artifacts," as they are reminders of the compression. Although someone interested in high-res photography might not want any artifacts in their image, some digital artists like the abstract qualities that compression can provide, and use it expressively. Sometimes digital artists will intentionally change random bits within JPG images to "bring out" glitches and therefore wild, colorful artifacts. A good example of such images would be Maxwell Paparellas' Intoxications series. PNGs also use compression to some extent, but the effects are not nearly as dramatic as the JPG. More on that later.

The infamous GIF is not a filetype capable of this sort of compression. This is largely due to its age - developed in 1987, when color on computers was still pretty hot stuff. GIFs use another method of reducing file size, called indexing. Indexing essentially changes how pixels work. Instead of referring to a color value, an indexed pixel refers to a color in what's called a color map or lookup table, like a palette. Here's Lena again:


Here we've reduced the image to 32 colors in the color map. I've drawn in the map on the right side, so that you can see all the colors that the image uses. This drastically shrinks file size (76KB, 1/10 of the original BMP) while maintaining good color. Indexing also gives the image a texture, as can be seen especially on Lena's shoulder. GIF makers often enjoy the added textures of various indexing methods, and look for interesting ways to employ them. To use a personal example, check out my GIF of Scott Ostler at dump IRL: 32 colors used for the total animation gives the light on his face a gritty, laser-like quality.

When I reduced the colors, I asked the program to simply average the whole palette down. However, we can again take advantage of the human eye and "cheat" if we so desire to make the image appear to have more colors. The way we do this is called dithering, arranging colors in patterns at the pixel level so that colors appear to blend. The textures from different dithering methods can bring interesting visual sensations to images. Here's Lena with the most common methods to illustrate:


Notice how much truer to the original the dithered versions are. Also notice the difference between the positioned quarter's checkerboard patterns and the Floyd-Steinberg quarter's texture. I like to think of the F-S method as "pore-like." Anyway, GIFs have an upper limit on the number of colors that they can display as well, 256 max. This puts their color depth at much lower than the average JPG, so the filetype is more suited for both images with very few colors and for images where a dithered texture is desired. Again, personal example - in Mirage I pitted F-S dithering of a black and white image against the antialiasing (slight blurring of edges) that most web browsers apply to images. This encourages hallucinatory moire patterns to occur in the shadows of the wavy buildings. In this way, you can anticipate how browsers treat images and design your base images to take advantage of that output. Browser rendering of images is a whole different subject which we'll save for the future.

Animation and Transparency
GIFs have two more formal qualities that make them interesting as filetypes, transparency and capability for animation. GIF animations can have as many frames as the artist might want, but more frames add to the file size quickly. We're going to use a sample other than Lena this time, the popular crab monster from dump:


Interesting things to note about this guy: the reduced color palette, very few frames of animation, and the transparent background surrounding the crab. The pixelation is an intentional move on the artists' part. GIFs have the capability for pixels to be either completely opaque or completely transparent. This allows artists to put an emphasis on the form of a shape or animation. This also makes things interesting for building animations, as GIFs treat each frame as a layer of the same image. When making animated GIFs, the artist must specify frame by frame the duration of each frame in milliseconds and the method of adding the frame to the image. The minimum duration for a frame to be visible is about 17ms, or 60hz, the standard refresh rate of monitors. Frames can be as slow as you want. A frame can either replace the previous frame, or combine, i.e. overlap onto the previous frame. The above image replaces each frame with the next frame. If we change the layers to combine, we get this:


The crab leaves "tracers" of the previous frames, then erases them when it returns to frame 1. This can lead to some interesting effects; check out Tom Moody's "GIF Heavy Hitters" figure, which brings an emphasis onto the path of motion in space. In addition to these possibilities for GIF animation is the GIF's loop qualities. GIFs can loop infinitely, or loop only once per display. Finite GIFs have been largely unexplored due to poor browser support and general lack of apparent possibility, but they can exist.

Returning to transparency as a topic, the advantages that the PNG filetype have over other graphics formats is their capability for gradual transparency. Unlike the on-off method of transparency used in GIFs, PNGs can add another byte onto each pixel value for an alpha value. PNGs also support up to 16.7 million colors outside of transparency.This makes PNGs very useful in web deisgn, where gradual transparency can be used for all sorts of interesting effects.

I mentioned that I was going to return to a comparison of PNGs and JPGs regarding compression. I honestly have a poor understanding of PNG compression, but I know from personal experience that when PNG images use few colors, their file size is usually much smaller than a comparable JPG, and artifacts do not occur. When PNGs are used for photographs, often they are much larger in file size than their JPEG counterparts. Basically, JPEGs more suited for photos, and PNGs are better for layering, abstract images and illustrations.

I think it's time for another Lena sample. Here she is as a PNG with varying alpha values. 532KB - not great size-wise, but pretty good for having an extra byte added on to each pixel. Notice how she blends into the gray background. If you were to remove the alpha channel on this image, the missing areas would reappear.


Wow, kinda misty and romantic. I should point out, you can dither alpha values and save an image like this as a GIF. You get what's called the "screen door effect." Depending on your computer and browser, this image might be antialiased and gain a moire pattern around the outside. You might want that for your images, but if you just want simple, gradual transparency, stick with PNGs.


Vectors and Reproducibility
We're almost finished! Vector images are a completely different ballgame. Remember how I mentioned that compressed JPGs are made up of lots of small "chunked" mathematical functions? Vectors take that a step further. Think of a curve, like a sine curve. In math, we can use points, curves and calculus to define the areas of regions of space. Vector image editors like Illustrator and Inkscape allow users to draw simple shapes, which are stored as mathematical functions. This makes these sorts of files incredibly small, and also scalable.
Rather than having to define a value at every point in a grid, the computer is given a mathematical function to trace and fill in.


Lena, you've changed somehow... As you can see, this drawing is composed of curves, simple shapes, fills and gradients. Simple vectors can be very reminiscent of airbrush drawings due to the ease of using gradients and sharp edges. Because of the clean appearance and the scalability aspect, vector images are very useful for graphic designers who make illustrations and logos for publications. Most print work needs to be at very high resolutions, and so pixels just don't cut it when you need a banner graphic 8 feet wide. Also, I should mention that above I posted a raster version of the original vector graphic. Some of you might be able to view the original in browser. Try scaling the image up and down in browser, if you can; you'll notice the edges stay sharp instead of becoming pixelated, like the scaled up crab monster above. For those of you unfamiliar with how to do that or unable to see the SVG file, here's a larger raster version. The two most commonly browser-supported vector formats are SVG, an open-source format, and SWF, the Flash standard. SWFs allow for interactivity and animations, but require proprietary software to write and view.

This brings us to our conclusion, the subject of reproducibility. As I said, vector images are notable for their scalability. Keep in mind, though, that since the raster versions of a vector file are limited to their native resolution, they are not as easily reused. When a raster image is uploaded to the internet, anyone can edit it, take credit for it, and reuse it at the resolution it exists at or smaller. An artist can have ownership over a vector image by distributing it online as rasters and keeping the vector file private. That way, if authorship is ever called into question, the artist can produce the highest resolution possible, the vector, as proof of ownership. This is an issue I haven't seen discussed in the art community before, so I'd love to hear any artists weigh in on this possibility of content management. Unlike raster files, where there is no original source, so to speak, vectors are like paintings in that they are original objects, but also are like digital images in that they can be infinitely reproduced. It's an interesting paradox.

Many digital artists know that by putting their work online, they expose it to a remix culture where the work will be infinitely reproduced, lose authorship and take on new meanings in different contexts. This is a formal quality of sorts for all online content, and I believe it's one of the main reasons why collectors and institutions are hesitant of purely digital art. Finally it should be kept in mind that all of the image filetypes I've discussed (except for the BMP) share what might be called a formal quality at this point: common support on all web browsers. Because these images are viewable by most people online, they are suited for online display. There are ways to translate these files into formats viewable outside of a computer, but their suitability for the online environment is part of what makes them unique and important as art media.

If anyone thinks that I've missed formal qualities of these filetypes, please share your thoughts in the comments. This essay is meant to be constructive and open to growth.

Wednesday, January 5, 2011

Visions of Google

While falling asleep last night, I had what would be best described as a hypnagogic vision of a landscape image, comprised entirely of Google Docs shape elements. I took this as a sign, and wrote down the idea. This morning, I made two attempts at simple compositions
:

"Bad Day for a Cylinder"



"Two Frames"


Really liking the simplicity of form and palette. My notes from last night say "Art of the Private Internet," whatever that means. For prior examples of Google Documents as a collaborative art platform, check out Chris Collins' "Public Interface Gesture" performance.