LDN24


art installation in the Museum of London


LDN24 is a public art installation for the Museum of London. It draws filmic impressions and the facts and figures of London life into a picture of 24 hours in the life of the city.
 
Flip through the slides for more information, or jump to the video.
 
A creative collaboration of The Light Surgeons (Production) and FIELD (Data Visualisation).
Documentation by Saskia Schmidt.
Statistics and statements from the web and a huge database are printed along the LED screen by the second hand of a 24 hours clock. Weather, traffic and news updates, the Thames’ tides, Tube updates and recent fire incidents are pulled live from numerous RSS feeds, Twitter and news portals.
 
A custom software composes statistics, the film and a generative soundtrack into an immersive audiovisual narrative. Each iteration reveals new connections between film and data, and puts the figures into context with everyday live.
As a permanent installation in the newly renovated Galleries of Modern London, LDN24 brings the contemporary city into the Museum.
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Muse


experimental shortfilm


Artists’ sketch- and notebooks have often been searched for insight into the process of inspiration. In a digital age, amidst masses of stunning imagery found online every day, the challenge for creatives is not only to filter and reflect this input, but also to develop a raison d’être, relevance and impact for any new images brought into the world.
 
In their video Muse, FIELD is remixing their private digital scrapbooks from the last 3 years. A flood of inspiring images and references is transformed into an ocean of colour, fuelled from Evernote, our blog field.io/process, our favourites on Google Reader and Flickr, and other sources.
 
With Muse we would like to touch on the controversial nature of the internet’s sharing culture. By using other people’s work in our film we acknowledge the impact of referencing and mimicking on the creative process, while originality, authorship, and crediting remain sensitive topics in a world where images spread like chinese whispers.
 
commissioned by Netfilmmakers Gallery, Copenhagen.
Soundtrack by David Kamp
See more stills on flickr.
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Red Bull Music Academy 3D Soundclash


Warp Records vs. Ninja Tune, Royal Albert Hall


In February 2010, the Red Bull Music Academy prompted Warp Records and Ninja Tune for a Soundclash on a 3D sound system, staged in the Loading Bay of the Royal Albert Hall.
 
FIELD developed a new generative real-time animation tool especially for this event, which motion designers Quayola and Thomas Traum used to design and perform soundreactive visuals for the sets of Plaid, Clark, Mira Calix and many more.
 
Built in collaboration with Minivegas, commissioned by Nexus Productions and onedotzero. See full credits here.
 
Flip through the slides or jump to the video. Find more photos and screenshots in our flickr collection.
The sound-reactive visuals span 5 screens in line with the immersive sound setup.
 
3D shapes rendered in realtime, animated textures and shaders, and mouse-controlled camera motion allowed for a huge range of styles and endless flights through an abstract universe.
 
With the same tool Thomas Traum designed the title sequences to announce each artist in the Soundclash.

Line up

 
Plaid (Warp)
DJ Food (Ninja Tune)
Clark (Warp)
King Cannibal (Ninja Tune)
Mira Calix (Warp)
The Bug with Flow Dan
& Daddy Freddy (Ninja Tune)

Credits

 
Directed by Minivegas (Nexus Productions)
Content Producer: Beccy McCray
Production: onedotzero industries
Producer: Shane RJ Walter
Assistant Producer: Jordan Stokes
 
Creatives:
Minivegas
Quayola
Thomas Traum
Field.io
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Liquids


generative animations for Aol.


FIELD created a series of generative animations for the much-anticipated rebranding of Aol in December 2009.
The most astounding fluids splash around in soapy, oily, icecream or ocean-like colour palettes in these 8, only seconds long animations; revealing the white on white logo from behind.
 
Flick through the slides or jump to the video. See more images on flickr, or take a look at the Landscape animations we created within the same project!
 
Art Direction: Matt Pyke, Universal Everything
Sound: Simon Pyke
commissioned by Wolff Olins NYC

About the Process

 
For the Liquid animations, we built a real-time generative software that is controlled with a drawing pen – wherever you draw, the liquid splashes onto your white paper.
 
Dozens of parameters for the thickness and surface structure of the fluid, as well as physical forces like wind, gravity and attractor points can be controlled in the application.
 
The fluid simulation is based on a particle simulation and uses 2D metaballs to form the liquid shapes. The software is mouse-interactive and easily controlled with a graphics tablet.
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Landscapes


generative animations for Aol.


FIELD created a series of generative animations for the much-anticipated rebranding of Aol in December 2009. Surreal rock formations fold up, crumple and collapse in this series of brief landscape scenes; revealing the white on white logo from behind.
 
Flick through the slides or jump to the video. See more images on flickr or take a look at the Liquids animations we created within the same project!.
 
Art Direction: Matt Pyke, Universal Everything
Sound: Simon Pyke
commissioned by Wolff Olins NYC

About the Process

 
The landscape formations are generated in a custom animation tool as 2D-black and white heightmaps; then displaced into 3D and colourised in post-production.
 
Following are stills and another video from the Landscapes design process.
Sound by David Kamp
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Photon


interactive light games


A magical light installation designed for the Lumiere festival in Durham, November 2009. Despite cold and rain locals and guests of Durham enjoyed the magical play with particles of light.
 
In two large projections on the ground in a narrow cobblestone street, thousands of glowing colourful elements float and twirl around, inviting the visitors to play with the ‘matter of light’, to dance, jump and interact with the shapes in a never-ending game.
To see more flick through the slides or jump to the video.
 
commissioned by Artichoke
for the Lumiere Festival
sound design by Andy Huntington, Extraversion
photography by Matthew Andrews and FIELD
Five game scenes alternated on the projections, presenting a rain of light, the light following your step, or beams of light that could be burst by the players.
See more pictures of the Photon installation
and stills in our flickr sets.
 
 

About the Process

 
With the installation we wanted to take a macro perspective on the smallest physical entity of light: the Photon. The magic of refracted light and the colour spectrum appearing in rainbows and through cut glass, is fascinating as ever, even in a digital age.
 
In our visuals, the photons are point-sized and grow into small beams the faster they fly, creating an idea of the unperceivable ’speed of light’. When overlaying, the colourful light multiplies to white light – the more actively visitors play in the installation, the brighter the scene becomes.
 
The Photon games are based on a particle engine, simulating forces like attraction and repel. Players are recognised with a custom motion tracking software, identifying body silhouettes in a life camera image of the scene.

About the Installation

 
In the first cold nights of this winter, we used the moonlight to install our Photon Games in Durham’s Silver Street. Work could only proceed at night as the street was busy with shoppers during the day.
 
The rigging on the facades of historic buildings and weather protection of all kit were the biggest technical challenges of the installation, all bravely mastered by the guys from Hi-Lights.
 
Cobblestone could not be expected to provide the best projection surface. But we liked the contrast between ancient stone and digital light, and therefore designed the visuals to appear clearly even on an uneven surface.
Fiddling with hardware and software settings in cold north-eastern nights.
 
For the Lumiere Festival, more than 50 artists transformed the historic city with installations, illuminations and performances using light.
 
With over 75,000 visitors in 4 days, the festival was a huge success and decided to be continued as a biennial collaboration of Artichoke and the Durham County Council.
 
See more pictures of the event in the Lumiere flickr pool.
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Dokfest Forest


data-driven identity


For the 26th edition of the Kassel Documentary Film and Video Festival, FIELD designed an identity based on the festival’s film submission database.
 
Set in a thick and obscure forest like the wooded surroundings of Kassel, the colourful spheres form a sculptural representation of the programme – each of them represents a film, video, or installation work shown at the festival.
 
Typography by Atelier Capra, Kassel.
A unique structure emerges from the forest when hundreds of these individual objects come together – like the festival brings together artists and visitors from all over the world, regional talent and established filmmakers, professionals and interested locals.

About the Process

 
The festival’s Call for Proposals in spring asked submitters – besides the general information – to evaluate some “soft” facts of their own work:
How political is your film? How entertaining? Is it educative?
In a custom built data visualisation application, these self-assessmemt parameters were compared with the general statistics of the submissions; the age and gender of the artist, the country of origin, the production budget, etc. in classical 3-dimensional coordinate systems.
 
Each film is represented by a sphere, with the size showing the length of the work. When two films coincide in all 3 parameters, meaning their spheres would sit in the same position, they cluster around this position like grapes on a vine. A generative colour palette assigns a unique shade to each represented work, which it keeps throughout all diagrams.
 
The resulting sphere structures were translated into a 3D environment and staged in a generated forest.
The poster, catalogue, cinema banners and invitation cards featured different allocations of parameters. Revealed from various perspectives, the sphere sculptures float above the treetops, scatter the ground or hang in the green.

About the Concept

 
Instead of a set theme, the festival identifies its core topics from the submissions; from the contents that artists and filmmakers chose to address in their works. The generative concept underlines this openness – with the structures being determined by the final selection, just weeks before the festival took place.
The evaluation of the statistics helped the festival team to identify interesting correlations and overlaps in the contents of their programme. A number of interesting allocations was laid out in the festival catalogue.
 
See more images and graphs in our flickr set.
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Xbox Lips with Lilly Allen



A music video and TV commercial for Xbox 360’s new singing game LIPS. The campaign brought thousands of people around the UK singing Lily Allen’s hit single, “The Fear”, into a world where they sing together with Lily herself.
 
FIELD scripted a variety of grid generators to support the data-heavy editing process.

Credits

 
Client: XBOX 360
Agency: UM
Production: Global
Director & Creative: Caswell Coggins
Tech & Creative Realization: The Rumpus Room
Producer: Phil Tidy
 
Post Producer: The Rumpus Room
Post Production Lead: Marcus Lyall
Software Development: FIELD.io
Location Film Units: GlobalOffline
Editor: Seb Duthy
Grade: Rushes & Marcus Lyall
Sound Post: Envy
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Interim Camp


experimental short film


Poor visibility; weather again unsettled today. Surreal rocks and riven lowlands, valleys fog-shrouded. Frightening depths, and emptiness. Rarity of air is noticeable. What are you looking for in this hostile stretch?
 
A meditation about the pursuit of an idea; about obstacles, struggle and failure along the way.
 
Click though the slideshow to watch the video and read more about the process
The constant transformation of the landscape shapes and their surfaces is based on generated motion sequences of drifting and constantly transforming surface structures, which were created with a custom generative software tool.
Composer Arran Poole joined us in our conclave for 10 days and allowed for the soundtrack to evolve alongside the visual ideas.

About the Process

 
A fascination for the beauty of mountain views and glaciers was at the starting point of Interim Camp.
 
The dynamics that shape the earth´s surface until today are fascinating and frightening at the same time. Regarded in time lapse, mountains, valleys and plains are folded, sharpened and grinded like paper structures.
 
Respectively insignificant the human being appears in the dimensions of these forces. Tectonics and weather forces, time and chance create these inimitable irregular patterns that we recognise as nature.
 
 
background image: Perito Moreno glacier in Argentina, photo: Hildegard Bulitta
For our film, we wanted to gain control over these forces; create shapes and structures that are surreal and supernatural, yet so detailed that they might fool us for being real.
 
Also, diaries and travel reports of expeditions to the Himalaya or the Mount Everest inspired the narration of Interim Camp; for instance Geir Jenssen´s Field Recordings from Tibet: Cho Oyu and his related travel report.
 
 
background image: Kanchenjunga Mountain in the Indian Himalaya, photo: Aaron Ostrovsky
We made a series of sketches with hand modeled 3D terrains to get closer to the style and atmosphere we wanted to achieve.
 
See more of these on flickr.

Heightmaps as Terrain Representation

A common way in science and for computer games to represent terrain as a volumetric model are digital elevation maps, which are created from two images of a terrain from different angles (a stereo view), taken from an airplane or by a satellite.

A simplified way to store this incredibly comprehensive data are scalar heightmaps, where the contrast scale represents the elevation of a terrain: black areas represent lowest and white areas elevated terrain.

We thought the incredible irregular detail of natural structures can probably be best mimicked by a dynamic generative system, than made up from skratch and drawn by hand. Specialised terrain and heightmap generators like Terragen provide an interface to generate landscapes e.g. for computer games. But these tools aim to create static terrains as naturalistic as possible, whereas we wanted surrealistic and dynamic topographies: drifting glaciers, shifting plates and brittle rocks.

A scalar heightmap as used in science
 

Generative Landscapes

To be able to create these dynamic topographies, we developed a custom animation tool – an agent-based software simultion written in Scala and Processing, in which up to 5.000 ice floes dynamically drift along the scene.

With flocking, repel, attract and several other behaviours and global forces, we controlled the movement of the floes; accumulated them to mountains, ridges, and canyons, while the floes constantly got jammed and pushed by each other.

As a result, we rendered heightmap animations of evolving and morphing mountain landscapes from top view.

Screenshot from the software tool

Ice floes on a frozen lake
 

Translation from 2D to 3D

In 3D graphics applications, these heightmaps can be displaced into volumetric models of topographies. A dozen of black and white scenes featuring different landscapes, perspectives, and camera flights were then animated and rendered in Maya.

We synchronised the generated image sequences and the rendered camera views: every frame of the film corresponds with an image from the generative heightmap image sequences. The permanent drift of the ice floes was thereby turned into transposed rock and ice strata.

“Displacement” of a scalar heightmap into a 3D model
 

Narrative, Coloration, and Soundtrack

The scenes of Interim Camp were composed from the perspective of a wanderer, whose path becomes more challenging with every step, with every day he or she spends in this area. In fact, the physical and menthal strains affecting the body on a mountain hike can lead to vertigo, altitude sickness, displaced perception, and halluzinations.

Besides the increasing morphing of the landscape, the coloration of the film plays an important role in representing this physical and menthal condition of the invisible protagonist, in whose position we place the visitor. Scene by scene was colourised in post-production with the help of dynamically changing colour palettes.

Musician and composer Arran Poole worked on the soundrack in a parallel process. He layered noises, drones and rhythmical patterns to relate to the vastness and abstractness of the scenery. Weaved in field recordings of foot steps, beathing and unfamiliar sound events support the narrative of the film.


Interim Camp was supported by:
Hessisches Ministerium für Wissenschaft und Kunst




Go back to slide 2 to view the film again.
 
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Nokia Beautiful Connections


art film for viral campaign


Nokia launched its new smartphone E71 with a campaign about the beauty that lies within all the connections we make in our daily lives – on the phone, via email, sms and the web.
 
Commissioned by Hi-ReS! and Wieden+Kennedy we created a 2 minutes video clip titled Ephemeral Structures about our personal idea of Beautiful Connections. The sound was made by Arran Poole.
 
Click through the slideshow to find more images, the video and some background information about Ephemeral Structures.

About the Process

 
For the animations we developed a custom software tool that basically serves as a laboratory environment for the communication between individuals.
 
The individuals are represented by agents who have a certain autonomy to exchange messages with their peers.
 
We look at them like at small bacteria in our petri dish, and have lots of parameters to control the amount of agents, their movements and communication behaviour.
To be able to send messages, an agent needs to receive a kind of “stimulation currency” from others.
In the film, the agents stay invisible – only their messages are colourfully visualised.
 
In this image, each white circle represents an agent, and the size indicates its capability to send messages.
 
A sends a message to B, then B can send a message to either A or C – it’s a set of very simple rules which determine the behaviour of the agents – and it seems like a very dry simulation of human communication.
But when you let it run and play with the parameters, it won´t take long until you see message chains, clusters and patterns emerge from the messages. All of a sudden, there is a dance-like elegance, a life of its own in the messaging and movement of the invisible agents.
 
The movie switches between a macro and a micro perspective on our networks. The macro shows an overview and helps to understand the way our communication might work.
The micro reveals the inside perspective, and a lot more than what can be seen from the outside: a load of fantastic, elegant, twisted and turned and beautiful connections – taking shape, dissolving, not seizable, inexplainable, transforming in every second and different from every point of view.
Watch Ephemeral Structures on the E71 microsite, and check out videos and visualisers by other contributing artists.
 
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Fluid Antagonists & Liquid Type


generative live video


We’re currently working on a real-time fluid simulation that catches the fascinating complexity and physics of drops and blobs and liquids.
 
As a real-time generative animation, Fluid Antagonists is a succession of generative scenes about the never-ending clash of two physically opponent forces. Liquid forms, heavy and light textures, amalgamation, extrusion and the tension of materiality, though mathematically precise processes, generate a narrative of affective behaviour.
 
An advanced version of the animation software, Liquid Type, lets the real-time simulation depict typefaces and symbols in a dynamic, fragile and ephemeral way.
The generative animation premiered on big facade projections at the Generativa(Outdoor) exhibition as part of Mostra SESC de Artes 08 city fair in Sao Paulo, Brazil, October 2008.

Liquid Type

 
In the Liquid Type simulation, the fluids are attracted by or steer away from a loaded type board. This effect is based on algorithms similar to the flow field simulations used in weather reports, to illustrate the motion of air masses and pressure areas.
An application of Liquid Type for a print use.
Short test videos made with the fluid antagonists system.
Short test videos made with the fluid antagonists system.

About the Process

 
Ink in water, paint in oil, lava lamps and snow globes – before developing Fluid Antagonists, we succumbed the age-old and timeless appeal of the amazing shapes two amalgamating liquids create.
 
In a fizzy photo session, Marcus experimented with water, oil, ink, paint, soy sauce and detergents and took a closer look. His photographs were our inspiration and point of reference to create a digital simulation of liquids with a look of its own.
 
See more of these photos on flickr.
The animation software is based on a particle simulation and uses metaballs to form the liquid shapes.
 
While only the blank particle simulation is computed on the CPU, the metaball shapes and the graphic surfaces are calculated on the graphics card / GPU.
This approach creates plastic shapes without a highly resource-intensive 3D drop simulation, and allows for the software to create high-res animations in real-time.
 
We used photographic textures in the OpenGL shaders to create a special non-realistic and vivid surface look.
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Orbiter


interactive sound environment


The Orbiter takes possession of all senses. It is a place for visitors to lay down and relax, watching the firmament above them. With a small gesture, just pointing upwards, the visitor can insert new stars into orbit with unique visual and musical characteristics.
 
Each version of the Orbiter features various scenes with different graphics, sounds and behaviour. Some create an illusionary nightsky firmament, playing more melodic or ambient sounds. Others experiment with the possibilities of graphical abstraction and rough synths, allowing you to even play drum’n bass-like sounds.

About the idea

The dream of reaching for the stars is as old as mankind itself. The mathematics of planetary orbits, the perfection of natural geometrical forms fascinates andinspires scientists and artists alike. Even music principles as tonality or phase displacement are based upon computational ideas and find correspondency in the Orbiter’s structure.

The music is played on a scale of concentric circles, visible in some of the scenes, with higher tones on the larger, basses on the smaller circles. The bigger you let a star grow before you pull back your hand to insert it into orbit, the louder it plays. Like the stars orbit on the large ceiling screen above the player, the surround sound orbits in the room on up to 10 high-tone-channels, supported by a bass box and a solid bourne sound speaker underneath the player´s couch.

Each version of the Orbiter features various scenes with different graphics, sounds and behaviour. Some create an illusionary nightsky firmament, playing more melodic or ambient sounds. Others experiment with the possibilities of graphical abstraction and rough synths, allowing you to even play drum´n basslike sounds.

A long-time exposure of the firmament

Telescope photograph of a nebula, source: NASA Image of the Day
 

About the technology

The installation is based on custom-built software using latest gaming and computer vision technology, performing real-time analysis of a camera image of the player as well as generating 6-channel-audio and video signals.

Developing these very different tasks in one and the same programming environment would have meant a lot of compromising, and created a monolithic software application. So we developed each as an independent module in the respectively most capable environment:
The video analysis and motion tracking is written in C++. This instructs a small application developed with the audio synthesis programming language SuperCollider for the sound generation, aswell as Java/Processing for the graphics generation.

Previous exhibitions include:
tendence lifestyle, Microarchitecture Lounge. Messe Frankfurt, Germany. August 2007
Woodstreet Galleries, Out of This World. Pittsburgh PA, USA. July-September 2008
Move New Media Digital Art Fair, A Coruna, Spain. November 2008

More installation photographs can be found at flickr

http://www.flickr.com/photos/fliegerhorst/collections/72157601815521726/

 
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Nervous Ink


live drawing software


Drawing is said to be the most intuitive way of expression. The animation software Nervous Ink is controlled with a graphics tablet – like sketching with pen and paper. More than 20 combinable animation and transition effects create motion clips in real time; for performances, live visuals, or in an installation.
 
We’re now inviting designers, artists and programmers to use, abuse, edit and amend Nervous Ink – the software is available free of charge in exchange for a video made with whatever process including Nervous Ink, uploaded to our channel on vimeo.com.
Proceed to sheet 7 for more information on this call.
We used Nervous Ink to develop a narrative audiovisual live performance: patashnik a/b is a story in two parts about an uncertain voyage into space. Without any prepared video material the story is told in figurative images and abstract visuals, combined with a soundtrack of granulated field recordings and electronic music tracks.
 
View a trailer and a recording of the full 40 mins performance on vimeo.

Participate!


The Nervous Ink tool is published under a GNU license and is available free of charge – in exchange for a video contribution to our channel on vimeo.com!
Use the tool to create video footage, make up a live set, tell a story – any technique and topic is welcome.

 
Simply drop us an email to ni3@field.io and we´ll send you the application.
All you need is Mac OS X 10.4 or newer on an Intel-based Mac, a graphics tablet, and your keyboard. Unfortunately, some functions are limited on MacBooks and MacMinis due to their graphics chip.
For support, any questions or comments please get in touch.
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Escape – The Spyscanner


museum interactive for The Science of...


No-one escapes the Spyscanner! In a passage room of the exhibition, everyone who walks like a human being is detected. Clever guys crawl or hop through the passage, or transform into animals to escape the scanner.
 
Developed for the multimedia exhibition “The Science of Spying” which invited young wannabe-spies to train their skills.
www.sciencemuseum.org.uk
 
A collaboration with Andrew Allenson, pickledonion ltd.
A normally walking human figure is detected by the scanner. The scene turns red and a negative beep sends the little spy back to the start.
Players who change their shape into somethink non-human will get through the passage in blue light, without being detected.

Nike ID


bluetooth broadcasting system


Big urban visibility accompanied the launch of Nike ID studio in the UK: street cubes in central London locations sent out lottery tickets to every available bluetooth device in the area.
 
Art directed by AKQA, our task was to implement an innovative bluetooth broadcasting system with countdown functionality.
 
A collaboration with Andrew Allenson, pickledonion ltd.
Shopwindow installation at Nike Town, Oxford Circus
Participants had a chance to win a priority appointment with a design consultant to make up their own custom design for a pair of sneakers.
AKQA has a very nice documentation video about the campaign here.
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Dokfest Lounge


generative identity for an AV festival


A generative identity for a film festival´s bar.
The program branch of the Kassel Documentary Film Festival presents a 4 nights’ program of experimental audiovisual performances, VJing and club nights.
 
Colourful light traces represent the dynamic and exciting atmosphere of the event, and the variety of the involved artists and acts. The identity comprised printed matters, wall projections, and a cinema trailer advertising the late night program after the last film screenings.
We created an animation tool to generate the ephemeral and fragile visuals, composed of over 2000 swarming light objects enlighting the typefaces.
Projected wallpapers filled the space on the early evenings.
High resolution renders were used for the printed matters, as well as analogue slide projections on location.
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Bright Nights


outdoor interactive for Target USA


For Target´s christmas campaign with European design Studio Tord Boontje, Union Square Park was turned into a magic winter landscape.
 
Seven large floor projections in a row on the footpath of the park created a magical atmosphere, and invited visitors to play with several interactive games featuring Boontje´s signature designs.
 
A collaboration with Andrew Allenson, pickledonion ltd.
A variety of twelve games alternates with fluent transitions on the seven fields. The elements spin and twirl around, float away from the wave of your hand, form a circle around you, invite you for pingpong or a snowball fight.
The installation quickly became popular and attracted many visitors to come back and bring their friends and family. The open-ended game design and the magical atmosphere provoked people to play together, dance in the snowflakes and make up their own games.
The interactive games were based on a sophisticated particle system, mimicking flocking and physical behaviours of up to 2000 elements in the generated video image.
The motion of people in each projection area was interpreted by a camera-based object tracking software.

The outdoor installation was running every night for 4 weeks. The challenging conditions –low temperatures, heavy wind and thunderstorms– were met with weather-proof housings, an independent power generator, and a steady crossbeam framework.
 
 
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Dokfest Lounge 2006


procedural design


Flyer and Poster design for the festival bar of the 23rd Kassel Documentary Film and Video Festival.
The lounge presents its own program of experimental audiovisual performances and live visuals.
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