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Emergence and Navigating...
Immortal since Jan 8, 2008
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  • ErikCarlson’s project
    Emergence and Navigating...
    Develop a generative, emergent process to fill space (2D or 3D) using only black lines. Modify a known process or invent your own. Implement your...
    Now playing SpaceCollective
    Where forward thinking terrestrials share ideas and information about the state of the species, their planet and the universe, living the lives of science fiction. Introduction
    Featuring Powers of Ten by Charles and Ray Eames, based on an idea by Kees Boeke.
    This project that Kyle and I put together was created in Hammer - the Half Life 2 level editor used to create game mods. We chose to use this program because it provided a means for us to easily create three dimensional audio landscapes. This was essential for our project since it is entirely based on navigating with absolutely no visual feedback. The player uses only one of their senses to experience this virtual space - their hearing. It is recommended for the player to use headphones for the game to know where they are relative to the sounds surrounding them. We provided a narrative that guides the player in order to avoid having the player get lost. All the voice acting was provided by the both of us. We plan to post it to a mod community in the near future for anyone to download.
    Wed, Mar 12, 2008  Permanent link

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    Go to spacecollective.org/kyle
    Wed, Feb 6, 2008  Permanent link

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    Our concept begins with an even number of black and white vehicles moving about randomly within the confines of the window.
    When two vehicles of different colors bump into each other, they spawn four new vehicles, two of each color. There is a connection made between the parents and the children with black and white lines.
    If two vehicles of the same color collide, they disappear along with any connections between them and other vehicles.
    Tue, Jan 15, 2008  Permanent link

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    1.
    I found this picture interesting because it's a fractal, but it was still able to achieve a nice aesthetic quality. Many of the fractals I've seen have been two-dimensional and very mathematical in it's visual nature. This one pushes into the third dimension, and although it's easy to see how its fractal nature comes into play, there is enough variation so that it achieves an almost natural look. Its material resembles that of bone. It almost looks like a fossil of some strange early life-form. The background gives the fractal object a generic setting. It's very plain and minimal, but it's easily recognizable as an earthly location with the object floating in the sky. By doing this, it gives the fractal object an environment that one could imagine it interacting within.
    2.
    This is the most realistic simulation of the growth of cosmic structure developed by the Virgo consortium. The website http://www.mpa-garching.mpg.de/galform/millennium/  has much more with videos navigating the structure of the simulation in three dimensions. It's amazing this was able to be acheived keeping in mind that it took the main supercomputer at the Max Planck Society's Supercomputing Centre in Garching in Germany more than a month to construct it. This picture is very engaging in that it holds a resemblance to interconnected neurons. This could even be the next step to google maps.
    Wed, Jan 9, 2008  Permanent link

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