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    <title>The Creators Project</title>
    
    <link>http://www.thecreatorsproject.com</link>
    <description>The Creators Project</description>
    <language>en-us</language>
    <atom10:link xmlns:atom10="http://www.w3.org/2005/Atom" rel="self" type="application/rss+xml" href="http://feeds.feedburner.com/tcp_blogs/es" /><feedburner:info xmlns:feedburner="http://rssnamespace.org/feedburner/ext/1.0" uri="tcp_blogs/es" /><atom10:link xmlns:atom10="http://www.w3.org/2005/Atom" rel="hub" href="http://pubsubhubbub.appspot.com/" /><item>
      <title>The Video For Shao-Yen Chen's Stalker Collection Uses Old Tech With New Aesthetics</title>
      <description>&lt;img src='http://assets.thecreatorsproject.com/blog_article_images/images/000/041/510/shaoyen_aw13-edit_1-still2_detail.jpg?1364921877'/&gt;&lt;br/&gt;&lt;p&gt;Although the word &amp;#8220;technology&amp;#8221; immediately conjures thoughts up of our generation—of iPhones and iPads and iAnythings or of laptops that have essentially embedded themselves as extensions of our fingertips, tech has been used as an artistic tool for decades.&lt;/p&gt;
&lt;p&gt;In the early 1960s, the surrealist films of Dalí, Cocteau, and Buñuel used some of the cutting edge technologies of their time. Inspired by these films, contemporary fashion designer &lt;a href="http://www.shao-yen.com/" target="_blank"&gt;Shao Yen Chen&lt;/a&gt; and photographer &lt;a href="http://www.pennytu.com/" target="_blank"&gt;Penny Tu&lt;/a&gt; created &lt;a href="http://www.shao-yen.com/collection.php?id=7" target="_blank"&gt;&lt;i&gt;Stalker,&lt;/i&gt;&lt;/a&gt; a video production featuring Chen&amp;#8217;s newest collection by the same name. The film was produced for the &lt;a href="http://www.britishfashioncouncil.com/content/1882/Fash/On-Film" target="_blank"&gt;&lt;span class="caps"&gt;BFC&lt;/span&gt; Fash/On Film initiative&lt;/a&gt;, which &amp;#8220;aims to develop relationships between fashion designers and film makers and recognises the ongoing development of fashion film as an important medium in the industry.&amp;#8221;&lt;/p&gt;
&lt;p&gt;Borrowing aesthetics from films such as &lt;i&gt;&lt;a href="http://www.imdb.com/title/tt0020530/" target="_blank"&gt;Un Chien Andalou&lt;/a&gt;&lt;/i&gt; and incorporating some more recent symbols of technology such as screen glitches, the film presents a disjointed visual aesthetic that matches the vision behind the designs, which use neutral colors alongside punches of pink or animal print, and a variety of textures and layers.&lt;/p&gt;
&lt;div class="image"&gt;&lt;img src="http://assets.thecreatorsproject.com/blog_article_images/images/000/041/510/shaoyen_aw13-edit_1-still2_detail_em.jpg?1364921877" alt="" /&gt;&lt;/div&gt;&lt;p&gt;&lt;br&gt;&lt;/p&gt;
&lt;div class="image"&gt;&lt;img src="http://assets.thecreatorsproject.com/blog_article_images/images/000/041/511/shaoyen_aw13-_detail_em.jpg?1364923402" alt="" /&gt;&lt;/div&gt;&lt;p&gt;&lt;br&gt;&lt;/p&gt;
&lt;div class="image"&gt;&lt;img src="http://assets.thecreatorsproject.com/blog_article_images/images/000/041/512/shaoyen_aw13-edit_1-still_detail_em.jpg?1364923485" alt="" /&gt;&lt;/div&gt;&lt;p&gt;&lt;br&gt;&lt;/p&gt;
&lt;p&gt;[via &lt;a href="http://www.fashioninstallation.com/2013/04/stalker-by-shao-yen.html" target="_blank"&gt;Fashion Installation&lt;/a&gt;]&lt;/p&gt;
&lt;p&gt;&lt;a href="https://twitter.com/megyoungblood" target="_blank"&gt;@megyoungblood&lt;/a&gt;&lt;/p&gt;</description>
      <pubDate>Tue, 02 Apr 2013 12:58:01 -0400</pubDate>
      <link>http://thecreatorsproject.com/es-us/blog/the-video-for-shao-yen-chens-istalkeri-collection-uses-old-tech-with-new-aesthetics</link>
      <guid isPermalink="false">blog/17554</guid>
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    <item>
      <title>LAYERS: Peeking Inside Eluvium's "Envenom Mettle"</title>
      <description>&lt;img src='http://assets.thecreatorsproject.com/blog_article_images/images/000/041/509/Eluvium_press_detail.jpg?1364910800'/&gt;&lt;br/&gt;&lt;p&gt;This week’s &lt;span class="caps"&gt;LAYERS&lt;/span&gt; brings us the lush and beautiful sounds of Portland, Oregon via ambient musician &lt;a href="http://eluvium.net/works/" target="_blank"&gt;Eluvium&lt;/a&gt;. Eluvium, real name Matthew Cooper, has been a definitive figure in the Pacific Northwest&amp;#8217;s instrumental music scene, releasing huge multi-facited orchestral compositions and touring across the country with the likes of &lt;a href="http://www.explosionsinthesky.com/" target="_blank"&gt;Explosions In The Sky&lt;/a&gt; and &lt;a href="http://pioulard.com/" target="_blank"&gt;Benoît Pioulard&lt;/a&gt;. He&amp;#8217;s known to use electronic sample manipulation and experimental guitar work to create cinematic soundscapes that blend various minimal genres into stunningly reflexive and emotional ballads.&lt;/p&gt;
&lt;p&gt;This May, Eluvium will release his sixth album, a sprawling double-disc release titled &lt;a href="http://eluvium.net/works/uncategorized/the-new-eluvium-album" target="_blank"&gt;&lt;i&gt;Nightmare Ending&lt;/i&gt;&lt;/a&gt; through Brooklyn label &lt;a href="http://temporaryresidence.com/" target="_blank"&gt;Temporary Residence&lt;/a&gt;. The album&amp;#8217;s second single &amp;#8220;Envenom Mettle&amp;#8221; finds Cooper building a pulsing instrumental piece that grows with post-rock momentum and swirling piano melodies, taking the listener on a beautiful aural adventure.&lt;/p&gt;
&lt;p&gt;Read below to find out how Eluvium achieved his signature genre-defying sound through layering classical instruments to orchestral enormity and enlisting the help of friend and Explosions In The Sky guitarist Mark Smith:&lt;/p&gt;
&lt;p&gt;&lt;i&gt;It was interesting to work on taking this song apart. For one, because it was actually 24 tracks total, which is definitely on the high end of number of tracks for me. Also, because the song was such a beast, it was fun to put it back together and see what happened. It sounds a little different than the final mix for the album, but&lt;br /&gt;
for the sake of keeping things realistic while also not giving up the entire ghost, I found it best to consolidate things into 6 sections, instead of the 24 separate tracks.&lt;/i&gt;&lt;/p&gt;
&lt;B&gt;Scatter Organs:&lt;/b&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;iframe width="100%" height="166" scrolling="no" frameborder="no" src="https://w.soundcloud.com/player/?url=http%3A%2F%2Fapi.soundcloud.com%2Ftracks%2F86040762"&gt;&lt;/iframe&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;I&gt;First we have the organs, which I have seemingly called the &amp;#8220;scatter organs.&amp;#8221; The theory here was to create something rejoicing and majestic for the song as a backbone, but as time went by, I pulled it a little further back into the mix and decided it would be a good idea to give them a bumbling and jumpy feel. &lt;br /&gt;
&lt;br /&gt;
I cut them up into pieces and layered them on top of each other in unique ways that created jumps in the chord progression and volume while also giving it a natural delay. They have an interesting effect by themselves.&lt;/i&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Pianos:&lt;/b&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;iframe width="100%" height="166" scrolling="no" frameborder="no" src="https://w.soundcloud.com/player/?url=http%3A%2F%2Fapi.soundcloud.com%2Ftracks%2F86041087"&gt;&lt;/iframe&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;i&gt;Second we have the pianos. It took me a while to figure out the tone of these as they needed a lot of punch, but I didn&amp;#8217;t want them sitting too far upfront. In the end, I decided to pitch down a percentage of the overall outgoing sound and soak them in some reverbs. &lt;br /&gt;
&lt;br /&gt;
I think there are 4 or 5 layers here, though it doesn&amp;#8217;t really sound like it. There&amp;#8217;s at least one running late for a bit of slap back delay effect.&lt;/I&gt;
&lt;p&gt;&lt;b&gt;Reverse, Tape, Rhodes:&lt;/B&gt;&lt;/p&gt;
&lt;p&gt;&lt;iframe width="100%" height="166" scrolling="no" frameborder="no" src="https://w.soundcloud.com/player/?url=http%3A%2F%2Fapi.soundcloud.com%2Ftracks%2F86041210"&gt;&lt;/iframe&gt;&lt;/p&gt;
&lt;p&gt;&lt;i&gt;Here, titled &amp;#8220;Reverse, Tape, Rhodes,&amp;#8221; is basically just that. I think I played pianos and keyboards along with the entire song, and then mixed them together and they weren&amp;#8217;t working very well. They seemed a little heavy handed, so I put them in reverse and added some reverbs and distortions. It created a nice constant to go along with the &amp;#8220;scatter organs.&amp;#8221; The other two things are a simple rhodes melody and a mashed up eaten tape sound mix of the rhodes with some other random artifacts in there.&lt;/p&gt;
&lt;p&gt;Sounds like I used the sound of plugging in a quarter inch guitar cable here and there. Adding effects to a live cable plugging in or being unplugged from pedals or guitars can create some nice sounds. I think I did some of that on an older album of mine called &lt;a href="http://en.wikipedia.org/wiki/Talk_Amongst_the_Trees" target="_blank"&gt;&amp;#8216;Talk Amongst The Trees&amp;#8217;&lt;/a&gt;.&lt;/i&gt;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;Percussion:&lt;/b&gt;&lt;/p&gt;
&lt;p&gt;&lt;iframe width="100%" height="166" scrolling="no" frameborder="no" src="https://w.soundcloud.com/player/?url=http%3A%2F%2Fapi.soundcloud.com%2Ftracks%2F86041204"&gt;&lt;/iframe&gt;&lt;/p&gt;
&lt;p&gt;&lt;i&gt;Here is the percussion. I honestly can&amp;#8217;t remember the sound source for this but I wouldn&amp;#8217;t be surprised if it is me just hitting the built in microphone on my laptop and then layering, EQ-ing , and possibly adding some manner of distortion.&lt;/p&gt;
&lt;p&gt;I really enjoyed the static quality of them, just enough to give the song motion without it standing out too much. Though I can hear that I did some timing play on the first half and then left it straight forward on the second half, it&amp;#8217;s pretty subtle.&lt;/i&gt;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;Additional Sounds ft. Mark Smith:&lt;/b&gt;&lt;/p&gt;
&lt;p&gt;&lt;iframe width="100%" height="166" scrolling="no" frameborder="no" src="https://w.soundcloud.com/player/?url=http%3A%2F%2Fapi.soundcloud.com%2Ftracks%2F86041629"&gt;&lt;/iframe&gt;&lt;/p&gt;
&lt;p&gt;&lt;i&gt;For this song I also asked my friend Mark Smith if he wanted to add some things to it, he plays in a band called &lt;a href="http://www.explosionsinthesky.com/" target="_blank"&gt;Explosions In The Sky&lt;/a&gt;. We&amp;#8217;ve always gotten along well, and I&amp;#8217;ve always enjoyed sharing things I&amp;#8217;m working on with him, so I asked if he would be into doing this and he seemed pretty happy to try some various ideas.&lt;/p&gt;
&lt;p&gt;He sent me a whole bunch of interesting stuff that totally blew me away. It was an outpouring of all sort of sounds. Some absolutely beautiful guitar lines along with other mixes he made from samples from various sources, and layers of noises that he had created. I took everything that he sent and layered it in all sorts of manners. Some of it stayed basically exactly as he sent it and other parts I chopped up and layered on top of each other, similar to what I did with the organs.  &lt;/i&gt;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;Additional Sounds ft. Mark Smith:&lt;/b&gt;&lt;/p&gt;
&lt;p&gt;&lt;iframe width="100%" height="166" scrolling="no" frameborder="no" src="https://w.soundcloud.com/player/?url=http%3A%2F%2Fapi.soundcloud.com%2Ftracks%2F86041339"&gt;&lt;/iframe&gt;&lt;/p&gt;
&lt;p&gt;&lt;i&gt;The guitar parts in particular are really lovely. I played around with multiple layers of them, doing different things so it almost sounds like classical style violins at times to me. But you probably hear something that started from something he sent at any given moment throughout the song. His parts really took the song in a whole new and exciting direction for me.&lt;/p&gt;
&lt;p&gt;Ultimately I wanted the song to be sort of a rumbling mess of various emotions that sort of bursts, and he really helped me bring that concept to another level.&lt;/i&gt;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;Put it all together and here&amp;#8217;s what you get, &amp;#8220;Envenom Mettle&amp;#8221; by Eluvium:&lt;/b&gt;&lt;/p&gt;
&lt;p&gt;&lt;iframe width="100%" height="166" scrolling="no" frameborder="no" src="https://w.soundcloud.com/player/?url=http%3A%2F%2Fapi.soundcloud.com%2Ftracks%2F81055589"&gt;&lt;/iframe&gt;&lt;/p&gt;
&lt;p&gt;&lt;iframe width="640" height="360" src="http://www.youtube.com/embed/UHbmM1cm_Lo" frameborder="0" allowfullscreen&gt;&lt;/iframe&gt;&lt;/p&gt;
&lt;p&gt;&lt;a href="https://twitter.com/justinstaple" target="_blank"&gt;@justinstaple&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;&lt;a href="http://thecreatorsproject.com/blog/layers-unpacking-the-andrew-weathers-ensembles-hard-aint-it-hard" target="_blank"&gt;Previously on &lt;span class="caps"&gt;LAYERS&lt;/span&gt;: Unpacking The Andrew Weathers Ensemble&amp;#8217;s &amp;#8220;Hard, Ain&amp;#8217;t It Hard&amp;#8221;&lt;/a&gt;&lt;/p&gt;</description>
      <pubDate>Tue, 02 Apr 2013 09:53:23 -0400</pubDate>
      <link>http://thecreatorsproject.com/es-us/blog/layers-peeking-inside-eluviums-envenom-mettle</link>
      <guid isPermalink="false">blog/17553</guid>
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      <title>LAb[au]'s m0za1que Lets You Play Tetris With Tiles </title>
      <description>&lt;img src='http://assets.thecreatorsproject.com/blog_article_images/images/000/041/503/m0za1que_mosaic_lab_au_2012_day_05_detail.jpg?1364842670'/&gt;&lt;br/&gt;&lt;p&gt;&lt;a href="http://lab-au.com/#/projects/m0za1que-annecy/" target=”_blank"&gt;m0za1que&lt;/a&gt;, a permanent installation at &lt;a href="http://www.mecatronique.fr/node/51" target=”_blank"&gt;Maison Mécatronique&lt;/a&gt; in Annecy, France, is a play on flat surfaces and space. It is, after all, the brainchild of &lt;a href="http://lab-au.com/" target=”_blank"&gt;LAb[au]&lt;/a&gt;, the architecture and design firm behind &lt;a href="http://lab-au.com/#/projects/signaltonoise/" target=”_blank"&gt;&lt;i&gt;Signal to Noise&lt;/i&gt;&lt;/a&gt;&amp;#8212;a piece that examines the kinetic properties of sound through 512 mechanical split-flaps.&lt;/p&gt;
&lt;p&gt;In both cases LAb[au] relies on a fusion of art, technology, and science to reconstruct static space. &lt;i&gt;m0za1que&lt;/i&gt;, for instance, immediately evokes the tiles of a bathroom wall and motorizes them, using &lt;span class="caps"&gt;LED&lt;/span&gt; fixtures to exaggerate the movement. &amp;#8220;The artwork relates motion with color through the phenomena of light; while it&amp;#8217;s mechanic and electronic system is exemplary for the very function of the building.&amp;#8221; the group says.&lt;/p&gt;
&lt;div class="image"&gt;&lt;img src="http://assets.thecreatorsproject.com/blog_article_images/images/000/041/504/m0za1que_mosaic_lab_au_2012_day_06_detail_em.jpg?1364842674" alt="" /&gt;&lt;/div&gt;&lt;p&gt;&lt;br&gt;&lt;/p&gt;
&lt;div class="image"&gt;&lt;img src="http://assets.thecreatorsproject.com/blog_article_images/images/000/041/505/m0za1que_mosaic_lab_au_2012_night_color_a01_detail_em.jpg?1364842677" alt="" /&gt;&lt;/div&gt;&lt;p&gt;&lt;br&gt;&lt;/p&gt;
&lt;div class="image"&gt;&lt;img src="http://assets.thecreatorsproject.com/blog_article_images/images/000/041/506/m0za1que_mosaic_lab_au_2012_night_color_b001_detail_em.jpg?1364842681" alt="" /&gt;&lt;/div&gt;&lt;p&gt;&lt;br&gt;&lt;/p&gt;
&lt;p&gt;&lt;i&gt;To find out more about the collective, watch our short documentary below&amp;#8230;&lt;/i&gt;&lt;/p&gt;
&lt;script src="http://player.ooyala.com/player.js?width=640&amp;deepLinkEmbedCode=dzaDE3NTopIqcshsuMWEsSI9Fq5532R5&amp;height=360&amp;embedCode=dzaDE3NTopIqcshsuMWEsSI9Fq5532R5&amp;video_pcode=hyMGM6r5IuEWxvTfeWSreJDTxPRn"&gt;&lt;/script&gt;&lt;p&gt;&lt;br&gt;&lt;/p&gt;
&lt;p&gt;All images courtesy of &lt;a href="http://lab-au.com/" target=”_blank"&gt;LAb[au]&lt;/a&gt;.&lt;/p&gt;
&lt;p&gt;&lt;a href="https://twitter.com/tfbnght" target=”_blank"&gt;@tfbnght&lt;/a&gt;&lt;/p&gt;</description>
      <pubDate>Mon, 01 Apr 2013 13:59:41 -0400</pubDate>
      <link>http://thecreatorsproject.com/es-us/blog/labaus-im0za1quei-lets-you-play-itetrisi-with-tiles</link>
      <guid isPermalink="false">blog/17550</guid>
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      <title>5 Reasons You Should Get On Board With F.A.T. Lab [NYC EVENT]</title>
      <description>&lt;img src='http://assets.thecreatorsproject.com/blog_article_images/images/000/041/495/FATGOLDPARTY_0_detail.jpg?1364832529'/&gt;&lt;br/&gt;&lt;p&gt;&amp;#8220;Celebrating more than five years of thug life, pop culture, and R&amp;amp;D,&amp;#8221; &lt;a href="http://thecreatorsproject.com/blog/fat-lab-retrospective-five-years-of-thug-life-pop-culture-and-rd" target="_blank"&gt;F.A.T. (Free Art and Technology) Lab&lt;/a&gt; will be holding their exhibition &lt;a href="http://fffff.at/fat-gold-opening-night-april-1st-7pm-no-foolin/" target="_blank"&gt; &amp;#8220;F.A.T. Gold&amp;#8221;&lt;/a&gt; at &lt;a href="http://eyebeam.org/" target="_blank"&gt;Eyebeam&lt;/a&gt; tonight, originally scheduled for last fall but postponed due to Hurricane Sandy. If you haven&amp;#8217;t been convinced that this is the best thing you could possibly do on this Monday evening, here are five reasons that you must be at Eyebeam tonight from 7 to 9.&lt;/p&gt;
&lt;h2&gt;1. They Exterminated Justin Bieber From The Internet.&lt;/h2&gt;
&lt;p&gt;&lt;br&gt;
&lt;iframe src="http://player.vimeo.com/video/11800814?color=ff00ff" width="640" height="360" frameborder="0" webkitAllowFullScreen mozallowfullscreen allowFullScreen&gt;&lt;/iframe&gt;&lt;/p&gt;
&lt;p&gt;If you aren&amp;#8217;t a 16 year-old girl with Bieber-fever, you probably find his omnipresence in search engines and gossip sites—where you spend time researching only the really important topics such as how fat Kim K. has gotten—annoying. F.A.T.  Labhas forever solved this problem with their  &lt;a href="http://fffff.at/shaved-bieber/" target="_blank"&gt;&amp;#8220;Shaved Bieber&amp;#8221; add-on&lt;/a&gt; for Firefox. Download this plug-in, and censor Bieber from your newsfeed/Google searches/D-Listed research stints forever.&lt;/p&gt;
&lt;h2&gt;2. Because you want to support Little Brother watching Big Brother (watching Little Brother).&lt;/h2&gt;
&lt;p&gt;&lt;br&gt;
&lt;iframe src="http://player.vimeo.com/video/13648673" width="640" height="360" frameborder="0" webkitAllowFullScreen mozallowfullscreen allowFullScreen&gt;&lt;/iframe&gt;&lt;/p&gt;
&lt;p&gt;Although Google maintains a positive brand image with their clean web design, their cutesy, themed homepages that change based on (sometimes obscure) holidays, and their status as the ultimate answer-provider to just about any question fathomable, they have been known to monitor your web-browsing habits, making them a well-dressed version of the always prying, corporate Man. However, F.A.T. has created an alarm system so that you can know when Google is prying into your personal usage for their own money-making interests.&lt;/p&gt;
&lt;h2&gt;3. Because Anonymous is our generation&amp;#8217;s version of James Dean.&lt;/h2&gt;
&lt;p&gt;&lt;br&gt;
&lt;img src="http://ni9e.com/photos/data/occupy-the-net/occupy-the-internet.gif"&gt;&lt;/p&gt;
&lt;p&gt;Anti-establishment bad boys have always been hot. From James Dean, to Elvis Presley, to Sid Vicious (no? not a thing?), the bad boy rockstars have secured their spot at the most-wanted list among their female counterparts. And who embodies our generation&amp;#8217;s rebellious spirit more than hackers? F.A.T. Lab even developed an app that let you Occupy the space where you spend most of your waking hours: the internet. In the age of internet activism, F.A.T.&amp;#8217;s dissent make them one of the symbolic bad boys of our generation.&lt;/p&gt;
&lt;h2&gt;4. Because they helped you get into bars before you turned 21.&lt;/h2&gt;
&lt;p&gt;&lt;br&gt;&lt;/p&gt;
&lt;div class="image"&gt;&lt;img src="http://assets.thecreatorsproject.com/blog_article_images/images/000/041/496/Screen_shot_2012-03-06_at_12_49_10_PM_slide_detail_em.jpg?1364833208" alt="" /&gt;&lt;/div&gt;&lt;p&gt;&lt;br&gt;
F.A.T. member Tobias Leingruber created &lt;a href="http://www.thecreatorsproject.com/blog/artist-explores-online-identity-and-privacy-with-facebook-id-cards" target="_blank"&gt;Social Media ID Cards&lt;/a&gt; for everyone who attended his opening in Berlin after border patrol asked him what his Facebook name was when entering the US. Certainly there is a bar in New York City where the Facebook ID would be accepted as a reputable form of identification.&lt;/p&gt;
&lt;h2&gt;5. Because it is free, and you live in New York City.&lt;/h2&gt;
&lt;p&gt;&lt;br&gt;
Remember when you moved to the Big Apple, and you had dreams of being a cultured New Yorker who had a wardrobe that looked like Carrie Bradshaw&amp;#8217;s, and were starting a clothing line like the guys from &lt;i&gt;How to Make it In America&lt;/i&gt;, but yours was totally going to be successful, and you would have drinks at the bar with Barney Stinson and would spend all your spare moments going to Broadway plays and art openings? While I can put a large sum of money on the fact that you now spend more time on the ungarnished mattress which you kindly call a &amp;#8220;bed&amp;#8221; than doing any of the above listed things, tonight is the night it can all change. Going to Eyebeam and seeing an art show will bring you one step closer to the fantasy New Yorker you&amp;#8217;ve always dreamed of being. If, like many others, you have to pour beer or cook food tonight to pay your rent, the exhibit will be up until April 20th. Eyebeam is open Tuesday—Saturday from 12 to 6.&lt;/p&gt;
&lt;p&gt;&lt;a href="https://twitter.com/megyoungblood" target="_blank"&gt;@megyoungblood&lt;/a&gt;&lt;/p&gt;</description>
      <pubDate>Mon, 01 Apr 2013 12:08:51 -0400</pubDate>
      <link>http://thecreatorsproject.com/es-us/blog/5-reasons-you-should-get-on-board-with-fat-lab-nyc-event</link>
      <guid isPermalink="false">blog/17549</guid>
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      <title>Different Ways To Infinity Is A Window Onto The Beyond  </title>
      <description>&lt;img src='http://assets.thecreatorsproject.com/blog_article_images/images/000/041/491/DWI_modular_4_detail.jpg?1364584934'/&gt;&lt;br/&gt;&lt;p&gt;“You&amp;#8217;ve never heard of &lt;a href="http://en.wikipedia.org/wiki/Chaos_theory" target="_blank"&gt;chaos theory&lt;/a&gt;? Non-linear equations? Strange attractors?&amp;quot; It&amp;#8217;s been several years since Ian Malcolm, the charismatic mathematician in &lt;a href="http://www.imdb.co.uk/title/tt0107290/" target="_blank"&gt;&lt;i&gt;Jurassic Park&lt;/i&gt;&lt;/a&gt;, tried to roughly explain the ins and outs of chaos theory&amp;#8212;the concept that certain events, as small as they are, cause echoes in time which can lead to adverse effects. Each micro-variation in the present is considered to bring a tangible difference to the state of a system. The condition of the system is therefore defined as unstable and makes it impossible to predict future events.  &lt;/p&gt;
&lt;p&gt;Spanish artist &lt;a href="http://www.felixluque.com" target="_blank"&gt;Félix Luque Sanchez&lt;/a&gt; developed his installation, &lt;i&gt;Different Ways to Infinity&lt;/i&gt;, from his interest in chaos theory. This, his most recent work, is a hybrid reflection surrounding notions of complexity, infinity, and chaos which will be presented for the very first time this week during the French festival &lt;a href="http://www.maccreteil.com/fr/exit" target="_blank"&gt;&lt;span class="caps"&gt;EXIT&lt;/span&gt;&lt;/a&gt;.&lt;/p&gt;
&lt;p&gt;So, how do you reach infinity? Rather than answer the question directly his piece gives us hints and clues, many of them reminiscent of 80s sci-fi literature. To help understand th  e sophisticated approach behind &lt;i&gt;Different Ways to Infinity&lt;/i&gt; we spoke with Sanchez so that he could clarify certain technical points for us.    At first glance, the installation appears in the form of a laboratory displaying a series of scientific records. The uniqueness of this system is enhanced by the diversity of the medium used.&lt;/p&gt;
&lt;div class="image"&gt;&lt;img src="http://assets.thecreatorsproject.com/blog_article_images/images/000/041/492/DWI_synth3_detail_em.jpg?1364584937" alt="" /&gt;&lt;/div&gt;&lt;p&gt;&lt;br&gt;&lt;/p&gt;
&lt;div class="image"&gt;&lt;img src="http://assets.thecreatorsproject.com/blog_article_images/images/000/041/493/DWI_fluid_1_detail_em.jpg?1364586207" alt="" /&gt;&lt;/div&gt;&lt;p&gt;&lt;i&gt;The synth and dynamic animations&lt;/i&gt;.&lt;/p&gt;
&lt;p&gt;&amp;#8220;&lt;i&gt;&lt;span class="caps"&gt;DWI&lt;/span&gt;&lt;/i&gt; is a science fiction artwork that recreates a series of experiments around processes that tend to infinity.&amp;#8221; Sanchez notes. &amp;#8220;The works are divided into two groups: &amp;#8216;Modular&amp;#8217; which is a modular system to generate forms and approaches infinity by its geometrical potential to fill completely the tridimensional space, and  &amp;#8216;Chaos&amp;#8217; which is an ensemble of works inspired by chaos theory and approaches infinity through complexity.&amp;#8221;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;Modular&lt;/b&gt; &lt;br /&gt;
The first component is a sculpture composed of complex geometrical shapes with very specific properties. Sanchez explains: &amp;quot;This is a modular system that generates combinations or forms using rhombic dodecahedron, a space filling polyhedra. It uses magnetic connectors to assemble together, physically and electronically, the dodecahedrons (like the Apple MagSafe). The edges of the dodecahedrons have LEDs that interact with people around the object. &amp;quot;&lt;/p&gt;
&lt;p&gt;&lt;iframe src="http://player.vimeo.com/video/61625185" width="640" height="360" frameborder="0" webkitAllowFullScreen mozallowfullscreen allowFullScreen&gt;&lt;/iframe&gt; &lt;br /&gt;
Different Ways to Infinity&lt;i&gt;&amp;#8212;modular component&lt;/i&gt;.&lt;/p&gt;
&lt;p&gt;&lt;b&gt;Chaos (Synth) &lt;/b&gt;&lt;br /&gt;
The second component is a synthesizer which uses features from &lt;a href="http://en.wikipedia.org/wiki/Chua%27s_circuit" target="_blank"&gt;Chua&amp;#8217;s circuits&lt;/a&gt; and is connected to oscilloscopes that reinterpret the data.&amp;#8220;The synth uses an Arduino microprocessor to control motorized potentiometers, which modulate the signal in and out of chaos in an infinite loop.&amp;#8221; says Sanchez. &amp;#8220;This signal can be seen through oscilloscopes and heard through speakers. When chaos has been reached, the sound approaches white noise.&amp;#8221;&lt;/p&gt;
&lt;p&gt;Chaotic events are then represented by fractal shapes, scientifically labelled &lt;a href="http://en.wikipedia.org/wiki/Lorenz_system" target="_blank"&gt; &amp;#8220;Lorentz attractors&amp;#8221;.&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;&lt;iframe src="http://player.vimeo.com/video/61625186" width="640" height="360" frameborder="0" webkitAllowFullScreen mozallowfullscreen allowFullScreen&gt;&lt;/iframe&gt;&lt;br /&gt;
Different Ways to Infinity&lt;i&gt;&amp;#8212;chaotic component&lt;/i&gt;.&lt;/p&gt;
&lt;p&gt;&lt;b&gt;Chaos (Fluid Dynamics)&lt;/b&gt; &lt;br /&gt;
Finally, the last components of the installation are large prints and 3D animations which are the results of scientific experiments, as Sanchez explains. &amp;#8220;A set of 3D animations and large prints uses fluid dynamic and particle software (like &lt;i&gt;Krakatoa&lt;/i&gt; and &lt;i&gt;Realflow&lt;/i&gt;) to simulate different behaviors in the propagation and explosion of smoke and particles. They are done in collaboration with Spanish artist Iñigo Bilbao&amp;#8221;.&lt;/p&gt;
&lt;p&gt;Through this research process the &lt;a href="https://en.wikipedia.org/wiki/Computational_fluid_dynamics" target="_blank"&gt;computational fluid mechanics&lt;/a&gt; of the smoke and particles are highlighted upfront (see below).&lt;/p&gt;
&lt;p&gt;&lt;iframe src="http://player.vimeo.com/video/61616171" width="640" height="360" frameborder="0" webkitAllowFullScreen mozallowfullscreen allowFullScreen&gt;&lt;/iframe&gt;&lt;/p&gt;
&lt;p&gt;&lt;iframe src="http://player.vimeo.com/video/61804051" width="640" height="360" frameborder="0" webkitAllowFullScreen mozallowfullscreen allowFullScreen&gt;&lt;/iframe&gt;&lt;/p&gt;
&lt;p&gt;For all those who wish to discover this imaginary laboratory and reevaluate the limits of infinity, &lt;i&gt;Different Ways to Infinity&lt;/i&gt; will be presented at the &lt;a href="http://www.maccreteil.com/fr/exit" target="_blank"&gt;&lt;span class="caps"&gt;EXIT&lt;/span&gt; festival&lt;/a&gt; in Créteil, France from 4th to 14th April.&lt;/p&gt;
&lt;p&gt;&lt;i&gt;Photos Credits : Félix Luque Sanchez&lt;/i&gt;&lt;/p&gt;
&lt;p&gt;&lt;a href="https://twitter.com/princebenoit" target="_blank"&gt;@princebenoit&lt;/a&gt;&lt;/p&gt;</description>
      <pubDate>Fri, 29 Mar 2013 15:22:19 -0400</pubDate>
      <link>http://thecreatorsproject.com/es-us/blog/idifferent-ways-to-infinityi-is-a-window-onto-the-beyond%E2%80%A8%E2%80%A8</link>
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      <title>Fashion Line Blooms With Images Of Digitally Screen-Printed Greenery</title>
      <description>&lt;img src='http://assets.thecreatorsproject.com/blog_article_images/images/000/041/482/RichardsCopy1_detail.jpg?1364506255'/&gt;&lt;br/&gt;&lt;p&gt;As of late, fashion designers everywhere seem to be joining the herd of artists that are moving towards an increasing interconnectivity of different media and a greater use of the latest technology in their design process. The digital and virtual realms have become almost essential in the production of garments of a particular aesthetic.&lt;/p&gt;
&lt;p&gt;Take, for example, New York City-based fashion label &lt;a href="http://www.richards-nyc.com/" target="_blank"&gt;&lt;span class="caps"&gt;RICHARDS&lt;/span&gt;&lt;/a&gt;—a brain child of designer Sarah Leslie Richards, and more specifically the label&amp;#8217;s S/S 2013 line and Fall preview. These specific collections mirror a lot of what&amp;#8217;s going on in fashion right now: print heavy, borderline clashy concepts. But &lt;span class="caps"&gt;RICHARDS&lt;/span&gt; takes this to a whole new level using truly drool-inducing, eye-popping screen prints of digital imagery which the designer prints herself in her Brooklyn studio. Richards goes beyond the finite world of fibers and dyes, expanding her vision to include a digital cornucopia of pixelated greenery. These prints have the ability to turn any old white button-down into a massively covetable item that I may very well lose sleep over until I find.&lt;/p&gt;
&lt;p&gt;But RICHARDS&amp;#8217; exploitation of digital technology doesn&amp;#8217;t stop there. In collaboration with art director Grace Glass-Lucas Lefler, aka &lt;a href="http://gg-ll.us/" target="_blank"&gt;gg &amp;#8211; II&lt;/a&gt;, &lt;span class="caps"&gt;RICHARDS&lt;/span&gt; has created a fun stop motion animation video to promote the Spring/ Summer collection. In the short video, clothing dances and hypnotizes in the absence of models to the appropriately bongo-heavy jungle rhythms of &lt;a href="http://www.youtube.com/watch?v=iZ9vkd7Rp-g" target="_blank"&gt;Emiliana Torrini&lt;/a&gt;.&lt;/p&gt;
&lt;p&gt;&lt;iframe src="http://player.vimeo.com/video/54194258" width="640" height="360" frameborder="0" webkitAllowFullScreen mozallowfullscreen allowFullScreen&gt;&lt;/iframe&gt;&lt;/p&gt;
&lt;p&gt;&lt;br&gt;
Of course if you &lt;i&gt;must&lt;/i&gt; have your gorgeous models with flowing hair bounding in fields and basking in equal parts canopy glow and late afternoon sunshine, &lt;span class="caps"&gt;RICHARDS&lt;/span&gt; gives you this as well in &lt;a href="http://www.youtube.com/watch?v=EdyIsEq9mkw&amp;feature=player_embedded" target="_blank"&gt;a second look book video&lt;/a&gt;.&lt;/p&gt;
&lt;p&gt;If you didn&amp;#8217;t get my drift before, the new collection is really unique in terms of the quality of Richard&amp;#8217;s prints which are vaguely photographic, but not overly realistic. Oversized cropped button-downs overflow with incredibly vibrant greenage. Men&amp;#8217;s white button-downs are coated with painterly digital landscapes of putrid chartreuse and verdant emerald that makes for a vague nod to camo, which I&amp;#8217;m pretty sure is &amp;#8220;back.&amp;#8221; &lt;span class="caps"&gt;RICHARDS&lt;/span&gt; excels at the mixing of prints by layering leaves from a variety of plant species. The new collection also features prints layered directly on top of each other that makes for a static-like jumbling of the senses. Just take a look below and see for yourself what &lt;span class="caps"&gt;RICHARDS&lt;/span&gt; has accomplished.&lt;/p&gt;
&lt;div class="image"&gt;&lt;img src="http://assets.thecreatorsproject.com/blog_article_images/images/000/041/482/RichardsCopy1_detail_em.jpg?1364506255" alt="" /&gt;&lt;/div&gt;&lt;p&gt;&lt;br&gt;&lt;/p&gt;
&lt;div class="image"&gt;&lt;img src="http://assets.thecreatorsproject.com/blog_article_images/images/000/041/484/RichardsCopy3_detail_em.jpg?1364506325" alt="" /&gt;&lt;/div&gt;&lt;p&gt;&lt;br&gt;&lt;/p&gt;
&lt;div class="image"&gt;&lt;img src="http://assets.thecreatorsproject.com/blog_article_images/images/000/041/486/RichardsCopy5_detail_em.jpg?1364506540" alt="" /&gt;&lt;/div&gt;&lt;p&gt;&lt;br&gt;&lt;/p&gt;
&lt;div class="image"&gt;&lt;img src="http://assets.thecreatorsproject.com/blog_article_images/images/000/041/485/RichardsCopyChemTrails_detail_em.jpg?1364506358" alt="" /&gt;&lt;/div&gt;&lt;p&gt;&lt;i&gt;Also, chemtrails. &lt;/i&gt;&lt;br /&gt;
&lt;br&gt;
Here&amp;#8217;s a quick preview of the up-and-coming Fall collection that features the same print-conscious aesthetic, which you can see more of over at the &lt;a href="http://www.richards-nyc.com/fall-winter-2013.html" target="_blank"&gt;&lt;span class="caps"&gt;RICHARDS&lt;/span&gt; site&lt;/a&gt;.&lt;/p&gt;
&lt;div class="image"&gt;&lt;img src="http://assets.thecreatorsproject.com/blog_article_images/images/000/041/487/FallPost_detail_em.jpg?1364506627" alt="" /&gt;&lt;/div&gt;&lt;p&gt;&lt;br&gt;&lt;/p&gt;
&lt;div class="image"&gt;&lt;img src="http://assets.thecreatorsproject.com/blog_article_images/images/000/041/488/FallPost2_detail_em.jpg?1364506662" alt="" /&gt;&lt;/div&gt;&lt;p&gt;&lt;br&gt;&lt;/p&gt;
&lt;div class="image"&gt;&lt;img src="http://assets.thecreatorsproject.com/blog_article_images/images/000/041/489/FallPost3_detail_em.jpg?1364506721" alt="" /&gt;&lt;/div&gt;&lt;p&gt;&lt;br&gt;&lt;/p&gt;
&lt;p&gt;[via &lt;a href="http://trendland.com/digital-prints-richards-nyc/?utm_source=feedburner&amp;utm_medium=feed&amp;utm_campaign=Feed%3A+cyanatrendland+%28Trendland%29" target="_blank"&gt;trendland&lt;/a&gt;]&lt;/p&gt;
&lt;p&gt;&lt;a href="https://twitter.com/MlleDisser" target="_blank"&gt;@MlleDisser&lt;/a&gt;&lt;/p&gt;</description>
      <pubDate>Thu, 28 Mar 2013 17:30:58 -0400</pubDate>
      <link>http://thecreatorsproject.com/es-us/blog/fashion-line-blooms-with-images-of-digitally-screen-printed-greenery</link>
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      <title>A UK Bowstring Bridge Transforms Into A Dazzling Infinity Sign By Night</title>
      <description>&lt;img src='http://assets.thecreatorsproject.com/blog_article_images/images/000/041/477/InfinityPOST_detail.jpg?1364500240'/&gt;&lt;br/&gt;&lt;p&gt;The Infinity Bridge in Stockton-on-Tees in Northeastern England was opened back in 2009, but continues to dazzle, reaping architectural admirers throughout the world with its incredibly unique design and accompanying light display. The structure&amp;#8217;s namesake is drawn from the pedestrian bridge&amp;#8217;s nighttime appearance—the blue and white &lt;span class="caps"&gt;LED&lt;/span&gt; lights spanning the bridge reflect off the surface of the River Tees, and together with the curvature of the bridge, create an awe-inspiring infinity sign.&lt;/p&gt;
&lt;div class="image"&gt;&lt;img src="http://assets.thecreatorsproject.com/blog_article_images/images/000/041/478/InfinityPost2_detail_em.jpg?1364501016" alt="" /&gt;&lt;/div&gt;&lt;p&gt;&lt;br&gt;
&lt;a href="http://www.expedition.uk.com/main.php" target="_blank"&gt;Expedition Engineering&lt;/a&gt; and architecture firm &lt;a href="http://www.spenceassociates.co.uk/" target="_blank"&gt;Spence Associates&lt;/a&gt; collaborated and won the design competition that challenged UK structural artists to come up with a cutting-edge design for a pedestrian bridge as part of the area&amp;#8217;s revival project. Light designers &lt;a href="http://www.speirsandmajor.com/" target="_blank"&gt;Speirs and Major&lt;/a&gt; were given the task of creating an &lt;a href="http://www.speirsandmajor.com/work/architecture/infinity_footbridge1/" target="_blank"&gt;&lt;span class="caps"&gt;LED&lt;/span&gt; light display&lt;/a&gt; to accompany the design.&lt;/p&gt;
&lt;p&gt;Construction began in January of 2007 and took about a year and a half to complete. In keeping with its organic design, the bridge was built using almost entirely locally sourced components—the materials and workers were all from the surrounding area, and much of the structural components were built on site.&lt;/p&gt;
&lt;div class="image"&gt;&lt;img src="http://assets.thecreatorsproject.com/blog_article_images/images/000/041/480/InfinityPOst5_detail_em.jpg?1364501068" alt="" /&gt;&lt;/div&gt;&lt;p&gt;&lt;br&gt;
The light design itself is unique in that it actually responds to the movements of people as they cross the bridge, making for an interactive bridge trotting experience like you&amp;#8217;ve probably never had. White &lt;span class="caps"&gt;LED&lt;/span&gt; lights leave a glowing trail behind the pedestrian as they journey across. This super creative lighting concept, along with the unique bowstring bend of the bridge, won the architects and engineers of the project several awards, including the highly prestigious &lt;a href="http://www.istructe.org/awards/2013/home" target="_blank"&gt;Supreme Award for Structural Engineering Excellence&lt;/a&gt;.&lt;/p&gt;
&lt;div class="image"&gt;&lt;img src="http://assets.thecreatorsproject.com/blog_article_images/images/000/041/477/InfinityPOST_detail_em.jpg?1364500240" alt="" /&gt;&lt;/div&gt;&lt;p&gt;&lt;br&gt;
If you can&amp;#8217;t make it to Northeastern England any time soon, check out the video below to experience what it&amp;#8217;s like for pedestrians to cross the bridge at night, and be sure to pay attention to the lights.&lt;/p&gt;
&lt;p&gt;&lt;iframe width="640" height="360" src="http://www.youtube.com/embed/iycU3O85NgY?feature=player_embedded" frameborder="0" allowfullscreen&gt;&lt;/iframe&gt;&lt;/p&gt;
&lt;p&gt;&lt;i&gt;If you&amp;#8217;re in San Francisco, make sure to check out &lt;a href="http://www.thecreatorsproject.com/blog/go-behind-the-scenes-of-leo-villareals-monumental-light-sculpture-ithe-bay-lightsi" target="_blank"&gt;The Bay Lights project&lt;/a&gt;!&lt;/i&gt;&lt;/p&gt;
&lt;p&gt;&lt;br&gt;
&lt;i&gt;Images and video courtesy of &lt;a href="http://www.e-architect.co.uk/england/infinity_bridge.htm" target="_blank"&gt;e-architect&lt;/a&gt;, &lt;a href="http://www.expedition.uk.com/main.php" target="_blank"&gt;Expedition Engineering&lt;/a&gt; and &lt;a href="http://www.thisisstockton.co.uk/attractions/infinity-bridge.asp" target="_blank"&gt;This Is Stockton&lt;/a&gt;&lt;/i&gt;&lt;/p&gt;
&lt;p&gt;[via &lt;a href="http://collabcubed.com/2013/03/28/infinity-bridge-stockton-on-tees/" target="_blank"&gt;Collabcubed&lt;/a&gt;]&lt;/p&gt;
&lt;p&gt;@MlleDisser&lt;/p&gt;
&lt;p&gt;&lt;a href="https://twitter.com/MlleDisser" target="_blank"&gt;@MlleDisser&lt;/a&gt;&lt;/p&gt;</description>
      <pubDate>Thu, 28 Mar 2013 15:50:43 -0400</pubDate>
      <link>http://thecreatorsproject.com/es-us/blog/a-uk-bowstring-bridge-transforms-into-a-dazzling-infinity-sign-by-night</link>
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      <title>In Everybody Wants To Kill Bruce Willis A Whole City Wants Him Dead</title>
      <description>&lt;img src='http://assets.thecreatorsproject.com/blog_article_images/images/000/041/475/bruce_detail.jpg?1364495031'/&gt;&lt;br/&gt;&lt;p&gt;It must be tough being Bruce Willis. Constantly having to save the world, having to walk across glass in bare feet, all those dirty vests you&amp;#8217;ve got to wash. Plus, everyone&amp;#8217;s trying to kill you all the time. But that&amp;#8217;s what happens when you&amp;#8217;re an action hero, Bruce.&lt;/p&gt;
&lt;p&gt;&lt;a href="http://pierrealnorris.fr/" target="_blank"&gt;Pierre-Alexandre Chauvat&lt;/a&gt; is someone who knows this only too well and in his mashup of 39 different movies, &lt;i&gt;Everybody Wants To Kill Bruce Willis&lt;/i&gt;, he presents a story of Bruce Willis being hunted by an entire city. Even Al Pacino and Kurt Russell are out to get him&amp;#8212;and you would&amp;#8217;ve thought they were all buddies who hung out at Planet Hollywood sharing a plate of texas tostados.&lt;/p&gt;
&lt;p&gt;But Bruce being Bruce, he&amp;#8217;s not going to take it lying down. He&amp;#8217;s going to take it sitting down&amp;#8212;with some firepower, some car chasing, and some explosions. Because that&amp;#8217;s what happens when you&amp;#8217;re the wrong guy in the wrong place at the wrong time.&lt;/p&gt;
&lt;p&gt;&lt;a href="https://twitter.com/#!/stewart23rd" target="_blank"&gt;@stewart23rd&lt;/a&gt;&lt;/p&gt;</description>
      <pubDate>Thu, 28 Mar 2013 14:23:53 -0400</pubDate>
      <link>http://thecreatorsproject.com/es-us/blog/in-ieverybody-wants-to-kill-bruce-willisi-a-whole-city-wants-him-dead</link>
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      <title>Super Mario World Turned Into A Glitched-Out Spacetime Organ</title>
      <description>&lt;img src='http://assets.thecreatorsproject.com/blog_article_images/images/000/041/473/super_mario_spacetime-organ_detail.jpg?1364490872'/&gt;&lt;br/&gt;&lt;p&gt;Most of us know &lt;i&gt;Super Mario Bros.&lt;/i&gt; as a seminal video game, but such is its celebrity that it&amp;#8217;s been used in &lt;a href="http://www.thecreatorsproject.com/search?cx=010537004534901628189%3Afengkyaj64g&amp;cof=FORID%3A10&amp;ie=UTF-8&amp;q=Super+Mario&amp;sa.x=-1094&amp;sa.y=-119&amp;siteurl=www.thecreatorsproject.com%2F&amp;ref=&amp;ss=1520j245632j13" target="_blank"&gt;all manner of reinventions&lt;/a&gt;. In the video above, &lt;i&gt;Super Mario Spacetime Organ&lt;/i&gt;, &lt;a href="http://www.paperkettle.com/home/" target="_blank"&gt;Chris Novello&lt;/a&gt; hacks Nintendo&amp;#8217;s most famous game to turn it into what he calls a &amp;#8220;strange instrument&amp;#8221;.&lt;/p&gt;
&lt;p&gt;By using a multitouch device called Soundplane hooked up to his custom designed Illucia hardware he&amp;#8217;s able to turn the Mushroom Kingdom into a looped world of glitched out weirdness. &amp;#8220;Conceptually, it is like Super Mario meets &lt;i&gt;Groundhog Day&lt;/i&gt;.&amp;#8221; he says. Controlling Mario with the touch pad, using his hands and xylophone mallets, he sends &amp;#8220;alien data&amp;#8221; into Mario&amp;#8217;s world to turn the familiar 8-bit graphics into a broken audiovisual stream.&lt;/p&gt;
&lt;p&gt;Novello says he wants to show people that there are more unconventional ways to interact with this iconic world. &amp;#8220;By showing that there are other ways one could interact with this well-known cultural artifact, hopefully I can inspire others to consider: Who decides how and what we see in a computer program? What is hidden? What sorts of strange other things lurk beneath the surface of our trained expectations?&amp;#8221;&lt;/p&gt;
&lt;p&gt;&lt;a href="https://twitter.com/#!/stewart23rd" target="_blank"&gt;@stewart23rd&lt;/a&gt;&lt;/p&gt;</description>
      <pubDate>Thu, 28 Mar 2013 13:14:35 -0400</pubDate>
      <link>http://thecreatorsproject.com/es-us/blog/isuper-mario-worldi-turned-into-a-glitched-out-spacetime-organ</link>
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      <title>Daniels Direct A Dizzying New Video For Passion Pit's "Cry Like A Ghost" </title>
      <description>&lt;img src='http://assets.thecreatorsproject.com/blog_article_images/images/000/041/471/Sylvia1_detail.jpg?1364483477'/&gt;&lt;br/&gt;&lt;p&gt;Indie pop sensation and dance-party-inducing band &lt;a href="http://passionpitmusic.com/" target="_blank"&gt;Passion Pit&lt;/a&gt;&lt;br /&gt;
 have just released a new video for their song &amp;#8220;Cry Like a Ghost,&amp;#8221; off their second studio album &lt;i&gt;Gossamer&lt;/i&gt;. The video tells us the dizzying and heart-wrenching tale of lost soul Sylvia and features the work of directorial duo extraordinaire, &lt;a href="http://www.danieldaniel.us/" target="_blank"&gt;Daniels&lt;/a&gt;, aka Daniel Kwan and Daniel Scheinert. Daniels&amp;#8217; direction totally carries the video, which clearly required a lot of on-point coordination and planning to execute.&lt;/p&gt;
&lt;div class="image"&gt;&lt;img src="http://assets.thecreatorsproject.com/blog_article_images/images/000/041/471/Sylvia1_detail_em.jpg?1364483477" alt="" /&gt;&lt;/div&gt;&lt;p&gt;&lt;br&gt;
In the beginning we find Sylvia, the subject of the song&amp;#8217;s heartache, dancing alone in the woods, seemingly possessed. Just when it looks as though she&amp;#8217;s about to take a tumble, a guy catches her. But it quickly becomes clear Sylvia is tossing herself from relationship to relationship. Through fast-forward and slow motion, rewinding and repeating, we get the feeling Sylvia&amp;#8217;s been on quite the boozy bender—tossing herself into relationship hot potato. The visual effects are appropriately dizzying. She dances from guy to guy, drunken night to hazy morning. Her life has become &amp;#8220;some blurry little quest,&amp;#8221; Passion Pit sings. She alternates between wearing an expression of ultra-doom and ecstasy—clearly this lifestyle is taking a toll on her.&lt;/p&gt;
&lt;div class="image"&gt;&lt;img src="http://assets.thecreatorsproject.com/blog_article_images/images/000/041/472/Sylvia2copy_detail_em.jpg?1364484683" alt="" /&gt;&lt;/div&gt;&lt;p&gt;&lt;br&gt;
Daniels creatively combines elements of dance, narrative, and time-lapse effects to convey a sense of the expansion and contraction of time typical of a bender like Sylvia&amp;#8217;s. The video is right on in communicating the story behind Passion Pit&amp;#8217;s song. You can learn more about Daniels&amp;#8217; process in their &lt;a href="http://www.youtube.com/watch?list=UU0wWHEOljBSxCAzlYV6JvDA&amp;v=L9Qiirlv9mU&amp;feature=player_detailpage"&gt;making-of video&lt;/a&gt;. There&amp;#8217;s also an &lt;a href="http://www.youtube.com/watch?v=U3YhAVlXo-k&amp;feature=player_profilepage" target="_blank"&gt;extended cut&lt;/a&gt; of &amp;#8220;Cry Like a Ghost&amp;#8221; which offers a greater narrative backbone to Sylvia&amp;#8217;s story.&lt;/p&gt;
&lt;p&gt;The name-sharing filmmaking duo have made a plethora of other music videos that are at once visually stunning and narrative-oriented for artists like &lt;a href="http://thecreatorsproject.com/creators/chromeo" target="_blank"&gt;Chromeo&lt;/a&gt; and The Shins. They also directed math rock band &lt;a href="http://thecreatorsproject.com/videos/battles-my-machines-by-daniels" target="_blank"&gt;Battles&lt;/a&gt; in their Creators Project-produced music video for &amp;#8220;My Machines&amp;#8221; from their album &lt;i&gt;Glass Drop&lt;/i&gt;. You should probably, definitely check out that video below because it&amp;#8217;s equally as rad.&lt;/p&gt;
&lt;p&gt;&lt;iframe width="640" height="360" src="http://www.youtube.com/embed/pkgQ88G8Hj8?feature=player_embedded" frameborder="0" allowfullscreen&gt;&lt;/iframe&gt;&lt;/p&gt;
&lt;p&gt;&lt;a href="https://twitter.com/MlleDisser" target="_blank"&gt;@MlleDisser&lt;/a&gt;&lt;/p&gt;</description>
      <pubDate>Thu, 28 Mar 2013 11:11:20 -0400</pubDate>
      <link>http://thecreatorsproject.com/es-us/blog/daniels-direct-a-dizzying-new-video-for-passion-pits-cry-like-a-ghost</link>
      <guid isPermalink="false">blog/17541</guid>
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      <title>A Tale Of Oil Addiction Told Using Animated Digital Maps</title>
      <description>&lt;img src='http://assets.thecreatorsproject.com/blog_article_images/images/000/041/467/patrick_jean_motorville_detail.jpg?1364478867'/&gt;&lt;br/&gt;&lt;p&gt;Back in 2010 animator &lt;a href="http://www.patrick-jean.com/" target="_blank"&gt;Patrick Jean&lt;/a&gt; wowed the internet with his short film &lt;a href="https://vimeo.com/10829255" target="_blank"&gt;&lt;i&gt;Pixels&lt;/i&gt;&lt;/a&gt;, featuring pixels invading New York. Donkey Kong clambered up the Empire State Building and space invaders shot up Manhattan as the city succumbed to the power of 8-bit. The video was clever, fun, and skilfully executed. He was also involved with the video for &lt;a href="http://www.thecreatorsproject.com/creators/boys-noize" target="_blank"&gt;Boys Noize&lt;/a&gt;&amp;#8217;s &lt;a href="http://www.thecreatorsproject.com/blog/behind-the-scenes-of-boys-noizes-keyboard-laden-video-for-ich-r-u" target="_blank"&gt;&amp;#8220;&lt;span class="caps"&gt;ICH&lt;/span&gt; R U,&amp;#8221;&lt;/a&gt; an impressive stop-motion film made using computer keyboard keys.&lt;/p&gt;
&lt;p&gt;His latest video is &lt;i&gt;Motorville&lt;/i&gt;, a collaboration with sound designer &lt;a href="http://www.davidkamp.de/" target="_blank"&gt;David Kamp&lt;/a&gt;, and it&amp;#8217;s another innovative piece. This time he uses the virtual maps of &lt;a href="http://www.openstreetmap.org/" target="_blank"&gt;OpenStreetMaps&lt;/a&gt; to tell a story about our dependence on oil and its environmental consequences.&lt;/p&gt;
&lt;div class="image"&gt;&lt;img src="http://assets.thecreatorsproject.com/blog_article_images/images/000/041/468/1_detail_em.jpg?1364478870" alt="" /&gt;&lt;/div&gt;&lt;p&gt;&lt;br&gt;&lt;/p&gt;
&lt;div class="image"&gt;&lt;img src="http://assets.thecreatorsproject.com/blog_article_images/images/000/041/469/2_detail_em.jpg?1364478872" alt="" /&gt;&lt;/div&gt;&lt;p&gt;&lt;br&gt;
By creating a being made from maps to relate the story, the message is told in an engaging and fun way that never feels preachy. So we get a well-crafted, concise, and conscientious allegorical tale that highlights our collective addiction to this black gold.&lt;/p&gt;
&lt;p&gt;[via &lt;a href="https://vimeo.com/channels/staffpicks" target="_blank"&gt;&amp;quot; target=&amp;quot;_blank&amp;quot;&amp;gt;Vimeo Staff Picks&lt;/a&gt;]&lt;/p&gt;
&lt;p&gt;&lt;a href="https://twitter.com/#!/stewart23rd" target="_blank"&gt;@stewart23rd&lt;/a&gt;&lt;/p&gt;</description>
      <pubDate>Thu, 28 Mar 2013 09:54:35 -0400</pubDate>
      <link>http://thecreatorsproject.com/es-us/blog/a-tale-of-oil-addiction-told-using-animated-digital-maps</link>
      <guid isPermalink="false">blog/17539</guid>
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      <title>What Is Seam Carving? An Explanation And Tutorial [VIDEO]</title>
      <description>&lt;img src='http://assets.thecreatorsproject.com/blog_article_images/images/000/041/459/example-seam-carving_detail.jpg?1364483770'/&gt;&lt;br/&gt;&lt;p&gt;When resizing images, you’re normally faced with a choice: stretch, scale, or crop. But what if you could alter an image’s proportions in a way that respected its content, altering the least noticeable parts of the image rather than cropping from the edges or stretching the whole thing? This is exactly the capacity provided by a technique called Seam Carving.&lt;/p&gt;
&lt;p&gt;Seam Carving was originally published in a &lt;a href="http://www.faculty.idc.ac.il/arik/SCWeb/imret/" target=_blank"&gt;2007 paper&lt;/a&gt; by Shai Avidan and Ariel Shamir. Here’s Avidan and Shamir’s video explaining the technique and demonstrating some of its applications:&lt;/p&gt;
&lt;p&gt;&lt;iframe width="640" height="360" src="http://www.youtube.com/embed/6NcIJXTlugc" frameborder="0" allowfullscreen&gt;&lt;/iframe&gt;&lt;/p&gt;
&lt;p&gt;In this tutorial, I’ll explain how Seam Carving works and introduce you to a &lt;a href="http://makematics.com/code/DynamicProgramming/' target=_blank"&gt;Processing library&lt;/a&gt; that will let you use Seam Carving in your own projects.&lt;/p&gt;
&lt;p&gt;&lt;b&gt;How Does Seam Carving Work?&lt;/b&gt;&lt;/p&gt;
&lt;p&gt;As you’ve seen in Avidan and Shamir’s video, Seam Carving can be used for multiple applications: shrinking images, expanding them, eliminating content, etc. In this tutorial we’re going to focus on the first and most straightforward of these: shrinking images.&lt;/p&gt;
&lt;p&gt;Using Seam Carving to shrink an image is a three step process:&lt;/p&gt;
&lt;p&gt;1. Define the important parts of the image that we want to preserve.&lt;/p&gt;
&lt;p&gt;2. Use Dynamic Programming to calculate the costs of every potential path through the image.&lt;/p&gt;
&lt;p&gt;3. Follow the cheapest path to remove one pixel from each row or column to resize the image.&lt;/p&gt;
&lt;p&gt;Following these steps will shrink the image by one pixel in our chosen dimension (depending on whether we’re making the image shorter or skinnier). We can repeat the process as many times as we want to resize the image as much as necessary. And, at the end of this post, I’ll point you towards examples of how we can pre-calculate these seams in order to enable interactive content-aware resizing or even to apply it to video.&lt;/p&gt;
&lt;h2&gt;1. Defining the Important Parts of an Image&lt;/h2&gt;
&lt;p&gt;&lt;br&gt;
What are the most important parts of an image? Which parts of a given image should we eliminate first when resizing and which should we hold onto the longest? There are many ways to answer this question. In the original paper, Avidan and Shamir explore a variety of them including eye tracking to detect which parts of the image people actually look at and an interactive mode that lets creators paint in the areas they want to preserve (about which more later).&lt;/p&gt;
&lt;p&gt;However, the simplest and frequently most-effective answer is the gradient of the image. An &lt;a href="http://en.wikipedia.org/wiki/Image_gradient" target=_blank"&gt;image gradient&lt;/a&gt; highlights the parts of the original image that are changing the most. It’s calculated by looking at how similar each pixel is to its neighbors. Large uniform areas of the image will have a low gradient value and the more interesting areas—edges of objects, places with a lot of detail, etc.—will have a high value.&lt;/p&gt;
&lt;p&gt;For example, given this original image:&lt;/p&gt;
&lt;div class="image"&gt;&lt;img src="http://assets.thecreatorsproject.com/blog_article_images/images/000/041/466/Image1_detail_em.jpg?1364478832" alt="" /&gt;&lt;/div&gt;&lt;p&gt;&lt;br&gt;
the gradient image will look like this (where brighter pixels represent higher value areas):&lt;/p&gt;
&lt;div class="image"&gt;&lt;img src="http://assets.thecreatorsproject.com/blog_article_images/images/000/041/460/Image2_detail_em.jpg?1364411704" alt="" /&gt;&lt;/div&gt;&lt;p&gt;&lt;br&gt;
The solid green areas of the curtain and the purple floor under the chairs are clearly low value. Whereas the edges of each figure’s head are the most valuable.&lt;/p&gt;
&lt;p&gt;This is just right for content-aware resizing.&lt;/p&gt;
&lt;p&gt;(Additionally, as mentioned above, you could alter this cost image manually to achieve various effects. For example in his &lt;a href="http://en.wikipedia.org/wiki/Image_gradient" target=_blank"&gt;Short People video&lt;/a&gt;, Scott Garner altered the weight image to protect the head and shoulders of figures so that Seam Carving would distort their height to hilarious results.)&lt;/p&gt;
&lt;h2&gt;2. Calculating the Cost Grid: Dynamic Programming&lt;/h2&gt;
&lt;p&gt;&lt;br&gt;
Now that we’ve calculated the value of each pixel, we’re ready to start trying to remove pixels from the image to shrink it down. This time, we’ll be resizing the image horizontally so we need to remove one pixel from each row of the image. And we like the pixels that we remove to be arranged into a single connected row. This will prevent any disjunctions in the image: areas where a whole piece of the image seems to have been moved over by multiple pixels, something that definitely catches the eye.&lt;/p&gt;
&lt;p&gt;Put another way, our goal is to find a path of connected pixels from the bottom of the image to the top. By “connected,&amp;quot; I mean that we’ll never jump more than one pixel left or right as we move up the image from row to row.&lt;/p&gt;
&lt;p&gt;And we’re looking for a very specific path: the one who’s pixels have the lowest total value. In other words, we want to find the path of connected pixels from the bottom to the top of the image that touches the darkest pixels in our gradient image.&lt;/p&gt;
&lt;p&gt;One way to do this would be to simply calculate the costs of each possible path through the image one-by-one. Start with a single pixel in the bottom row, navigate every path from there to the top of the image, keep track of the cost of each path as you go.&lt;/p&gt;
&lt;p&gt;However, there are a &lt;i&gt;lot&lt;/i&gt; of paths from each pixel to the top of the image. Take a look at this diagram:&lt;/p&gt;
&lt;div class="image"&gt;&lt;img src="http://assets.thecreatorsproject.com/blog_article_images/images/000/041/461/Image3_detail_em.jpg?1364411708" alt="" /&gt;&lt;/div&gt;&lt;p&gt;&lt;br&gt;
The arrows represent each possible move from one row to the next. From just that one pixel there are hundreds of paths through just those three rows. If you played this out for every pixel on the bottom row all the way through the image you’d end up with an enormous number of paths, an amount that would take us far too long to actually compute. Calculating the cost of each possible path one at a time is totally impractical.&lt;/p&gt;
&lt;p&gt;To avoid this conundrum, we’ll use a technique called Dynamic Programming. Dynamic Programming lets us touch each pixel in the image only once, aggregating the total cost as we go, in order to calculate the final cost of an individual path.&lt;/p&gt;
&lt;div class="image"&gt;&lt;img src="http://assets.thecreatorsproject.com/blog_article_images/images/000/041/462/image4_detail_em.jpg?1364411711" alt="" /&gt;&lt;/div&gt;&lt;p&gt;&lt;br&gt;
Instead of starting at the bottom of the image and working up recursively through each possible path, we start at the top and work our way down, adding the cost of the cheapest above neighbor to each pixel. This way, we accumulate cost as we go: setting the value of each pixel not just to its own cost, but to the full cost of the cheapest path from there to the top of the image.&lt;/p&gt;
&lt;p&gt;This effect is easy to see if you visualize these costs as an image:&lt;/p&gt;
&lt;div class="image"&gt;&lt;img src="http://assets.thecreatorsproject.com/blog_article_images/images/000/041/463/image5_detail_em.jpg?1364411714" alt="" /&gt;&lt;/div&gt;&lt;p&gt;&lt;br&gt;
Notice how the spots where the gradient image was brightest are now the roots of inverted triangles of brightness as the cost of those pixels propagate into all of the pixels within the range of the widest possible paths upwards.&lt;/p&gt;
&lt;p&gt;When we arrive at the bottom row, the lowest-valued pixel will necessarily be the root of the cheapest path through the image. Now we’re ready to start removing seams.&lt;/p&gt;
&lt;h2&gt;3. Removing Seams&lt;/h2&gt;
&lt;p&gt;&lt;br&gt;
Due to the power of Dynamic Programming, the process of actually removing seams is quite easy. All we have to do to calculate the cheapest seam is to start with the darkest pixel in the bottom row and work our way up from there, selecting the cheapest of the three adjacent pixels in the above row. Dynamic Programming guarantees that the pixel with the lowest value will be the root of the cheapest connected path up from there.&lt;/p&gt;
&lt;p&gt;Once we’ve selected which pixels we want to remove, all that we have to do is go through and copy the remaining pixels on each side into a new image that’s one pixel narrower than our original. And voila, we’ve carved a seam.&lt;/p&gt;
&lt;p&gt;&lt;b&gt;Seam Carving in Processing&lt;/b&gt;&lt;/p&gt;
&lt;p&gt;As part of &lt;a href="http://makematics.com/syllabus/2012-fall/" target=_blank"&gt;Makematics&lt;/a&gt;, a class I teach at &lt;a href="http://itp.nyu.edu/itp/" target=_blank"&gt;&lt;span class="caps"&gt;NYU&lt;/span&gt; &lt;span class="caps"&gt;ITP&lt;/span&gt;&lt;/a&gt; in converting computer science research into creative tools, I built a &lt;a href="http://makematics.com/code/DynamicProgramming/" target=_blank"&gt;Dynamic Programming library for Processing&lt;/a&gt;. This library includes an implementation of Seam Carving that makes the technique really easy to work with in Processing.&lt;/p&gt;
&lt;h2&gt;You can download the library: &lt;a href="https://github.com/downloads/atduskgreg/Processing-DynamicProgramming/DynamicProgramming.zip" target=_blank"&gt;&lt;span class="caps"&gt;HERE&lt;/span&gt;&lt;/a&gt;.&lt;/h2&gt;
&lt;p&gt;&lt;br&gt;
One of the examples included with the library demonstrates Seam Carving (I’ve also included the source for that example, which includes comments explaining the details at the bottom of this post).&lt;/p&gt;
&lt;p&gt;I’ve also posted the &lt;a href="https://gist.github.com/atduskgreg/5255922" target=_blank"&gt;sketch I created during the New Cinema hackathon&lt;/a&gt; that adds a cache to the Seam Carving results so that you can resize an image interactively in real time.&lt;/p&gt;
&lt;p&gt;&lt;i&gt;&lt;a href="http://gregborenstein.com" target=_blank"&gt;Greg Borenstein&lt;/a&gt; is an artist and technologist in New York. He&amp;#8217;s currently a professor at NYU&amp;#8217;s Interactive Telecommunications Program and recently the author of &lt;a href="http://shop.oreilly.com/product/0636920020684.do" target=_blank"&gt;Making Things See: 3D Vision with Kinect, Processing, Arduino&lt;/a&gt; and Makerbot from O&amp;#8217;Reilly.&lt;/i&gt;&lt;/p&gt;
&lt;p&gt;&lt;a href="http://twitter.com/atduskgreg" target=_blank"&gt;@atduskgreg&lt;/a&gt;&lt;/p&gt;</description>
      <pubDate>Wed, 27 Mar 2013 15:15:18 -0400</pubDate>
      <link>http://thecreatorsproject.com/es-us/blog/what-is-seam-carving-an-explanation-and-tutorial-video</link>
      <guid isPermalink="false">blog/17536</guid>
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      <title>Nostalgia—Well, There's An App For That Too</title>
      <description>&lt;img src='http://assets.thecreatorsproject.com/blog_article_images/images/000/041/456/Throwbackcopy2_detail.jpg?1364409829'/&gt;&lt;br/&gt;&lt;p&gt;Everyone loves the feeling of happening upon a long forgotten photo, but this experience has unfortunately become increasingly rare. Those awesome pangs of nostalgia are hard to come by with the uber-accessibility of our photos online. But a genius new iPhone app has found a way to recapture that feeling. &lt;a href="https://itunes.apple.com/us/app/throwback/id551185859?mt=8" target="_blank"&gt;Throwback&lt;/a&gt;, developed by Pang Labs, allows you to capture images with your iPhone. But instead of storing them on your device, or uploading them to a digital album where everyone including you can access them whenever, the pictures disappear only to reappear at a later date.The app actually returns your images to you anywhere from one week to five years down the line. You can either choose exactly when the image is returned, broaden the scope to a date range, or select &amp;#8220;surprise&amp;#8221; and there&amp;#8217;s no telling when the photo will appear.&lt;/p&gt;
&lt;div class="image"&gt;&lt;img src="http://assets.thecreatorsproject.com/blog_article_images/images/000/041/456/Throwbackcopy2_detail_em.jpg?1364409829" alt="" /&gt;&lt;/div&gt;&lt;p&gt;&lt;i&gt;Sorry bro, not in this economy.&lt;/i&gt;&lt;/p&gt;
&lt;p&gt;The possibilities are endless for the emotions the app can induce. Imagine cringing as an image of you and your ex pops up three years after you&amp;#8217;ve broken up. A booze-soaked night from five weeks ago appears and suddenly illuminates your brown out, helping you to recall how that traffic cone ended up in your living room. And yes maybe it was just you who ate that entire gallon of Superman ice cream. Perhaps your favorite yin-yang-printed shortalls will appear &lt;i&gt;not&lt;/i&gt; so cool in four years and two months.&lt;/p&gt;
&lt;p&gt;So choose your own adventure, snap a pic, and send that boomerang of an image off into oblivion with Throwback. Just hopefully the photo isn&amp;#8217;t too embarrassing.&lt;/p&gt;
&lt;p&gt;&lt;i&gt;Images via Throwback and &lt;a href="http://www.ubergizmo.com/2013/03/the-throwback-app-is-an-interesting-way-to-recall-photos-and-memories/" target="_blank"&gt;ubergizmo.com&lt;/a&gt;&lt;/i&gt;&lt;/p&gt;
&lt;p&gt;&lt;a href="https://twitter.com/mlledisser" target="_blank"&gt;@MlleDisser&lt;/a&gt;&lt;/p&gt;</description>
      <pubDate>Wed, 27 Mar 2013 13:23:07 -0400</pubDate>
      <link>http://thecreatorsproject.com/es-us/blog/nostalgia%E2%80%94well-theres-an-app-for-that-too</link>
      <guid isPermalink="false">blog/17535</guid>
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      <title>MAD Architects' Honeycomb Skyscraper</title>
      <description>&lt;img src='http://assets.thecreatorsproject.com/blog_article_images/images/000/041/446/Mad_Architects_Sinosteel_International_Plaza__detail.jpg?1364397664'/&gt;&lt;br/&gt;&lt;p&gt;Honeycomb structures are usually associated with bees, not high rise buildings in China&amp;#8217;s ever-growing cities. But &lt;a href="http://www.i-mad.com/" target="_blank"&gt;&lt;span class="caps"&gt;MAD&lt;/span&gt; Architects&lt;/a&gt; are adding an iconic-looking honeycomb building&amp;#8212;the Sinosteel International Plaza which is currently under construction and due to be completed this year&amp;#8212;to the urban megapolis that is Tianjin.&lt;/p&gt;
&lt;p&gt;The hexagonal façade not only looks good, but it also plays a structural role creating an exoskeleton so no internal columns are needed beyond the building’s core. The organic-looking patterns evolve across the exterior, giving a nod to China&amp;#8217;s cultural heritage and the hexagonal Chinese Pavilions that can be found in parks, gardens, and temples across the land. It also gives the building an animated look and alters its appearance from different perspectives.&lt;/p&gt;
&lt;p&gt;The aim was to give the two towers&amp;#8212;one an 358 meter office tower and the other a 95 meter high hotel&amp;#8212;a softer look than the usual skyscraper. &amp;#8220;From a very simple concept, yet deeply rooted in ancient Chinese architecture, a subtle and sensitive building arises. Sinosteel International Plaza will establish a different urban landscape and soften the hard edge of the concrete jungle we live in, our modern city.&amp;#8221; &lt;span class="caps"&gt;MAD&lt;/span&gt; Architects say.&lt;/p&gt;
&lt;div class="image"&gt;&lt;img src="http://assets.thecreatorsproject.com/blog_article_images/images/000/041/447/20111023164358_2500_detail_em.jpg?1364397667" alt="" /&gt;&lt;/div&gt;&lt;p&gt;&lt;br&gt;&lt;/p&gt;
&lt;div class="image"&gt;&lt;img src="http://assets.thecreatorsproject.com/blog_article_images/images/000/041/448/20111023164431_8437_detail_em.jpg?1364397671" alt="" /&gt;&lt;/div&gt;&lt;p&gt;&lt;br&gt;&lt;/p&gt;
&lt;div class="image"&gt;&lt;img src="http://assets.thecreatorsproject.com/blog_article_images/images/000/041/449/20111023164501_1718_detail_em.jpg?1364397675" alt="" /&gt;&lt;/div&gt;&lt;p&gt;&lt;br&gt;&lt;/p&gt;
&lt;div class="image"&gt;&lt;img src="http://assets.thecreatorsproject.com/blog_article_images/images/000/041/450/20111023164539_7968_1__detail_em.jpg?1364397678" alt="" /&gt;&lt;/div&gt;&lt;p&gt;&lt;br&gt;&lt;/p&gt;
&lt;div class="image"&gt;&lt;img src="http://assets.thecreatorsproject.com/blog_article_images/images/000/041/451/20111023164525_7500_detail_em.jpg?1364397684" alt="" /&gt;&lt;/div&gt;&lt;p&gt;&lt;br&gt;&lt;/p&gt;
&lt;div class="image"&gt;&lt;img src="http://assets.thecreatorsproject.com/blog_article_images/images/000/041/452/20111023173049_1406_detail_em.jpg?1364397688" alt="" /&gt;&lt;/div&gt;&lt;p&gt;&lt;br&gt;&lt;/p&gt;
&lt;p&gt;&lt;i&gt;Find out more about &lt;span class="caps"&gt;MAD&lt;/span&gt; Architects in our documentary below&amp;#8230;&lt;/i&gt;&lt;/p&gt;
&lt;p&gt;&lt;iframe width="640" height="360" src="http://www.youtube.com/embed/Ig9Hnrp5EjM" frameborder="0" allowfullscreen&gt;&lt;/iframe&gt;&lt;/p&gt;
&lt;p&gt;&lt;i&gt;Images courtesy of &lt;span class="caps"&gt;MAD&lt;/span&gt; Architects&lt;/i&gt;&lt;/p&gt;
&lt;p&gt;[via &lt;a href="http://www.evolo.us/architecture/honeycomb-facade-for-softer-urban-landscape-sinosteel-tianjin-by-mad-architects/" target="_blank"&gt;evolo&lt;/a&gt;]&lt;/p&gt;
&lt;p&gt;&lt;a href="https://twitter.com/#!/stewart23rd" target="_blank"&gt;@stewart23rd&lt;/a&gt;&lt;/p&gt;</description>
      <pubDate>Wed, 27 Mar 2013 11:21:32 -0400</pubDate>
      <link>http://thecreatorsproject.com/es-us/blog/mad-architects-honeycomb-skyscraper</link>
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      <title>TRANSFER Gallery Attempts To Crack The Digital Art Dilemma</title>
      <description>&lt;img src='http://assets.thecreatorsproject.com/blog_article_images/images/000/041/441/1_detail.jpg?1364402849'/&gt;&lt;br/&gt;&lt;p&gt;Digital art, and in particular Net Art, has long had a chip on its shoulder. There&amp;#8217;s simply no market for this kind of immaterial, internet-based work. Like most media online&amp;#8212;be it music, film, books, or pricey software packages&amp;#8212;nobody wants to pay for it. Countless &lt;a href="http://www.newrafael.com/" target=_blank"&gt;artists&lt;/a&gt;, &lt;a href="http://hyperallergic.com/19769/how-do-you-sell-an-animated-gif/" target=_blank"&gt;curators&lt;/a&gt;, and &lt;a href="http://artmicropatronage.org/" target=_blank"&gt;galleries&lt;/a&gt; have experimented with the salability of digital work &amp;#8212; some have been successful, others less so. But on the whole, the problem still persists, plaguing the community of artists making and sharing their work on the web.&lt;/p&gt;
&lt;p&gt;&lt;a href="http://transfergallery.com/" target=_blank"&gt;Transfer&lt;/a&gt;, a new gallery that opened in East Williamsburg last weekend, aims to create a space for artists working online to experiment with making and selling physical work. In doing so, co-owners &lt;a href="http://kelaninichole.com/" target=_blank"&gt;Kelani Nichole&lt;/a&gt; and Jereme Mongeon, are encouraging a young group of artists who primarily work online to re-connect with their roots in drawing, painting, sculpture or photography and giving them four blank walls within which they can literally &amp;#8220;transfer&amp;#8221; their artistic practice back into a physical context.&lt;/p&gt;
&lt;p&gt;Their first show, &lt;a href="http://transfergallery.com/exhibitions/2013/03/alexandra-gorczynski/" target=_blank"&gt;&amp;#8220;Truisms&amp;#8221;&lt;/a&gt;, a solo show from new media artist &lt;a href="http://www.alexandragorczynski.com/" target="_blank"&gt;Alexandra Gorczynski&lt;/a&gt;, sees a return to Gorczynski&amp;#8217;s painterly past. Its main centerpiece is a mural of a Mac desktop background and stacked with &amp;#8220;files&amp;#8221; of her images. The prints themselves are collage-based works riddled with computer iconography and the painterly gesture of Photoshop. Also accompanying the show is a limited edition artist book that was sold ahead of the show&amp;#8217;s opening to raise money for its production costs, getting the community to support the exhibition much like it would on crowdfunding platforms like Kickstarter.&lt;/p&gt;
&lt;div class="image"&gt;&lt;img src="http://assets.thecreatorsproject.com/blog_article_images/images/000/041/444/IMG_0294_detail_em_detail_em.jpg?1364402867" alt="" /&gt;&lt;/div&gt;&lt;p&gt;&lt;i&gt;Gorczynski painting her Mac desktop mural at Transfer.&lt;/i&gt;&lt;/p&gt;
&lt;div class="image"&gt;&lt;img src="http://assets.thecreatorsproject.com/blog_article_images/images/000/041/442/2_detail_em.jpg?1364402855" alt="" /&gt;&lt;/div&gt;&lt;p&gt;&lt;i&gt;The finished mural.&lt;/i&gt;&lt;/p&gt;
&lt;p&gt;The opportunity for this kind of experimentation may prove a crucial one&amp;#8212;not only for the creative, aesthetic, and conceptual development of the artists involved, but also in terms of cracking the question of how best to support and sustain this creative practice. At the end of the day, the fact still holds that people are far more willing to pay for tangible objects than they are for jpeg files. The ability to package immaterial or ephemeral work into salable components is a crucial question for digital art to crack&amp;#8212;we need only to look at performance art to see this notion reinforced.&lt;/p&gt;
&lt;p&gt;It&amp;#8217;s still early days for Transfer, but the gallery shows promise. We spoke with Kelani Nichole, the gallery&amp;#8217;s co-founder and curator, about her vision and goals for the space.&lt;/p&gt;
&lt;p&gt;&lt;b&gt;The Creators Project: Why did you decide to start Transfer?&lt;br /&gt;
Kelani Nichole:&lt;/b&gt; Transfer was born out of a desire to continue a line of inquiry that developed over the course of my independent curatorial career in Philadelphia. Specifically: I began to investigate the ways in which certain bodies of &amp;#8216;New Media&amp;#8217; work are crossing the boundaries of physical and digital space.&lt;/p&gt;
&lt;p&gt;Having recently relocated to &lt;span class="caps"&gt;NYC&lt;/span&gt;, I didn&amp;#8217;t yet have access to a local space to realize curatorial projects. My experience with &lt;a href="http://littleberlin.org/" target=_blank"&gt;little berlin&lt;/a&gt; in Philadelphia gave me a solid foundation for what it takes to maintain a space. So as I started to look around and found I could acquire maybe 600 or 700 square feet within a budget my partnership and day job can support, well, that was a pleasant surprise.&lt;/p&gt;
&lt;p&gt;But the real driving factor to take the plunge and acquire some walls for a year was a desire to work more intimately with artists one-on-one, through a series of solo shows.  I wanted to explore how access to an exhibition space without the constraints of a typical institutional model might help deepen and extend a body of work consisting primarily of computer-based practices.&lt;/p&gt;
&lt;div class="image"&gt;&lt;img src="http://assets.thecreatorsproject.com/blog_article_images/images/000/041/443/6_detail_em.jpg?1364402861" alt="" /&gt;&lt;/div&gt;&lt;p&gt;&lt;i&gt;A diptych from &amp;#8220;Truisms.&amp;#8221;&lt;/i&gt;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;How did you arrive at your particular curatorial focus?&lt;/b&gt;&lt;br /&gt;
The focus of our exhibition calendar in this first year at Transfer is definitely an evolution of &lt;a href="http://get-put.net/" target=_blank"&gt;&amp;gt;get &amp;gt;put&lt;/a&gt; which was my most recent independent curatorial project. That show was the culmination of a year and a half of research, collaboration, and synthesis among a group of six artists.&lt;/p&gt;
&lt;p&gt;My current focus is to invest in and engage with the community of artists working with rich computer-based practices—artists who are exploring the friction between digital practice and its physical instantiation—by developing solo and duo shows within our walls.  Previous collaborators seemed a natural place to start with Transfer, specifically &lt;a href="http://www.master-list2000.com/abillmiller/" target=_blank"&gt;A Bill Miller&lt;/a&gt; and &lt;a href="http://www.alexandragorczynski.com/" target=_blank"&gt;Alexandra Gorczynski&lt;/a&gt;, as I have watched their work evolve and have an established a close working relationship with them both.&lt;/p&gt;
&lt;p&gt;On being a &amp;#8220;so-called net.art gallery&amp;#8221;: there are various labels loosely attached to this networked group of artists who exhibit actively online and participate in creative exchange on the Internet – Net.art, New Aesthetic, New Media, Glitch, etc. Transfer feels limited by any one of these labels but its clear that in the sum total of these practitioners lies some significant momentum.&lt;/p&gt;
&lt;div class="image"&gt;&lt;img src="http://assets.thecreatorsproject.com/blog_article_images/images/000/041/454/IMG_0539_detail_em.jpg?1364401215" alt="" /&gt;&lt;/div&gt;&lt;p&gt;&lt;i&gt;One of Gorczynski&amp;#8217;s &amp;#8216;Wacom Tablet Paintings.&amp;#8217;&lt;/i&gt;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;What is it about taking art from the digital to the physical space that appeals to you? Is there an implicit challenge in that &amp;#8220;transfer&amp;#8221; that excites you?&lt;/b&gt;&lt;br /&gt;
Through the feedback I received from &amp;#8216;&amp;gt;get &amp;gt;put&amp;#8217; it became apparent that space is one of the most essential needs that practicing artists are seeking—this has always been the case to be sure, but somehow the urgency to create a physical space for artists working with digital practices was too much to ignore. The inaccessibility of physical space is something that often drives a body of work further into digital space where audience and storage space is vast and negligible in cost.&lt;/p&gt;
&lt;p&gt;The hope with Transfer is that when backed by a platform of support these artists can find a broader, &amp;#8220;away from keyboard&amp;#8221; audience, engage further with the more physical (or if you prefer, &amp;#8220;traditional&amp;#8221;) side of their practices, and expand and explore the relationship between their digital and physical work in new ways.&lt;/p&gt;
&lt;p&gt;&lt;b&gt;Why do you think it&amp;#8217;s important for digital artists to have a space to experiment with making physical work?&lt;/b&gt;&lt;br /&gt;
Audience and encounter are some of the most essential experiences that help develop an artist&amp;#8217;s body of work. With the vast connectivity and access of the internet, practices have adapted to be consumable within the browser, to be an integral part of the stream and feed of the network. These practices are often rooted in more traditional training, yet because of demand and access, artists invest in digital, distributed mediums as opposed to engaging physically with their painterly or drawing or sculptural or performative backgrounds. If you have eight shows online in a year and not a single one is in a physical gallery space, why would you invest in material work?&lt;/p&gt;
&lt;p&gt;I&amp;#8217;m of the opinion that a body of work transcends its physical manifestation. I&amp;#8217;m interested in artists who want to explore what happens as they position their computer-based practices in a physical encounter with the audience—in a way that isn&amp;#8217;t prescribed upon by the institution or the network. This physical engagement is what I think is essential in the idea of our exhibition space.&lt;/p&gt;
&lt;div class="image"&gt;&lt;img src="http://assets.thecreatorsproject.com/blog_article_images/images/000/041/445/13_detail_em.jpg?1364402871" alt="" /&gt;&lt;/div&gt;&lt;p&gt;&lt;i&gt;The limited edition artist book that Transfer sold to raise money for &amp;#8220;Truisms.&amp;#8221;&lt;/i&gt;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;You&amp;#8217;ve developed a unique monetary model with Transfer. Why do you think a mixture of community supported pre-sales and traditional gallery sales is proving an effective approach?&lt;/b&gt;&lt;br /&gt;
Its not proven yet!  But the success of platforms such as Kickstarter to fund the arts is undeniable. Much of this is due to the scale of that platform&amp;#8217;s audience, but when it comes down to it, people will support work they believe in if the price is affordable and the transaction is easy.&lt;/p&gt;
&lt;p&gt;A few of the artists we&amp;#8217;re working with have done personal fundraising for their work, and even dabbled with sales online. We want to help further and formalize those efforts in relationship to our space, and the hope my partner and I have is that with our professional skillset to back the platform we can find new footing for moving the funding model to the front of the transactional funnel—a more evolved patronage model if you will, where acquisition of smaller collection items enables larger exploration within the gallery walls. We hope it gives artists a means to deepen their practice, and new audiences a way to broaden (or start) their personal collections.&lt;/p&gt;
&lt;p&gt;&lt;b&gt;Are you willing to reveal how successful sales have been? Even in abstract terms?&lt;/b&gt;&lt;br /&gt;
So far, we&amp;#8217;ve covered the production costs of our first show, and there&amp;#8217;s enough coming in for the artist to get a place here in &lt;span class="caps"&gt;NYC&lt;/span&gt;. But aside from the financial gain for the artist, the opportunity to produce a solo exhibition and the new connections and exposure her practice is receiving are the most important measures of success in our eyes. This is work we believe in and want to see it grow and develop.&lt;/p&gt;
&lt;p&gt;&lt;b&gt;What&amp;#8217;s been the most surprising thing about the reaction to this first show?&lt;/b&gt;&lt;br /&gt;
The opening night was surreal. I didn&amp;#8217;t take a single picture because every time I looked around the room I was just overwhelmed with joy at the energy, enthusiasm, and support of the community of people invested in new media practice here in &lt;span class="caps"&gt;NYC&lt;/span&gt;. There were art stars, internet figures extraordinaire, writers, critics, people working in the arts as their second job (like us), old and young new media practitioners, collectors, co-workers, arts tech community members and collaborators&amp;#8230; everyone seemed to have a mutual stake in furthering this conversation. The most surprising part of it all is that this thing I felt urgency to create is aligning to meet a real need that exists in the artworld right now.&lt;/p&gt;</description>
      <pubDate>Wed, 27 Mar 2013 11:18:56 -0400</pubDate>
      <link>http://thecreatorsproject.com/es-us/blog/transfer-gallery-attempts-to-crack-the-digital-art-dilemma</link>
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      <title>Go Behind The Scenes Of Leo Villareal's Monumental Light Sculpture The Bay Lights</title>
      <description>&lt;img src='http://assets.thecreatorsproject.com/blog_article_images/images/000/041/427/TCP_BAY_LIGHTS_022513_SF_BAY_BRIDGE_A_03_MVI_9489_detail.jpg?1364322262'/&gt;&lt;br/&gt;&lt;p&gt;On the March 5, 2013 San Francisco&amp;#8217;s Bay Bridge lit up with 25,000 LEDs courtesy of &lt;a href="http://www.villareal.net/" target="_blank"&gt;Leo Villareal&lt;/a&gt;&amp;#8217;s installation &lt;a href="http://thebaylights.org/" target="_blank"&gt;&lt;i&gt;The Bay Lights&lt;/i&gt;&lt;/a&gt;. The huge light sculpture will be illuminating the bridge for the next two years as locals get to see a magnificent display on a nightly basis.&lt;/p&gt;
&lt;div class="image"&gt;&lt;img src="http://assets.thecreatorsproject.com/blog_article_images/images/000/041/428/poster_img__DSC2004_detail_em.jpg?1364317758" alt="" /&gt;&lt;/div&gt;&lt;p&gt;&lt;i&gt;Courtesy of The Bay Lights. Photography by Lucas Saugen&lt;/i&gt;&lt;/p&gt;
&lt;div class="image"&gt;&lt;img src="http://assets.thecreatorsproject.com/blog_article_images/images/000/041/429/poster_img_testing-leo-laptop-012813_detail_em.jpg?1364317762" alt="" /&gt;&lt;/div&gt;&lt;p&gt;&lt;i&gt;Courtesy of The Bay Lights. Photography by Lucas Saugen&lt;/i&gt;&lt;/p&gt;
&lt;p&gt;In the video above light sculptor Villareal discusses how this project ties in with his previous work, where the idea is to create a communal space. For &lt;i&gt;The Bay Lights&lt;/i&gt; Villareal worked with the dynamics of the bridge&amp;#8212;traffic, water, light, air, wildlife&amp;#8212;to guide the sequencing of the patterns. Patterns created using a process known as &lt;a href="http://en.wikipedia.org/wiki/Emergence" target="_blank"&gt;&amp;#8220;emergent behavior&amp;#8221;&lt;/a&gt;, which means each sequence is unique and unpredictable every time the bridge lights up.&lt;/p&gt;
&lt;div class="image"&gt;&lt;img src="http://assets.thecreatorsproject.com/blog_article_images/images/000/041/430/TCP_BAY_LIGHTS_022513_VILLAREAL_STUDIO_A_01_SY8A1213_detail_em.jpg?1364317766" alt="" /&gt;&lt;/div&gt;&lt;p&gt;&lt;i&gt;Courtesy of The Bay Lights. Photography by Lucas Saugen&lt;/i&gt;&lt;/p&gt;
&lt;div class="image"&gt;&lt;img src="http://assets.thecreatorsproject.com/blog_article_images/images/000/041/431/TCP_BAY_LIGHTS_022513_VILLAREAL_STUDIO_A_02_BW_00015_detail_em.jpg?1364317769" alt="" /&gt;&lt;/div&gt;&lt;p&gt;&lt;i&gt;Courtesy of The Bay Lights. Photography by Lucas Saugen&lt;/i&gt;&lt;/p&gt;
&lt;p&gt;For such a large scale work it&amp;#8217;s no surprise that it&amp;#8217;s become a focal point for the local community, a place for them to come and marvel and appreciate their city. &amp;#8220;For me the most successful art changes the way you see things, you can&amp;#8217;t see things the same way once you&amp;#8217;ve seen a great piece of art,&amp;#8221; Villareal notes.&lt;/p&gt;
&lt;p&gt;In the two years that it will be installed, it&amp;#8217;s estimated that over 50 million people will directly see the piece&amp;#8212;to get an idea of how the public have taken the piece to their hearts so far, take a look at some of the reactions from Twitter and Instagram below.&lt;/p&gt;
&lt;blockquote class="twitter-tweet"&gt;&lt;p&gt;The lighting of the bay bridge shows how art can transform a city and ina moment. &lt;a href="https://twitter.com/search/%23baylights"&gt;#baylights&lt;/a&gt; &lt;a href="https://twitter.com/search/%23sanfrancisco"&gt;#sanfrancisco&lt;/a&gt; &lt;a href="http://t.co/UdsUxObKTI" title="http://twitter.com/RogerLBarnett/status/309184679020478464/photo/1"&gt;twitter.com/RogerLBarnett/…&lt;/a&gt;&lt;/p&gt;&lt;p&gt;&amp;mdash; Roger Barnett (@RogerLBarnett) &lt;a href="https://twitter.com/RogerLBarnett/status/309184679020478464"&gt;March 6, 2013&lt;/a&gt;&lt;/blockquote&gt;&lt;br /&gt;
&lt;script async src="//platform.twitter.com/widgets.js" charset="utf-8"&gt;&lt;/script&gt;&lt;/p&gt;
&lt;blockquote class="twitter-tweet"&gt;&lt;p&gt;I&amp;#8217;ll never get tired of the SF Bay Lights on the Bay Bridge. Could b all night watching this! Memories of Burning Man. &lt;a href="http://t.co/r6m9vbz9CD" title="http://twitter.com/fonziewonzie/status/315329669123686400/photo/1"&gt;twitter.com/fonziewonzie/s…&lt;/a&gt;&lt;/p&gt;&lt;p&gt;&amp;mdash; Afonso Salcedo (@fonziewonzie) &lt;a href="https://twitter.com/fonziewonzie/status/315329669123686400"&gt;March 23, 2013&lt;/a&gt;&lt;/blockquote&gt;&lt;br /&gt;
&lt;script async src="//platform.twitter.com/widgets.js" charset="utf-8"&gt;&lt;/script&gt;&lt;/p&gt;
&lt;blockquote class="twitter-tweet"&gt;&lt;p&gt;&lt;a href="https://twitter.com/search/%23SF"&gt;#SF&lt;/a&gt; &lt;a href="https://twitter.com/search/%23BayBridge"&gt;#BayBridge&lt;/a&gt; lit up tonight. Eat your heart out, Golden Gate Bridge! Photo by Glenn W. &lt;a href="http://t.co/9sqMs10Hy2" title="http://twitter.com/TheGraceKeh/status/309196604320145408/photo/1"&gt;twitter.com/TheGraceKeh/st…&lt;/a&gt;&lt;/p&gt;&lt;p&gt;&amp;mdash; Grace Keh (@TheGraceKeh) &lt;a href="https://twitter.com/TheGraceKeh/status/309196604320145408"&gt;March 6, 2013&lt;/a&gt;&lt;/blockquote&gt;&lt;br /&gt;
&lt;script async src="//platform.twitter.com/widgets.js" charset="utf-8"&gt;&lt;/script&gt;&lt;/p&gt;
&lt;div class="image"&gt;&lt;img src="http://assets.thecreatorsproject.com/blog_article_images/images/000/041/432/4f3bc8e4958a11e29df022000a1fb07c_7_detail_em.jpg?1364317773" alt="" /&gt;&lt;/div&gt;&lt;p&gt;&lt;i&gt;&lt;a href="http://statigr.am/p/419624868750353954_2289664" target="_blank"&gt;via&lt;/a&gt;&lt;/i&gt;&lt;/p&gt;
&lt;div class="image"&gt;&lt;img src="http://assets.thecreatorsproject.com/blog_article_images/images/000/041/433/ece4ecee929f11e2a4d822000a1f924b_7_detail_em.jpg?1364317777" alt="" /&gt;&lt;/div&gt;&lt;p&gt;&lt;i&gt;&lt;a href="http://statigr.am/p/416935736495848248_295355013" target="_blank"&gt;via&lt;/a&gt;&lt;/i&gt;&lt;/p&gt;
&lt;div class="image"&gt;&lt;img src="http://assets.thecreatorsproject.com/blog_article_images/images/000/041/436/ea8666f8920411e29cc222000a9f38cc_7_detail_em.jpg?1364317790" alt="" /&gt;&lt;/div&gt;&lt;p&gt;&lt;i&gt;&lt;a href="http://statigr.am/p/416377256699072872_11351635" target="_blank"&gt;via&lt;/a&gt;&lt;/i&gt;&lt;/p&gt;
&lt;p&gt;&lt;i&gt;Check out these GIFs of the sculpture too, courtesy of &lt;a href="http://mr-gif.com/" target="_blank"&gt;Mr. &lt;span class="caps"&gt;GIF&lt;/span&gt;&lt;/a&gt;&lt;/i&gt;&lt;/p&gt;
&lt;p&gt;&lt;img src="http://i.imgur.com/xcRp6zW.gif"/&gt;&lt;/p&gt;
&lt;p&gt;&lt;img src="http://i.imgur.com/ScwqZud.gif"/&gt;&lt;/p&gt;
&lt;p&gt;&lt;img src="http://i.imgur.com/OnMqouT.gif"/&gt;&lt;/p&gt;
&lt;p&gt;&lt;a href="https://twitter.com/#!/stewart23rd" target="_blank"&gt;@stewart23rd&lt;/a&gt;&lt;/p&gt;</description>
      <pubDate>Tue, 26 Mar 2013 13:09:54 -0400</pubDate>
      <link>http://thecreatorsproject.com/es-us/blog/go-behind-the-scenes-of-leo-villareals-monumental-light-sculpture-ithe-bay-lightsi</link>
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      <title>Turn Your Favorite Website Into A Playable 3D Maze With World Wide Maze</title>
      <description>&lt;img src='http://assets.thecreatorsproject.com/blog_article_images/images/000/041/423/MazeCopy_detail.jpg?1364311456'/&gt;&lt;br/&gt;&lt;p&gt;A rad new game from Google Chrome Experiments synchs up your computer&amp;#8217;s Chrome browser with your smartphone to create a multi-platform coordinated 3D maze. The game, called &lt;i&gt;World Wide Maze&lt;/i&gt;, turns any website into a playable game where you navigate a ball around a series of courses.&lt;/p&gt;
&lt;p&gt;So how does it work? Visit &lt;a href="http://chrome.com/maze/" target="_blank"&gt;the game&amp;#8217;s site&lt;/a&gt; on any computer and connect with your smartphone. There are three different ways to achieve this, the simplest appears to be plugging in the &lt;span class="caps"&gt;URL&lt;/span&gt; &amp;#8220;g.co/maze&amp;#8221; to your phone and typing in a code. Once you&amp;#8217;ve done this, plug in the &lt;span class="caps"&gt;URL&lt;/span&gt; of any website on your computer&amp;#8217;s Chrome browser&amp;#8212;the more visually stimulating, the better.&lt;/p&gt;
&lt;div class="image"&gt;&lt;img src="http://assets.thecreatorsproject.com/blog_article_images/images/000/041/423/MazeCopy_detail_em.jpg?1364311456" alt="" /&gt;&lt;/div&gt;&lt;p&gt;&lt;br&gt;&lt;/p&gt;
&lt;p&gt;Suddenly a multi-layered maze will pop up on your computer screen, and your phone will transform into a handheld controller. The website of your choice morphs into a colorful 3D maze.&lt;/p&gt;
&lt;div class="image"&gt;&lt;img src="http://assets.thecreatorsproject.com/blog_article_images/images/000/041/424/MazeCopy1_detail_em.jpg?1364311583" alt="" /&gt;&lt;/div&gt;&lt;p&gt;&lt;br&gt;&lt;/p&gt;
&lt;p&gt;You can play by guiding the ball that appears on your computer screen through the maze via your smartphone. Tilt and jump your way along the trail of glowing blue spheres that wind through a cavernous 3D version of your favorite website.&lt;/p&gt;
&lt;div class="image"&gt;&lt;img src="http://assets.thecreatorsproject.com/blog_article_images/images/000/041/425/MazeCopy2_detail_em.jpg?1364311669" alt="" /&gt;&lt;/div&gt;&lt;p&gt;&lt;br&gt;&lt;/p&gt;
&lt;p&gt;[via &lt;a href="http://db-db.com/inspires/" target="_blank"&gt;db-db.com&lt;/a&gt;]&lt;/p&gt;
&lt;p&gt;&lt;br&gt;&lt;/p&gt;
&lt;p&gt;&lt;a href="https://twitter.com/MlleDisser" target="_blank"&gt;@MlleDisser&lt;/a&gt;&lt;/p&gt;</description>
      <pubDate>Tue, 26 Mar 2013 11:24:19 -0400</pubDate>
      <link>http://thecreatorsproject.com/es-us/blog/turn-your-favorite-website-into-a-playable-3d-maze-with-iworld-wide-mazei</link>
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      <title>Squirrel Ninja Battles Morphing Girl In This Pleasantly Surreal Music Video</title>
      <description>&lt;img src='http://assets.thecreatorsproject.com/blog_article_images/images/000/041/418/alphabets_heaven_birthday_detail.jpg?1364305753'/&gt;&lt;br/&gt;&lt;p&gt;When it comes to visualizing music, often the form the visuals  take is quite abstract, with various shapes and patterns representing certain components of the song. But Polish illustrator and animator &lt;a href="http://www.behance.net/axolotta" target="_blank"&gt;Renata Gąsiorowska&lt;/a&gt;&amp;#8216;s music video for &lt;a href="https://soundcloud.com/alphabetsheaven" target="_blank"&gt;Alphabets Heaven&lt;/a&gt;&amp;#8217;s &amp;#8220;Birthday&amp;#8221; uses audio cues to shape a character-driven plot around, with movements and gestures illustrating the beats and bleeps of the music.&lt;/p&gt;
&lt;div class="image"&gt;&lt;img src="http://assets.thecreatorsproject.com/blog_article_images/images/000/041/419/plop003_detail_em.jpg?1364305756" alt="" /&gt;&lt;/div&gt;&lt;p&gt;&lt;i&gt;A Sketch of one of the characters&lt;/i&gt;&lt;/p&gt;
&lt;p&gt;The track&amp;#8217;s minimalist style and laid back beats translate perfectly well to the simple hand drawn style of the animation, which has a charming, child-like vibe to it. Created using &lt;a href="http://www.tvpaint.com/v2/content/article/products/tvpa.php" target="_blank"&gt;TVPaint Animation&lt;/a&gt; Gąsiorowska cites anime &lt;a href="http://www.imdb.com/title/tt0831888/" target="_blank"&gt;&lt;i&gt;Tekkonkinkreet&lt;/i&gt;&lt;/a&gt; as inspiration as well as &amp;#8216;some Japanese martial arts classes I took last year for a while (as a total noob and weakling, but still it was fun), &lt;a href="http://www.cartoonnetwork.com/tv_shows/adventuretime/index.html" target="_blank"&gt;&lt;i&gt;Adventure Time&lt;/i&gt;&lt;/a&gt; I watch with my roommate each time we are having dinner, platform games I played a lot as a kid. I also love animations by &lt;a href="http://en.wikipedia.org/wiki/Priit_P%C3%A4rn" target="_blank"&gt;Priit Pärn&lt;/a&gt;, &lt;a href="http://en.wikipedia.org/wiki/Sally_Cruikshank" target="_blank"&gt;Sally Cruikshank&lt;/a&gt;, &lt;a href="http://www.juliapott.com/" target="_blank"&gt;Julia Pott&lt;/a&gt;, &lt;a href="http://davidoreilly.com/" target="_blank"&gt;David OReilly&lt;/a&gt;, &lt;a href="http://kankaku.jp/en-index.html" target="_blank"&gt;Atsushi Wada&lt;/a&gt;, and &lt;a href="http://www.imdb.com/name/nm0436803/" target="_blank"&gt;Piotr Kamler&lt;/a&gt;. Even if they are not obvious inspirations for this one. But mostly, I am a 90s kid with a brain infected by games, Cartoon Network and trashy cartoons and anime from &lt;a href="http://www.polsat.pl/" target="_blank"&gt;Polsat&lt;/a&gt; and &lt;a href="http://www.rtl.nl/experience/rtl7/" target="_blank"&gt;&lt;span class="caps"&gt;RTL&lt;/span&gt; 7&lt;/a&gt;.&amp;#8217;&lt;/p&gt;
&lt;div class="image"&gt;&lt;img src="http://assets.thecreatorsproject.com/blog_article_images/images/000/041/421/ff1_detail_em.jpg?1364305762" alt="" /&gt;&lt;/div&gt;&lt;p&gt;&lt;i&gt;The software program&lt;/i&gt;&lt;/p&gt;
&lt;p&gt;The narrative concerns a girl, who morphs into a blobby cat-type creature, fighting a shape-shifting squirrel boy before they finally end up getting along and dancing, in a pleasantly surreal tale that has a comic book aesthetic (Gąsiorowska creates comics too) that fits perfectly with the song&amp;#8217;s blissful tones. &amp;#8216;When I first heard &amp;#8220;Birthday&amp;#8221; I quickly got addicted and after couple days of listening to it i had this film in my head&amp;#8217;, Gąsiorowska explains. &amp;#8216;Animating all of this was very fun and the music has a very sharp rhythm and accents so it was perfect for me to fit fight and dance scenes to it.&amp;#8217;&lt;/p&gt;
&lt;div class="image"&gt;&lt;img src="http://assets.thecreatorsproject.com/blog_article_images/images/000/041/420/ff4_detail_em.jpg?1364305759" alt="" /&gt;&lt;/div&gt;&lt;p&gt;&lt;br&gt;&lt;/p&gt;
&lt;p&gt;&lt;i&gt;Images courtesy of Renata Gąsiorowska&lt;/i&gt;&lt;/p&gt;
&lt;p&gt;&lt;a href="https://twitter.com/#!/stewart23rd" target="_blank"&gt;@stewart23rd&lt;/a&gt;&lt;/p&gt;</description>
      <pubDate>Tue, 26 Mar 2013 09:49:25 -0400</pubDate>
      <link>http://thecreatorsproject.com/es-us/blog/squirrel-ninja-battles-morphing-girl-in-this-pleasantly-surreal-music-video</link>
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      <title>Real Events Shot On An iPhone Become Fictional Short Film</title>
      <description>&lt;img src='http://assets.thecreatorsproject.com/blog_article_images/images/000/041/415/Screen_shot_2013-03-25_at_3_24_45_PM_detail.jpg?1364243528'/&gt;&lt;br/&gt;&lt;p&gt;&lt;a href="https://vimeo.com/62293895" target="_blank"&gt;&lt;i&gt;Versus&lt;/i&gt;&lt;/a&gt; (2013) is a short film by &lt;a href="http://en.wikipedia.org/wiki/Cin%C3%A9ma_v%C3%A9rit%C3%A9" target="_blank"&gt;Zach NeSmith&lt;/a&gt; shot using his iPhone 4S that revives the truthfulness and stylistic techniques of &lt;a href="http://en.wikipedia.org/wiki/Cin%C3%A9ma_v%C3%A9rit%C3%A9" target="_blank"&gt;cinéma vérité&lt;/a&gt;, blurring the line between fiction and documentary. Footage recorded over two years was edited into a story about a lonely artist and a hard-partying student. &amp;#8220;The goal was to create a fictional narrative out of actual footage from my life.&amp;#8221; the filmmaker says.&lt;/p&gt;
&lt;p&gt;For the past few years people have been creating short&amp;#8212;and even &lt;a href="http://www.guardian.co.uk/film/2011/dec/02/olive-film-shot-on-smartphone" target="_blank"&gt;feature&lt;/a&gt;&amp;#8212;films using &lt;a href="http://www.thecreatorsproject.com/blog/how-mobile-devices-are-mobilizing-filmmaking" target="_blank"&gt;their smartphones&lt;/a&gt;. There&amp;#8217;s the &lt;a href="http://www.iphoneff.com/" target="_blank"&gt;iPhone Film Festival&lt;/a&gt; and the &lt;a href="http://www.vimeo.com/channels/iphonehd" target="_blank"&gt;iPhone Cinema Vimeo channel&lt;/a&gt;, both popular platforms for artists and iPhone users to showcase their originality using the shiny touchscreen sitting in your pocket.&lt;/p&gt;
&lt;p&gt;But in &lt;i&gt;Versus&lt;/i&gt; NeSmith does something different by turning an assortment of real footage from his life into a fictitious story which examines the psychology of Zach, an introverted art student, and highlights the generational reality of college partying. &amp;#8220;Working this way presented many creative challenges, difficulties and long-awaited solutions.&amp;#8221; says NeSmith. &amp;#8220;Using my iPhone 4S to film most of the movie, I was able to shoot easily at any time in any place and had culminated days of footage by the time editing and plot development began.&amp;#8221;&lt;/p&gt;
&lt;p&gt;Unlike the parodying, fake situations of mockumentaries like &lt;i&gt;&lt;a href="http://www.imdb.com/title/tt0088258/" target="_blank"&gt;This Is Spinal Tap&lt;/a&gt;&lt;/i&gt; (1984,) or &lt;i&gt;&lt;a href="http://www.imdb.com/title/tt1356864/" target="_blank"&gt;I’m Still Here&lt;/a&gt;&lt;/i&gt; (2010,) NeSmith leaves the unaltered reality to his iPhone camera, and the fiction to his editing skills. By gathering candid footage he was able to collage home videos and clips of his life to build characters and narratives around the formal qualities of his shots and the opinions and reactions of his friends.&lt;/p&gt;
&lt;p&gt;In his look at our society, NeSmith uses the beautiful qualities and improvisational techniques of the cinéma vérité style to tell a story of his own that goes hand-in-hand with our collective reality, and could perhaps signify a new documentary style where imagination has no boundaries.&lt;/p&gt;
&lt;p&gt;&lt;a href="https://www.twitter.com/Adrianopoliz" target="_blank"&gt;@Adrianopoliz&lt;/a&gt;&lt;/p&gt;</description>
      <pubDate>Mon, 25 Mar 2013 16:32:12 -0400</pubDate>
      <link>http://thecreatorsproject.com/es-us/blog/real-events-shot-on-an-iphone-become-fictional-short-film</link>
      <guid isPermalink="false">blog/17521</guid>
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      <title>Gamer's Paradise: Kentucky Route Zero Explores A Fictional Kentucky Labyrinth</title>
      <description>&lt;img src='http://assets.thecreatorsproject.com/blog_article_images/images/000/041/412/gamers-1_detail.jpg?1364233066'/&gt;&lt;br/&gt;&lt;p&gt;&lt;i&gt;In this recurring column, Leigh Alexander visits exciting new creative frontiers in the video game space, which is seeing a period of incredible growth and diversification, attracting new talent, and demonstrating intriguing innovation. Here she’ll cover emerging artists, trends, and so much more.&lt;/i&gt;&lt;/p&gt;
&lt;p&gt;&lt;a href="http://cardboardcomputer.com/" target="_blank"&gt;Cardboard Computer’s&lt;/a&gt; &lt;a href="http://kentuckyroutezero.com/" target="_blank"&gt;&lt;i&gt;Kentucky Route Zero&lt;/i&gt;&lt;/a&gt; is among the darlings of this year’s &lt;a href="http://www.igf.com/" target="_blank"&gt;Independent Games Festival&lt;/a&gt; with a stunning four nominations—one for Excellence in Narrative, one for Excellence in Audio, one Excellence in Visual Design and one in the Seumas McNally grand prize tier.&lt;/p&gt;
&lt;div class="image"&gt;&lt;img src="http://assets.thecreatorsproject.com/blog_article_images/images/000/041/412/gamers-1_detail_em.jpg?1364233066" alt="" /&gt;&lt;/div&gt;&lt;p&gt;&lt;br&gt;
It’s an adventure game about a truck driver, whom we know only as Conway, trying to deliver antiques to an address in Kentucky. He gets lost along the way, and seeking help from the people he meets seems to urge him toward a highway called the Zero, which may not even exist.&lt;/p&gt;
&lt;p&gt;It’s a beautiful, rich painting that romanticizes the byways and backroads of the American south; lanky Conway and his equally-lanky old hound are silhouetted against massive sunsets alongside gas lights and farm houses, and the sonic landscape—the atmospheric buzz of incandescent light or the chorus of crickets, and occasionally the oddly-melancholy swell of bluegrass music—makes the entire experience absolutely transporting.&lt;/p&gt;
&lt;div class="image"&gt;&lt;img src="http://assets.thecreatorsproject.com/blog_article_images/images/000/041/413/gamers-2_detail_em.jpg?1364233069" alt="" /&gt;&lt;/div&gt;&lt;p&gt;&lt;br&gt;
The signposts and markers of what we know &amp;#8220;adventure games&amp;#8221; to be are absent, though. The player guides Conway on his journey of purpose and alienation just by clicking on where he ought to walk, and he interacts with other players through conversation choices to progress the story, and that’s really all. Aside from the ostensible goal of finding the Zero and making Conway’s delivery, goals are obscured&amp;#8212;there are no “puzzles.” Characters appear and disappear without literal explanation, allowing the experience to feel more like an avant-garde play, restrained and postmodern. It’s even being released in five “acts.”&lt;/p&gt;
&lt;p&gt;In all his &lt;a href="http://gameological.com/2013/01/jake-elliott-writer-and-designer-of-kentucky-route-zero/" target="_blank"&gt;interviews about the game&lt;/a&gt;, Jake Elliot (his development partner in Cardboard Computer is Tamas Kemenczy) has cited his own southern road explorations as an inspiration—as well as another iconic title of exploration in Kentucky.&lt;/p&gt;
&lt;p&gt;The game commonly known as the &amp;#8220;grandfather&amp;#8221; of all adventures was 1976’s &lt;a href="http://rickadams.org/adventure/" target="_blank"&gt;&lt;i&gt;Colossal Cave Adventure&lt;/i&gt;&lt;/a&gt;, a text-only game about underground exploration. Its author, Will Crowther, liked to explore Kentucky‘s Mammoth Cave system, and amid divorce he made the game as a way to share his hobby with his daughters.&lt;/p&gt;
&lt;p&gt;The game’s origin story didn’t become widely known until those for whom it was a formative early experience of interactive entertainment could connect and gather via the internet. Mostly, &lt;i&gt;Colossal Cave Adventure&lt;/i&gt; earned its enduring place in history because it was no ordinary cave exploration, but an unsympathetically minimalist and occasionally frustrating little game that often detoured into the surreal, with magic and treasures abundant.&lt;/p&gt;
&lt;p&gt;&lt;i&gt;Colossal Cave&lt;/i&gt; is beloved by history, but nowadays one might argue its disinclination to communicate with the player, the illogic of how its places bolt together with objectives and destinations unclear, don‘t gel with assumed best practices of game design or conventions of &amp;#8220;storytelling,&amp;#8221; (if there is even any). In the years since then, story has become the primary mandate of the adventure genre&amp;#8212;that and puzzle design, where players generally stuff their virtual pockets with any object that isn’t bolted down, and combine them within the environment to escape predicaments, salve strange characters or otherwise solve barriers to progress.&lt;/p&gt;
&lt;p&gt;Like its inspiration, &lt;i&gt;Kentucky Route Zero&lt;/i&gt; rejects the idea that story logic ought to be transparent, or that a game needs challenges or puzzles to take players on a meaningful adventure. It is never frustrating&amp;#8212;in fact, it’d be meaningfully accessible even to someone with little to no &amp;#8220;video gaming&amp;#8221; vocabulary.  The primary point of engagement in games is identifying who Conway is and what he’s feeling through subtle choices in dialog—like whether to admit something hurts, or whether he has named his dog.&lt;/p&gt;
&lt;p&gt;But it is provocative and touching, and continually prompts players to examine their relationship to it—as Conway’s journey unfolds, does he reveal himself to be someone who shares himself with others, or not? Does he take an interest in the lives of the people around him or insist on pursuing the Zero?&lt;/p&gt;
&lt;div class="image"&gt;&lt;img src="http://assets.thecreatorsproject.com/blog_article_images/images/000/041/414/gamers-3_detail_em.jpg?1364233071" alt="" /&gt;&lt;/div&gt;&lt;p&gt;&lt;br&gt;
&lt;i&gt;Kentucky Route Zero&lt;/i&gt; seems at every turn to be gently questioning the player’s own attitude to goals, and perhaps to technology and play, too. Early in the game, a group of people are too engaged in a nerdy board game to acknowledge Conway; he borrows a computer to help him find his way, and repairing and watching a TV forms a key plot point. In context the game seems to be asking us about the nature of engagement with ourselves and the people around us.&lt;/p&gt;
&lt;p&gt;Increasingly, the games that most excite fans and the people who make them are less concerned with the “rules” that have previously defined how they ought to be made, or what qualifies something as a game if it doesn’t have “challenges.” &lt;i&gt;Colossal Cave&lt;/i&gt;’s similar obliviousness to those practices helped make it iconic—although the rules were yet to be defined in the time it was made.&lt;/p&gt;
&lt;p&gt;&lt;i&gt;Kentucky Route Zero&lt;/i&gt;, meanwhile, practices a very conscientious rejection of those parameters, and its broad celebration in the &lt;span class="caps"&gt;IGF&lt;/span&gt; feels like an important milestone for the games community’s ongoing introspection about what it can be and do. It could be viewed as a study in its own choices, but it never stops feeling like an intimate, personal question about how we get our sense of value and fulfillment through interaction. It never feels overwhelming, but alongside the game’s violet twilight and the purring of a truck engine, you can get lost in it. Or find yourself.&lt;/p&gt;
&lt;p&gt;Previously: &lt;a href="http://www.thecreatorsproject.com/blog/gamers-paradise-the-bleak-toilsome-world-of-icart-lifei" target="_blank"&gt;The Bleak, Toilsome World Of Cart Life&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;&lt;a href="https://twitter.com/leighalexander" target="_blank"&gt;@leighalexander&lt;/a&gt;&lt;/p&gt;</description>
      <pubDate>Mon, 25 Mar 2013 13:12:48 -0400</pubDate>
      <link>http://thecreatorsproject.com/es-us/blog/gamers-paradise-ikentucky-route-zeroi-explores-a-fictional-kentucky-labyrinth</link>
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      <title>David OReilly Makes Modern Cartoons That Punch You In The Gut</title>
      <description>&lt;img src='http://assets.thecreatorsproject.com/blog_article_images/images/000/041/406/orieley-1_detail.jpg?1364228213'/&gt;&lt;br/&gt;&lt;p&gt;David OReilly&amp;#8217;s 2011 short, &lt;a href="http://www.theexternalworld.com/" target="_blank"&gt;&lt;i&gt;The External World&lt;/i&gt;&lt;/a&gt; (above) is an utterly dark blend of 1920s animation tropes, anime cuteness and retro video-game aesthetics. The piece has been OReilly’s crowning film in &lt;a href="http://davidoreilly.com/films" target="_blank"&gt;a series of short works&lt;/a&gt; that are tied together by his artfully lo-fi, perversely hilarious point of view. &lt;i&gt;The External World&lt;/i&gt; undoubtedly helped OReilly widen his fanbase, as it has deservedly racked up &lt;a href="http://www.theexternalworld.com/info/" target="_blank"&gt;an impressive amount of honors and awards&lt;/a&gt;.&lt;/p&gt;
&lt;p&gt;The filmmaker &lt;a href="https://twitter.com/davidoreilly/status/314826242824216577" target="_blank"&gt;announced over Twitter&lt;/a&gt; that he was releasing all 65 characters rigs from &lt;i&gt;The External World&lt;/i&gt; as a free download from his site. This isn’t the first time he’s given away assets for free, but it certainly is the biggest and most personal gift to his audience to date. Though he’s not about to start making tutorials on how the rigs work, he’s giving his files away with few strings attached.&lt;/p&gt;
&lt;p&gt;On his site &lt;a href="http://davidoreilly.com/post/45930207387/extw-rigs" target="_blank"&gt;he writes&lt;/a&gt;, “You can use and modify them in any way you like as long as it’s for a non-commercial purpose. Showreels, short films, indie games, all that stuff is cool – just give credit. If it’s web based – include a link to my site.” Animators have &lt;a href="http://joegran.tumblr.com/post/46003747570/i-made-this-using-davidoreillys-rigs-fuuun#_=_" target="_blank"&gt;already&lt;/a&gt;  &lt;a href="https://twitter.com/davidoreilly/status/315170239358844928/photo/1" target="_blank"&gt;started&lt;/a&gt; experimenting and posting their &lt;i&gt;External World&lt;/i&gt; remixes.&lt;/p&gt;
&lt;div class="image"&gt;&lt;img src="http://assets.thecreatorsproject.com/blog_article_images/images/000/041/406/orieley-1_detail_em.jpg?1364228213" alt="" /&gt;&lt;/div&gt;&lt;p&gt;&lt;br&gt;
We caught up with OReilly to ask him about his decision to give away the rigs, fan art, and the future of short films on the web.&lt;/p&gt;
&lt;p&gt;&lt;b&gt;The Creators Project:&lt;/b&gt;What was your intent in sharing the rigs? Do you have any secret hopes as to what people might use your characters for? &lt;br /&gt;
&lt;b&gt;David OReily:&lt;/b&gt;I initially fought to have copyright over the film and all the assets we created, and I had a choice to either protect them or share them with the community. I chose the latter because I feel they are now more use to others than myself. 3D has the huge advantage of having assets that can be reused infinitely by anyone, but the independent scene is tiny and very few individuals own their work or are willing to share it. There&amp;#8217;s also a huge demand for well-designed, lightweight characters that people can animate with. The few free rigs that are available tend to be Pixar-Dreamworks hybrids that are harder to learn from because they&amp;#8217;re so complex. I also generally feel that &lt;a href="http://creativecommons.org/" target=_blank"&gt;Creative Commons&lt;/a&gt; is a force for good in the world. Copyright law is useful but only up to a degree. I&amp;#8217;ve said this before but I would not be doing what I do if I wasn&amp;#8217;t able to pirate films and software liberally when I started out.&lt;/p&gt;
&lt;div class="image"&gt;&lt;img src="http://assets.thecreatorsproject.com/blog_article_images/images/000/041/407/orieley-2_detail_em.jpg?1364228217" alt="" /&gt;&lt;/div&gt;&lt;p&gt;&lt;br&gt;
&lt;b&gt;You said the rigs cost &lt;a href="https://twitter.com/davidoreilly/status/314837400343961600" target="_blank"&gt;upwards of $18k to produce&lt;/a&gt;—mind lending us any insight into how they were made?&lt;/b&gt;&lt;br /&gt;
Our production budget on the film was small but a lot of it went into these characters. I designed and modeled each one myself over a period of three months. The rigging setup was done by &lt;a href="http://www.crackerfire.net/" target=_blank"&gt;Amy Hay&lt;/a&gt; who I collaborated with via Skype. When we went into production it was back and forth, as inevitably there are new features and fixes needed for animation.&lt;/p&gt;
&lt;div class="image"&gt;&lt;img src="http://assets.thecreatorsproject.com/blog_article_images/images/000/041/408/orieley-3_detail_em.jpg?1364228221" alt="" /&gt;&lt;/div&gt;&lt;p&gt;&lt;br&gt;
&lt;b&gt;I see you repost and encourage fan art. Any favorite pieces? Anything you&amp;#8217;ve gained from other people reflecting your work back to you?&lt;/b&gt;&lt;br /&gt;
What&amp;#8217;s amazing is what people choose to get behind. The biggest response with fan art so far has been of the character Octocat, there&amp;#8217;s over 1000 drawings of him&amp;#8212;mainly &lt;a href="http://fjuz.net/nature/984-octocat-100-foto.html" target="_blank"&gt;bizarre variations of him coming out of Russia&lt;/a&gt;. It all mostly happened a few years ago, since then Github gave their version of the character a big marketing push and mine has died off somewhat. Another interesting thing happened with a &lt;a href="http://davidoreilly.com/post/18087489343/disneyhead" target="_blank"&gt;3D model of Walt Disney&amp;#8217;s head&lt;/a&gt; I modeled and released on Creative Commons. I didn&amp;#8217;t expect anyone to use it but it&amp;#8217;s ended up being a standard test model for 3D printers and other things.&lt;/p&gt;
&lt;div class="image"&gt;&lt;img src="http://assets.thecreatorsproject.com/blog_article_images/images/000/041/409/orieley-4_detail_em.jpg?1364228224" alt="" /&gt;&lt;/div&gt;&lt;p&gt;&lt;br&gt;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;There&amp;#8217;s been &lt;a href="http://www.shortoftheweek.com/2013/03/04/the-changing-game-of-distribution/" target="_blank"&gt;renewed talk&lt;/a&gt; over whether or not short films could become more &lt;a href="http://www.cartoonbrew.com/shorts/the-big-question-how-to-make-money-from-short-films-78748.html" target="_blank"&gt;financially viable&lt;/a&gt;  given new services like &lt;a href="https://vimeo.com/creatorservices" target="_blank"&gt;Vimeo Tip Jar&lt;/a&gt; and &lt;a href="http://vhx.tv/" target="_blank"&gt;&lt;span class="caps"&gt;VHX&lt;/span&gt;&lt;/a&gt;—and whether festivals are really worth it given the restrictions they may place on releasing a film. What&amp;#8217;s your take on the future of the short?&lt;/b&gt;&lt;br /&gt;
I was selling &lt;span class="caps"&gt;DRM&lt;/span&gt;-Free copies of my work years ago using file-transfer sites and it was a nightmare, so I&amp;#8217;m really glad these services are starting to exist, but there&amp;#8217;s an inherent problem nobody seems to be discussing: there is no market for short films. Again: there is no market for short films. Unfortunately, the majority of people do not distinguish between a finely crafted animated short and a cartoon they get for free on TV. The fact there is no market is also the great advantage of short films: because they are not tasked with making money, they are not beholden to genre or audience expectation. I believe short films are the most progressive form of filmmaking on earth, but they do not function well as a commodity because they are more of an unknown quantity to the viewer. Despite this, short films will always exist because people have stories to tell and ideas to express, and they&amp;#8217;ll find ways of doing it no matter what, so I don&amp;#8217;t feel the medium will ever be in danger. Whether they get the respect they deserve on a wider scale is yet to be seen.&lt;/p&gt;
&lt;div class="image"&gt;&lt;img src="http://assets.thecreatorsproject.com/blog_article_images/images/000/041/410/orieley-5_detail_em.jpg?1364228228" alt="" /&gt;&lt;/div&gt;&lt;p&gt;&lt;br&gt;
NB: You’ll need a copy of &lt;a href="http://usa.autodesk.com/maya/" target="_blank"&gt;Maya&lt;/a&gt; to open and play around with the models.&lt;/p&gt;
&lt;p&gt;h/t &lt;a href="http://www.cartoonbrew.com/cgi/david-oreilly-is-giving-away-his-external-world-character-rigs-79610.html" target="_blank"&gt;Cartoon Brew&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;&lt;a href="https://twitter.com/gorociao" target="_blank"&gt;@gorociao&lt;/a&gt;&lt;/p&gt;</description>
      <pubDate>Mon, 25 Mar 2013 11:34:00 -0400</pubDate>
      <link>http://thecreatorsproject.com/es-us/blog/david-oreilly-makes-modern-cartoons-that-punch-you-in-the-gut</link>
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      <title>Lasers Beams And The Sounds Of A Distorted Piano Make For A Captivating Installation</title>
      <description>&lt;img src='http://assets.thecreatorsproject.com/blog_article_images/images/000/041/398/robert_henke_fragile_Territories_detail.jpg?1364213674'/&gt;&lt;br/&gt;&lt;p&gt;A 30 meter wide wall displaying brooding rhythms of light is at the center of &lt;a href="http://www.monolake.de/" target="_blank"&gt;Robert Henke&lt;/a&gt;&amp;#8217;s sound and laser installation &lt;a href="http://roberthenke.com/installations/fragile_territories.html" target="_blank"&gt;&lt;i&gt;Fragile Territories&lt;/i&gt;&lt;/a&gt;, that looks like some kind of futuristic computer interface out of &lt;a href="http://www.imdb.com/title/tt0113568/" target="_blank"&gt;&lt;i&gt;Ghost in the Shell&lt;/i&gt;&lt;/a&gt;. The crackling, electrified atmosphere and intricate, fluctuating patterns are created by four laser beams that draw the visuals, while the altered sound of a piano provides the audio. This audiovisual concoction is generated in real-time from &amp;#8220;statistic and stochastic algorithms&amp;#8221;.&lt;/p&gt;
&lt;p&gt;Adding to the sci-fi aesthetic is a shadow that looms across the installation every 4.2 seconds from left to right like &amp;#8220;a giant blade of a windmill, a negative object that contrasts the bright projection by muting it where it appears. It is not only obscuring the image but also dampening the sounds at its current position and emitting a low frequency noise itself. A dark strong force that puts the rest in an infinitely distant background.&amp;#8221; The artwork was featured in an exhibition at &lt;a href="http://www.lelieuunique.com/english_presentation.php" target="_blank"&gt;&lt;i&gt;Le Lieu Unique&lt;/i&gt;&lt;/a&gt; in Nantes, France.&lt;/p&gt;
&lt;div class="image"&gt;&lt;img src="http://assets.thecreatorsproject.com/blog_article_images/images/000/041/400/2_detail_em.jpg?1364213679" alt="" /&gt;&lt;/div&gt;&lt;p&gt;&lt;br&gt;&lt;/p&gt;
&lt;div class="image"&gt;&lt;img src="http://assets.thecreatorsproject.com/blog_article_images/images/000/041/401/4_detail_em.jpg?1364213682" alt="" /&gt;&lt;/div&gt;&lt;p&gt;&lt;br&gt;&lt;/p&gt;
&lt;p&gt;Looking at it in the video above you can see how you might get lost in its fizzing, electro allure&amp;#8212;and the program that creates it ensures that no shape or form is ever repeated, each one unique as it engulfs visitors in its gloomy and engrossing presence.&lt;/p&gt;
&lt;div class="image"&gt;&lt;img src="http://assets.thecreatorsproject.com/blog_article_images/images/000/041/399/1_detail_em.jpg?1364213677" alt="" /&gt;&lt;/div&gt;&lt;p&gt;&lt;br&gt;&lt;/p&gt;
&lt;div class="image"&gt;&lt;img src="http://assets.thecreatorsproject.com/blog_article_images/images/000/041/402/5_detail_em.jpg?1364213685" alt="" /&gt;&lt;/div&gt;&lt;p&gt;&lt;br&gt;&lt;/p&gt;
&lt;div class="image"&gt;&lt;img src="http://assets.thecreatorsproject.com/blog_article_images/images/000/041/403/6_detail_em.jpg?1364213688" alt="" /&gt;&lt;/div&gt;&lt;p&gt;&lt;br&gt;&lt;/p&gt;
&lt;p&gt;&lt;a href="https://twitter.com/#!/stewart23rd" target="_blank"&gt;@stewart23rd&lt;/a&gt;&lt;/p&gt;</description>
      <pubDate>Mon, 25 Mar 2013 08:14:51 -0400</pubDate>
      <link>http://thecreatorsproject.com/es-us/blog/lasers-beams-and-the-sounds-of-a-distorted-piano-make-for-a-captivating-installation</link>
      <guid isPermalink="false">blog/17517</guid>
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      <title>Kinect-Based Art System Improves Disabled Children's Motor Skills</title>
      <description>&lt;img src='http://assets.thecreatorsproject.com/blog_article_images/images/000/041/390/Screen_Shot_2013-03-22_at_12_42_09_PM_detail.jpg?1363970846'/&gt;&lt;br/&gt;&lt;p&gt;Remember when dial-up was so slow, you&amp;#8217;d forgo the internet and spend hours after school playing &lt;a href="http://en.wikipedia.org/wiki/Minesweeper_(video_game)" target="_blank"&gt;&lt;i&gt;Minesweeper&lt;/i&gt;&lt;/a&gt; or doodling on Microsoft Paint? The digital paintings above and below might harken back to the art you made during those afternoons in your parents&amp;#8217; basement, but they weren&amp;#8217;t made with a click of a mouse. Instead they&amp;#8217;re the result of a wave of the hand, and were made by disabled children using a Kinect-based virtual art system written with &lt;a href="http://en.wikipedia.org/wiki/C%2B%2B" target="_blank"&gt;C++&lt;/a&gt;.&lt;/p&gt;
&lt;div class="image"&gt;&lt;img src="http://assets.thecreatorsproject.com/blog_article_images/images/000/041/391/Screen_Shot_2013-03-22_at_12_43_34_PM_detail_em.jpg?1363970850" alt="" /&gt;&lt;/div&gt;&lt;p&gt;&lt;i&gt;All artwork made by disabled children using a Kinect program during a clinical trial.&lt;/i&gt;&lt;/p&gt;
&lt;p&gt;Kinect&amp;#8217;s motion sensing capabilities have sparked a range of digital painting programs in recent years, from stylized high-profile interactive museum installations like &lt;a href="http://www.thecreatorsproject.com/blog/ipaik-times-fivei-lets-you-paint-with-video-content" target="_blank"&gt;&lt;i&gt;Paik Times Five&lt;/i&gt;&lt;/a&gt; and &lt;a href="http://www.thecreatorsproject.com/blog/ipink-cloudi-lets-you-virtually-dye-fabric" target="_blank"&gt;&lt;i&gt;Cloud Pink&lt;/i&gt;&lt;/a&gt;, to simplistic applications like &lt;a href="http://paint.codeplex.com/" target="_blank"&gt;Kinect Paint&lt;/a&gt; and &lt;a href="http://adapptor.com.au/2012/10/point-2-paint-mess-free-fingerpainting-with-kinect/" target="_blank"&gt;Point 2 Paint&lt;/a&gt; designed to give a mess-free finger-painting experience. Just a few weeks ago Corel unveiled &lt;a href="http://www.youtube.com/watch?v=1Ij0ZWx6dNQ" target="_blank"&gt;Painter Freestyle&lt;/a&gt;, a program using the Kinect-like &lt;a href="https://www.leapmotion.com/" target="_blank"&gt;Leap Motion Controller&lt;/a&gt; that brings air painting to lap and desktops. But the particular program that the images in this post were made with is unique in its aim to provide therapeutic recreation to children with disabilities.&lt;/p&gt;
&lt;p&gt;&lt;a href="http://www.smbe.asn.au/SMBE_SA/SA_Awards/SA_Honours/SA_Honours_files/Laura_Diment_Virtual_Art_Poster.pdf" target="_blank"&gt;The Kinect Virtual Art Program&lt;/a&gt; was designed as part of a clinical trial for disabled children aged five to ten years, conducted by Flinders University in Australia and Holland Bloorview Rehabilitation Hospital in Canada. The researchers wanted to use the Kinect&amp;#8217;s motion technology to advance art therapy techniques, believing that artistic expression is a valuable social and emotional outlet that can develop communication skills and creativity, as well as provide physical benefits like improved motor control. Over the course of the study, 80 percent of participants experienced increased movement and enjoyment.&lt;/p&gt;
&lt;div class="image"&gt;&lt;img src="http://assets.thecreatorsproject.com/blog_article_images/images/000/041/395/Screen_Shot_2013-03-22_at_12_43_21_PM_detail_em.jpg?1363971600" alt="" /&gt;&lt;/div&gt;&lt;p&gt;&lt;br&gt;&lt;/p&gt;
&lt;p&gt;The Kinect removes a barrier to engagement that kids with a range of disabilities seem to take to. &lt;a href="http://n4g.com/user/blogpost/sephris/520316" target="_blank"&gt;Parents of disabled children have noted&lt;/a&gt; that games marketed at the general public, like the workout game &lt;a href="http://marketplace.xbox.com/en-US/Product/Your-Shape-Fitness-Evolved/66acd000-77fe-1000-9115-d8025553084f" target="_blank"&gt;&lt;i&gt;Your Shape&lt;/i&gt;&lt;/a&gt;, are being used by this special interest demographic. The study demonstrates there&amp;#8217;s a demand for Kinect-based software designed for therapeutic use, but currently there are no commercial products like this available.&lt;/p&gt;
&lt;div class="image"&gt;&lt;img src="http://assets.thecreatorsproject.com/blog_article_images/images/000/041/396/Screen_Shot_2013-03-22_at_12_44_23_PM_detail_em.jpg?1363971605" alt="" /&gt;&lt;/div&gt;&lt;p&gt;&lt;br&gt;&lt;/p&gt;
&lt;p&gt;The Kinect Virtual Art Program was designed just for the purposes of the trial and you can see from the artwork, the results are quite simplistic. But the simplistic design is what gives the artwork an aesthetic that recalls an earlier computer age. And it&amp;#8217;s one that internet artists are often trying to capture in their ironically &lt;a href="http://25.media.tumblr.com/tumblr_lugtmb619n1qdcsz5o1_500.gif" target="_blank"&gt;faux-naive digital paintings&lt;/a&gt;. But as much as these artists might try to capture the magic of that first interaction, the vibrant artworks from the clinical trial show that there&amp;#8217;s nothing quite like the real thing.&lt;/p&gt;
&lt;div class="image"&gt;&lt;img src="http://assets.thecreatorsproject.com/blog_article_images/images/000/041/394/Screen_Shot_2013-03-22_at_12_42_23_PM_detail_em.jpg?1363970865" alt="" /&gt;&lt;/div&gt;</description>
      <pubDate>Fri, 22 Mar 2013 12:47:50 -0400</pubDate>
      <link>http://thecreatorsproject.com/es-us/blog/kinect-based-art-system-improves-disabled-childrens-motor-skills</link>
      <guid isPermalink="false">blog/17515</guid>
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      <title>Electrosmog Montreal Reveals The Electromagnetic Soundscape That Underlies The City </title>
      <description>&lt;img src='http://assets.thecreatorsproject.com/blog_article_images/images/000/041/388/electrosmog_detail.jpg?1363958905'/&gt;&lt;br/&gt;&lt;p&gt;Smog, it&amp;#8217;s not a very attractive thing, even its name sounds unappealing. But as well as this air pollution that encompasses our cities, hidden from our visual spectrum is vast amounts of &amp;#8220;electrosmog&amp;#8221;.&lt;/p&gt;
&lt;p&gt;This electrosmog is the result of the &lt;a href="http://en.wikipedia.org/wiki/Radio_frequency" target="_blank"&gt;radio frequency&lt;/a&gt; field that our telecommunication infrastructure uses so we can all talk (virtually or otherwise) and text with one another. In an ongoing series that&amp;#8217;s incorporated cities across the world, artist &lt;a href="http://www.kloud.org/index_en.php" target="_blank"&gt;Jean-Pierre Aubé&lt;/a&gt; has been giving visual form to this electromagnetic field that lurks beneath our networked world. In the video above he highlights the electrosmog of Montréal. How does he find it? Well, with cunning, wit, plus a radio, antenna, and &amp;#8220;instrument of his own creation&amp;#8221;.&lt;/p&gt;
&lt;p&gt;This allows him to create a sound mosaic by taking a snapshot of the reading every ten seconds which he then marries with pics of Montreal &amp;#8220;digitally altered by these same measurements&amp;#8221; to creats what&amp;#8217;s referred to as a &amp;#8220;documentary in sound&amp;#8221;&amp;#8212;which flickers in and out of consciousness, going from static buzz to snippets of snatched conversations.&lt;/p&gt;
&lt;p&gt;&lt;a href="https://twitter.com/#!/stewart23rd" target="_blank"&gt;@stewart23rd&lt;/a&gt;&lt;/p&gt;</description>
      <pubDate>Fri, 22 Mar 2013 09:28:28 -0400</pubDate>
      <link>http://thecreatorsproject.com/es-us/blog/ielectrosmog-montreali-reveals-the-electromagnetic-soundscape-that-underlies-the-city</link>
      <guid isPermalink="false">blog/17513</guid>
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      <title>Smile-Bot Wants You To Turn That Frown Upside Down</title>
      <description>&lt;img src='http://assets.thecreatorsproject.com/blog_article_images/images/000/041/384/smile-bot_detail.jpg?1363956193'/&gt;&lt;br/&gt;&lt;p&gt;There&amp;#8217;s a skit from one of comedian &lt;a href="http://en.wikipedia.org/wiki/Bill_Hicks" target="_blank"&gt;Bill Hicks&lt;/a&gt;&amp;#8217; standup routines that goes, &amp;#8220;People come up to me and say, &amp;#8216;What’s wrong?&amp;#8217; &amp;#8216;Nothing.&amp;#8217; &amp;#8216;Well, it takes more energy to frown than it does to smile.&amp;#8217; &amp;#8216;Yeah, you know it takes more energy to point that out than it does to leave me alone?&amp;#8217;&amp;#8221; Which basically sums up how annoying it can be when you&amp;#8217;re forced to have fun or smile.&lt;/p&gt;
&lt;p&gt;But we could all do with cheering up every now and then. The stresses of the modern world and all that&amp;#8212;my default facial expression in any city is pretty much a permanent scowl. So step up &lt;a href="http://wearematik.com/" target="_blank"&gt;We Are Matik&lt;/a&gt;&amp;#8217;s &lt;a href="http://wearematik.com/work/smile-bot/" target="_blank"&gt;Smile-Bot&lt;/a&gt; which, they say, was built &amp;#8220;to instill a sense of happiness in those around it.&amp;#8221; And, being a giant wooden structure with holes in its belly it acts like a pied piper for kids, beckoning them to put their faces in the holes (as they would do a railing) to &amp;#8220;encounter a glimpse into the home planet of the Smile-Bot.&amp;#8221;&lt;/p&gt;
&lt;div class="image"&gt;&lt;img src="http://assets.thecreatorsproject.com/blog_article_images/images/000/041/385/smile_bot1_detail_em.jpg?1363956198" alt="" /&gt;&lt;/div&gt;&lt;p&gt;&lt;i&gt;Smile-Bot&lt;/i&gt;&lt;/p&gt;
&lt;div class="image"&gt;&lt;img src="http://assets.thecreatorsproject.com/blog_article_images/images/000/041/386/2_detail_em.jpg?1363956213" alt="" /&gt;&lt;/div&gt;&lt;p&gt;&lt;i&gt;And the enchanted land that lies within&lt;/i&gt;&lt;/p&gt;
&lt;p&gt;By looking into the world inside and smiling people can trigger different reactions from the installation. From changing the colors of the wooden robot&amp;#8217;s face to making sounds. And like a gamer unlocking easter eggs, if four people show their happy faces &amp;#8220;Ultra-Smile Mode&amp;#8221; is activated with lights, sounds, and a rainbow. You can&amp;#8217;t get happier than a rainbow now, can you?&lt;/p&gt;
&lt;p&gt;As the group explain: &amp;#8220;Quirky sound-effects and interactive features (a mini-smile screen), as well as the natural occurrence of looking at other people&amp;#8217;s faces from within the bot add a quirky, awkwardness that create an environment where participants can&amp;#8217;t help but smile.&amp;#8221; Maybe they should install these as mandatory at train and subway stations for commuters across the world. Or maybe they&amp;#8217;d just get vandalized and destroyed by rage.&lt;/p&gt;
&lt;p&gt;And there&amp;#8217;s also a &lt;a href="http://knowyourmeme.com/memes/grumpy-cat/" target="_blank"&gt;certain cat&lt;/a&gt; that might benefit from having this installed in its home&amp;#8230;&lt;/p&gt;
&lt;p&gt;&lt;a href="https://twitter.com/#!/stewart23rd" target="_blank"&gt;@stewart23rd&lt;/a&gt;&lt;/p&gt;</description>
      <pubDate>Fri, 22 Mar 2013 08:43:36 -0400</pubDate>
      <link>http://thecreatorsproject.com/es-us/blog/smile-bot-wants-you-to-turn-that-frown-upside-down</link>
      <guid isPermalink="false">blog/17511</guid>
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      <title>These Paper Chandeliers Look Just As Impressive As The Crystal Kind</title>
      <description>&lt;img src='http://assets.thecreatorsproject.com/blog_article_images/images/000/041/379/dezeen_Paper-Chandeliers-by-Cristina-Parreno-Architecture_ss_12_detail.jpg?1363892299'/&gt;&lt;br/&gt;&lt;p&gt;Chandeliers don&amp;#8217;t just have to be made from sparkling crystals to have an impact. Take this paper chandelier installation, a collaboration between &lt;a href="http://architecture.mit.edu/faculty/cristina-parre%C3%B1o-alonso" target="_blank"&gt;Cristina Parreño Alonso&lt;/a&gt; and &lt;a href="http://www.mit.edu/" target="_blank"&gt;&lt;span class="caps"&gt;MIT&lt;/span&gt;&lt;/a&gt; which was presented at the &lt;span class="caps"&gt;VIP&lt;/span&gt; area at the &lt;a href="http://www.ifema.es/ferias/arco/default_i.html" target="_blank"&gt;ARCOMadrid&lt;/a&gt; art fair in Spain in February.&lt;/p&gt;
&lt;p&gt;The design features varied length cardboard tubes that hang from a wire mesh so they create a wave effect. To further enhance the stalactite-like clusters lights were attached behind the tubes to enhance the formation. Using simple materials and minimal technology they&amp;#8217;ve managed to create an entirely effective and unique installation.&lt;/p&gt;
&lt;div class="image"&gt;&lt;img src="http://assets.thecreatorsproject.com/blog_article_images/images/000/041/380/dezeen_Paper-Chandeliers-by-Cristina-Parreno-Architecture_ss_1_detail_em.jpg?1363892302" alt="" /&gt;&lt;/div&gt;&lt;p&gt;&lt;br&gt;&lt;/p&gt;
&lt;div class="image"&gt;&lt;img src="http://assets.thecreatorsproject.com/blog_article_images/images/000/041/381/dezeen_Paper-Chandeliers-by-Cristina-Parreno-Architecture_ss_5_detail_em.jpg?1363892306" alt="" /&gt;&lt;/div&gt;&lt;p&gt;&lt;br&gt;&lt;/p&gt;
&lt;div class="image"&gt;&lt;img src="http://assets.thecreatorsproject.com/blog_article_images/images/000/041/382/dezeen_Paper-Chandeliers-by-Cristina-Parreno-Architecture_ss_6_detail_em.jpg?1363892309" alt="" /&gt;&lt;/div&gt;&lt;p&gt;&lt;br&gt;&lt;/p&gt;
&lt;p&gt;&lt;i&gt;Photos:  Luis Asin&lt;/i&gt;&lt;/p&gt;
&lt;p&gt;[via &lt;a href="http://www.dezeen.com/2013/03/19/paper-chandeliers-installation-by-cristina-parreno-architecture-mit/" target="_blank"&gt;Dezeen&lt;/a&gt;]&lt;/p&gt;
&lt;p&gt;&lt;a href="https://twitter.com/#!/stewart23rd" target="_blank"&gt;@stewart23rd&lt;/a&gt;&lt;/p&gt;</description>
      <pubDate>Thu, 21 Mar 2013 14:58:33 -0400</pubDate>
      <link>http://thecreatorsproject.com/es-us/blog/these-paper-chandeliers-look-just-as-impressive-as-the-crystal-kind</link>
      <guid isPermalink="false">blog/17509</guid>
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      <title>Kinetica Art Fair 2013: Exploring Light As An Artistic Medium</title>
      <description>&lt;img src='http://assets.thecreatorsproject.com/blog_article_images/images/000/041/375/Picasso1_detail.jpg?1363882633'/&gt;&lt;br/&gt;&lt;p&gt;In the second of our two videos (see the first &lt;a href="http://www.thecreatorsproject.com/blog/gregory-barsamian-turns-dream-reality-into-eerie-animated-sculptures" target="_blank"&gt;here&lt;/a&gt;) from the &lt;a href="http://www.kinetica-artfair.com/" target="_blank"&gt;Kinetica Art Fair&lt;/a&gt; 2013, we look at how different artists use light in their work. The selection of artists&amp;#8217; work ranges from &lt;a href="http://www.titiaex.nl/" target="_blank"&gt;Titia Ex&lt;/a&gt;&amp;#8216;s large spherical sculpture &lt;i&gt;The Walk&lt;/i&gt; that contains 5,000 pixels created from 35,000 &lt;span class="caps"&gt;LED&lt;/span&gt; lamps, and displays an ever-changing mosaic of patterns and forms so it looks like a giant rotating orb, to &lt;a href="http://www.rainbowwinters.com//" target="_blank"&gt;Amy &amp;#8220;Rainbow&amp;#8221; Winter&lt;/a&gt;&amp;#8217;s Picasso-inspired sound-reactive dress.&lt;/p&gt;
&lt;div class="image"&gt;&lt;img src="http://assets.thecreatorsproject.com/blog_article_images/images/000/041/376/drieluikklein2_slide_detail_em.jpg?1363882654" alt="" /&gt;&lt;/div&gt;&lt;p&gt;&lt;i&gt;Titia Ex&amp;#8217;s&lt;/i&gt; The Walk. &lt;i&gt;Photo courtesy of the artist.&lt;/i&gt;&lt;/p&gt;
&lt;div class="image"&gt;&lt;img src="http://assets.thecreatorsproject.com/blog_article_images/images/000/041/375/Picasso1_detail_em.jpg?1363882633" alt="" /&gt;&lt;/div&gt;&lt;p&gt;&lt;i&gt;Rainbow Winters&amp;#8217; Picasso Explosion Sound Reactive Dress. Photo by Axel Pietschker.&lt;/i&gt;&lt;/p&gt;
&lt;p&gt;Also included is &lt;a href="http://www.davidogle.co.uk/" target="_blank"&gt;David Ogle&lt;/a&gt;&amp;#8216;s &lt;i&gt;018015&lt;/i&gt; which uses illuminated fishing line to create an otherworldly experience of glowing linear forms that look like they&amp;#8217;re bouncing off the walls of a room, and &lt;a href="http://www.aaschool.ac.uk/STUDY/VISITING/dlab" target="_blank"&gt;(AA) &lt;span class="caps"&gt;DLAB&lt;/span&gt;&lt;/a&gt;&amp;#8217;s &lt;i&gt;Fallen Star&lt;/i&gt;&amp;#8212;a projection-mapped architectural sculpture that uses algorithmic and natural systems to generate patterns.&lt;/p&gt;
&lt;div class="image"&gt;&lt;img src="http://assets.thecreatorsproject.com/blog_article_images/images/000/041/377/2_detail_em.jpg?1363883097" alt="" /&gt;&lt;/div&gt;&lt;p&gt;&lt;i&gt;David Ogle&amp;#8217;s &lt;/i&gt;018015&lt;i&gt;. Photo courtesy of the artist.&lt;/i&gt;&lt;/p&gt;
&lt;div class="image"&gt;&lt;img src="http://assets.thecreatorsproject.com/blog_article_images/images/000/041/378/FallenStar02_detail_em.jpg?1363883101" alt="" /&gt;&lt;/div&gt;&lt;p&gt;&lt;i&gt;(AA) DLAB&amp;#8217;s &lt;/i&gt;Fallen Star&lt;i&gt;. Photo by Valerie Bennett.&lt;/i&gt;&lt;/p&gt;
&lt;p&gt;All the artworks are very different in their conception and style, but all use light to augment and shape how the audience experience the piece. The artists discuss how light can alter our perception and experience of a space, how it can change a work depending on our proximity to it, and how artificial light can affect our mood, as it radiates and bathes the viewer in an ethereal glow.&lt;/p&gt;
&lt;p&gt;&lt;a href="https://twitter.com/#!/stewart23rd" target="_blank"&gt;@stewart23rd&lt;/a&gt;&lt;/p&gt;</description>
      <pubDate>Thu, 21 Mar 2013 12:17:36 -0400</pubDate>
      <link>http://thecreatorsproject.com/es-us/blog/kinetica-art-fair-2013-exploring-light-as-an-artistic-medium</link>
      <guid isPermalink="false">blog/17508</guid>
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      <title>Onirical Reflections Projects Colorful Patterns Onto People's Faces</title>
      <description>&lt;img src='http://assets.thecreatorsproject.com/blog_article_images/images/000/041/367/onirical_detail.jpg?1363814776'/&gt;&lt;br/&gt;&lt;p&gt;Almost 50 years after French director Henri-Georges Clouzot &lt;a href="http://www.youtube.com/watch?v=IEyt2z1fuNA" target="_blank"&gt;pioneered optical effect experimentations&lt;/a&gt;, São Paulo-based artist &lt;a href="http://www.thecreatorsproject.com/creators/ana%C3%ADsa-franco" target="_blank"&gt;Anaísa Franco&lt;/a&gt; re-explores the face as a canvas for image projection in her latest project &lt;i&gt;&lt;a href="http://www.anaisafranco.com/project_onirical.html" target="_blank"&gt;Onirical Reflections&lt;/i&gt;&lt;/a&gt;.&lt;/p&gt;
&lt;p&gt;&amp;#8220;Inside our brain is contained all the images that we [use to] process the outside world and ourselves. My interest is in the distortion of the reality that is built inside us, bringing the architectures of dreams out,&amp;#8221; says Anaísa Franco in her artist&amp;#8217;s statement. With the help of a concave mirror 1.2 meters in diameter, she developed an interactive sculpture which projects and maps animations on the face of the user.&lt;/p&gt;
&lt;div class="image"&gt;&lt;img src="http://assets.thecreatorsproject.com/blog_article_images/images/000/041/368/onirical_07_detail_em.jpg?1363814778" alt="" /&gt;&lt;/div&gt;&lt;p&gt;&lt;br&gt;&lt;/p&gt;
&lt;div class="image"&gt;&lt;img src="http://assets.thecreatorsproject.com/blog_article_images/images/000/041/370/onirical_04_detail_em.jpg?1363815704" alt="" /&gt;&lt;/div&gt;&lt;p&gt;&lt;br&gt;&lt;/p&gt;
&lt;p&gt;A camera captures and sends facial expressions in real-time to some custom-developed software which is able to recognize the points located on the nose, mouth and eyes to use them as distinct projection areas. Thus, a viewer&amp;#8217;s face becomes a playground for colorful, radiating patterns which, at the same time as they distort reality, invite the participant to reconsider their narcissistic reflection.&lt;/p&gt;
&lt;div class="image"&gt;&lt;img src="http://assets.thecreatorsproject.com/blog_article_images/images/000/041/371/onirical_01_detail_em.jpg?1363815708" alt="" /&gt;&lt;/div&gt;&lt;p&gt;&lt;br&gt;&lt;/p&gt;
&lt;div class="image"&gt;&lt;img src="http://assets.thecreatorsproject.com/blog_article_images/images/000/041/369/justine2_detail_em.jpg?1363814781" alt="" /&gt;&lt;/div&gt;&lt;p&gt;&lt;br&gt;&lt;/p&gt;
&lt;p&gt;If for the time being the installation doesn&amp;#8217;t seem to interact with the user&amp;#8217;s facial expression (the demo video only shows neutral blinky faces), a possible upgraded version with projections synchronized to zygomatic mood could be an interesting future development.&lt;/p&gt;
&lt;p&gt;&lt;i&gt;Learn more about Anaísa Franco work in the video below&amp;#8230;&lt;/i&gt;&lt;/p&gt;
&lt;script src="http://player.ooyala.com/player.js?width=640&amp;height=360&amp;embedCode=40OXgzMzq9xnxi2bqyxJ2kFAzM-hC9Lg&amp;deepLinkEmbedCode=40OXgzMzq9xnxi2bqyxJ2kFAzM-hC9Lg&amp;video_pcode=hyMGM6r5IuEWxvTfeWSreJDTxPRn"&gt;&lt;/script&gt;&lt;p&gt;&lt;br&gt;
&lt;a href="https://twitter.com/CreatorsProject" target="_blank"&gt;@CreatorsProject&lt;/a&gt;&lt;/p&gt;</description>
      <pubDate>Wed, 20 Mar 2013 17:15:45 -0400</pubDate>
      <link>http://thecreatorsproject.com/es-us/blog/ionirical-reflectionsi-projects-colorful-patterns-onto-peoples-faces</link>
      <guid isPermalink="false">blog/17504</guid>
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      <title>Gregory Barsamian Turns Dream Reality Into Eerie Animated Sculptures</title>
      <description>&lt;img src='http://assets.thecreatorsproject.com/blog_article_images/images/000/041/363/Gregory_Barsamian__die_falle_main_detail.jpg?1363810689'/&gt;&lt;br/&gt;&lt;p&gt;The gap between what the mind perceives and what&amp;#8217;s actually taking place in reality is exploited by New York artist &lt;a href="http://gregorybarsamian.com/" target="_blank"&gt;Gregory Barsamian&lt;/a&gt;, in his uncanny animated sculptures that use strobe lights to take the surreal images from our dreams and bring them to life in eerie, jerky movements.&lt;/p&gt;
&lt;p&gt;In his piece &lt;i&gt;Die Falle (The Trap)&lt;/i&gt;, dreaming disembodied heads release shapeless blobs that turn into human forms, and give you the illusion that they&amp;#8217;re gliding up a spinning steel armature, turning into cogs and then back to humans before being snapped up by mouse trap beds. Watching it mutate and transform before your eyes is transfixing and disturbing. Barsamian takes his inspiration from the unconscious, as he explained to us at London&amp;#8217;s &lt;a href="http://www.kinetica-artfair.com/" target="_blank"&gt;Kinetica Art Fair&lt;/a&gt; (above).&lt;/p&gt;
&lt;p&gt;In particular, he&amp;#8217;s intrigued by the ideas in the analytical psychology of &lt;a href="http://en.wikipedia.org/wiki/Carl_Jung" target="_blank"&gt;Carl Jung&lt;/a&gt;, which he brings to sculptural life using the idea of &lt;a href="http://en.wikipedia.org/wiki/Persistence_of_vision" target="_blank"&gt;persistence of vision&lt;/a&gt; and a zoetrope-type technique. This accounts for the illusionary quality and motion of &lt;i&gt;Die Falle&lt;/i&gt;&amp;#8212;the half-real, waking dream effect that it conjures in the viewer&amp;#8217;s mind. It has the same unnerving, but hypnotic sensation of the supernatural stop-motion effects of early cinema, like the monster in &lt;i&gt;King Kong&lt;/i&gt; (1933)&amp;#8212;another exploration of Jungian archetypes and ideas.&lt;/p&gt;
&lt;div class="image"&gt;&lt;img src="http://assets.thecreatorsproject.com/blog_article_images/images/000/041/364/die_falle_4_detail_em.jpg?1363810694" alt="" /&gt;&lt;/div&gt;&lt;p&gt;&lt;br&gt;&lt;/p&gt;
&lt;div class="image"&gt;&lt;img src="http://assets.thecreatorsproject.com/blog_article_images/images/000/041/365/die_falle_detail_em.jpg?1363810700" alt="" /&gt;&lt;/div&gt;&lt;p&gt;&lt;br&gt;
&lt;i&gt;Images courtesy of Gregory Barsamian.&lt;/i&gt;&lt;/p&gt;
&lt;p&gt;&lt;a href="https://twitter.com/#!/stewart23rd" target="_blank"&gt;@stewart23rd&lt;/a&gt;&lt;/p&gt;</description>
      <pubDate>Wed, 20 Mar 2013 16:18:25 -0400</pubDate>
      <link>http://thecreatorsproject.com/es-us/blog/gregory-barsamian-turns-dream-reality-into-eerie-animated-sculptures</link>
      <guid isPermalink="false">blog/17503</guid>
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      <title>Awesome Video Game Mashup Performed On Hacked Video Game Controllers</title>
      <description>&lt;img src='http://assets.thecreatorsproject.com/blog_article_images/images/000/041/361/game_theory_detail.jpg?1363796291'/&gt;&lt;br/&gt;&lt;p&gt;Mario emerging from a pipe, Ryu taking down Blanka with a hadouken, Doctor Who, &lt;i&gt;Tetris&lt;/i&gt;, &lt;i&gt;GoldenEye 007&lt;/i&gt;, the iconic &lt;span class="caps"&gt;NES&lt;/span&gt; controller, and David Bowie. These things and more feature in a 19 track live performance played out on repurposed game controllers in &lt;i&gt;Game Theory&lt;/i&gt; from UK-based sound studio &lt;a href="http://www.ithacaaudio.com/" target="_blank"&gt;Ithaca Audio&lt;/a&gt;.&lt;/p&gt;
&lt;p&gt;The mashup weaves together video game snippets and pop music in what the company describe as &amp;#8220;a look back at 35 years of video game music (&lt;i&gt;Space Invaders&lt;/i&gt;, released in 1978 was the first game to have a continuous soundtrack)&amp;#8221;.&lt;/p&gt;
&lt;p&gt;Replying to a YouTube commenter the company describe how they created instruments out of the hacked controllers: &amp;#8220;[We] re-wired to convert them into &lt;span class="caps"&gt;HID&lt;/span&gt; compliant &lt;span class="caps"&gt;USB&lt;/span&gt; controllers, then we programmed a small application to convert the &lt;span class="caps"&gt;HID&lt;/span&gt; signals into &lt;span class="caps"&gt;MIDI&lt;/span&gt; to control the performance software.&amp;#8221; So that&amp;#8217;s how that works.&lt;/p&gt;
&lt;p&gt;[via &lt;a href="https://vimeo.com/channels/staffpicks" target="_blank"&gt;Vimeo Staff Picks&lt;/a&gt;]&lt;/p&gt;
&lt;p&gt;&lt;a href="https://twitter.com/#!/stewart23rd" target="_blank"&gt;@stewart23rd&lt;/a&gt;&lt;/p&gt;</description>
      <pubDate>Wed, 20 Mar 2013 12:18:14 -0400</pubDate>
      <link>http://thecreatorsproject.com/es-us/blog/awesome-video-game-mashup-performed-on-hacked-video-game-controllers</link>
      <guid isPermalink="false">blog/17501</guid>
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      <title>Double-Helix Skyscraper Aims To Give Residents An Eco-Friendly Lifestyle</title>
      <description>&lt;img src='http://assets.thecreatorsproject.com/blog_article_images/images/000/041/353/Agora_Garden_Vincent_Callebaut_Architecte_detail.jpg?1363791024'/&gt;&lt;br/&gt;&lt;p&gt;The double-helix structure of &lt;span class="caps"&gt;DNA&lt;/span&gt; is one of the most famous molecular structures in science. It also makes for an impressive looking skyscraper too, as the concept images of these intertwined towers being built in Taipei City show. Mainland China&amp;#8217;s building boom is &lt;a href="http://www.thecreatorsproject.com/blog/is-china-the-worlds-newest-architectural-playground" target="_blank"&gt;well noted&lt;/a&gt; and in amongst the architectural throng are &lt;a href="http://www.thecreatorsproject.com/blog/ma-yansong-designs-stunning-led-encrusted-ring-shaped-hotel" target="_blank"&gt;some gems&lt;/a&gt;.&lt;/p&gt;
&lt;p&gt;This one, called &lt;a href="http://vincent.callebaut.org/page1-img-taipei.html" target="_blank"&gt;Agora Garden&lt;/a&gt;, is designed by &lt;a href="http://vincent.callebaut.org/" target="_blank"&gt;Vincent Callebaut Architecte&lt;/a&gt; and features contorting towers that hug each other as they rise above the streets below. Inspired by both two hands clasping each other and the famed shape of &lt;span class="caps"&gt;DNA&lt;/span&gt;, their design means that your experience of the structure alters depending on where you&amp;#8217;re standing.&lt;/p&gt;
&lt;p&gt;The residential towers are reaching for green credentials too with the use of suspended vertical gardens that they hope will provide residents with the space to grow fruit and vegetables, along with tanks for collecting rain water, nests for the birds to reside in, and facilities so they can turn waste into fertilizer. They&amp;#8217;ll also be mature trees in a &amp;#8220;mineral and aquatic glade&amp;#8221; that will surround the base of the towers to shelter the residents from the noise of the city that surrounds them.&lt;/p&gt;
&lt;p&gt;It all sounds idyllic and in 2016 when it&amp;#8217;s completed, we&amp;#8217;ll get to see whether it lives up to the claim to be as eco-friendly as it sounds.&lt;/p&gt;
&lt;div class="image"&gt;&lt;img src="http://assets.thecreatorsproject.com/blog_article_images/images/000/041/354/taipei_pl06m_detail_em.jpg?1363791029" alt="" /&gt;&lt;/div&gt;&lt;p&gt;&lt;br&gt;&lt;/p&gt;
&lt;div class="image"&gt;&lt;img src="http://assets.thecreatorsproject.com/blog_article_images/images/000/041/355/taipei_pl05m_detail_em.jpg?1363791033" alt="" /&gt;&lt;/div&gt;&lt;p&gt;&lt;br&gt;&lt;/p&gt;
&lt;div class="image"&gt;&lt;img src="http://assets.thecreatorsproject.com/blog_article_images/images/000/041/356/taipei_pl08m_detail_em.jpg?1363791037" alt="" /&gt;&lt;/div&gt;&lt;p&gt;&lt;br&gt;&lt;/p&gt;
&lt;div class="image"&gt;&lt;img src="http://assets.thecreatorsproject.com/blog_article_images/images/000/041/357/taipei_pl09m_detail_em.jpg?1363791042" alt="" /&gt;&lt;/div&gt;&lt;p&gt;&lt;br&gt;&lt;/p&gt;
&lt;div class="image"&gt;&lt;img src="http://assets.thecreatorsproject.com/blog_article_images/images/000/041/358/taipei_pl14m_detail_em.jpg?1363791046" alt="" /&gt;&lt;/div&gt;&lt;p&gt;&lt;br&gt;&lt;/p&gt;
&lt;div class="image"&gt;&lt;img src="http://assets.thecreatorsproject.com/blog_article_images/images/000/041/359/taipei_pl20m_detail_em.jpg?1363791051" alt="" /&gt;&lt;/div&gt;&lt;p&gt;&lt;br&gt;&lt;/p&gt;
&lt;p&gt;&lt;i&gt;images courtesy of Vincent Callebaut Architecte&lt;/i&gt;&lt;/p&gt;
&lt;p&gt;[via &lt;a href="http://www.gizmag.com/agora-garden-taipei/26715/" target="_blank"&gt;Gizmag&lt;/a&gt;]&lt;/p&gt;
&lt;p&gt;&lt;a href="https://twitter.com/#!/stewart23rd" target="_blank"&gt;@stewart23rd&lt;/a&gt;&lt;/p&gt;</description>
      <pubDate>Wed, 20 Mar 2013 10:50:55 -0400</pubDate>
      <link>http://thecreatorsproject.com/es-us/blog/double-helix-skyscraper-aims-to-give-residents-an-eco-friendly-lifestyle</link>
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      <title>Beautiful Long-Exposure Photography Creates Collective Graffiti Of Tokyo's Urban Landscape</title>
      <description>&lt;img src='http://assets.thecreatorsproject.com/blog_article_images/images/000/041/343/main_image_detail.jpg?1363724107'/&gt;&lt;br/&gt;&lt;p&gt;Take the altered, glistening lights of Gaspar Noé’s warped, fluorescent view of Tokyo in his 2009 film &lt;i&gt;&lt;a href="http://www.imdb.com/title/tt1191111/" target="_blank"&gt;Enter the Void&lt;/a&gt;&lt;/i&gt; and blend it with a cyberpunk version of Jackson Pollock. The result is a series of beautiful, long-exposure photographs that capture the collective movement of the city of Tokyo in gestural brushes of artificial lights.&lt;/p&gt;
&lt;p&gt;&lt;a href="http://www.flickr.com/photos/sinkdd/" target="_blank"&gt;Sinichi Higashi&lt;/a&gt;&amp;#8216;s series &lt;a href="http://www.flickr.com/photos/sinkdd/sets/72157630853464244/" target="_blank"&gt;&lt;i&gt;Graffiti of Speed/Mirror Symmetry&lt;/i&gt;&lt;/a&gt; takes street art to the next level as he symmetrically mirrors long exposure photographs to capture a rapturous, spaced-out view of Tokyo&amp;#8217;s urban cityscape. His view is a fast-paced, futuristic world where ghostly flashes of bright lights form translucent, abstract lines and shapes that hover through the hard concrete and metal of the city&amp;#8217;s engineering and urban plan.&lt;/p&gt;
&lt;div class="image"&gt;&lt;img src="http://assets.thecreatorsproject.com/blog_article_images/images/000/041/348/Graffiti-of-Speed-Symmetric-Long-Exposure-Photography-by-Shinichi-Higashi_09-_-GenCept-700x393_detail_em.jpg?1363724305" alt="" /&gt;&lt;/div&gt;&lt;p&gt;&lt;br&gt;&lt;/p&gt;
&lt;div class="image"&gt;&lt;img src="http://assets.thecreatorsproject.com/blog_article_images/images/000/041/344/Graffiti-of-Speed-Symmetric-Long-Exposure-Photography-by-Shinichi-Higashi_02-_-GenCept-650x433_detail_em.jpg?1363724292" alt="" /&gt;&lt;/div&gt;&lt;p&gt;&lt;br&gt;
Higashi unconventionally merges various facets of collective, yet immersive art practices. His photographs look back at Japanese artist, &lt;a href="http://www.en.wikipedia.org/wiki/Yayoi_Kusama" target="_blank"&gt;Yayoi Kusama&lt;/a&gt;&amp;#8217;s magical, infinite environments of artificial lights and mirrors that explore obsession and repetition. Simultaneously, Higashi with the use of the slow shutter manages to hold the collective artistic expression of Tokyo’s high-speed culture, rendering an abstract, gestural expression of society.&lt;/p&gt;
&lt;p&gt;The series, in its complexities and details, finds the unique, hidden beauty of urban landscapes. Higashi connects the living with the fabricated and manufactured. The union of the two is a naturally occurring spectacle that through Higashi’s lens reaches its ultimate appeal.&lt;/p&gt;
&lt;div class="image"&gt;&lt;img src="http://assets.thecreatorsproject.com/blog_article_images/images/000/041/345/Graffiti-of-Speed-Symmetric-Long-Exposure-Photography-by-Shinichi-Higashi_05-_-GenCept-1_detail_em.jpg?1363724295" alt="" /&gt;&lt;/div&gt;&lt;p&gt;&lt;br&gt;&lt;/p&gt;
&lt;div class="image"&gt;&lt;img src="http://assets.thecreatorsproject.com/blog_article_images/images/000/041/346/Graffiti-of-Speed-Symmetric-Long-Exposure-Photography-by-Shinichi-Higashi_14-_-GenCept-700x459_detail_em.jpg?1363724299" alt="" /&gt;&lt;/div&gt;&lt;p&gt;&lt;br&gt;&lt;/p&gt;
&lt;div class="image"&gt;&lt;img src="http://assets.thecreatorsproject.com/blog_article_images/images/000/041/347/Graffiti-of-Speed-Symmetric-Long-Exposure-Photography-by-Shinichi-Higashi_13-_-GenCept-700x466_detail_em.jpg?1363724302" alt="" /&gt;&lt;/div&gt;&lt;p&gt;&lt;br&gt;&lt;/p&gt;
&lt;div class="image"&gt;&lt;img src="http://assets.thecreatorsproject.com/blog_article_images/images/000/041/349/Graffiti-of-Speed-Symmetric-Long-Exposure-Photography-by-Shinichi-Higashi_07-_-GenCept-700x466_detail_em.jpg?1363724308" alt="" /&gt;&lt;/div&gt;&lt;p&gt;&lt;br&gt;&lt;/p&gt;
&lt;div class="image"&gt;&lt;img src="http://assets.thecreatorsproject.com/blog_article_images/images/000/041/350/Graffiti-of-Speed-Symmetric-Long-Exposure-Photography-by-Shinichi-Higashi_01-_-GenCept-700x466_detail_em.jpg?1363724311" alt="" /&gt;&lt;/div&gt;&lt;p&gt;&lt;br&gt;&lt;/p&gt;
&lt;p&gt;&lt;i&gt;All images courtesy of Sinichi Higashi.&lt;/i&gt;&lt;/p&gt;
&lt;p&gt;[via &lt;a href="http://www.fubiz.net/2013/03/13/symmetry-long-exposures-in-japan/" target="_blank"&gt;Fubiz&lt;/a&gt;]&lt;/p&gt;
&lt;p&gt;&lt;/p&gt;</description>
      <pubDate>Tue, 19 Mar 2013 16:15:10 -0400</pubDate>
      <link>http://thecreatorsproject.com/es-us/blog/beautiful-long-exposure-photography-creates-collective-graffiti-of-tokyos-urban-landscape</link>
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      <title>Robotic Lego Band Jam Together For First Time</title>
      <description>&lt;img src='http://assets.thecreatorsproject.com/blog_article_images/images/000/041/335/8496429747_459b8608e3_z_detail.jpg?1363703010'/&gt;&lt;br/&gt;&lt;p&gt;It&amp;#8217;s an established fact that the internet loves Lego and the internet also loves robot bands, so it&amp;#8217;s no surprise that someone&amp;#8217;s combined the two to form a robotic Lego band. Sound designer and producer &lt;a href="http://www.opificiosonico.com/" target="_blank"&gt;Giuseppe Acito&lt;/a&gt; constructed the Toa Mata Band using the &lt;a href="http://bionicle.lego.com/en-US/default.aspx" target="_blank"&gt;Lego Bionicle&lt;/a&gt; range and programmed them to play a selection of different instruments, from synthesizers to drum machines, xylophones, handheld video games, and more.&lt;/p&gt;
&lt;p&gt;Each member is controlled by an Arduino Uno which is hooked up to an iPad running the &lt;span class="caps"&gt;MIDI&lt;/span&gt; sequencer app &lt;a href="https://itunes.apple.com/gb/app/nord-beat/id542657071?mt=8" target="_blank"&gt;Nord Beat&lt;/a&gt;. Acito either gets them to play a pre-programmed song or they can do a live show with Acito controlling the &lt;span class="caps"&gt;MIDI&lt;/span&gt; sequencer in real-time.&lt;/p&gt;
&lt;div class="image"&gt;&lt;img src="http://assets.thecreatorsproject.com/blog_article_images/images/000/041/336/8497528640_03e2a54265_z_detail_em.jpg?1363703013" alt="" /&gt;&lt;/div&gt;&lt;p&gt;&lt;br&gt;&lt;/p&gt;
&lt;div class="image"&gt;&lt;img src="http://assets.thecreatorsproject.com/blog_article_images/images/000/041/337/8496408721_94c07f5b72_z_detail_em.jpg?1363703016" alt="" /&gt;&lt;/div&gt;&lt;p&gt;&lt;br&gt;&lt;/p&gt;
&lt;p&gt;You can check them out in the video above, but there&amp;#8217;s no news yet on whether they&amp;#8217;ll be touring.&lt;/p&gt;
&lt;p&gt;&lt;a href="https://twitter.com/#!/stewart23rd" target="_blank"&gt;@stewart23rd&lt;/a&gt;&lt;/p&gt;</description>
      <pubDate>Tue, 19 Mar 2013 10:23:39 -0400</pubDate>
      <link>http://thecreatorsproject.com/es-us/blog/robotic-lego-band-jam-together-for-first-time</link>
      <guid isPermalink="false">blog/17493</guid>
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      <title>LAYERS: Unpacking The Andrew Weathers Ensemble's "Hard, Ain't It Hard"</title>
      <description>&lt;img src='http://assets.thecreatorsproject.com/blog_article_images/images/000/041/325/Andrew_ReDo_detail.jpg?1363634548'/&gt;&lt;br/&gt;&lt;p&gt;This week, we take a step way outside the usual &lt;span class="caps"&gt;LAYERS&lt;/span&gt; fare and delve into the folky vibes of Oakland&amp;#8217;s &lt;a href="http://www.andrewweathers.com/" target="_blank"&gt;Andrew Weathers&lt;/a&gt; and his ensemble. &amp;#8220;Hard, Ain&amp;#8217;t It Hard&amp;#8221; by Oakland, California&amp;#8217;s The Andrew Weathers Ensemble. Originally from North Carolina, the composer and instrumentalist recently released &lt;i&gt;What Happens When We Stop&lt;/i&gt; on &lt;a href="http://fullspectrumrecords.bandcamp.com/" target="_blank"&gt;Full Spectrum Records&lt;/a&gt;. The album paints a rural picture of touring across the US with the lyrics comprised of reworked folk classics and instrumentals drawing inspiration from everything from sound collage to The Dream.&lt;/p&gt;
&lt;p&gt;&amp;#8220;Hard, Ain&amp;#8217;t It Hard&amp;#8221; is Weathers rendition of the &lt;a href="http://youtu.be/hNaKfyLf7FE" target="_blank"&gt;Woody Guthrie&lt;/a&gt; classic, soaked in travel-weary wear and tear.  Here, the booming vocals serve as the backbone while the ensemble&amp;#8217;s improvisations subtly surround and build the track into something beautiful. Weathers and his crew combined a surprising amount of digital manipulation to achieve the unique sound, read below to hear him break it down:&lt;/p&gt;
&lt;div class="image"&gt;&lt;img src="http://assets.thecreatorsproject.com/blog_article_images/images/000/041/326/header_detail_em.jpg?1363634584" alt="" /&gt;&lt;/div&gt;&lt;p&gt;&lt;br&gt;&lt;/p&gt;
&lt;p&gt;&lt;i&gt;What Happens When We Stop is made up of loosely-composed guitar pieces that I had the band improvise with. It&amp;#8217;s a record about the players just as much as the technology. All of the lyrics, with the exception of one tune, come from American folk and blues songs &amp;#8211; the text structures and shapes the improvisation.&lt;/p&gt;
&lt;p&gt;The Ensemble is spread all over the country but I wanted to try my best to have everyone on this record. We did the first sessions at Michael O&amp;#8217;Shea&amp;#8217;s studio in Asheville, NC in order to get the east coast players in, now that I&amp;#8217;m living in the Bay Area. We tracked everything live and built a majority of the album from those sessions. The rest was recorded around Oakland, at my small home studio and &lt;a href="http://www.mills.edu/ccm/" target="_blank"&gt;Mills College&amp;#8217;s &lt;span class="caps"&gt;CCM&lt;/span&gt;&lt;/a&gt;, friends houses and coffee shops. I produce everything myself using &lt;a href="http://www.reaper.fm/" target="_blank"&gt;Reaper&lt;/a&gt;, but most of my sound design is in &lt;a href="http://www.audiomulch.com/" target="_blank"&gt;AudioMulch&lt;/a&gt;, &lt;a href="http://en.wikipedia.org/wiki/Max_(software)" target="_blank"&gt;MaxMSP&lt;/a&gt;, and &lt;a href="http://en.wikipedia.org/wiki/Reaktor" target="_blank"&gt;Reaktor&lt;/a&gt;. I make a point to not get locked into specific programs to avoid the tropes that software forces one into. Locking yourself into one piece of equipment is like locking yourself into a particular key &amp;#8211; you can do a lot but the work turns homogenous once you look at it from a wider vantage point. &lt;/i&gt;&lt;/p&gt;
&lt;div class="image"&gt;&lt;img src="http://assets.thecreatorsproject.com/blog_article_images/images/000/041/327/EMBED_2_detail_em.jpg?1363635981" alt="" /&gt;&lt;/div&gt;&lt;p&gt;&lt;br&gt;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;Guitar And Voice:&lt;/b&gt;&lt;/p&gt;
&lt;p&gt;&lt;iframe width="100%" height="166" scrolling="no" frameborder="no" src="https://w.soundcloud.com/player/?url=http%3A%2F%2Fapi.soundcloud.com%2Ftracks%2F83814894"&gt;&lt;/iframe&gt;&lt;/p&gt;
&lt;p&gt;&lt;i&gt;&amp;#8220;Hard, Ain&amp;#8217;t It Hard&amp;#8221; is a reworking of a Woody Guthrie tune of the same name. The harmony of the song is more structured than my usual source material, so I left my guitar part open to improvisation more than I&amp;#8217;m used to. I recorded the guitar and original vocal in the CCM&amp;#8217;s studio late one night. I still play the first guitar I ever bought when I was about 15 or 16; it rattles and sometimes it&amp;#8217;s a battle to keep it in tune. I recorded the tune with an extra verse at the end, but I felt like it was a little long-winded that way. I had one mic on the vocal, one at the 12th fret, one pointed at the body of the guitar just below the sound hole and one pointed at me from about six feet away. All four mics are faded in and out in the mix. &lt;/i&gt;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;Processed Harmony Vocals:&lt;/b&gt;&lt;/p&gt;
&lt;p&gt;&lt;iframe width="100%" height="166" scrolling="no" frameborder="no" src="https://w.soundcloud.com/player/?url=http%3A%2F%2Fapi.soundcloud.com%2Ftracks%2F83815985"&gt;&lt;/iframe&gt;&lt;/p&gt;
&lt;p&gt;&lt;i&gt;I wanted the background vocal harmonies to sit somewhere between early country and &lt;a href="http://www.the-dreammusic.com/" target="_blank"&gt;The-Dream&amp;#8217;s&lt;/a&gt; upbeat moments. There is autotune and pitch shifting on all of the vocals, and a little bit of reverb on the main vocal. I tend to use huge room sounds in very small amounts. I&amp;#8217;m just using Reaper&amp;#8217;s built in plug-ins for all of this. My friend Mel also sings in the chorus &amp;#8211; I stopped by her apartment one day and she nailed several songs she had never heard before. I think you can hear her husband Aaron, who plays accordion on this track, making coffee at some point. &lt;/i&gt;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;Second Guitar, Tenor Sax, Harp:&lt;/b&gt;&lt;/p&gt;
&lt;p&gt;&lt;iframe width="100%" height="166" scrolling="no" frameborder="no" src="https://w.soundcloud.com/player/?url=http%3A%2F%2Fapi.soundcloud.com%2Ftracks%2F83815042"&gt;&lt;/iframe&gt;&lt;/p&gt;
&lt;p&gt;&lt;i&gt;Next I added a second guitar, tenor sax and harp. Jacob added guitar that fits within the nooks and crannies of my playing. He is much better at guitar than me. All of the breathy sounds are Josh playing tenor sax &amp;#8211; what I really loved about his take is that he blends with the later electronics in such a way that they become almost indistinguishable. Most of the edits are fairly simple, just done with volume automation and occasional cut and paste for riffs that I particularly liked.&lt;/i&gt;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;Electronics, Accordion, &amp;#8216;Famous Wedding&amp;#8217; Sample:&lt;/b&gt;&lt;/p&gt;
&lt;p&gt;&lt;iframe width="100%" height="166" scrolling="no" frameborder="no" src="https://w.soundcloud.com/player/?url=http%3A%2F%2Fapi.soundcloud.com%2Ftracks%2F83815466"&gt;&lt;/iframe&gt;&lt;/p&gt;
&lt;p&gt;&lt;i&gt;Erik Schoster plays most of the electronics that you hear on this record &amp;#8211; he&amp;#8217;s developed his own software called &lt;a href="https://github.com/hecanjog/pippi" target="_blank"&gt;Pippi&lt;/a&gt; specifically for laptop improvisation. He played with us for a good portion of our tour this summer and fit in perfectly. He sent me audio of him improvising without hearing the tunes and I edited his work into the pieces. At the very end of the track you can hear a sample derived from an a capella version of a folk tune called &amp;#8216;The Famous Wedding&amp;#8217;, I made it mostly with granulation and filters in &lt;a href="http://www.audiomulch.com/" target="_blank"&gt;AudioMulch&lt;/a&gt;. The granulator there is pretty incredible, probably my favorite feature in the program.  Also here are Aaron Oppenheim on accordion, Evelyn Davis on piano and Scott Siler on vibraphone. Their parts filled out the texture, basically covering the role that electronics take in my past work. That&amp;#8217;s really the thing I love about moving between electronic and acoustic worlds.&lt;/i&gt;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;Put them all together and here’s what you get.  The premiere of &amp;#8220;Hard, Ain&amp;#8217;t It Hard&amp;#8221; by The Andrew Weathers Ensemble:&lt;/b&gt;&lt;/p&gt;
&lt;p&gt;&lt;iframe width="100%" height="166" scrolling="no" frameborder="no" src="https://w.soundcloud.com/player/?url=http%3A%2F%2Fapi.soundcloud.com%2Ftracks%2F83816307"&gt;&lt;/iframe&gt;&lt;/p&gt;
&lt;p&gt;&lt;a href="https://twitter.com/justinstaple" target="_blank"&gt;@justinstaple&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;&lt;a href="http://www.thecreatorsproject.com/blog/layers%C2%A0digging-deep-into-rare-times-no-ones-looking-out" target="_blank"&gt;Previously on &lt;span class="caps"&gt;LAYERS&lt;/span&gt;: Digging Deep Into Rare Times&amp;#8217; &amp;#8220;No One&amp;#8217;s Looking Out&amp;#8221;&lt;/a&gt;&lt;/p&gt;</description>
      <pubDate>Mon, 18 Mar 2013 14:02:29 -0400</pubDate>
      <link>http://thecreatorsproject.com/es-us/blog/layers-unpacking-the-andrew-weathers-ensembles-hard-aint-it-hard</link>
      <guid isPermalink="false">blog/17490</guid>
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      <title>What If Salvador Dalí Had Access To A Kinect?</title>
      <description>&lt;img src='http://assets.thecreatorsproject.com/blog_article_images/images/000/041/320/ear-nose_detail.jpg?1363629053'/&gt;&lt;br/&gt;&lt;p&gt;The latest promo for Italian jewelry designer &lt;a href="http://delfinadelettrez.com/" target="_blank"&gt;Delfina Delettrez&lt;/a&gt;&amp;#8217;s S/S 2013 collection, directed by &lt;a href="http://danielsannwald.com/" target="_blank"&gt;Daniel Sannwald&lt;/a&gt;, presents a futuristic vision of fashion, desolate of runway models and over-Photoshopped celebrities.&lt;/p&gt;
&lt;p&gt;Fitting with the aesthetics of both the designer and the director, this video is a surrealist trip through a virtually-simulated desert, what I imagine Salvador Dalí  may have created had he had access to Kinect 3D scanning.&lt;/p&gt;
&lt;p&gt;With a haunting music score by Alejandro Ghersi this trip through the desolate, jewel-encrusted Dalí -reminiscent landscape is a beautiful promo piece for the artistic visions of both Delettrez, a fourth generation Fendi family designer, and Sannwald, one of fashion photography/videography&amp;#8217;s forward-thinking voices.&lt;/p&gt;
&lt;div class="image"&gt;&lt;img src="http://assets.thecreatorsproject.com/blog_article_images/images/000/041/320/ear-nose_detail_em.jpg?1363629053" alt="" /&gt;&lt;/div&gt;&lt;p&gt;&lt;br&gt;&lt;/p&gt;
&lt;div class="image"&gt;&lt;img src="http://assets.thecreatorsproject.com/blog_article_images/images/000/041/323/hand-1_detail_em.jpg?1363631486" alt="" /&gt;&lt;/div&gt;&lt;p&gt;&lt;br&gt;&lt;/p&gt;
&lt;div class="image"&gt;&lt;img src="http://assets.thecreatorsproject.com/blog_article_images/images/000/041/339/rings-1_detail_em.jpg?1363705640" alt="" /&gt;&lt;/div&gt;&lt;p&gt;&lt;br&gt;&lt;/p&gt;
&lt;div class="image"&gt;&lt;img src="http://assets.thecreatorsproject.com/blog_article_images/images/000/041/340/hand-jewel-2_detail_em.jpg?1363705643" alt="" /&gt;&lt;/div&gt;&lt;p&gt;&lt;br&gt;&lt;/p&gt;
&lt;div class="image"&gt;&lt;img src="http://assets.thecreatorsproject.com/blog_article_images/images/000/041/341/head-1_detail_em.jpg?1363705646" alt="" /&gt;&lt;/div&gt;&lt;p&gt;&lt;br&gt;
&lt;a href="https://twitter.com/megyoungblood" target="_blank"&gt;@megyoungblood&lt;/a&gt;&lt;/p&gt;</description>
      <pubDate>Mon, 18 Mar 2013 13:50:58 -0400</pubDate>
      <link>http://thecreatorsproject.com/es-us/blog/what-if-salvador-dal%C3%AD-had-access-to-a-kinect</link>
      <guid isPermalink="false">blog/17489</guid>
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      <title>The Making Of Descender: Andrew Wyatt On Creativity, Violin Repair Stores, And Discontent Orchestras</title>
      <description>&lt;img src='http://assets.thecreatorsproject.com/blog_article_images/images/000/041/329/24_detail.jpg?1363697114'/&gt;&lt;br/&gt;&lt;p&gt;Is one month enough time to record your first solo album? Especially when the orchestra you&amp;#8217;re meant to be collaborating with have doubts about being able to perform the score you&amp;#8217;ve written? &lt;a href="http://news.andrewwyatt.net/filter/news" target="_blank"&gt;Andrew Wyatt&lt;/a&gt;, from &lt;a href="http://www.miikesnow.com/" target="_blank"&gt;Miike Snow&lt;/a&gt;, thought so and so begins the documentary shot by filmmaker &lt;a href="http://www.mlynarski.net/" target="_blank"&gt;Sebastian Mlynarski&lt;/a&gt; that peeks behind the curtain at the creative process and globe-trotting-against-the-clock that went into recording &lt;i&gt;Descender&lt;/i&gt;.&lt;/p&gt;
&lt;p&gt;In the documentary, Wyatt makes for an amiable and honest host. Quoting Roddy Piper lines from &lt;i&gt;They Live&lt;/i&gt;, he&amp;#8217;s a man battling his own self-imposed deadline, along with the hardships of working with the 75-piece &lt;a href="http://www.cityofpraguephilharmonicorchestra.co.uk/" target="_blank"&gt;Prague Philharmonic Orchestra&lt;/a&gt;, to come up with the goods and make an ambitious album that deviates from his previous work with Miike Snow, displaying a more personal and melodic approach.&lt;/p&gt;
&lt;p&gt;The creative process never runs smoothly, and in this doc we get an insight into the methods and intuitions that can inform an artwork, from its conception as an idea in your head to the act of setting the recording process in motion and actualizing the finished song. For instance, Wyatt talks about how the genesis of the album&amp;#8217;s first single &amp;#8220;And Septimus&amp;#8230;&amp;#8221; came from the simple act of looking in a violin repair store window. Wyatt&amp;#8217;s unassuming, relaxed, and matter-of-fact approach to creating the album gives a different representation of the creative process, one free of any prima donna-style antics, and full of self-mockery, reflection, and humor.&lt;/p&gt;
&lt;div class="image"&gt;&lt;img src="http://assets.thecreatorsproject.com/blog_article_images/images/000/041/331/4_detail_em.jpg?1363697119" alt="" /&gt;&lt;/div&gt;&lt;p&gt;&lt;br&gt;
A lively melancholy peppers the chords and recordings heard in the documentary, much like it does Wyatt&amp;#8217;s sincere observations on everything from the changing climate of music culture to inspiration and creative expression. &amp;#8220;Music for me is an instinctual thing, it&amp;#8217;s not a contrivance, it&amp;#8217;s a love thing.&amp;#8221; Wyatt says. &amp;#8220;A love thing that&amp;#8217;s connected to my senses combined with a need, and I can&amp;#8217;t actually control what that looks like.&amp;#8221;&lt;/p&gt;
&lt;p&gt;As well these candid insights the film also showcases Wyatt&amp;#8217;s deadpan style and presents the creative conflicts and cul-de-sacs that arise when you&amp;#8217;re trying to make an album that&amp;#8217;s intimate and personal to you. It&amp;#8217;s an honest look at the artistic tussle that takes place when creating an artwork while also giving us a glimpse of what we can expect from &lt;i&gt;Descender&lt;/i&gt; when it&amp;#8217;s released on &lt;span class="caps"&gt;INGRID&lt;/span&gt;/Downtown Records on April 16th.&lt;/p&gt;
&lt;p&gt;To find out a bit more about the experience (and the new album) we sent Wyatt and Mlynarski a few questions.&lt;/p&gt;
&lt;p&gt;&lt;b&gt;&lt;i&gt;First up Andrew Wyatt&amp;#8230;&lt;/i&gt;&lt;/b&gt;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;The Creators Project: Why did you give yourself only one month to record this new album?&lt;br /&gt;
Andrew Wyatt:&lt;/b&gt; It was all I had time for between MS tours.&lt;/p&gt;
&lt;p&gt;&lt;b&gt;What&amp;#8217;s it like recording with a 75-piece orchestra compared to a band? Intimidating?&lt;/b&gt;&lt;br /&gt;
It&amp;#8217;s like turning a huge ship, it doesn&amp;#8217;t bear last-minute decisions, everything must be anticipated far in advance. Very different from a rock band, which is infinitely more improvisational, maneuverable. Because of my underestimating of this we nearly had a couple of Costa Concordias along the way.&lt;/p&gt;
&lt;div class="image"&gt;&lt;img src="http://assets.thecreatorsproject.com/blog_article_images/images/000/041/330/2_detail_em.jpg?1363697116" alt="" /&gt;&lt;/div&gt;&lt;p&gt;&lt;i&gt;Prague Philharmonic Orchestra&lt;/i&gt;&lt;/p&gt;
&lt;div class="image"&gt;&lt;img src="http://assets.thecreatorsproject.com/blog_article_images/images/000/041/332/28_detail_em.jpg?1363697121" alt="" /&gt;&lt;/div&gt;&lt;p&gt;&lt;i&gt;&lt;a href="http://www.herofisher.com/" target="_blank"&gt;Hero Fisher&lt;/a&gt; recording with the orchestra&lt;/i&gt;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;There&amp;#8217;s a part in the documentary where you call the album &amp;#8220;the ruins of my grand ideas.&amp;#8221; The album sounds like quite a personal project&amp;#8212;was there a cathartic reason for doing it?&lt;/b&gt;&lt;br /&gt;
My life and my career have turned out quite different from what I&amp;#8217;d planned, also from what looked like was going to happen when I was, say, 21. In some way it has been far better, I think I am a far more compassionate person than I was. In some ways though my career in &amp;#8220;rock&amp;#8221; music was scuttled because I took almost 10 years off from music when I was in my 20s to deal with some personal issues. So yes, I wanted to redeem myself a bit… who doesn&amp;#8217;t??&lt;/p&gt;
&lt;p&gt;&lt;b&gt;What sort of musical directions did you want to explore on this album that you couldn&amp;#8217;t explore with the band?&lt;/b&gt;&lt;br /&gt;
I like to be oblique in a way that doesn&amp;#8217;t really work in Miike Snow, or that we haven&amp;#8217;t been able to figure out how to present beautifully. I think what brings us together in Miike Snow is our intense connection to pop music. What I&amp;#8217;ve heard Grimes call &amp;#8220;the pleasure center,&amp;#8221; which I love, we love hooks and I think for Miike Snow to work it has to be about hooks-first kind of music. Nothing wrong with that at all&amp;#8212;we are good at it, and we love that about each other. But there are also places where we don&amp;#8217;t overlap and I needed to address that to not feel that my life had been a waste of time.&lt;/p&gt;
&lt;p&gt;&lt;iframe width="640" height="360" src="http://www.youtube.com/embed/-jG0EiG9KIE" frameborder="0" allowfullscreen&gt;&lt;/iframe&gt;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;&lt;i&gt;Sebastian Mlynarski talks about making the documentary&amp;#8230;&lt;/i&gt;&lt;/b&gt;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;The Creators Project: The documentary sounds quite offbeat and reflective. How did you approach making it? What did you initially want to achieve? &lt;br /&gt;
Sebastian Mlynarski: &lt;/b&gt; Andrew is genuinely this &amp;#8220;cracked&amp;#8221; artist, someone who is very difficult to pin down.  From the onset, I knew that I couldn&amp;#8217;t just go out with a traditional film crew and capture him working. It had to be a very intimate experience, just me with a couple of cameras and a sound recorder. I needed to just be there and erase the whole idea of filming from his mind. I didn&amp;#8217;t want him to notice being recorded at all, I just wanted him to hang and let himself just be spontaneous and brilliant and I think that I achieved that. Andrew is like a machine gun, he keeps firing and as a filmmaker you always want to be the target.&lt;/p&gt;
&lt;p&gt;&lt;b&gt;And did this change at all as the documentary progressed?&lt;/b&gt;&lt;br /&gt;
As we spent more time together I begun to feel that something special was developing and that the film was ultimately going to be about the hardship of the creative process&amp;#8212;the moments that are less than glorious. I wanted him to talk very openly about this and I decided to wire him for audio but not roll video when I asked a series of personal questions. I think that I got the answers that I wouldn&amp;#8217;t have otherwise.&lt;/p&gt;
&lt;div class="image"&gt;&lt;img src="http://assets.thecreatorsproject.com/blog_article_images/images/000/041/333/44_detail_em.jpg?1363697124" alt="" /&gt;&lt;/div&gt;&lt;p&gt;&lt;i&gt;Fisher and Wyatt in a hotel room&lt;/i&gt;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;Sounds like you did quite a bit of traveling. Did this journeying around to different cities and cultures inform the style or tone?&lt;/b&gt;&lt;br /&gt;
The film was made during just over three days. I filmed for couple of hours in New York, two days in Prague with the orchestra, and one day while sightseeing outside of Prague. Maybe I slept for eight hours in total during this time. Kind of brutal. I recorded the audio interview with Andrew in the car going to Kutna Hora. This is why the quality of audio recording is pretty bad but the material I got was really good. The content is always much more important to me than the form. Andrew was very candid and able to just speak freely about what it means to him to be an artist. The entire narration of the film comes from that hour we spent together in the car.&lt;/p&gt;
&lt;p&gt;&lt;b&gt;Is there an anecdote from your time making the doc that you feel sums up the experience?&lt;/b&gt;&lt;br /&gt;
Because we all shared a suite in the hotel in Prague, the receptionist thought that we were swingers and she really wanted to &amp;#8220;get down&amp;#8221; with us. She still sends Andrew text messages asking when we are coming back&amp;#8230;&lt;/p&gt;
&lt;div class="image"&gt;&lt;img src="http://assets.thecreatorsproject.com/blog_article_images/images/000/041/334/46_detail_em.jpg?1363697127" alt="" /&gt;&lt;/div&gt;&lt;p&gt;&lt;br&gt;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;&lt;i&gt;And below Wyatt and Mlynarski discuss the upcoming music video for &amp;#8220;And Septimus&amp;#8230;&amp;#8221;&lt;/i&gt;&lt;/b&gt;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;The Creators Project: You&amp;#8217;ve just been out filming the music video for &amp;#8220;And Septimus…&amp;#8221; in Buenos Aires. Can you tell us a little of what we can expect and how it relates to the song?&lt;br /&gt;
Andrew Wyatt:&lt;/b&gt; The song has to do with the way that status is no barrier to unhappiness, that a preoccupation with it can intact prompt mental unrest. There is an underlying message to that effect in &lt;a href="http://en.wikipedia.org/wiki/Mrs_Dalloway" target="_blank"&gt;&lt;i&gt;Mrs. Dalloway&lt;/i&gt;&lt;/a&gt;, the Virginia Woolf novel from which the anecdote is partially taken. There are of course also experiences related from my own forays into mental illness.&lt;/p&gt;
&lt;p&gt;&lt;b&gt;Sebastian Mlynarski&lt;/b&gt;: In the treatment I wrote, Andrew turns into a character that is very much an exaggeration or maybe even a parody of a certain part of his personality. Andrew is an incredible performer and he really shines, while he takes on this persona. My interpretation of the song may have nothing to do with Andrew&amp;#8217;s intentions but what I heard in the song is some kind of a struggle for the extraordinary&amp;#8212;how we want the world to be just a bit better for us, but no matter how hard we try to lose ourselves in the abandon, we are always tethered, tied down to the earthly things like balloons filled with helium. While Andrew ventures into the world he is attached to a small speaker in his hotel room.&lt;/p&gt;
&lt;p&gt;&lt;b&gt;What made you want to shoot in Buenos Aires?&lt;br /&gt;
Wyatt:&lt;/b&gt; When Sebastian described the video to me it was just always there. Buenos Aires is the most surreal city I can think of and it fits the video perfectly for that reason.&lt;/p&gt;
&lt;p&gt;&lt;b&gt;Mlynarski:&lt;/b&gt; I always thought of Buenos Aires as a place where expats go to drop out. Where they go to invent new identities for themselves. It always seemed like the most perfect setting for this video. Andrew and I both visited there some years ago and we fell in love with the city and people there.&lt;/p&gt;
&lt;p&gt;&lt;b&gt;And how long before we get to see the result?&lt;br /&gt;
Wyatt:&lt;/b&gt; The video premieres the same day as &lt;i&gt;Descender&lt;/i&gt; is released, April 16th.&lt;/p&gt;
&lt;p&gt;&lt;i&gt;Pre-order the album &lt;/i&gt;Descender&lt;i&gt; out on Ingrid/Downtown Records April 16th &lt;a href="http://smarturl.it/AWDescender " target="_blank"&gt;on iTunes now&lt;/a&gt; and get the first single &amp;#8220;And Septimus…&amp;#8221; instantly.&lt;/p&gt;
&lt;p&gt;Pre-order the &lt;a href="http://andrewwyatt.bigcartel.com/product/descender-12-vinyl-pre-order" target="_blank"&gt;12&amp;quot; vinyl&lt;/a&gt; of &lt;/i&gt;Descender&lt;/p&gt;
&lt;p&gt;&lt;a href="https://twitter.com/#!/stewart23rd" target="_blank"&gt;@stewart23rd&lt;/a&gt;&lt;/p&gt;</description>
      <pubDate>Mon, 18 Mar 2013 12:49:48 -0400</pubDate>
      <link>http://thecreatorsproject.com/es-us/blog/the-making-of-idescenderi-andrew-wyatt-on-creativity-violin-repair-stores-and-discontent-orchestras</link>
      <guid isPermalink="false">blog/17488</guid>
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      <title>Of Mice And Mozart: Experimental Art Created By Snails And Rodents</title>
      <description>&lt;img src='http://assets.thecreatorsproject.com/blog_article_images/images/000/041/318/snail-img-1_detail.jpg?1363620352'/&gt;&lt;br/&gt;&lt;p&gt;Despite that most artists would cite nature as source of inspiration, very few actually incorporate living forms into their work (with the exception of &lt;a href="http://www.thecreatorsproject.com/creators/mira-calix" target="_blank"&gt;Mira Calix&lt;/a&gt;&amp;#8217;s &lt;a href="https://vimeo.com/3464083" target="_blank"&gt;&lt;i&gt;Nunu&lt;/i&gt;&lt;/a&gt;, of course. However, tech artists &lt;a href="http://www.quietensemble.com/home.html" target="_blank"&gt;Quiet Ensemble&lt;/a&gt; use rodents and insects&amp;#8212;pests that many a suburban house wife has tried desperately to extinguish from their garden&amp;#8212;in their new pieces &lt;a href="https://vimeo.com/57487491" target="_blank"&gt;&lt;i&gt;Orienta; è Qui Ora, Che Decido di Fermarm&lt;/i&gt;&lt;/a&gt; (&lt;i&gt;Orientation, It is Here Now, That I Decide to Stop&lt;/i&gt;) and &lt;a href="https://vimeo.com/61361494" target="_blank"&gt;&lt;i&gt;Orchestra Da Camera&lt;/i&gt;&lt;/a&gt; (&lt;i&gt;Chamber Orchestra&lt;/i&gt;).&lt;/p&gt;
&lt;p&gt;In our previous &lt;a href="http://www.thecreatorsproject.com/blog/user-preferences-tech-qa-with-quiet-ensemble" target="_blank"&gt;Q&amp;amp;A&lt;/a&gt; with Fabio di Salvo and Bernardo Vercelli, the duo that make up Quiet Ensemble, they told us how they &amp;#8220;focus on the greatness of small events, observing natural elements and mixing them with technology.&amp;#8221; In both of these new pieces this mixture of technology and small, overlooked natural details creates two unique and compelling pieces.&lt;/p&gt;
&lt;p&gt;In &lt;i&gt;Orchestra Da Camera&lt;/i&gt; (above), mice create a symphony by running on the always-metaphorical hamster wheel. Although the mechanisms are programmed with lullabies by Brahms, Schubert, and Mozart the active role of the mice, who decide when to pluck the music-box instruments by running on their wheels, alters the songs which become unrecognizable, and thus a creation of the mice themselves.&lt;/p&gt;
&lt;div class="image"&gt;&lt;img src="http://assets.thecreatorsproject.com/blog_article_images/images/000/041/318/snail-img-1_detail_em.jpg?1363620352" alt="" /&gt;&lt;/div&gt;&lt;p&gt;&lt;br&gt;&lt;/p&gt;
&lt;p&gt;&lt;i&gt;Orienta; è Qui Ora, Che Decido di Fermarm&lt;/i&gt; (above and below) takes a more visual approach to documenting the lives of these creatures. In this piece we visually follow a day&amp;#8217;s journey as taken by snails. Using light painting the trails are followed, turning &amp;#8220;a day in the life&amp;#8221; into abstract art.&lt;/p&gt;
&lt;p&gt;&lt;iframe src="http://player.vimeo.com/video/57487491" width="640" height="360" frameborder="0" webkitAllowFullScreen mozallowfullscreen allowFullScreen&gt;&lt;/iframe&gt;&lt;/p&gt;
&lt;p&gt;Oscar Wilde once wrote in &lt;a href="http://cogweb.ucla.edu/Abstracts/Wilde_1889.html" target="_blank"&gt;&lt;i&gt;The Decay of Lying&lt;/i&gt;&lt;/a&gt; how things become beautiful only because artists and poets have taught people to believe they are beautiful. Saying that, for example, although London has always been a grey, foggy city &amp;#8220;where, if not from the Impressionists, do we get those wonderful brown fogs that come creeping down our streets, blurring the gaslamps and changing the houses into monstrous shadows?&amp;#8221;&lt;/p&gt;
&lt;p&gt;With Wilde&amp;#8217;s life-imitating-art perspective in mind, perhaps the next time you see a snail you&amp;#8217;ll notice the beauty of its haphazard, snotty trail.&lt;/p&gt;
&lt;p&gt;&lt;a href="https://twitter.com/megyoungblood" target="_blank"&gt;@megyoungblood&lt;/a&gt;&lt;/p&gt;</description>
      <pubDate>Mon, 18 Mar 2013 11:25:57 -0400</pubDate>
      <link>http://thecreatorsproject.com/es-us/blog/of-mice-and-mozart-experimental-art-created-by-snails-and-rodents</link>
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      <title>Get Lost For A Few Moments In This Futuristic Anime Music Video </title>
      <description>&lt;img src='http://assets.thecreatorsproject.com/blog_article_images/images/000/041/314/easy_mat_zo_porter_robinson_detail.jpg?1363615604'/&gt;&lt;br/&gt;&lt;p&gt;Music videos and anime go waaaay back&amp;#8212;well at least to &lt;a href="http://www.daftpunk.com/" target="_blank"&gt;Daft Punk&lt;/a&gt;&amp;#8216;s 2001 album &lt;i&gt;Discovery&lt;/i&gt; anyway, which had tracks from the album set to episodic animations that, with their powers combined, formed the film &lt;a href="http://en.wikipedia.org/wiki/Interstella_5555:_The_5tory_of_the_5ecret_5tar_5ystem" target="_blank"&gt;&lt;i&gt;Interstella 5555: The 5tory of the 5ecret 5tar 5ystem&lt;/i&gt;&lt;/a&gt;. Following in this fine tradition is &lt;a href="http://www.louisandmccourt.com/" target="_blank"&gt;Louis &amp;amp; McCourt&lt;/a&gt;&amp;#8217;s video for &lt;a href="https://www.facebook.com/matzomusic" target="_blank"&gt;Mat Zo&lt;/a&gt; and &lt;a href="http://porterrobinsonofficial.com/" target="_blank"&gt;Porter Robinson&lt;/a&gt;’s &amp;#8220;Easy.&amp;#8221; Louis &amp;amp; McCourt are part of the animation collective &lt;a href="http://followtheline.co.uk/" target="_blank"&gt;The Line&lt;/a&gt;, who produced the vid.&lt;/p&gt;
&lt;div class="image"&gt;&lt;img src="http://assets.thecreatorsproject.com/blog_article_images/images/000/041/315/1_detail_em.jpg?1363615607" alt="" /&gt;&lt;/div&gt;&lt;p&gt;&lt;br&gt;&lt;/p&gt;
&lt;p&gt;Set in a futuristic Neo Tokyo world, it features a fashion model and her Pokémon-type flying pet. A model who&amp;#8217;s a little fed up with the demands made on her, so blasts about on her bike before unleashing some kind of explosive device and nuking everything in sight. Which means she ends up in a colorful forest full of pink trees&amp;#8212;as you do. The piece feels very &lt;i&gt;Akira&lt;/i&gt;-ish but with a more whimsical edge to it.&lt;/p&gt;
&lt;div class="image"&gt;&lt;img src="http://assets.thecreatorsproject.com/blog_article_images/images/000/041/316/2_detail_em.jpg?1363615611" alt="" /&gt;&lt;/div&gt;&lt;p&gt;&lt;br&gt;&lt;/p&gt;
&lt;p&gt;Much like the Daft Punk series, electronic music and anime make for great bedfellows&amp;#8212;if you had to imagine something in your head when hearing a trancey house number like this one, chances are it would involve futuristic anime.&lt;/p&gt;
&lt;p&gt;[via &lt;a href="https://vimeo.com/channels/staffpicks" target="_blank"&gt;Vimeo Staff Picks&lt;/a&gt;]&lt;/p&gt;
&lt;p&gt;&lt;a href="https://twitter.com/#!/stewart23rd" target="_blank"&gt;@stewart23rd&lt;/a&gt;&lt;/p&gt;</description>
      <pubDate>Mon, 18 Mar 2013 10:06:53 -0400</pubDate>
      <link>http://thecreatorsproject.com/es-us/blog/get-lost-for-a-few-moments-in-this-futuristic-anime-music-video</link>
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      <title>Darsha Hewitt's Electrostatic Bell Choir Turns Static Electricity Into A Mechanical Symphony </title>
      <description>&lt;img src='http://assets.thecreatorsproject.com/blog_article_images/images/000/041/308/Electrostatic_Bell_Choir_Darsha_Hewitt_detail.jpg?1363610210'/&gt;&lt;br/&gt;&lt;p&gt;As a child, many of us have been fascinated by occasionally receiving electric shocks when removing our sweaters or by our hair standing on end when in contact with a balloon. Assuming we were attentive during science class, most of us are familiar with static electricity. This phenomenon, resulting from an accumulation of electric charges, affects everyday objects.&lt;/p&gt;
&lt;p&gt;Some of them carry positive charges, others negative charges, and the effect of their opposing union can be unexpected.   It&amp;#8217;s these properties, particularly those of physicist &lt;a href="http://en.wikipedia.org/wiki/Andrew_Gordon_(Benedictine)" target="_blank"&gt;Andrew Gordon&lt;/a&gt;&amp;#8217;s &lt;a href="http://en.wikipedia.org/wiki/Lightning_bell" target="_blank"&gt;lightning bell&lt;/a&gt;, that nourish the thoughts of Canadian artist &lt;a href="http://www.darsha.org" target="_blank"&gt;Darsha Hewitt&lt;/a&gt; especially her piece &lt;a href="http://www.darsha.org/?cat=18" target="_blank"&gt;&lt;i&gt;Electrostatic Bell Choir&lt;/i&gt;&lt;/a&gt;, one of her most notable works. This electromechanical sound installation is fed by static electricity emitted from &lt;a href="http://en.wikipedia.org/wiki/Cathode_ray_tube" target="_blank"&gt;cathode ray tube (&lt;span class="caps"&gt;CRT&lt;/span&gt;)&lt;/a&gt;-based television screens. The energy collected is used as a kinetic driving force, producing movements and sounds.&lt;/p&gt;
&lt;p&gt;  During the 2013 edition of Montreal&amp;#8217;s &lt;a href="http://elektramontreal.ca/" target="_blank"&gt;Elektra&lt;/a&gt; festival in May, Hewitt will present a new configuration of &lt;i&gt;Electrostatic Bell Choir&lt;/i&gt;. To find out more about this latest iteration and how the project came about we contacted Hewitt and she revealed to us that she was on a mission to find old television sets. &amp;quot;I visit Montreal&amp;#8217;s best dirty basements, dark garages, and shitty piles of garbage these days.&amp;quot; she told us. These words motivated us to accompany her to one such place, which was covered in several inches of dust.&lt;/p&gt;
&lt;p&gt;&lt;b&gt;The Creators Project: Firstly, could you tell us where your interest in static electricity came from? What was the starting point for your artistic research?&lt;br /&gt;
Darsha Hewitt:&lt;/b&gt; This work grows out of a long and rigorous experimentation phase I carried out in my studio between 2010 to 2012. I wanted to wrap my head around radio propagation. I was quite fascinated by how energy from one machine could be carried invisibly by a wave through free space, bounced off of the ionosphere and then some other machine in some other part of the planet could tune itself to that wave, cast it away into the ground, and glean a communication signal from it.&lt;/p&gt;
&lt;p&gt;I tinkered a lot with AM radios, &lt;a href="http://en.wikipedia.org/wiki/Galena" target="_blank"&gt;galena crystals&lt;/a&gt;, and hand-wound coils much like early amateur radio enthusiasts would have done. However, I’ve never been interested in listening to human broadcasts. I’m much more intrigued by how radio can tap into the invisible dimensions that electronic technology inhabits (some might call it noise, interference, machine crosstalk, or electromagnetic radiation).&lt;/p&gt;
&lt;p&gt;&lt;iframe src="http://player.vimeo.com/video/42975667?portrait=0&amp;amp;color=ababab" width="640" height="360" frameborder="0" webkitAllowFullScreen mozallowfullscreen allowFullScreen&gt;&lt;/iframe&gt;&lt;br /&gt;
&lt;i&gt;Electrostatic Bell Choir, 2012&lt;/i&gt;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;I guess that&amp;#8217;s the path that led you to working with TVs thereafter. Can you explain to us why you later became so particularly interested in television mechanisms?&lt;/b&gt;&lt;br /&gt;
My preliminary research into analogue TV demonstrated that CRTs are in fact particle accelerators. Inside the tube a hot cathode shoots electrons through a vacuum and sprays them onto the surface of the tube. The result of this collision magically gives us our TV picture! So I figured that maybe by collecting a herd of these mini particle accelerators and doing tests with them I might start to understand what the hell is going on at &lt;a href="http://home.web.cern.ch/" target="_blank"&gt;&lt;span class="caps"&gt;CERN&lt;/span&gt;&lt;/a&gt; with the &lt;a href="http://thecreatorsproject.com/blog/the-large-hadron-collider-in-all-its-sublime-glory-gallery" target="_blank"&gt;Large Hadron Collider&lt;/a&gt; and just maybe the universe might start to make a bit more sense.&lt;/p&gt;
&lt;p&gt;&lt;b&gt;Okay, now that we understand the theoretical and experimental approaches that brought you to develop &lt;i&gt;Electrostatic Bell Choir&lt;/i&gt;, could you describe the installation for us in detail?&lt;/b&gt;&lt;br /&gt;
The installation takes place in a dark room where approximately 22 &lt;span class="caps"&gt;CRT&lt;/span&gt; TVs are cycling on and off in alternating sequences&amp;#8212;they are muted and tuned to empty ‘snowy’ channels. In front of each TV is a set of &lt;a href="http://en.wikipedia.org/wiki/Franklin_bells" target="_blank"&gt;electrostatic bells&lt;/a&gt;. Though I hand fabricated these ones out of brass and fitted them with bells I scavenged from rotary telephones and grandfather clocks, electrostatic bells are scientific instruments that date back to the 1700s. They are electroscopes and were originally used to demonstrate the presence and magnitude of electric charges by converting it into mechanical energy.&lt;/p&gt;
&lt;p&gt;When a cathode ray tube turns on it generates a bust of static electricity that builds up on the surface of the tube. So, as the TVs turn on, the static charges they emit agitate the &lt;a href="http://en.wikipedia.org/wiki/Electroscope#Pith-ball_electroscope" target="_blank"&gt;pith balls&lt;/a&gt; suspended from these apparatuses and causes them to waiver and strike bells as they oscillate between positive and negatively charged poles. I use solid state relays and a big fancy &lt;a href="http://arduino.cc/en/Main/arduinoBoardMega" target="_blank"&gt;Arduino Mega&lt;/a&gt; microcontroller in order to compose and manage the on/off sequencing of the TVs.&lt;/p&gt;
&lt;div class="image"&gt;&lt;img src="http://assets.thecreatorsproject.com/blog_article_images/images/000/041/310/EBC_5_detail_em.jpg?1363610215" alt="" /&gt;&lt;/div&gt;&lt;p&gt;&lt;br&gt;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;The televisions that we are helping you look for right now are for your installation at Elektra 2013. I&amp;#8217;m concluding that whenever you present work, it&amp;#8217;s unique. Since the beginnings of the choir, how much has the work evolved?&lt;/b&gt;&lt;br /&gt;
I’ve installed this artwork in some form or another and every time it&amp;#8217;s different&amp;#8212;it mainly changes based on the TVs that I’m able to source in the city I’m installing it in. I’m trying to be more ambitious with the sculptural elements of the work so there might be more stacking and TV pyramiding going on for the installation during Elektra.&lt;/p&gt;
&lt;p&gt;When I initially started doing experiments with the work I wasn’t even using bells. I started by hanging my fur coonskin cap in front of the TV and tried to figure out where the hell to go with this idea next as I watched the tail move back and forth as it was affected by the static. Midway through my research I was fortunate to receive an international work stipend from &lt;a href="http://www.edith-russ-haus.de/en/home.html" target="_blank"&gt;Edith-Russ-Haus für Medienkunst&lt;/a&gt;. Once I had money to put into the work I was able to spend all my time with it to turn it into something more interesting&amp;#8212;it has come a long way since then.&lt;/p&gt;
&lt;div class="image"&gt;&lt;img src="http://assets.thecreatorsproject.com/blog_article_images/images/000/041/309/EBC_14_detail_em.jpg?1363610212" alt="" /&gt;&lt;/div&gt;&lt;p&gt;&lt;br&gt;&lt;/p&gt;
&lt;div class="image"&gt;&lt;img src="http://assets.thecreatorsproject.com/blog_article_images/images/000/041/312/EBC_2_detail_em.jpg?1363610222" alt="" /&gt;&lt;/div&gt;&lt;p&gt;&lt;br&gt;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;Currently, what direction is your work going in? How will it evolve against technical constraints?&lt;/b&gt;&lt;br /&gt;
The work will definitely evolve in the future&amp;#8212;mainly in ways that I am not really looking forward to. Having chosen to work with obsolete technology, I am constantly challenged with technical issues. As other tools I rely on get updated and no longer ‘speak the same language’ of the old stuff I have to do a lot of problem solving to make them work together. For instance the newer &lt;span class="caps"&gt;CRT&lt;/span&gt; TVs&amp;#8212;which seem to creep up more and more as the artwork travels present frustrating challenges&amp;#8212;they were manufactured with failsafe features that are annoying for me to work around. I have a feeling that I will either have to retire the work completely at some point or totally make over the circuitry. I really would rather not do that because it would mean switching to another system that I would likely find a lot less intuitive to work with.&lt;/p&gt;
&lt;div class="image"&gt;&lt;img src="http://assets.thecreatorsproject.com/blog_article_images/images/000/041/311/EBC_11_detail_em.jpg?1363610219" alt="" /&gt;&lt;/div&gt;&lt;p&gt;&lt;br&gt;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;Finally, can you tell us more about your upcoming projects? &lt;i&gt;Daughters of Drone&lt;/i&gt; for example&amp;#8230;&lt;/b&gt;&lt;br /&gt;
The &lt;i&gt;Daughters of Drone&lt;/i&gt; only really exists in name but I’m pretty excited about what it will turn into. What I can tell you is that it will be a collaboration with one of my new favorite people: artist/electronic instrument inventor Peter Edwards of &lt;a href="http://casperelectronics.com/" target="_blank"&gt;Casper Electronics&lt;/a&gt; and it will likely involve modular synthesis, kits, and kids maybe.&lt;/p&gt;
&lt;p&gt;&lt;b&gt;Thanks Darsha and see you at Elektra!&lt;/b&gt;&lt;/p&gt;
&lt;p&gt;&lt;a href="https://twitter.com/princebenoit" target="_blank"&gt;@princebenoit&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;&lt;i&gt;All Photos: Darsha Hewitt&lt;/i&gt;&lt;/p&gt;</description>
      <pubDate>Mon, 18 Mar 2013 08:37:05 -0400</pubDate>
      <link>http://thecreatorsproject.com/es-us/blog/darsha-hewitts-ielectrostatic-bell-choiri-turns-static-electricity-into-a-mechanical-symphony</link>
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      <title>The Week In Links 3/15/13</title>
      <description>&lt;img src='http://assets.thecreatorsproject.com/blog_article_images/images/000/041/306/evolo_detail.jpg?1363370292'/&gt;&lt;br/&gt;&lt;p&gt;On the blog this week we saw how you could explore Montreal by &lt;a href="http://www.thecreatorsproject.com/blog/exploring-a-city-by-throwing-balls-into-the-sky" target="_blank"&gt;throwing balls in the air&lt;/a&gt;, got caught in the time-lapse abstractions of &lt;a href="http://www.thecreatorsproject.com/blog/time-lapsed-slugs-and-jellyfish-dreamlands-in-kurtis-houghs-abstract-films" target="_blank"&gt;Kurtis Hough&amp;#8217;s films&lt;/a&gt;. In &lt;span class="caps"&gt;LAYERS&lt;/span&gt; we dug deep into Rare Times&amp;#8217; &lt;a href="http://www.thecreatorsproject.com/blog/layers%C2%A0digging-deep-into-rare-times-no-ones-looking-out" target="_blank"&gt;&amp;#8220;No One&amp;#8217;s Looking Out&amp;#8221;&lt;/a&gt;, we said farewell to Amon Tobin&amp;#8217;s &lt;a href="http://www.thecreatorsproject.com/blog/amon-tobins-iisami-live-show-comes-to-an-end" target="_blank"&gt;&lt;i&gt;&lt;span class="caps"&gt;ISAM&lt;/span&gt;&lt;/i&gt;&lt;/a&gt; show, looked at the design studio behind &lt;a href="http://www.thecreatorsproject.com/blog/meet-the-design-studio-behind-dita-von-teeses-3d-printed-dress" target="_blank"&gt;Dita Von Teese&amp;#8217;s 3D-printed dress&lt;/a&gt;, discovered the bleak, toilsome world of video game &lt;a href="http://www.thecreatorsproject.com/blog/gamers-paradise-the-bleak-toilsome-world-of-icart-lifei" target="_blank"&gt;&lt;i&gt;Cart Life&lt;/i&gt;&lt;/a&gt;, and explored modular design with &lt;a href="http://www.thecreatorsproject.com/blog/making-the-mundane-cosmic-meet-modular-designers-arandalasch" target="_blank"&gt;Aranda\Lasch&lt;/a&gt;.&lt;/p&gt;
&lt;p&gt;And the rest of the web had this to say:&lt;/p&gt;
&lt;p&gt;&lt;b&gt;&amp;middot;&lt;/b&gt; This iPhone app lets you &lt;a href="http://www.youtube.com/watch?feature=player_embedded&amp;v=shN3-RTXX2A" target="_blank"&gt;wear someone else&amp;#8217;s face&lt;/a&gt;.&lt;/p&gt;
&lt;p&gt;&lt;b&gt;&amp;middot;&lt;/b&gt; What would St. Patrick&amp;#8217;s Day look like if you wore Google Glass? It would look like &lt;a href="http://www.youtube.com/watch?feature=player_embedded&amp;v=1GAd1QDcutc" target="_blank"&gt;this&lt;/a&gt;.&lt;/p&gt;
&lt;p&gt;&lt;b&gt;&amp;middot;&lt;/b&gt; Check out the insane designs from the winners of &lt;a href="http://www.evolo.us/category/2013/" target="_blank"&gt;eVolo&amp;#8217;s skyscraper competition&lt;/a&gt; (above).&lt;/p&gt;
&lt;p&gt;&lt;b&gt;&amp;middot;&lt;/b&gt; And the &lt;a href="http://www.youtube.com/watch?v=6redB3Xev14" target="_blank"&gt;latest &lt;span class="caps"&gt;PBS&lt;/span&gt; Off Book&lt;/a&gt; looks at the rise of the web comic.&lt;/p&gt;</description>
      <pubDate>Fri, 15 Mar 2013 13:58:14 -0400</pubDate>
      <link>http://thecreatorsproject.com/es-us/blog/the-week-in-links-31513</link>
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      <title>"Smart" Headphones Determine Your Mood And Choose Your Music For You</title>
      <description>&lt;img src='http://assets.thecreatorsproject.com/blog_article_images/images/000/041/303/mico_headphones_detail.jpg?1363367726'/&gt;&lt;br/&gt;&lt;p&gt;With so many ways and such a variety of music to choose from, deciding what music to listen to is a first world problem of the highest order. You&amp;#8217;re basically paralyzed with choice, plus we&amp;#8217;ve all been in a situation where you put on a song only to realize it wasn&amp;#8217;t really what you wanted, then had to skip through looking for something else. Life is hard.&lt;/p&gt;
&lt;p&gt;Japanese company &lt;a href="http://neurowear.com/news/index.html" target="_blank"&gt;Neurowear&lt;/a&gt;&amp;#8212;who came up with those &lt;a href="http://neurowear.com/projects_detail/necomimi.html" target="_blank"&gt;wearable cat ears&lt;/a&gt; and &lt;a href="http://thecreatorsproject.com/blog/wearable-cat-tail-and-tail-hat-read-your-mind-and-move-to-reflect-your-mood" target="_blank"&gt;cat tail&lt;/a&gt; that are controlled by your brain&amp;#8212;have created a set of headphones that will determine your mood and find the right songs to fit it. They&amp;#8217;re called &lt;a href="http://micobyneurowear.com/" target="_blank"&gt;Mico&lt;/a&gt; headphones and they use a brain sensor to determine whether you want to rock out to a bit of Motörhead or keep it real with some Justin Bieber.&lt;/p&gt;
&lt;p&gt;The headphones work in collaboration with an app which calibrates your brainwave via an &lt;a href="http://en.wikipedia.org/wiki/Electroencephalography" target="_blank"&gt;&lt;span class="caps"&gt;EEG&lt;/span&gt;&lt;/a&gt; sensor that&amp;#8217;s attached to the headphones. By reading your brain patterns it can determine your mood and then a song is selected and played from the Neurowear database that the software thinks will compliment your mood. That way you can free up your brain to make more important decisions, like what to get for lunch.&lt;/p&gt;
&lt;p&gt;You can check out the demo video above and the instruction video below.&lt;/p&gt;
&lt;p&gt;&lt;iframe width="640" height="360" src="http://www.youtube.com/embed/JyiXQgj_Nfk" frameborder="0" allowfullscreen&gt;&lt;/iframe&gt;&lt;/p&gt;
&lt;p&gt;[via &lt;a href="http://www.gizmag.com/neurowear-mico-headphones/26627/" target="_blank"&gt;Gizmag&lt;/a&gt;]&lt;/p&gt;
&lt;p&gt;&lt;a href="https://twitter.com/#!/stewart23rd" target="_blank"&gt;@stewart23rd&lt;/a&gt;&lt;/p&gt;</description>
      <pubDate>Fri, 15 Mar 2013 13:15:29 -0400</pubDate>
      <link>http://thecreatorsproject.com/es-us/blog/smart-headphones-determine-your-mood-and-choose-your-music-for-you</link>
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      <title>An Industrial Cityscape Abstracted Into A Moving Mosaic</title>
      <description>&lt;img src='http://assets.thecreatorsproject.com/blog_article_images/images/000/041/296/640_detail.jpg?1363296031'/&gt;&lt;br/&gt;&lt;p&gt;In &lt;a href="https://vimeo.com/60927386" target=”_blank"&gt;&lt;i&gt;Trouble in Utopia &lt;/i&gt;&lt;/a&gt; (above), artist &lt;a href="http://www.joehamilton.info/" target=”_blank"&gt;Joe Hamilton&lt;/a&gt; sets his kaleidoscopic gaze on an industrial cityscape. The result is a mosaic of moving parts&amp;#8212;colors and angles shift as a straight line, mimicking the horizon, plunges into the image. It&amp;#8217;s this movement, combined with the diegetic soundtrack, that recreates the experience of entering a landscape.&lt;/p&gt;
&lt;div class="image"&gt;&lt;img src="http://assets.thecreatorsproject.com/blog_article_images/images/000/041/296/640_detail_em.jpg?1363296031" alt="" /&gt;&lt;/div&gt;&lt;p&gt;&lt;br&gt;&lt;/p&gt;
&lt;div class="image"&gt;&lt;img src="http://assets.thecreatorsproject.com/blog_article_images/images/000/041/297/6400f_detail_em.jpg?1363296034" alt="" /&gt;&lt;/div&gt;&lt;p&gt;&lt;br&gt;&lt;/p&gt;
&lt;p&gt;This is not the first time Hamilton&amp;#8217;s work adresses issues of space and surroundings. In his 2011 digital art piece, &lt;a href="http://thecreatorsproject.com/blog/a-new-landscape-for-digital-art"&gt;&lt;i&gt;Hyper Geography&lt;/i&gt;&lt;/a&gt;, Hamilton composes icebergs and mountains out of found objects. Visitors to the project&amp;#8217;s &lt;a href="http://hypergeography.tumblr.com/" target=”_blank"&gt;Tumblr &lt;/a&gt; &amp;#8220;find&amp;#8221; these objects once again, only this time on a virtual platform.&lt;/p&gt;
&lt;p&gt;In both cases, Hamilton&amp;#8217;s digital creations are more overwhelming than their physical counterparts. His impulse is not to replicate the visuals of a multi-dimensional space, but the experience of exploring it.&lt;/p&gt;
&lt;p&gt;&lt;a href="twitter.com/tfbnght" target=”_blank"&gt;@tfbnght&lt;/a&gt;&lt;/p&gt;</description>
      <pubDate>Thu, 14 Mar 2013 17:20:37 -0400</pubDate>
      <link>http://thecreatorsproject.com/es-us/blog/an-industrial-cityscape-abstracted-into-a-moving-mosaic</link>
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      <title>Could You Rob And Steal From Innocent Women And Children? The Castle Doctrine Thinks You Can</title>
      <description>&lt;img src='http://assets.thecreatorsproject.com/blog_article_images/images/000/041/291/alarm_detail.jpg?1363285192'/&gt;&lt;br/&gt;&lt;p&gt;If you&amp;#8217;ve ever sat forlornly  at home staring at your Xbox and thinking &amp;#8220;Now when is someone going to bring out a massively-multiplayer game about burglary and home defense?&amp;#8221;&amp;#8212;then today is your lucky day. Because that someone is &lt;a href="http://hcsoftware.sourceforge.net/jason-rohrer/" target="_blank"&gt;Jason Rohrer&lt;/a&gt;, the leftfield video game designer who&amp;#8217;s previously made games about the &lt;a href="http://hcsoftware.sourceforge.net/gravitation/" target="_blank"&gt;creative process&lt;/a&gt;, &lt;a href="http://www.esquire.com/features/best-and-brightest-2008/rohrer-game" target="_blank"&gt;consciousness&lt;/a&gt;, and &lt;a href="http://cultivation.sourceforge.net/" target="_blank"&gt;gardening&lt;/a&gt;.&lt;/p&gt;
&lt;p&gt;His latest title called &lt;a href="http://thecastledoctrine.net/" target="_blank"&gt;&lt;i&gt;The Castle Doctrine&lt;/i&gt;&lt;/a&gt; is launched today and is set in the nineties with a plot that sounds like &lt;a href="http://www.imdb.com/title/tt0074156/" target="_blank"&gt;&lt;i&gt;Assault on Precinct 13&lt;/i&gt;&lt;/a&gt; but transposed to your home. &amp;#8220;It&amp;#8217;s 1991, and things are bad.&amp;#8221; says the description. &amp;#8220;You&amp;#8217;re a guy with a wife, two kids, and a house. You&amp;#8217;re nearly broke, but you know that they&amp;#8217;ll be coming soon for what you&amp;#8217;ve got left, hundreds of them.&amp;#8221;&lt;/p&gt;
&lt;p&gt;So it goes. As well as defending your house from oncoming invaders by laying traps and through cunning design you must also wander around your neighborhood and turn into a burglar yourself&amp;#8212;prowling through vacant homes like the opportunist you might well become should the apocalypse one day come to destroy the world, in an attempt to rack up the dollars and get to the top of the leaderboard.&lt;/p&gt;
&lt;div class="image"&gt;&lt;img src="http://assets.thecreatorsproject.com/blog_article_images/images/000/041/292/CD_detail_em.jpg?1363285194" alt="" /&gt;&lt;/div&gt;&lt;p&gt;&lt;br&gt;&lt;/p&gt;
&lt;p&gt;It&amp;#8217;s not the sort of video game you can play just for mindless escapism, not without reflecting on the horrors you&amp;#8217;ve committed to those poor, innocent pixels. In &lt;a href="http://www.rockpapershotgun.com/2013/03/07/castle-doctrine-preview-2/" target="_blank"&gt;part one&lt;/a&gt; of his review Alec Meer, from &lt;a href="http://www.rockpapershotgun.com/" target="_blank"&gt;Rock, Paper, Shotgun&lt;/a&gt;, says about the game&amp;#8217;s setup of defend and steal: &amp;#8220;It is cold, so cold.&amp;#8221; Going on to say &amp;#8220;And yet, wordlessly, I felt the pull to protect the three randomly-named, distinguishing feature-free family members (one wife, two children) I was assigned.&amp;#8221; Part of that pull, he says, is the vulnerability of the little pixelated people that Rohrer presents to you. People that begin the game living in nothing but an empty grey box with just a vault, and it&amp;#8217;s your job to design it into the Fort Knox of suburbia to stave off the marauding hordes.&lt;/p&gt;
&lt;div class="image"&gt;&lt;img src="http://assets.thecreatorsproject.com/blog_article_images/images/000/041/301/cd2_detail_em.jpg?1363353199" alt="" /&gt;&lt;/div&gt;&lt;p&gt;&lt;br&gt;&lt;/p&gt;
&lt;p&gt;Rather than just pitting you as the hero, out to protect the world from the thieving masses, the game mires you in moral ambiguity&amp;#8212;you&amp;#8217;re aren&amp;#8217;t just a protector of your family, but a thief too. From another player&amp;#8217;s perspective you&amp;#8217;re to be feared, out to rob as much money as you can, killing other players&amp;#8217; families and destroying their property to get what you want which perpetuates a cycle of revenge. Meer calls it a horror game where the player is &amp;#8220;both victim and monster&amp;#8221; and it&amp;#8217;s this duality that makes the game so subversive.&lt;/p&gt;
&lt;p&gt;&lt;i&gt;Images via &lt;a href="http://www.rockpapershotgun.com/" target="_blank"&gt;Rock, Paper, Shotgun&lt;/a&gt;&lt;/i&gt;&lt;/p&gt;
&lt;p&gt;&lt;a href="https://twitter.com/#!/stewart23rd" target="_blank"&gt;@stewart23rd&lt;/a&gt;&lt;/p&gt;</description>
      <pubDate>Thu, 14 Mar 2013 14:20:03 -0400</pubDate>
      <link>http://thecreatorsproject.com/es-us/blog/could-you-rob-and-steal-from-innocent-women-and-children-ithe-castle-doctrinei-thinks-you-can</link>
      <guid isPermalink="false">blog/17471</guid>
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      <title>VEGA ZAISHI WANG's S/S 2013 Collection Echoes The Intergalactic Vision Of Alpha Lyrae</title>
      <description>&lt;img src='http://assets.thecreatorsproject.com/blog_article_images/images/000/041/283/Shadowbox-4_detail.jpg?1363282845'/&gt;&lt;br/&gt;&lt;p&gt;&lt;span class="caps"&gt;VEGA&lt;/span&gt; &lt;span class="caps"&gt;ZAISHI&lt;/span&gt; WANG&amp;#8217;s S/S 2013 collection, &lt;a href="http://www.vegawang.com/collection02.asp?ClassId=44" target="_blank"&gt;&lt;i&gt;&lt;span class="caps"&gt;NGC&lt;/span&gt; 6312&lt;/i&gt;&lt;/a&gt; consists of beautifully constructed garments featuring prints of constellations, reminding us of her special &lt;a href="http://www.thecreatorsproject.com/gallery/alphalyrae/#.UUIlFlsiGBk" target="_blank"&gt;Alpha Lyrae&lt;/a&gt; collection she produced in collaboration with The Creators Project last year. Although this season&amp;#8217;s collection doesn&amp;#8217;t use electroluminescent fabrics, it still embodies Wang&amp;#8217;s impeccable sense of style, and utilizes the ultimate symbol of technology and progress—space.&lt;/p&gt;
&lt;div class="image"&gt;&lt;img src="http://assets.thecreatorsproject.com/blog_article_images/images/000/041/283/Shadowbox-4_detail_em.jpg?1363282845" alt="" /&gt;&lt;/div&gt;&lt;p&gt;&lt;br&gt;&lt;/p&gt;
&lt;div class="image"&gt;&lt;img src="http://assets.thecreatorsproject.com/blog_article_images/images/000/041/285/Shadowbox-1_detail_em.jpg?1363284503" alt="" /&gt;&lt;/div&gt;&lt;p&gt;&lt;br&gt;&lt;/p&gt;
&lt;div class="image"&gt;&lt;img src="http://assets.thecreatorsproject.com/blog_article_images/images/000/041/286/Shadowbox-2_detail_em.jpg?1363284507" alt="" /&gt;&lt;/div&gt;&lt;p&gt;&lt;br&gt;&lt;/p&gt;
&lt;div class="image"&gt;&lt;img src="http://assets.thecreatorsproject.com/blog_article_images/images/000/041/287/Shadowbox-3_detail_em.jpg?1363284511" alt="" /&gt;&lt;/div&gt;&lt;p&gt;&lt;br&gt;&lt;/p&gt;
&lt;div class="image"&gt;&lt;img src="http://assets.thecreatorsproject.com/blog_article_images/images/000/041/289/Shadowbox-5_detail_em.jpg?1363284679" alt="" /&gt;&lt;/div&gt;&lt;p&gt;&lt;br&gt;&lt;/p&gt;
&lt;div class="image"&gt;&lt;img src="http://assets.thecreatorsproject.com/blog_article_images/images/000/041/290/Shadowbox-6_detail_em.jpg?1363284683" alt="" /&gt;&lt;/div&gt;&lt;p&gt;&lt;br&gt;
&lt;i&gt;For more on Vega Zaishi Wang&amp;#8217;s&lt;/i&gt; Alpha Lyrae&lt;i&gt; collection, check out the videos below.&lt;/i&gt;&lt;/p&gt;
&lt;p&gt;&lt;iframe width="640" height="360" src="http://www.youtube.com/embed/LAivuHjhOpA" frameborder="0" allowfullscreen&gt;&lt;/iframe&gt;&lt;/p&gt;
&lt;p&gt;&lt;iframe width="640" height="360" src="http://www.youtube.com/embed/BmBe1sJRp8o" frameborder="0" allowfullscreen&gt;&lt;/iframe&gt;&lt;/p&gt;
&lt;p&gt;&lt;a href="https://twitter.com/megyoungblood" target="_blank"&gt;@megyoungblood&lt;/a&gt;&lt;/p&gt;</description>
      <pubDate>Thu, 14 Mar 2013 13:40:49 -0400</pubDate>
      <link>http://thecreatorsproject.com/es-us/blog/vega-zaishi-wangs-ss-2013-collection-echoes-the-intergalactic-vision-of-ialpha-lyraei</link>
      <guid isPermalink="false">blog/17470</guid>
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      <title>A Projected Sculpture That Bathes The Audience In A Pool Of Shadow</title>
      <description>&lt;img src='http://assets.thecreatorsproject.com/blog_article_images/images/000/041/279/tearing-shadows_robert-seidel_1_detail.jpg?1363279219'/&gt;&lt;br/&gt;&lt;p&gt;&lt;a href="http://www.2minds.de/" target="_blank"&gt;Robert Seidel&lt;/a&gt;&amp;#8216;s experimental animations are a curious hybrid of abstract shapes wrought from biological entities and scientific processes. Strange forms flit in and out of view, catching the corner of your eye. To look at the films you wouldn&amp;#8217;t immediately notice the scientific connection, but once you know you can see that some of the shapes have an ancestry with the weird lifeforms that float around the ocean and live deep underwater.&lt;/p&gt;
&lt;p&gt;His latest piece is a projected sculpture called &lt;i&gt;Tearing Shadows&lt;/i&gt; currently showing at the &lt;a href="http://www.401contemporary.com/" target="_blank"&gt;401contemporary&lt;/a&gt; gallery in Berlin, which looks like the living skeletal frame of some ancient lifeform. As visitors walk around it, they experience different audiovisual compositions&amp;#8212;bathed in the shadows of the piece they also become part of the artwork as their shadows mingle with the sculpture&amp;#8217;s and the two become inseperable.&lt;/p&gt;
&lt;p&gt;To learn more about how Seidel created the piece, I emailed off some questions.&lt;/p&gt;
&lt;p&gt;&lt;b&gt;The Creators Project: Lots of your visuals are based on biological forms&amp;#8212;is that the same with this piece?&lt;br /&gt;
Robert Seidel:&lt;/b&gt; For this installation I decided not to work in fully digital terms with regards the sculptural forms and the projection. For the latter I went back to some old &amp;#8220;real world&amp;#8221; painting experiments&amp;#8212;like in my animations &lt;a href="http://vimeo.com/robertseidel/e3" target="_blank"&gt;E3&lt;/a&gt; and &lt;a href="http://vimeo.com/robertseidel/futures" target="_blank"&gt;&lt;i&gt;Futures&lt;/i&gt;&lt;/a&gt;&amp;#8212;and explored the painterly qualities of everyday objects. So in that sense it is “biological”, or “physicochemical” even, since it deals with processes like thermodynamics and chemical kinetics.&lt;/p&gt;
&lt;p&gt;Different vignettes of these natural but visually abstract processes were composed into an experimental film, which was then refitted to the sculpture to create different tableaux vivants for &lt;i&gt;Tearing Shadows&lt;/i&gt;. The film essentially reshapes the object with the help of projected light (two synchronised beamers). Since the sculpture and the projection are developed organically I wouldn&amp;#8217;t call it &amp;#8220;projection mapping&amp;#8221; but more &amp;#8220;spontaneous mapping&amp;#8221;. I love the idea that images and shapes come together and influence each other. To tie everything closer together there are a lot of &amp;#8220;fake shadows&amp;#8221;&amp;#8212;some on the wall are real, others are projected. The projected ones are moving slowly to it seems the sculpture is constantly moving.&lt;/p&gt;
&lt;div class="image"&gt;&lt;img src="http://assets.thecreatorsproject.com/blog_article_images/images/000/041/282/tearing-shadows_robert-seidel_5_detail_em.jpg?1363279227" alt="" /&gt;&lt;/div&gt;&lt;p&gt;&lt;br&gt;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;How does the audience become part of the artwork? Is it reactive to them?&lt;/b&gt;&lt;br /&gt;
The audience is allowed to walk within the installation, so people become projection surfaces or shadows themselves. Overall the structures are so light, that they move by even the slightest wind of the audience walking around. And the shapes are very open and staggered, from different viewpoints you see a radically different sculpture&amp;#8212;so wandering becomes an integral part of the artwork. This is true for classic sculpture as well, but the changing audio and video helps motivate the exploration of the spatial dimension. The documentation video pushes this idea even further with lots of dolly shots reimagining the visitor’s trails.&lt;/p&gt;
&lt;div class="image"&gt;&lt;img src="http://assets.thecreatorsproject.com/blog_article_images/images/000/041/280/tearing-shadows_robert-seidel_2_detail_em.jpg?1363279222" alt="" /&gt;&lt;/div&gt;&lt;p&gt;&lt;br&gt;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;The music in the trailer seems to have a slightly sinister tone to it. Is this the same as the audio in the piece? And what was the intention behind this?&lt;/b&gt;&lt;br /&gt;
The sound of the piece and the documentation are basically the same. They are based on different field recordings and compositional sketches I did occasionally over the last two years. It&amp;#8217;s quite dense and changes mood abruptly over a period of 10 minutes. Since it&amp;#8217;s not synched to the projection video of six minutes, it creates quite different constellations and blurs the dimension of the video loop.&lt;/p&gt;
&lt;p&gt;I think my entire body of film and installation work shares a sinister or dramatic tone&amp;#8212;for this work it might be more obvious since the musical mood skips like an old record. Also, the changing stereo placement is not for capturing the viewer in the black box of the cinema, but to explore a space and follow these audiovisual trails.&lt;/p&gt;
&lt;div class="image"&gt;&lt;img src="http://assets.thecreatorsproject.com/blog_article_images/images/000/041/281/tearing-shadows_robert-seidel_3_detail_em.jpg?1363279225" alt="" /&gt;&lt;/div&gt;&lt;p&gt;&lt;br&gt;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;How did you go about creating the actual shape of the sculpture itself? What influenced its design?&lt;/b&gt;&lt;br /&gt;
First I did drawings to find general shapes, like I usually do for all my projects. Their influences are varied, but mostly from nature and travelling. Then they were sketched on and cut from plastic foil. This time I decided not to use laser cutting like in &lt;a href="http://vimeo.com/robertseidel/blackmirror" target="_blank"&gt;&lt;i&gt;Black Mirror&lt;/i&gt;&lt;/a&gt;, but to cut the pieces by myself, which influences the visual vocabulary a lot.&lt;/p&gt;
&lt;p&gt;The drawn lines on some of the shapes add another layer to the complexity of the pieces, which makes the installation a three dimensional drawing as well. Some of these pen traces are leftovers of the original sketches, others are created to change the compositional weighting of the forms. Most of the fragments were reshaped by heating or burning the foil&amp;#8212;creating holes, bends, and shrinkage.&lt;/p&gt;
&lt;p&gt;In the end I had a lot of single pieces created in my studio, which were then arranged and hung in the gallery space. So the final composition of the installation came to live there for the first time. Changing an installation based on the architectural and structural conditions of the place keeps the work fresh for me, making the setup part of the artistic process, not just a necessary evil.&lt;/p&gt;
&lt;p&gt;&lt;a href="https://twitter.com/#!/stewart23rd" target="_blank"&gt;@stewart23rd&lt;/a&gt;&lt;/p&gt;</description>
      <pubDate>Thu, 14 Mar 2013 12:40:30 -0400</pubDate>
      <link>http://thecreatorsproject.com/es-us/blog/a-projected-sculpture-that-bathes-the-audience-in-a-pool-of-shadow</link>
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      <title>Making The Mundane Cosmic: Meet Modular Designers Aranda\Lasch</title>
      <description>&lt;img src='http://assets.thecreatorsproject.com/blog_article_images/images/000/041/271/aranda_lasch_detail.jpg?1363272358'/&gt;&lt;br/&gt;&lt;p&gt;Crystallography, molecular structures, cosmology&amp;#8212;three things that aren&amp;#8217;t usually associated with designing a chair or a house, but these scientific subjects are what architects and designers &lt;a href="http://www.arandalasch.com/" target="_blank"&gt;Aranda\Lasch&lt;/a&gt; mine to create their modular designs that emulate the infinite.&lt;/p&gt;
&lt;p&gt;It&amp;#8217;s an approach that favors systems over principles, building structures that can replicate in an endless amount of ways like a living system, growing into a variety of possibilities to create abstract forms that challenge our notions of what an object has to look like. Which is why they look to disciplines like crystallography for inspiration and guidance.&lt;/p&gt;
&lt;p&gt;While crystallography might seem like it&amp;#8217;s pretty far removed from how to design a chair or a building, it&amp;#8217;s actually informing how designers look at the products we use every day&amp;#8212;computer chips, cell phone batteries&amp;#8212;and is, as Benjamin Aranda says &amp;#8220;driving an invention in material culture.&amp;#8221;These ideas might not be so familiar to the average person, but for designers they&amp;#8217;re shaping how they think about the processes and structures that go into creating an object.&lt;/p&gt;
&lt;p&gt;Christopher Lasch defines the companies design ethic as: &amp;#8220;For us design is about putting in place a process from which you can guarantee surprises.&amp;#8221; Surprises that are built using algorithms and formed from fractal anatomies, allowing the duo to find the endless in an object&amp;#8212;whether that&amp;#8217;s creating a bridge from octahedrons or a &lt;a href="http://www.thecreatorsproject.com/creators/yeasayer-casey-reas" target="_blank"&gt;crystalline stage set&lt;/a&gt; for &lt;a href="http://www.yeasayer.net/" target="_blank"&gt;Yeasayer&lt;/a&gt;. As Benjamin Aranda explains: &amp;#8220;Our understanding of modularity is something that&amp;#8217;s not quite obvious or fixed, something that can be a tool for finding infinite variation.&amp;#8221;&lt;/p&gt;
&lt;p&gt;&lt;i&gt;Check out some of their design work below&amp;#8230;&lt;/i&gt;&lt;/p&gt;
&lt;div class="image"&gt;&lt;img src="http://assets.thecreatorsproject.com/blog_article_images/images/000/041/272/5881978737_d75bac0013_b_detail_em.jpg?1363274674" alt="" /&gt;&lt;/div&gt;&lt;p&gt;The Morning Line&lt;i&gt; by Matthew Ritchie with Aranda\Lasch and Arup &lt;span class="caps"&gt;AGU&lt;/span&gt;&lt;/i&gt;&lt;/p&gt;
&lt;p&gt;&lt;br&gt;&lt;/p&gt;
&lt;div class="image"&gt;&lt;img src="http://assets.thecreatorsproject.com/blog_article_images/images/000/041/273/5547759493_31a4bc8933_b_detail_em.jpg?1363274677" alt="" /&gt;&lt;/div&gt;&lt;p&gt;&lt;i&gt;Modern Primitive House&lt;/i&gt;&lt;/p&gt;
&lt;p&gt;&lt;br&gt;&lt;/p&gt;
&lt;div class="image"&gt;&lt;img src="http://assets.thecreatorsproject.com/blog_article_images/images/000/041/274/5548053235_4316db6000_o_detail_em.jpg?1363274680" alt="" /&gt;&lt;/div&gt;&lt;p&gt;&lt;i&gt;20 Bridges for Central Park&lt;/i&gt;&lt;/p&gt;
&lt;p&gt;&lt;br&gt;&lt;/p&gt;
&lt;div class="image"&gt;&lt;img src="http://assets.thecreatorsproject.com/blog_article_images/images/000/041/275/3501907472_a067927f8c_b_detail_em.jpg?1363274684" alt="" /&gt;&lt;/div&gt;&lt;p&gt;&lt;i&gt;Opera House&lt;/i&gt;&lt;/p&gt;
&lt;p&gt;&lt;br&gt;&lt;/p&gt;
&lt;div class="image"&gt;&lt;img src="http://assets.thecreatorsproject.com/blog_article_images/images/000/041/276/3190859953_3152e9b355_b_detail_em.jpg?1363274688" alt="" /&gt;&lt;/div&gt;&lt;p&gt;&lt;i&gt;Color Shift&lt;/i&gt;&lt;/p&gt;
&lt;p&gt;&lt;br&gt;&lt;/p&gt;
&lt;div class="image"&gt;&lt;img src="http://assets.thecreatorsproject.com/blog_article_images/images/000/041/277/3192675000_f705be81a8_b_detail_em.jpg?1363274691" alt="" /&gt;&lt;/div&gt;&lt;p&gt;&lt;i&gt;10-Mile Spiral&lt;/i&gt;&lt;/p&gt;
&lt;p&gt;&lt;br&gt;&lt;/p&gt;
&lt;div class="image"&gt;&lt;img src="http://assets.thecreatorsproject.com/blog_article_images/images/000/041/278/3307341172_40f4c2ac25_b_detail_em.jpg?1363274695" alt="" /&gt;&lt;/div&gt;&lt;p&gt;&lt;i&gt;Grotto&lt;/i&gt;&lt;/p&gt;
&lt;p&gt;&lt;a href="https://twitter.com/#!/stewart23rd" target="_blank"&gt;@stewart23rd&lt;/a&gt;&lt;/p&gt;</description>
      <pubDate>Thu, 14 Mar 2013 10:46:02 -0400</pubDate>
      <link>http://thecreatorsproject.com/es-us/blog/making-the-mundane-cosmic-meet-modular-designers-arandalasch</link>
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      <title>BFFA3AE: 3 BFFs Are Making Some Rly Rad Meta Net Art</title>
      <description>&lt;img src='http://assets.thecreatorsproject.com/blog_article_images/images/000/041/263/BFFImg2_detail.jpg?1363203698'/&gt;&lt;br/&gt;&lt;p&gt;Internet art collective &lt;a href="http://bestfriendsbestfriendsbestfriendsbestfriends.com/" target="_blank"&gt;BFFA3AE&lt;/a&gt; (Best Friends Forever And 3ver And Ever) are surpassing their peers in what&amp;#8217;s now a crowded virtual community by creating some seriously thought-provoking net art. The trio&amp;#8217;s work is not just confined to the digital sphere, the group has created pieces that transcend the boundaries between the digital and physical worlds as well.&lt;/p&gt;
&lt;p&gt;Through net art, the crew aims to examine the implications of the ever-multiplying ties between people and technology. In doing so they have created a kind of meta-net art which occupies the post-internet stratosphere. Their creative output consists of an examination of internet graphics and memes through net art itself. Using the same tropes found in obnoxious internet advertising and tween-curated Tumblrs, BFFA3AE have found an interesting way to force-feed the internet its very own banality. They offer us, as viewers, an outlet by which we can ruminate on the role the internet has played in transforming our very psyches.&lt;/p&gt;
&lt;p&gt;The three friends, &lt;a href="http://bestfriendsbestfriendsbestfriendsbestfriends.com/luphoa/" target="_blank"&gt;Daniel Chew&lt;/a&gt;, Matthew Gaffney, and &lt;a href="http://bestfriendsbestfriendsbestfriendsbestfriends.com/mica/" target="_blank"&gt;Micaela Durand&lt;/a&gt;,  met in film school and first collaborated in 2007 on a blog. Their artistic output over the years has expanded to include a variety of self-aware digital pieces. Like a great deal of net art, BFFA3AE products are informed by irony. The &amp;#8220;crap&amp;#8221; factor is turned way up in some pieces like &lt;a href="http://www.youtube.com/watch?v=-viYcZOvD90" target="_blank" a&gt;&lt;i&gt;uh duh yeah&lt;/i&gt;&lt;/a&gt; and &lt;a href="http://www.youtube.com/watch?v=B9segtUGD-k&amp;list=PL6C84E6CD698CEAEB" target="_blank"a&gt;&lt;i&gt;the initiation of something&lt;/i&gt;&lt;/a&gt;. But their work goes beyond examination of the gaudiness of the internet and also showcases the ways in which our virtual existence has creeped into, and even subsumed, our everyday lives.&lt;/p&gt;
&lt;p&gt;One of their really striking pieces is &lt;a href="http://turbulence.org/Works/BFFA3AE/" target="_blank"&gt;&lt;i&gt;This and that thought&lt;/i&gt;&lt;/a&gt;, a minimalist, interactive website which employs the soft-spoken speech recognition cyborg lady from the good old days of floppy discs and beige-toned bubble monitors. Her familiar voice speaks in a paradoxically stress-inducing monotone and rambles on about TV, office parties, and even her internal agony about picking out a color for her new car. &amp;#8220;The new iPods are out of stock,&amp;#8221; she laments, &amp;#8220;I want to kill myself.&amp;#8221;&lt;/p&gt;
&lt;div class="image"&gt;&lt;img src="http://assets.thecreatorsproject.com/blog_article_images/images/000/041/266/BFFSnap_copy_detail_em.jpg?1363205638" alt="" /&gt;&lt;/div&gt;&lt;p&gt;&lt;a href="http://turbulence.org/Works/BFFA3AE/" target="_blank"&gt;Turbulence,&lt;/a&gt;&lt;i&gt; 2011.&lt;/i&gt;&lt;/p&gt;
&lt;p&gt;The piece as a whole is a clever comment on digital-age induced alienation, but one that goes beyond the typical rhetoric. Shallowness and banality are unfortunately inherent in the human experience. Yet underneath the monotonous diary-like ruminations of this bore-of-a-cyborg, there are flashes of &amp;#8220;true&amp;#8221; emotion. Loneliness reigns even for this normy as she cooes, &amp;#8220;this is the best part of my day because I know I won&amp;#8217;t be bothered.&amp;#8221;&lt;/p&gt;
&lt;p&gt;The group has experimented with social media and connected outlets all over the internet. Through pieces like &lt;i&gt;the time is now&lt;/i&gt; they&amp;#8217;ve established a presence on YouTube, OkCupid, flickr, Twitter, Tumblr, GoogleDocs, Blingee, and beyond—effectively &amp;#8220;winning the internet&amp;#8221; with a single virtual installation created for the Klaus Gallery. But the crew is also pushing beyond the confines of the browser interface, and utilizing their curatorial capabilities, have created a book of their own. No doubt it had to be an e-book.&lt;/p&gt;
&lt;p&gt;&lt;i&gt;Ad Book&lt;/i&gt; is the product of their labors, published by &lt;a href="http://www.badlandsunlimited.com/books.html" target="_blank"&gt;Badlands Unlimited&lt;/a&gt;. The project features artists from around the world who were solicited by BFFA3AE to contribute an ad to the book—the contributors had to purchase the space, and in doing so, BFFA3AE created a project that in the very process of its conception was an exploration in advertising. And the output is something really quite awesome. &lt;i&gt;Ad Book&lt;/i&gt; creates an e-book like no other, one that is different each time you look at it, and user-malleable on multiple levels. The book is &lt;a href="https://itunes.apple.com/us/book/ad-book/id587279050?mt=11"target="_blank"&gt;currently available for purchase at the Apple iBookstore&lt;/a&gt;, and is at its best on an iPad.&lt;/p&gt;
&lt;p&gt;&lt;img src="http://www.viceland.com/viceblog/596747705.gif" width="640" height="360" /&gt;&lt;/p&gt;
&lt;p&gt;&lt;br&gt;
&lt;b&gt;The Creators Project spoke with BFFA3AE about their process and latest project. Read all about &lt;i&gt;AD &lt;span class="caps"&gt;BOOK&lt;/span&gt;&lt;/i&gt; below, and the first five people to email us at editor@thecreatorsproject.com will win a free &lt;i&gt;AD &lt;span class="caps"&gt;BOOK&lt;/span&gt;&lt;/i&gt; promo code! Make sure to put &amp;#8220;BFFA3AE AD &lt;span class="caps"&gt;BOOK&lt;/span&gt;&amp;#8221; in the subject line.&lt;/b&gt;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;The Creators Project: You&amp;#8217;ve been exploring the ways the internet affects culture since 2007 on your blog, but have since expanded to include film, performance, and installation art. What led you to diversify your endeavors?&lt;/b&gt;&lt;br /&gt;
&lt;b&gt;Daniel:&lt;/b&gt; When we first started making art in 2007, we were interested in what was happening online with surf clubs. It was a way of having a conversation where each post, while seemingly obliquely cobbled together, somehow spoke to the post before and after it. The dialogue produced was a mix between an investment in Internet culture and an examination of it at the same time. We were interested in not only partaking in such a community, but also the way in which this community (and the sociality connected to it) affected our physical lives. Naturally, this lead us to explore these ideas beyond the limits of a browser interface. Also, the three of us met in film school, so we already had a practice that existed beyond the Internet and it was only a matter of time until we started to merge the two.&lt;/p&gt;
&lt;p&gt;&lt;b&gt;Can you describe your approach to net art? How has it evolved since 2007 when you guys first started out?&lt;/b&gt;&lt;br /&gt;
&lt;b&gt;Mica:&lt;/b&gt;I’d like to answer this Q with these stamps I collected from deviantART while trying to solicit a cover artist for Badlands’ upcoming romance novel. I think the following do a good job of representing our hanging out since 2007. Some of these are just things we have to live with (ie. glasses) but has probably impacted our work more than you know.&lt;/p&gt;
&lt;p&gt;&lt;img src="http://www.viceland.com/viceblog/9618762all.gif" width="550" height="243" /&gt;&lt;/p&gt;
&lt;p&gt;Whatever we care about atm is what we’ve always made art about. That’s still true today except there’s different content we like to think about. Most recently our topic of interest was Selena Gomez’s online/offline relationship with Demi Lovato that we expressed through customized stickers at &lt;a href="http://twentyfourseventhreesixtyfive.biz/neoteny.html" target="_blank"&gt;247365 Gallery&lt;/a&gt;.&lt;/p&gt;
&lt;p&gt;&lt;b&gt;It’s almost difficult to separate net art from net-reality in some cases, is this the point? Do you feel like this is the point?&lt;/b&gt;&lt;br /&gt;
&lt;b&gt;Matt:&lt;/b&gt; I guess a lot of our work has been based around bringing online aspects into a more physical/tangible form, or reality as you say. I think it’s interesting that &lt;i&gt;AD &lt;span class="caps"&gt;BOOK&lt;/span&gt;&lt;/i&gt; is easily held. I don’t know if I’d call it &lt;i&gt;the&lt;/i&gt; point but it’s definitely &lt;i&gt;a&lt;/i&gt; point.&lt;/p&gt;
&lt;p&gt;&lt;b&gt;I take BFFA3AE’s art to be meta-net-art… do you agree?&lt;/b&gt;&lt;br /&gt;
&lt;b&gt;Daniel:&lt;/b&gt; Yes.&lt;/p&gt;
&lt;p&gt;&lt;b&gt;How do you want your audience to interact with pieces like &lt;i&gt;AD &lt;span class="caps"&gt;BOOK&lt;/span&gt;&lt;/i&gt;?&lt;/b&gt;&lt;br /&gt;
&lt;b&gt;Mica:&lt;/b&gt; Definitely you should zoom (pretty nice retina display on iPad). Wait for the GIFs to load. Browse it, screencap it, hack it, any suggestions we are down for. The book is for anyone by anyone.&lt;/p&gt;
&lt;p&gt;&lt;b&gt;&lt;i&gt;AD &lt;span class="caps"&gt;BOOK&lt;/span&gt;&lt;/i&gt; is totally genre-bending, do you consider it an installation? An exhibition in which BFFA3AE are the curators?&lt;/b&gt;&lt;br /&gt;
&lt;b&gt;Matt:&lt;/b&gt; I usually refer to &lt;i&gt;AD &lt;span class="caps"&gt;BOOK&lt;/span&gt;&lt;/i&gt; as a project as opposed to a show or exhibition. I think curators (or maybe organizers?) is still an appropriate label for us here, but there’s also a vagueness as to our role vs. the contributors’ role that I find interesting, like where does our part end and their part begin?&lt;br /&gt;
&lt;b&gt;Mica:&lt;/b&gt; Purchase the book to find out!&lt;/p&gt;
&lt;div class="image"&gt;&lt;img src="http://assets.thecreatorsproject.com/blog_article_images/images/000/041/265/BFFImg3_detail_em.jpg?1363205007" alt="" /&gt;&lt;/div&gt;&lt;p&gt;&lt;br&gt;
&lt;b&gt;Can you tell me more about the collaboration process that’s going into the making of &lt;i&gt;AD &lt;span class="caps"&gt;BOOK&lt;/span&gt;&lt;/i&gt;— What&amp;#8217;s been your criteria for the artists you&amp;#8217;ve selected thus far? Is it just like the advertising system that dominates the internet in that it’s only based on the willingness of the advertiser to pay a fee?&lt;/b&gt;&lt;br /&gt;
&lt;b&gt;Matt:&lt;/b&gt; We started with a pretty basic open call that proliferated through different networks, stemming from our own. We were not directly involved with the creation of any ad, but since the majority were made specifically for us/the book, I’d like to think the context we set up for each artist played some small part in their creation.&lt;/p&gt;
&lt;p&gt;&lt;b&gt;How do you feel about online advertising, and advertising in general? Why do you feel it’s something worthy of consideration and artistic output?&lt;/b&gt;&lt;br /&gt;
&lt;b&gt;Mica:&lt;/b&gt; Everyone does it, is how I feel about advertising. Apple is a pretty great advertiser. People are buying stuff at the Apple Store nonstop (so many software updates). Everytime I’m there I take a Photo Booth pic. I like to advertise in the advertisement. I try to output something daily (Instagram, Twitter, Vine) which is basically advertising stuff I like and like to think about. What is your art if it isn’t stuff you are advertising?&lt;/p&gt;
&lt;p&gt;&lt;b&gt;Why did you choose to use a reader platform?&lt;/b&gt;&lt;br /&gt;
&lt;b&gt;Matt:&lt;/b&gt; We all have a history growing up with media in different forms to the extent that our frame of mind changes from medium to medium, and we wanted to tap into that subconscious context someone would be in while using a reader platform vs. something different.&lt;br /&gt;
&lt;b&gt;Mica:&lt;/b&gt; We thought if we were going to make a book we wanted it to be a book we didn’t have to really make. It takes people years to make a book and &lt;i&gt;ain’t nobody got time for that&lt;/i&gt;. The idea of &lt;i&gt;AD &lt;span class="caps"&gt;BOOK&lt;/span&gt;&lt;/i&gt; felt enticing because it became about everybody else. Also e-books make reading more web-like. You don’t read it like a book. You browse. Open up to any page. Stay on the page that feels good. You read it as a creative act. It’s supposed to feel like how we see art today. And now it’s a published experience.&lt;/p&gt;
&lt;p&gt;&lt;iframe width="640" height="360" src="http://www.youtube.com/embed/FVBVdcrorIQ?feature=player_detailpage" frameborder="0" allowfullscreen&gt;&lt;/iframe&gt;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;It’s great that the ad for &lt;i&gt;AD &lt;span class="caps"&gt;BOOK&lt;/span&gt;&lt;/i&gt; submissions even fulfills some of the expectations of advertising found in the dark corners of the interweb, like that .zip file that’s instantly downloaded to my computer. In what other ways have you programmed &lt;i&gt;AD &lt;span class="caps"&gt;BOOK&lt;/span&gt;&lt;/i&gt; to sort of assault you like other forms of internet advertising?&lt;/b&gt;&lt;br /&gt;
&lt;b&gt;Mica:&lt;/b&gt; GIFs make assault very possible.&lt;/p&gt;
&lt;p&gt;&lt;b&gt;What are your thoughts on Justin Bieber?&lt;/b&gt;&lt;br /&gt;
&lt;b&gt;Mica:&lt;/b&gt; I’m a bielieber.&lt;br /&gt;
&lt;b&gt;Dan:&lt;/b&gt; I’m Team Selena.&lt;br /&gt;
&lt;b&gt;Matt:&lt;/b&gt; ?idk i fl weird.&lt;/p&gt;
&lt;p&gt;&lt;a href="https://twitter.com/MlleDisser" target="_blank"&gt;@MlleDisser&lt;/a&gt;&lt;/p&gt;</description>
      <pubDate>Wed, 13 Mar 2013 15:41:41 -0400</pubDate>
      <link>http://thecreatorsproject.com/es-us/blog/bffa3ae-3-bffs-are-making-some-rly-rad-meta-net-art</link>
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      <title>Gamer's Paradise: The Bleak, Toilsome World Of Cart Life</title>
      <description>&lt;img src='http://assets.thecreatorsproject.com/blog_article_images/images/000/041/256/UpWorkerHarder_detail.jpg?1363186851'/&gt;&lt;br/&gt;&lt;p&gt;&lt;i&gt;In this recurring column, Leigh Alexander visits exciting new creative frontiers in the video game space, which is seeing a period of incredible growth and diversification, attracting new talent, and demonstrating intriguing innovation. Here she’ll cover emerging artists, trends, and so much more.&lt;/i&gt;&lt;/p&gt;
&lt;p&gt;There are countless games about simulating careers. In a fascinating twist, simulating work—building, management, buying and selling—is among our favorite ways to play, when it comes to games. The distractionware era brought on by our idle-time second screens, Facebook and smartphone platforms have given rise to uncountable management sims: Build a town from scratch, run a restaurant, manage an apartment building, a hotel.&lt;/p&gt;
&lt;p&gt;These tiny persistent universes often cost us real money, too—usually only pocket change, but we can elect to toss a little bit at our virtual empires to reduce the friction, to ease the rate of growth, or to customize and personalize.&lt;/p&gt;
&lt;div class="image"&gt;&lt;img src="http://assets.thecreatorsproject.com/blog_article_images/images/000/041/258/UpWorkHarder3_detail_em.jpg?1363187182" alt="" /&gt;&lt;/div&gt;&lt;p&gt;&lt;br&gt;
On its face, multiple-category &lt;a href="http://www.igf.com/" target="_blank"&gt;&lt;span class="caps"&gt;IGF&lt;/span&gt;&lt;/a&gt; nominee &lt;a href="http://www.richardhofmeier.com/cartlife/" target="_blank"&gt;&lt;i&gt;Cart Life&lt;/i&gt;&lt;/a&gt; is another life sim, where players take the role of a cart vendor who’s just started a hopeful new venture. As expected, you have to buy inventory, set the price, and manage your own expenses in the hope of growth, but that’s only the surface.&lt;/p&gt;
&lt;p&gt;In the game’s bleak, coarse grayscale pixel world, you’re in charge of every action in the story of your character, and you do choose to play as a unique character, rather than some avatar that stands in for your own entrepreneurial ambitions. The basic version of the game lets you play as Andrus, a Ukranian immigrant who practices English by translating poetry and has a pet cat in tow, or Melanie, a divorced mom prone to headaches who’s fighting for custody of her daughter.&lt;/p&gt;
&lt;p&gt;You’ll have to remember to pay rent, buy groceries, perhaps try to make friends in the community. If you have time. Time in &lt;i&gt;Cart Life&lt;/i&gt; passes mercilessly, with no opportunity to correct for things you’ve missed. Skipping meals makes the characters despondent, even ill, and impedes their ability to function at work. If Andrus doesn’t buy cigarettes and smoke them regularly, he’s prone to sneezing fits that slow him up. And no matter what’s at stake during the workday, Melanie has to be there to pick her daughter up after school.&lt;/p&gt;
&lt;div class="image"&gt;&lt;img src="http://assets.thecreatorsproject.com/blog_article_images/images/000/041/257/UpWorkHarder2_detail_em.jpg?1363187137" alt="" /&gt;&lt;/div&gt;&lt;p&gt;&lt;br&gt;
The mechanics of the game are extremely intimate, combining a keyboard and mouse. The daily task of sorting newspapers at Andrus’ newsstand, for example, involves a sequence of typing minigames and clicking, which abstracts, but reinforces the mundanity of cutting the plastic ties, folding them and setting them out.&lt;/p&gt;
&lt;p&gt;It can’t help but feel like a conscious subversion of modern games that thrive on gentle training, immediate rewards, tangible learning curves—&lt;i&gt;Cart Life&lt;/i&gt; doesn’t teach, assist, remind. There’s no magic goals list, just the general, intuitive task of survival.&lt;/p&gt;
&lt;div class="image"&gt;&lt;img src="http://assets.thecreatorsproject.com/blog_article_images/images/000/041/259/UpWorkHarder4_copy_detail_em.jpg?1363187207" alt="" /&gt;&lt;/div&gt;&lt;p&gt;&lt;br&gt;
For example, when you play as Melanie, the game doesn’t write down customer orders for you. As if you were a real coffee vendor, you simply have to use your memory. Failure gives you no opportunity to re-do; you can only press on, and try to do better next time. You learn, and you improve, and there’s no fanfare, no prize. Your only reward is that you learned and improved.&lt;/p&gt;
&lt;p&gt;It’s not fun; in fact, it’s incredibly bleak. Most players will have to suffer gruelingly through plenty of the color-drained, arduous game days before they start to feel even a bit like they’re on top of anything. But &lt;i&gt;Cart Life&lt;/i&gt; has wowed the community and earned so many nominations (Excellence in Narrative, the Nuovo award, and the coveted Seumas McNally Grand Prize) because of the incredibly touching humanity, even nobility it manages to find in the act of eking out a hard life, day after day.&lt;/p&gt;
&lt;p&gt;The game’s the work of one man, &lt;a href="http://www.richardhofmeier.com/" target="_blank"&gt;Richard Hofmeier&lt;/a&gt; (he hired musicians for the game’s chippy soundtrack). He himself &lt;a href="http://www.gamasutra.com/view/news/184595/Road_to_the_IGF_Richard_Hofmeiers_Cart_Life.php#.UUCOxmOYbAJ" target="_blank"&gt;describes his own game&lt;/a&gt; as “weird, toilsome, boring,” and yet says it was important to him to make something “realistic,” a game that teaches what life is like.&lt;/p&gt;
&lt;p&gt;&lt;i&gt;Cart Life&lt;/i&gt; engenders incredible empathy for its characters, whose pixel-faces leave so much to the imagination. Every day we brush their teeth as they droop blearily before their bathroom mirror; we ache for the vulnerabilities of their burdened bodies as we see them in the shower.&lt;/p&gt;
&lt;div class="image"&gt;&lt;img src="http://assets.thecreatorsproject.com/blog_article_images/images/000/041/256/UpWorkerHarder_detail_em.jpg?1363186851" alt="" /&gt;&lt;/div&gt;&lt;p&gt;&lt;br&gt;
When you just want to give Andrus a chance to chat at the grocery store, but he’s too tired to talk to anyone, you feel for the isolated immigrant trying to build a life. You can’t help but think about those who toil thanklessly at the smallest tasks and get by with whatever small pleasures they can—or reflect on times you may have had to do so yourself. Rather than an empowerment fantasy that takes you out of your day for a blissful minute, &lt;i&gt;Cart Life&lt;/i&gt; has the odd power to throw your life into sharp relief.&lt;/p&gt;
&lt;p&gt;Anything whatsoever you can build for the characters feels a little lonesome and hard-won, but somehow lovelier for that fact. It’s gutting and un-fun, but powerful in a wonderfully simple way. Games have been clamoring to give us more “over the top” power, more control, more ease of access and more “epic wins” with every passing year, but &lt;i&gt;Cart Life&lt;/i&gt; feels like a reminder of how deeply games can communicate the value of small victories.&lt;/p&gt;
&lt;p&gt;&lt;i&gt;Screen grabs courtesy of &lt;a href="http://www.richardhofmeier.com/" target="_blank"&gt;Richard Hofmeier&lt;/a&gt;&lt;/i&gt;.&lt;/p&gt;
&lt;p&gt;Previously: &lt;a href="http://www.thecreatorsproject.com/blog/gamers-paradise-exploring-the-beautiful-pitiless-isuper-hexagoni" target="_blank"&gt;Exploring The Beautiful, Pitiless &lt;i&gt;Super Hexagon&lt;/i&gt;&lt;/a&gt;.&lt;/p&gt;
&lt;p&gt;&lt;a href="https://twitter.com/leighalexander/" target="_blank"&gt;@leighalexander&lt;/a&gt;&lt;/p&gt;</description>
      <pubDate>Wed, 13 Mar 2013 11:00:55 -0400</pubDate>
      <link>http://thecreatorsproject.com/es-us/blog/gamers-paradise-the-bleak-toilsome-world-of-icart-lifei</link>
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      <title>Jin-Yo Mok Uses Simplicity To Construct Awe-Inspiring Artworks</title>
      <description>&lt;img src='http://assets.thecreatorsproject.com/blog_article_images/images/000/041/254/Jin-Yo-Mok_SoniColumn_detail.jpg?1363183002'/&gt;&lt;br/&gt;&lt;p&gt;Last month a &lt;a href="http://www.latimes.com/entertainment/arts/culture/la-et-cm-lacma-seoul-20130213,0,7159521.story" target="_blank"&gt;group of US museums&lt;/a&gt; shipped over 168 American artworks&amp;#8212;from Native American art to Jackson Pollack&amp;#8212;to the &lt;a href="http://www.museum.go.kr/main/index/index002.jsp" target="_blank"&gt;National Museum of Korea&lt;/a&gt; in Seoul, which will reciprocate by sending the museums some Korean art from the &lt;a href="http://en.wikipedia.org/wiki/Joseon" target="_blank"&gt;Chosun period&lt;/a&gt; next year. It&amp;#8217;s a cultural exchange that will help both countries further understand each other&amp;#8217;s artistic heritage, from the European influence on American art to how Korean art shifted from &lt;a href="http://en.wikipedia.org/wiki/Korean_Confucianism" target="_blank"&gt;Confucianism&lt;/a&gt; ideals to more realistic representation.&lt;/p&gt;
&lt;p&gt;Skip forward 100 odd years from the end of the Chosun period and you have a new crop of Korean artists who are making their mark in the world and living and working in America. One of these is New York-based &lt;a href="http://www.thecreatorsproject.com/creators/jin-yo-mok" target="_blank"&gt;Jin-Yo Mok&lt;/a&gt; who uses technology to engage his audience in a more direct and immediate way, so they&amp;#8217;re free of the need to know an art history degree&amp;#8217;s worth of info about the artist to appreciate the work. &amp;#8220;For me the most important moment is when someone walks into somewhere like a gallery and meets an art piece. There and then, at that very moment, the value of the piece is determined, and the message is delivered,&amp;#8221; he says in the video above.&lt;/p&gt;
&lt;p&gt;&lt;iframe src="http://player.vimeo.com/video/61515575?portrait=0&amp;amp;color=ababab" width="640" height="360" frameborder="0" webkitAllowFullScreen mozallowfullscreen allowFullScreen&gt;&lt;/iframe&gt;&lt;/p&gt;
&lt;p&gt;&lt;iframe src="http://player.vimeo.com/video/61515576?portrait=0&amp;amp;color=ababab" width="640" height="360" frameborder="0" webkitAllowFullScreen mozallowfullscreen allowFullScreen&gt;&lt;/iframe&gt;&lt;br /&gt;
&lt;i&gt;Noble Mono&lt;/i&gt;&lt;/p&gt;
&lt;p&gt;His works have included sound installations like &lt;i&gt;Sonic Column&lt;/i&gt;, an &lt;span class="caps"&gt;LED&lt;/span&gt; column that lights up and plays music as you touch it, and &lt;i&gt;E-&lt;span class="caps"&gt;MAN&lt;/span&gt;&lt;/i&gt;, an online entity that became an offline interactive sculpture. He&amp;#8217;s also made large scale works&amp;#8212;like &lt;i&gt;Noble Mono&lt;/i&gt; (above) a layered 10,000 &lt;span class="caps"&gt;LED&lt;/span&gt; facade for a Seoul department store&amp;#8212;that reflects his approach of engaging audiences through playful, simple ways, using technology as a facilitator. &amp;#8220;The design aspects of artworks sometimes start from technology.&amp;#8221; he explains. &amp;#8220;And from new technologies new ideas blossom. From that, sometimes a new form appears also. The search for beauty within that then becomes art.&amp;#8221;&lt;/p&gt;
&lt;p&gt;Last year he made headlines with &lt;a href="http://jonpasang.com/?portfolio=hypermatrix" target="_blank"&gt;&lt;i&gt;Hyper-Matrix&lt;/i&gt;&lt;/a&gt;, created by his new media art group &lt;a href="http://jonpasang.com/" target="_blank"&gt;Jonpasang&lt;/a&gt;. This &amp;#8220;kinetic landscape&amp;#8221; was made for the Hyundai Motor Group Exhibition Pavilion and used a huge grid of computerized pistons to animate a wall of Styrofoam blocks. It was a feat of precise engineering and jaw-dropping spectacle as the cubes shift into various patterns in a fluid, hypnotizing motion (just listen to the gasps of the crowds in the vids below).&lt;/p&gt;
&lt;p&gt;&amp;#8220;I want technology to become more simplified so we can understand better,&amp;#8221; he says. &amp;#8220;And I want to make more obvious art that doesn&amp;#8217;t hold any secrets.&amp;#8221;&lt;/p&gt;
&lt;p&gt;&lt;iframe src="http://player.vimeo.com/video/46857169?portrait=0&amp;amp;color=ababab" width="640" height="360" frameborder="0" webkitAllowFullScreen mozallowfullscreen allowFullScreen&gt;&lt;/iframe&gt;&lt;/p&gt;
&lt;p&gt;&lt;iframe src="http://player.vimeo.com/video/61514824?portrait=0&amp;amp;color=ababab" width="640" height="360" frameborder="0" webkitAllowFullScreen mozallowfullscreen allowFullScreen&gt;&lt;/iframe&gt;&lt;br /&gt;
&lt;i&gt;Hyper-Matrix&lt;/i&gt;&lt;/p&gt;
&lt;p&gt;&lt;a href="https://twitter.com/#!/stewart23rd" target="_blank"&gt;@stewart23rd&lt;/a&gt;&lt;/p&gt;</description>
      <pubDate>Wed, 13 Mar 2013 09:56:47 -0400</pubDate>
      <link>http://thecreatorsproject.com/es-us/blog/jin-yo-mok-uses-simplicity-to-construct-awe-inspiring-artworks</link>
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      <title>Yang Yongliang's New Ancient Chinese Art</title>
      <description>&lt;img src='http://assets.thecreatorsproject.com/blog_article_images/images/000/041/248/sleepless_wonderland_detail.jpg?1363109044'/&gt;&lt;br/&gt;&lt;p&gt;&lt;a href="http://en.wikipedia.org/wiki/William_Blake" target="_blank"&gt;William Blake&lt;/a&gt; may have seen a world in a grain of sand, but Chinese artist &lt;a href="http://www.thecreatorsproject.com/creators/yang-yongliang" target="_blank"&gt;Yang Yongliang&lt;/a&gt; shows us a city in a noodle bowl. Mountains jut out from the dinnerware, their majesty dwarfed by their situation, in the cityscapes of Taipei, the capital of Taiwan, which Yongliang serves us in silvery hues through his photographic manipulations. &lt;i&gt;A Bowl of Taipei&lt;/i&gt; is one of three collections featured in &amp;#8220;Silent Valley,&amp;#8221; Yongliang&amp;#8217;s solo show that opens Thursday, March 14th in Paris at the &lt;a href="http://www.galerieparisbeijing.com/" target="_blank"&gt;Galerie Paris-Beijing&lt;/a&gt;.&lt;/p&gt;
&lt;div class="image"&gt;&lt;img src="http://assets.thecreatorsproject.com/blog_article_images/images/000/041/249/4_detail_em.jpg?1363109051" alt="" /&gt;&lt;/div&gt;&lt;p&gt;A Bowl of Taipei&lt;i&gt;, 2012&lt;/i&gt;&lt;/p&gt;
&lt;p&gt;Yongliang has pioneered a method of adapting traditional Chinese art forms to new media techniques. From a young age, the Shanghai-based artist was classically trained in painting and calligraphy, studying under a great master. Worried that these ancient forms will become lost in China&amp;#8217;s modernization, Yongliang set out to find a way to use new media to translate traditional landscape painting to the digital age. His mixture of photography, video, and animation highlights the collision of old and new both in his techniques and in his subject matter: China&amp;#8217;s rapidly developing cities.&lt;/p&gt;
&lt;p&gt;&lt;i&gt;Silent Valley&lt;/i&gt;, the collection of black-and-white photos after which Yongliang&amp;#8217;s Paris show is named, juxtapose a figure of ancient Chinese wisdom against scenes of destructive industrialization. A woman in white wanders through misty landscapes reminiscent of painters from the &lt;a href="http://en.wikipedia.org/wiki/Song_Dynasty" target="_blank"&gt;Song Dynasty&lt;/a&gt;&amp;#8216;s depictions of ancient China. But as you look closer you see evidence of China&amp;#8217;s urbanization, a crane in the distance, a sign for a minefield. Because the landscapes are classically presented, these traces of industrialization are jarring and evocative.&lt;/p&gt;
&lt;div class="image"&gt;&lt;img src="http://assets.thecreatorsproject.com/blog_article_images/images/000/041/250/snake_and_grenade_detail_em.jpg?1363109056" alt="" /&gt;&lt;/div&gt;&lt;p&gt;&lt;br&gt;&lt;/p&gt;
&lt;div class="image"&gt;&lt;img src="http://assets.thecreatorsproject.com/blog_article_images/images/000/041/251/wolf_and_landmines_detail_em.jpg?1363109064" alt="" /&gt;&lt;/div&gt;&lt;p&gt;&lt;i&gt;From the&lt;/i&gt; Silent Valley&lt;i&gt; series, 2012&lt;/i&gt;.&lt;/p&gt;
&lt;p&gt;Although his subject matter is the same Yongliang&amp;#8217;s approach is the polar opposite to another artist depicting China&amp;#8217;s industrial growth: &lt;a href="http://www.google.com/search?gcx=c&amp;q=edward+burtynsky&amp;um=1&amp;ie=UTF-8&amp;hl=en&amp;tbm=isch&amp;source=og&amp;sa=N&amp;tab=wi&amp;ei=ImA_UcKrI8Xw0gHlkYHwCg&amp;biw=1170&amp;bih=595&amp;sei=KmA_UY75OIiw0AGc7YD4Dg" target="_blank"&gt;Edward Burtynsky&lt;/a&gt;, known for his manufactured landscapes of China where natural sights very rarely make their way into the frame. But while Burtynsky&amp;#8217;s work is that of an outsider approaching China with a Western gaze, Yongliang represents the contemporary country and it&amp;#8217;s the artist&amp;#8217;s intimacy with the subject matter that makes the images so striking.&lt;/p&gt;
&lt;p&gt;The third collection of photos that will featured in the Yongliang&amp;#8217;s exhibition is titled &lt;i&gt;Moonlight&lt;/i&gt;, and documents a cityscape through the phases of the moon&amp;#8217;s waxing and waning. Although again the landscape is classically framed, the city&amp;#8217;s lights remind us that this is current day China. Even during the full moon, the city&amp;#8217;s lights are brighter than the moonlight.&lt;/p&gt;
&lt;div class="image"&gt;&lt;img src="http://assets.thecreatorsproject.com/blog_article_images/images/000/041/252/full_moon_detail_em.jpg?1363109071" alt="" /&gt;&lt;/div&gt;&lt;p&gt;&lt;i&gt;From the &lt;/i&gt;Moonlight&lt;i&gt; series, 2012.&lt;/i&gt;&lt;/p&gt;
&lt;p&gt;Yongliang&amp;#8217;s black-and-white photos are beautiful in the traditional sense of the word. It&amp;#8217;s this beauty that becomes tragic when the subject matter is ugly, the destruction and devastation of the landscape. But although the show will undoubtedly make viewers think about the effects of uncontrolled expansion and industrialization on the environment, there is more love than judgement in Yongliang&amp;#8217;s gaze. And it&amp;#8217;s that love for China past and present that makes his photos hard to forget.&lt;/p&gt;
&lt;p&gt;&lt;i&gt;Find out more about Yang Yongliang&amp;#8217;s work in our documentary below&lt;/i&gt;&amp;#8230;&lt;/p&gt;
&lt;p&gt;&lt;iframe width="640" height="360" src="http://www.youtube.com/embed/ZgYdQUn-cIk" frameborder="0" allowfullscreen&gt;&lt;/iframe&gt;&lt;/p&gt;
&lt;p&gt;&lt;i&gt;Yang Yongliang&amp;#8217;s Silent Valley will run from March 14-April 27 at Galerie Paris-Beijing, 54 Rue du Vertbois-75003 Paris, France.&lt;/i&gt;&lt;/p&gt;
&lt;p&gt;&lt;i&gt;All images courtesy of Galerie Paris-Beijing.&lt;/i&gt;&lt;/p&gt;
&lt;p&gt;&lt;a href="https://twitter.com/CreatorsProject" target="_blank"&gt;@CreatorsProject&lt;/a&gt;&lt;/p&gt;</description>
      <pubDate>Tue, 12 Mar 2013 13:24:36 -0400</pubDate>
      <link>http://thecreatorsproject.com/es-us/blog/yang-yongliangs-new-ancient-chinese-art</link>
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      <title>Amon Tobin's ISAM Live Show Comes To An End</title>
      <description>&lt;img src='http://assets.thecreatorsproject.com/blog_article_images/images/000/041/236/amon_tobin_isam_2_0_detail.jpg?1363104852'/&gt;&lt;br/&gt;&lt;p&gt;&lt;a href="http://www.thecreatorsproject.com/creators/amon-tobin" target="_blank"&gt;Amon Tobin&lt;/a&gt;&amp;#8216;s a musician who&amp;#8217;s well known for his experiments in the world of sound, but it&amp;#8217;s the release of his &lt;a href="http://en.wikipedia.org/wiki/ISAM_(album)" target="_blank"&gt;&lt;i&gt;&lt;span class="caps"&gt;ISAM&lt;/span&gt;&lt;/i&gt;&lt;/a&gt; album and the subsequent tour that paved the way for a new way of experiencing electronic music live. With &lt;i&gt;&lt;span class="caps"&gt;ISAM&lt;/span&gt; Live&lt;/i&gt;, and its bigger incarnation &lt;i&gt;&lt;span class="caps"&gt;ISAM&lt;/span&gt; Live 2.0&lt;/i&gt;, Tobin took on tour a shape-shifting, projection mapped sculpture that surrounded him and treated the audience to an immersive audiovisual mind-meld.&lt;/p&gt;
&lt;p&gt;Tobin took field recordings of real life sounds and noises and wove them into intricately packed tracks for his &amp;#8220;sound sculpture&amp;#8221; album &lt;i&gt;&lt;span class="caps"&gt;ISAM&lt;/span&gt;&lt;/i&gt;. The live shows took the sampled soundscape and used it to lift off on to another plane entirely, augmenting the album by having the visuals interact with the different songs.&lt;/p&gt;
&lt;p&gt;It was an experience that took meticulous planning, was storyboarded like a film script and was the product of a 36 hour brainstorming session. The sci-fi psychedelia that resulted was projection mapped by &lt;a href="http://vsquaredlabs.com/" target="_blank"&gt;V Squared Labs&lt;/a&gt; onto the giant cubic structure, which was conceived by Heather Shaw from &lt;a href="http://vitamotus.com/" target="_blank"&gt;Vita Motus Design&lt;/a&gt;.&lt;/p&gt;
&lt;div class="image"&gt;&lt;img src="http://assets.thecreatorsproject.com/blog_article_images/images/000/041/237/isam-live_detail_em.jpg?1363104855" alt="" /&gt;&lt;/div&gt;&lt;p&gt;&lt;br&gt;&lt;/p&gt;
&lt;p&gt;The stunning sights have enraptured audiences and blown minds across the globe since 2011 and now, sadly, (for those who never got to see it), the &lt;i&gt;&lt;span class="caps"&gt;ISAM&lt;/span&gt;&lt;/i&gt; live show is coming to an end with the last performance in Paris at the Grande halle de la Villette on 13th March.&lt;/p&gt;
&lt;p&gt;&amp;#8220;I had this idea of let&amp;#8217;s make the thing into a sort of weird, abstract spaceship&amp;#8212;or some adolescent fantasy of being in a spaceship.&amp;#8221; Tobin notes in the video below when talking about the live show. &amp;#8220;The whole thing was very carefully thought out in terms of the pacing of the show, the tracks themselves, what they would visually lend themselves to, but also how these things would all connect.&amp;#8221;&lt;/p&gt;
&lt;div class="image"&gt;&lt;img src="http://assets.thecreatorsproject.com/blog_article_images/images/000/041/238/isam2_1__detail_em.jpg?1363104858" alt="" /&gt;&lt;/div&gt;&lt;p&gt;&lt;i&gt;Photo: &lt;a href="http://www.calderwilson.com/" target="_blank"&gt;Calder Wilson&lt;/a&gt;&lt;/i&gt;&lt;/p&gt;
&lt;p&gt;It amounted to a gargantuan effort on the part of Tobin and the artists and technicians involved, and what they achieved is a benchmark for experiencing electronic music live. The show may be over, but it&amp;#8217;ll serve as inspiration for some time. &amp;#8220;I&amp;#8217;ve seen some very interesting things happen&amp;#8221; says the show&amp;#8217;s production designer &lt;a href="http://www.alexlazarus.com/" target="_blank"&gt;Alex Lazarus&lt;/a&gt;, &amp;#8220;but this project takes it above and beyond to the next level of what multimedia projection will turn into in the future&amp;#8221;.&lt;/p&gt;
&lt;p&gt;&lt;i&gt;Watch our videos on the &lt;span class="caps"&gt;ISAM&lt;/span&gt; and &lt;span class="caps"&gt;ISAM&lt;/span&gt; 2.0 show below&lt;/i&gt;&lt;/p&gt;
&lt;p&gt;&lt;iframe width="640" height="360" src="http://www.youtube.com/embed/kYYuItogriE" frameborder="0" allowfullscreen&gt;&lt;/iframe&gt;&lt;/p&gt;
&lt;p&gt;&lt;iframe width="640" height="360" src="http://www.youtube.com/embed/009tRMrLv4s" frameborder="0" allowfullscreen&gt;&lt;/iframe&gt;&lt;/p&gt;
&lt;p&gt;&lt;a href="https://twitter.com/#!/stewart23rd" target="_blank"&gt;@stewart23rd&lt;/a&gt;&lt;/p&gt;</description>
      <pubDate>Tue, 12 Mar 2013 12:14:21 -0400</pubDate>
      <link>http://thecreatorsproject.com/es-us/blog/amon-tobins-iisami-live-show-comes-to-an-end</link>
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      <title>Meet The Design Studio Behind Dita Von Teese's 3D-Printed Dress</title>
      <description>&lt;img src='http://assets.thecreatorsproject.com/blog_article_images/images/000/041/235/allPANO_open_detail.jpg?1363099572'/&gt;&lt;br/&gt;&lt;p&gt;The internet has been abuzz over the past week about  &amp;#8220;the world&amp;#8217;s first fully-articulated 3D printed gown&amp;#8221; for burlesque star &lt;a href="http://francisbitonti.com/Dita-s-Gown" target="_blank"&gt;Dita Von Teese&lt;/a&gt; created in collaboration between &lt;a href="http://francisbitonti.com/" target="_blank"&gt;Francis Bitonti Studio&lt;/a&gt;, &lt;a href="http://www.michaelschmidtstudios.com/" target="_blank"&gt;Michael Schmidt Studios&lt;/a&gt;, and &lt;a href="http://www.thecreatorsproject.com/videos/shapeways-3d-printing" target="_blank"&gt;Shapeways&lt;/a&gt;.&lt;/p&gt;
&lt;p&gt;When looking deeper into the collaborators, we were taken aback at the variety of work Brooklyn-based design studio Francis Bitoni Studio has under their belts—a semi-scandalous dress for Hollywood&amp;#8217;s sexiest vixen is definitely not their only (or even most noteworthy) project. Check out five of our favorite Francis Bitoni Studio projects below&amp;#8230;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;1. &lt;a href="http://francisbitonti.com/filter/space/OPENHOUSE" target="_blank"&gt;&lt;i&gt;OpenHouse&lt;/i&gt;&lt;/a&gt;&lt;/b&gt;&lt;/p&gt;
&lt;div class="image"&gt;&lt;img src="http://assets.thecreatorsproject.com/blog_article_images/images/000/041/235/allPANO_open_detail_em.jpg?1363099572" alt="" /&gt;&lt;/div&gt;&lt;p&gt;&lt;br&gt;
Originally created as a part of the Des-Cours event in New Orleans, this temporary installation functions as an interactive architectural design, using a courtyard in the French Quartier as a canvas. The ceiling raises when the space is empty, as if to provide a large, welcoming space, and collapses when their are less people present, providing a more intimate area for the small group. However when the room fills and the noise level heightens, the ceiling begins to shift dramatically, echoing the energy of the group below.&lt;/p&gt;
&lt;p&gt;&lt;b&gt;2. &lt;a href="http://francisbitonti.com/filter/body/BURIED-TEXTILES" target="_blank"&gt;Buried Textiles&lt;/a&gt;&lt;/b&gt;&lt;/p&gt;
&lt;div class="image"&gt;&lt;img src="http://assets.thecreatorsproject.com/blog_article_images/images/000/041/239/-1_detail_em.jpg?1363105842" alt="" /&gt;&lt;/div&gt;&lt;p&gt;&lt;br&gt;&lt;/p&gt;
&lt;div class="image"&gt;&lt;img src="http://assets.thecreatorsproject.com/blog_article_images/images/000/041/246/dress_detail_em.jpg?1363107762" alt="" /&gt;&lt;/div&gt;&lt;p&gt;&lt;br&gt;
For Katie Gallagher&amp;#8217;s F/W 2013 collection, she collaborated with Francis Bitoni Studio to design laser wool textiles that were created so that &amp;#8220;the body’s silhouette would be dissolved into its surroundings.&amp;#8221; Using a unique algorithm programed to cut this fabric, no two designs are alike.&lt;/p&gt;
&lt;p&gt;&lt;b&gt;3. &lt;a href="http://francisbitonti.com/filter/object/SCHISTOSE-MIRROR" target="_blank"&gt;Schistose Mirror&lt;/b&gt;&lt;/a&gt;&lt;/p&gt;
&lt;div class="image"&gt;&lt;img src="http://assets.thecreatorsproject.com/blog_article_images/images/000/041/247/-5_detail_em.jpg?1363108165" alt="" /&gt;&lt;/div&gt;&lt;p&gt;&lt;br&gt;
This mirror is made for everyone who has ever primped in a reflective window or car surface. In place of the traditional flat reflective surface, this mirror uses automotive paint to create the same reflective effect using non-traditional means of creation. The combination of the unconventional reflective surface and the 3D elements ad to the design, addressing the different forms which common objects can take.&lt;/p&gt;
&lt;p&gt;&lt;b&gt;4. &lt;a href="http://francisbitonti.com/filter/object/BRISTLE-STOOL" target="_blank"&gt;Bristle Stool&lt;/b&gt;&lt;/a&gt;&lt;/p&gt;
&lt;div class="image"&gt;&lt;img src="http://assets.thecreatorsproject.com/blog_article_images/images/000/041/241/Untitled-1_3_detail_em.jpg?1363106047" alt="" /&gt;&lt;/div&gt;&lt;p&gt;&lt;br&gt;
The Bristle Stool is formed from a bunch of small branch-like pieces intertwined to create one solid object. Although it seems like this would require some serious assembly instructions, the chairs can be 3D printed on demand&lt;/p&gt;
&lt;p&gt;&lt;b&gt;5. &lt;a href="http://francisbitonti.com/filter/space/My_SECRET-E-Garden" target="_blank"&gt;My Secret [E] Garden&lt;/b&gt;&lt;/a&gt;&lt;/p&gt;
&lt;div class="image"&gt;&lt;img src="http://assets.thecreatorsproject.com/blog_article_images/images/000/041/242/MONEYshot_az_001_640_detail_em.jpg?1363106051" alt="" /&gt;&lt;/div&gt;&lt;p&gt;&lt;br&gt;
This app, designed for the Jardins Metis Garden Festival in Montréal, mixes the natural environment and augmented reality. Five AR devices are embedded in the garden, and users are encouraged to leave their mark for others to find, with the option to plant flowers and leave messages.&lt;/p&gt;
&lt;p&gt;&lt;i&gt;For more examples of Francis Bitoni Studio&amp;#8217;s innovative designs, check out their &lt;a href="http://francisbitonti.com/" target="_blank"&gt;portfolio&lt;/a&gt;.&lt;/i&gt;&lt;/p&gt;
&lt;p&gt;&lt;a href="http://www.twitter.com/megyoungblood" target="_blank"&gt;@megyoungblood&lt;/a&gt;&lt;/p&gt;</description>
      <pubDate>Tue, 12 Mar 2013 10:46:14 -0400</pubDate>
      <link>http://thecreatorsproject.com/es-us/blog/meet-the-design-studio-behind-dita-von-teeses-3d-printed-dress</link>
      <guid isPermalink="false">blog/17457</guid>
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      <title>LAYERS: Digging Deep Into Rare Times' "No One's Looking Out"</title>
      <description>&lt;img src='http://assets.thecreatorsproject.com/blog_article_images/images/000/041/232/RARE_TIMES_final_detail.jpg?1363034819'/&gt;&lt;br/&gt;&lt;p&gt;This week&amp;#8217;s &lt;span class="caps"&gt;LAYERS&lt;/span&gt; brings us the smooth and nostalgic sounds of Los Angeles&amp;#8217;  &lt;a href="https://www.facebook.com/pages/Rare-Times/109061452463786" target="_blank"&gt;Rare Times&lt;/a&gt;. Releasing the &lt;a href="http://feelsoreal.bandcamp.com/album/missionary-ep" target="_blank"&gt;&lt;i&gt;Missionary&lt;/i&gt; EP&lt;/a&gt; off the newly formed &lt;a href="http://ifeelsoreal.com/home/" target="_blank"&gt;Feel So Real&lt;/a&gt; imprint, Rare Times presents a sound reminiscent of the atmospheric vibes of 80s disco combined with soulful melodies.&lt;/p&gt;
&lt;p&gt;The EP&amp;#8217;s single &amp;#8220;No One&amp;#8217;s Looking Out&amp;#8221; feels as though it was found on classic radio on a ride through a balmy Los Angeles night. Or perhaps at Velvet, with smoke billowing in every corner. Read below to find out how Rare Times achieved their classic sound through the use of analog drum machines and pedals, and some digital sampling.&lt;/p&gt;
&lt;p&gt;&lt;b&gt;Bass:&lt;/b&gt;&lt;/p&gt;
&lt;p&gt;&lt;iframe width="100%" height="166" scrolling="no" frameborder="no" src="https://w.soundcloud.com/player/?url=http%3A%2F%2Fapi.soundcloud.com%2Ftracks%2F82779063"&gt;&lt;/iframe&gt;&lt;/p&gt;
&lt;p&gt;&lt;i&gt;Borrowed my friend&amp;#8217;s &lt;a href="http://www.moog.com/" target="_blank"&gt;Moog&lt;/a&gt; &lt;a href="http://en.wikipedia.org/wiki/Moog_Little_Phatty" target="_blank"&gt;Little Phatty&lt;/a&gt;, rented a &lt;a href="http://www.uaudio.com/store/compressors-limiters/1176-collection.html" target="_blank"&gt;Universal Audio 1176 limiter&lt;/a&gt; and &lt;a href="http://chandlerlimited.com/germanium-pre-amp-di/" target="_blank"&gt;Chandler Germanium preamp&lt;/a&gt; and ran it through a &lt;a href="http://www.tonetweakers.com/images/used/moog_3band.1_pics_web/w_moog_3band.1_a.jpg" target="_blank"&gt;Moog Parametric EQ&lt;/a&gt; from the 70s. We ended up using the same chain for vocals.&lt;/i&gt;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;Tuning Fork:&lt;/b&gt;&lt;/p&gt;
&lt;p&gt;&lt;iframe width="100%" height="166" scrolling="no" frameborder="no" src="https://w.soundcloud.com/player/?url=http%3A%2F%2Fapi.soundcloud.com%2Ftracks%2F82779272"&gt;&lt;/iframe&gt;&lt;/p&gt;
&lt;p&gt;&lt;i&gt;I recorded a &lt;a href="http://en.wikipedia.org/wiki/Tuning_fork" target="_blank"&gt;tuning fork&lt;/a&gt; with my &lt;a href="http://www.amazon.com/Sony-TCM-200DV-Standard-Cassette-Recorder/dp/B00008WIX3" target="_blank"&gt;Sony &lt;span class="caps"&gt;TCM&lt;/span&gt; 200&lt;/a&gt; and later made it into a Sampler instrument in &lt;a href="https://www.ableton.com/" target="_blank"&gt;Ableton&lt;/a&gt;. Anthony used the patch for the demo and we decided to keep it. I like the &lt;span class="caps"&gt;TCM&lt;/span&gt; 200 because it has a really wide pitch control and a half speed switch on the front, really useful for sudden pitch shifts and other cool effects. &lt;/i&gt;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;Dad Tape Kit:&lt;/b&gt;&lt;/p&gt;
&lt;p&gt;&lt;iframe width="100%" height="166" scrolling="no" frameborder="no" src="https://w.soundcloud.com/player/?url=http%3A%2F%2Fapi.soundcloud.com%2Ftracks%2F82779039"&gt;&lt;/iframe&gt;&lt;/p&gt;
&lt;p&gt;&lt;i&gt;I was going through a box of my dad&amp;#8217;s old cassettes and found a recording of his &lt;a href="http://www.vintagesynth.com/roland/626.php" target="_blank"&gt;Roland TR-626&lt;/a&gt; going through a &lt;a href="http://www.hobby-hour.com/electronics/s/schematics/dd2-pedal.gif" target="_blank"&gt;Boss DD-2&lt;/a&gt; into a &lt;a href="http://en.wikipedia.org/wiki/Portastudio" target="_blank"&gt;Tascam Portastudio&lt;/a&gt;. The timbales on the 626 are the perfect blend of latin and industrial. This part was inspired by &lt;a href="http://www.yello.com/" target="_blank"&gt;Yello&lt;/a&gt;, playful yet hard.&lt;/i&gt;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;Drum Mix:&lt;/b&gt;&lt;/p&gt;
&lt;p&gt;&lt;iframe width="100%" height="166" scrolling="no" frameborder="no" src="https://w.soundcloud.com/player/?url=http%3A%2F%2Fapi.soundcloud.com%2Ftracks%2F82780156"&gt;&lt;/iframe&gt;&lt;/p&gt;
&lt;p&gt;&lt;i&gt;The main kick and clap track is my &lt;a href="http://www.vintagesynth.com/roland/mks7.php" target="_blank"&gt;Roland &lt;span class="caps"&gt;MKS&lt;/span&gt;-7&lt;/a&gt; (rack-mount version of a &lt;a href="http://www.vintagesynth.com/roland/juno106.php" target="_blank"&gt;Juno 106&lt;/a&gt; and &lt;a href="http://www.vintagesynth.com/roland/707.php" target="_blank"&gt;TR-707&lt;/a&gt;) running through a &lt;a href="http://www.uaudio.com/hardware/compressors/1176ln.html" target="_blank"&gt;UA 1176&lt;/a&gt; and &lt;a href="http://chandlerlimited.com/germanium-pre-amp-di/" target="_blank"&gt;Chandler Germanium&lt;/a&gt;. I layered samples of my &lt;a href="http://www.vintagesynth.com/roland/505.php" target="_blank"&gt;TR-505&lt;/a&gt; for the clap and my friend&amp;#8217;s &lt;a href="http://www.vintagesynth.com/sci/drumtrx.php" target="_blank"&gt;Sequential Circuits Drumtrax&lt;/a&gt; for the shaker and tambourine.&lt;/i&gt;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;Rain:&lt;/b&gt;&lt;/p&gt;
&lt;p&gt;&lt;iframe width="100%" height="166" scrolling="no" frameborder="no" src="https://w.soundcloud.com/player/?url=http%3A%2F%2Fapi.soundcloud.com%2Ftracks%2F82779513"&gt;&lt;/iframe&gt;&lt;/p&gt;
&lt;p&gt;&lt;i&gt;I buried it under the verses for some extra mood. Recorded on my &lt;a href="http://www.rolandus.com/products/details/960" target="_blank"&gt;Roland R-09HR&lt;/a&gt;.&lt;/i&gt;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;Flange Tom:&lt;/b&gt;&lt;/p&gt;
&lt;p&gt;&lt;iframe width="100%" height="166" scrolling="no" frameborder="no" src="https://w.soundcloud.com/player/?url=http%3A%2F%2Fapi.soundcloud.com%2Ftracks%2F82780552"&gt;&lt;/iframe&gt;&lt;/p&gt;
&lt;p&gt;&lt;i&gt;Recorded Chris playing toms and ran it through an analog &lt;a href="http://en.wikipedia.org/wiki/Flanging" target="_blank"&gt;flanger&lt;/a&gt; pedal. I turned the modulation down so it works more like a resonant filter.&lt;/i&gt;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;Phil&amp;#8217;s Island Chord:&lt;/b&gt;&lt;/p&gt;
&lt;p&gt;&lt;iframe width="100%" height="166" scrolling="no" frameborder="no" src="https://w.soundcloud.com/player/?url=http%3A%2F%2Fapi.soundcloud.com%2Ftracks%2F82780669"&gt;&lt;/iframe&gt;&lt;/p&gt;
&lt;p&gt;&lt;i&gt;Chord sampled from pitched down vinyl playing in reverse. The weird release and crackles add constant movement to the track. &lt;/i&gt;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;Kristy Pad:&lt;/b&gt;&lt;/p&gt;
&lt;p&gt;&lt;iframe width="100%" height="166" scrolling="no" frameborder="no" src="https://w.soundcloud.com/player/?url=http%3A%2F%2Fapi.soundcloud.com%2Ftracks%2F82809952"&gt;&lt;/iframe&gt;&lt;/p&gt;
&lt;p&gt;&lt;i&gt;Marcus showed me this old acapella, we pitched it up high and used it as a pad. Thin female vocals are always great to play with.&lt;/I&gt;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;Put them all together and here’s what you get. &amp;#8220;No One’s Looking Out&amp;#8221; by Rare Times&lt;b&gt;&lt;/p&gt;
&lt;p&gt;&lt;iframe width="400" height="100" style="position: relative; display: block; width: 400px; height: 100px;" src="http://bandcamp.com/EmbeddedPlayer/v=2/track=713846168/size=venti/bgcol=FFFFFF/linkcol=4285BB/" allowtransparency="true" frameborder="0"&gt;&lt;a href="http://feelsoreal.bandcamp.com/track/no-ones-looking-out"&gt;No One&amp;#39;s Looking Out by Rare Times&lt;/a&gt;&lt;/iframe&gt;&lt;/p&gt;
&lt;p&gt;&lt;iframe width="640" height="360" src="http://www.youtube.com/embed/wuEiV8hL8lA" frameborder="0" allowfullscreen&gt;&lt;/iframe&gt;&lt;/p&gt;
&lt;p&gt;&lt;a href="https://twitter.com/justinstaple" target="_blank"&gt;@justinstaple&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;&lt;a href="http://thecreatorsproject.com/blog/layers-opening-the-doors-of-cenob1tes-hyperion" target="_blank"&gt;Previously on &lt;span class="caps"&gt;LAYERS&lt;/span&gt;: Opening The Doors Of CENOB1TE&amp;#8217;s &amp;#8220;Hyperion&amp;#8221;&lt;/a&gt;&lt;/p&gt;</description>
      <pubDate>Mon, 11 Mar 2013 16:47:03 -0400</pubDate>
      <link>http://thecreatorsproject.com/es-us/blog/layers%C2%A0digging-deep-into-rare-times-no-ones-looking-out</link>
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      <title>Sagmeister &amp; Walsh Discuss Why Fun And Risk-taking Are Important Factors For Design</title>
      <description>&lt;img src='http://assets.thecreatorsproject.com/blog_article_images/images/000/041/227/stefan_detail.jpg?1363094274'/&gt;&lt;br/&gt;&lt;p&gt;&amp;#8220;The heart of most creative work is purposeful play,&amp;#8221; says Jessica Walsh in the opening of the video above and, from looking at their campaigns, it&amp;#8217;s obvious that this idea is central to &lt;a href="http://www.sagmeisterwalsh.com/" target="_blank"&gt;Sagmeister &amp;amp; Walsh&lt;/a&gt;&amp;#8217;s creative outlook. In the interview both these renowned designers give an insight into their working methods, where we learn how turning a computer off is just as important as turning it on&amp;#8212;and how every project, from fashion to websites, are approached as &amp;#8220;unique problem-solving challenges.&amp;#8221;&lt;/p&gt;
&lt;p&gt;Sagmeister is known for using intimacy in his work, like creating &lt;a href="http://kevinricks.files.wordpress.com/2012/11/sagmeister_things_if_have_l.jpeg" target="_blank"&gt;ad campaigns&lt;/a&gt; out of life lessons and reproducing &lt;a href="http://theartistandhismodel.com/2010/12/talkative-chair-by-sagmeister-inc/" target="_blank"&gt;a diary entry&lt;/a&gt; into visually captivating typography. It&amp;#8217;s this honesty, combined with a playful and unconventional approach, that defines the Sagmeister &amp;amp; Walsh aesthetic.&lt;/p&gt;
&lt;p&gt;For instance, when discussing the work they did for luxury brand &lt;a href="http://www.aishti.com/" target="_blank"&gt;Aishti&lt;/a&gt;, Walsh notes how they injected some fun into the campaign by using experimental typography (below)&amp;#8212;light-paint calligraphy, words made from hair, flowing dresses, balloons, colored powder&amp;#8212;to revive antique proverbs and create a &amp;#8220;memorable visual language&amp;#8221; for the brand.&lt;/p&gt;
&lt;div class="image"&gt;&lt;img src="http://assets.thecreatorsproject.com/blog_article_images/images/000/041/230/Aizone-11_1800_1114_75_detail_em.jpg?1363025908" alt="" /&gt;&lt;/div&gt;&lt;p&gt;&lt;br&gt;&lt;/p&gt;
&lt;div class="image"&gt;&lt;img src="http://assets.thecreatorsproject.com/blog_article_images/images/000/041/229/AizoneSS132_1689_1114_75_detail_em.jpg?1363025852" alt="" /&gt;&lt;/div&gt;&lt;p&gt;&lt;br&gt;
Beauty, wit, humor, shock, function. All these run through Sagmeister &amp;amp; Walsh&amp;#8217;s work and inform their leftfield approach to design&amp;#8212;it&amp;#8217;s an approach where risk-taking leads to innovation and originality, and gives this six-person company such a unique standing in the industry.&lt;/p&gt;
&lt;p&gt;&lt;i&gt;For more on Stefan Sagmeister and his methods, watch our documentary on him below.&lt;/i&gt;&lt;/p&gt;
&lt;p&gt;&lt;iframe width="640" height="360" src="http://www.youtube.com/embed/nE_Z0_nsYSg" frameborder="0" allowfullscreen&gt;&lt;/iframe&gt;&lt;/p&gt;
&lt;p&gt;[via &lt;a href="https://vimeo.com/channels/staffpicks" target="_blank"&gt;Vimeo Staff Picks&lt;/a&gt;]&lt;/p&gt;
&lt;p&gt;&lt;a href="https://twitter.com/tfbnght" target="_blank"&gt;@tfbnght&lt;/a&gt;&lt;/p&gt;</description>
      <pubDate>Mon, 11 Mar 2013 14:13:21 -0400</pubDate>
      <link>http://thecreatorsproject.com/es-us/blog/sagmeister-walsh-discuss-why-fun-and-risk-taking-are-important-factors-for-design</link>
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      <title>Ryoichi Kurokawa's Stunning Audiovisual Sculpture</title>
      <description>&lt;img src='http://assets.thecreatorsproject.com/blog_article_images/images/000/041/224/Ryoichi_Kurokawa_Oscillating_Continuum_detail.jpg?1363023550'/&gt;&lt;br/&gt;&lt;p&gt;Most audiovisual work involves screens of some description and often those screens are at the back of a stage with a bank of audio equipment and wires set up in front of them. But &lt;a href="http://www.ryoichikurokawa.com/" target="_blank"&gt;Ryoichi Kurokawa&lt;/a&gt;&amp;#8217;s piece &lt;i&gt;Oscillating Continuum&lt;/i&gt; shrinks this right back to create a hypnotic audiovisual sculpture set in a gallery space.&lt;/p&gt;
&lt;p&gt;Two screens housed in conjoined boxes show a horizontal red line that comes pulsing to life with the crackling audio, as waves of abstract shapes and intricate linear patterns breakout across the white background.&lt;/p&gt;
&lt;p&gt;The piece&amp;#8217;s minimalist setup causes the viewer to focus their attention even more than they would watching it on a stage, making the sudden movements, the splintered but detailed graphics, and the eruption of seething forms even more startling. Much like &lt;a href="http://www.thecreatorsproject.com/search?cx=010537004534901628189%3Afengkyaj64g&amp;cof=FORID%3A10&amp;ie=UTF-8&amp;q=Ryoichi+Kurokawa&amp;sa.x=-1093&amp;sa.y=-119&amp;siteurl=www.thecreatorsproject.com%2F&amp;ref=&amp;ss=1j1j2" target="_blank"&gt;Kurokawa&amp;#8217;s other work&lt;/a&gt;, the piece gives an almost tangible presence to the low humming drone and hiss of the music.&lt;/p&gt;
&lt;p&gt;&lt;a href="https://twitter.com/#!/stewart23rd" target="_blank"&gt;@stewart23rd&lt;/a&gt;&lt;/p&gt;</description>
      <pubDate>Mon, 11 Mar 2013 13:39:13 -0400</pubDate>
      <link>http://thecreatorsproject.com/es-us/blog/ryoichi-kurokawas-stunning-audiovisual-sculpture</link>
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      <title>Proenza Schouler Weaves Web Art-Inspired Fashion Film</title>
      <description>&lt;img src='http://assets.thecreatorsproject.com/blog_article_images/images/000/041/222/Screen_Shot_2013-03-11_at_10_42_06_AM_detail.jpg?1363020402'/&gt;&lt;br/&gt;&lt;p&gt;Today the high-fashion womenswear brand &lt;a href="http://www.proenzaschouler.com/" target="_blank"&gt;Proenza Schouler&lt;/a&gt; released their new Tumblr-inspired fashion film directed by David Sims and &lt;a href="http://www.eddiethewheel.com/" target="_blank"&gt;Eddie the Wheel&lt;/a&gt;. It&amp;#8217;s an assaulting array of lo-fi neon textures, quick edits, and layered video collages, designed for the shortest of attention spans. The clothes featured take a backseat to the brand&amp;#8217;s assertion that it&amp;#8217;s hip to digital culture and the aesthetics that have been circulating online under the umbrella of &lt;a href="http://www.tumblr.com/tagged/internet%20art" target="_blank"&gt;net art&lt;/a&gt;.&lt;/p&gt;
&lt;p&gt;&lt;iframe width="640" height="360" src="http://www.youtube.com/embed/9CiYdmSSpVQ" frameborder="0" allowfullscreen&gt;&lt;/iframe&gt;&lt;/p&gt;
&lt;p&gt;The video (above) accompanies Proenza&amp;#8217;s &lt;a href="http://www.proenzaschouler.com/" target="_blank"&gt;website relaunch&lt;/a&gt; and a whole slew of efforts intended to position the luxury brand as #new #hip #trendy #cuttingedge–from &lt;a href="http://www.youtube.com/watch?v=V8F8K27Cr6U" target="_blank"&gt;controversial YouTube films&lt;/a&gt; directed by &lt;a href="http://en.wikipedia.org/wiki/Harmony_Korine" target="_blank"&gt;Harmony Korine&lt;/a&gt; to GIFs by net artist &lt;a href="http://je4nette.tumblr.com/" target="_blank"&gt;Jeanette Hayes&lt;/a&gt;. The brand&amp;#8217;s designers, Jack McCollough and Lazaro Hernandez, differentiate themselves from other luxury brands interested in tapping into old-fashioned, stifled elegance. &amp;#8220;This Internet aesthetic we&amp;#8217;re talking about, there&amp;#8217;s no nostalgia to it. I think that scares people,&amp;#8221; McCollough told the &lt;a href="http://www.businessoffashion.com/2013/03/armed-with-new-site-proenza-schouler-is-building-a-luxury-brand-for-today.html" target="_blank"&gt;Business of Fashion&lt;/a&gt;. &amp;#8220;A lot of luxury brands like to fall back on nostalgia, because nostalgia feels luxurious to them. We’re into luxury, but we’re also equally interested in contemporary culture.&amp;#8221;&lt;/p&gt;
&lt;p&gt;&lt;a href="http://smg.beta.photobucket.com/user/TheJeanette/media/proenza_on_the_internet-1.gif.html" target="_blank"&gt;&lt;img src="http://img.photobucket.com/albums/v344/TheJeanette/proenza_on_the_internet-1.gif" border="0" alt=" photo proenza_on_the_internet-1.gif"/&gt;&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;&lt;br&gt;
Nostalgia is an interesting choice of words. McCollough seems to be forgetting that contemporary culture and particularly the net art Tumblr aesthetic is loaded with nostalgia, just nostalgia for a more recent era than the roaring twenties and drop-waist dresses.  For example, the aesthetics in Proenza&amp;#8217;s video harken back to early digital effects reminiscent of 80s movies like  &lt;a href="http://www.imdb.co.uk/title/tt0084827/" target="_blank"&gt;&lt;i&gt;Tron&lt;/i&gt;&lt;/a&gt; and  &lt;a href="http://www.imdb.com/title/tt0087182/" target="_blank"&gt;&lt;i&gt;Dune&lt;/i&gt;&lt;/a&gt;. And &lt;a href="https://vimeo.com/54791694" target="_blank"&gt;GIFs&lt;/a&gt; turned 26 this year. One of Proenza&amp;#8217;s new GIFs featured above, an anime cartoon of a young girl in her bedroom, immediately brings to mind the 90s fad for &lt;a href="http://www.imdb.com/title/tt0114327/" target="_blank"&gt;&lt;i&gt;Sailor Moon&lt;/i&gt;&lt;/a&gt;. This stuff isn&amp;#8217;t new. But what is new is our ability to access and circulate these images and moving images via platforms like Tumblr. The internet, or at least how we use it, accelerates the cycle of nostalgia.&lt;/p&gt;
&lt;div class="image"&gt;&lt;img src="http://assets.thecreatorsproject.com/blog_article_images/images/000/041/223/Screen_Cube_detail_em.jpg?1363020409" alt="" /&gt;&lt;/div&gt;&lt;p&gt;&lt;i&gt;An example of the nostalgic effects in the new Proenza Schouler fashion film.&lt;/i&gt;&lt;/p&gt;
&lt;p&gt;In the same interview, McCollough told the &lt;i&gt;Business of Fashion&lt;/i&gt; that Proenza isn&amp;#8217;t “your mom&amp;#8217;s luxury brand.” But I think moms might be the only people to whom this Tumblr-aesthetic is going to seem totally new. The trend has already made the transition from &lt;a href="http://jacobciocci.org/2012/11/ride-the-wave/" target="_blank"&gt;marginal to mainstream&lt;/a&gt; with its appearance in Azaelia Banks&amp;#8217; music video and Rihanna&amp;#8217;s performance on &lt;span class="caps"&gt;SNL&lt;/span&gt; last December. And it&amp;#8217;s hit the fashion world too, just see &lt;a href="http://www.youtube.com/watch?v=vg4XjG_peXA" target="_blank"&gt;Kenzo&amp;#8217;s fashion film&lt;/a&gt; directed by &lt;a href="http://www.thecreatorsproject.com/blog/natalia-stuyks-videos-are-2d-3d-and-always-trendy" target="_blank"&gt;Natalia Stuyk&lt;/a&gt; released two weeks ago. Considering the price tag of the goods Proenza&amp;#8217;s hocking–&lt;a href="http://www.barneys.com/Proenza-Schouler-Cami-Dress/00505022850973,default,pd.html?gclid=CLWNk5mD9bUCFRCf4AodQUMAqw" target="_blank"&gt;close to a thousand dollars for a dress&lt;/a&gt;–their target customer is probably not the 20-something on Tumblr but instead the uptown woman who wants a piece of it.&lt;/p&gt;
&lt;p&gt;Digital culture and the aesthetics associated with it are only bound to get more and more popular&amp;#8212;and as they do we can expect them to intersect with the fashion world more and more. But it&amp;#8217;s not just about fashion capitalizing on digital culture and the aesthetics associated with it. Digital culture and fashion culture are intersecting and breeding a culture all their own, just check out witty fashion web magazine &lt;a href="http://dismagazine.com/" target="_blank"&gt;&lt;span class="caps"&gt;DIS&lt;/span&gt; Magazine&lt;/a&gt; or Greta Larkins &lt;span class="caps"&gt;GIF&lt;/span&gt;-based fashion &lt;a href="http://fashgif.tumblr.com/" target="_blank"&gt;Tumblr&lt;/a&gt;. Proenza Schouler is smart to get on board.&lt;/p&gt;
&lt;p&gt;[via &lt;a href="http://www.businessoffashion.com/2013/03/armed-with-new-site-proenza-schouler-is-building-a-luxury-brand-for-today.html" target="_blank"&gt;Business of Fashion&lt;/a&gt;]&lt;/p&gt;
&lt;p&gt;&lt;a href="https://twitter.com/CreatorsProject" target="_blank"&gt;@CreatorsProject&lt;/a&gt;&lt;/p&gt;</description>
      <pubDate>Mon, 11 Mar 2013 12:46:56 -0400</pubDate>
      <link>http://thecreatorsproject.com/es-us/blog/proenza-schouler-weaves-web-art-inspired-fashion-film</link>
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      <title>Time-Lapsed Slugs And Jellyfish Dreamlands In Kurtis Hough's Abstract Films</title>
      <description>&lt;img src='http://assets.thecreatorsproject.com/blog_article_images/images/000/041/220/8283501642_c37a13f003_z_detail.jpg?1363018385'/&gt;&lt;br/&gt;&lt;p&gt;&lt;a href="http://www.khstudios.com/" target="_blank"&gt;Kurtis Hough&lt;/a&gt; is a filmmaker whose work exists in a hinterland between animation and live action. Coming from a background in animation his experimental films explore a range of subject matter, from time-lapse slugs crawling over moss to the starlit sky or jellyfish and crystals turned into a candy-colored toy world.&lt;/p&gt;
&lt;p&gt;As well as a diverse range of subject matter, Hough also utilizes a variety of techniques combining &lt;span class="caps"&gt;CGI&lt;/span&gt; with shot footage to blur both into an abstract whole. The result is an approach that fosters a playful tone. &amp;#8220;The overlying desire is to try to experiment with whatever techniques are available to illustrate my ideas.&amp;#8221; He says.&lt;/p&gt;
&lt;p&gt;&lt;iframe src="http://player.vimeo.com/video/51479272?title=0&amp;amp;byline=0&amp;amp;portrait=0&amp;amp;color=ffffff" width="640" height="360" frameborder="0" webkitAllowFullScreen mozallowfullscreen allowFullScreen&gt;&lt;/iframe&gt;&lt;br /&gt;
&lt;i&gt;Warm Earth, Which I&amp;#8217;ve Been Told&lt;/i&gt;&lt;/p&gt;
&lt;p&gt;It&amp;#8217;s a method where thinking on your feet is key, where the making of each video starts with just a concept and progresses as he starts to shoot. Often he&amp;#8217;s taken by something he sees in nature and evolves the idea from this initial encounter. Like his &amp;#8220;wet and slimy two part film&amp;#8221; &lt;i&gt;Bed of Moss&lt;/i&gt; where a move to Portland, Oregon brought him into contact with the area&amp;#8217;s abundance of moss and a five inch banana slug, which eventualy turned into a nine minute time-lapse of slugs frolicking about in woodland.&lt;/p&gt;
&lt;p&gt;&lt;iframe src="http://player.vimeo.com/video/23600010?title=0&amp;amp;byline=0&amp;amp;portrait=0&amp;amp;color=ffffff" width="640" height="360" frameborder="0" webkitAllowFullScreen mozallowfullscreen allowFullScreen&gt;&lt;/iframe&gt;&lt;br /&gt;
&lt;i&gt;Bed of Moss&lt;/i&gt;&lt;/p&gt;
&lt;p&gt;Other experiments, like &lt;i&gt;Toyland&lt;/i&gt;, were conducted under the constriction of seeing what sort of video he could conjure up in a week. &amp;#8220;I had smelly smoke bombs going off in my studio, time-lapse footage of colorful crystals growing, hoses of water filling up a fish tank, and layers of additional effects and jelly fish footage combined in post.&amp;#8221; he says of the piece. The visuals, added to the fairyland-meets-children&amp;#8217;s-TV-theme-music of &lt;a href="http://theoceanfloor.org/" target="_blank"&gt;The Ocean Floor&lt;/a&gt;, makes for a dreamy few minutes set an alternate, twinkling universe.&lt;/p&gt;
&lt;p&gt;&lt;iframe src="http://player.vimeo.com/video/55832754?title=0&amp;amp;byline=0&amp;amp;portrait=0&amp;amp;color=ffffff" width="640" height="360" frameborder="0" webkitAllowFullScreen mozallowfullscreen allowFullScreen&gt;&lt;/iframe&gt;&lt;br /&gt;
&lt;i&gt;Toyland&lt;/i&gt;&lt;/p&gt;
&lt;p&gt;The time-lapsed nature of the footage gives his videos an unreal, uncanny sensation, the jerky movements creating an otherworldly feel. But as well as giving the films an aesthetic, the technique also helps Hough capture sights that usually go unseen by the human eye, exploring the microscopic formations and events that happen in the natural world. &amp;#8220;I’m often interested in patterns and movements found in nature that may go on unnoticed by our perspective on the world.&amp;#8221; Hough explained. &amp;#8220;Currently I’m trying to find funding for two new slow moving film concepts. One that involves water as a subject, filmed in super slow motion. The other is a companion film to &lt;i&gt;Cryosphere&lt;/i&gt; (below) about lava filmed in Hawaii. Where the cold blue melting ice of &lt;i&gt;Cryosphere&lt;/i&gt; recedes to death, the warm orange lava flows life forward, making anew. With both of these I plan to experiment with animated elements to give a surreal, abstract quality to the image.&amp;#8221;&lt;/p&gt;
&lt;p&gt;His films combine the visuals seen in the types of nature documentaries authored by &lt;a href="http://en.wikipedia.org/wiki/David_Attenborough" target="_blank"&gt;David Attenborough&lt;/a&gt; and made by the &lt;a href="http://en.wikipedia.org/wiki/BBC_Natural_History_Unit" target="_blank"&gt;&lt;span class="caps"&gt;BBC&lt;/span&gt; Natural History Unit&lt;/a&gt;, but add a dreamlike quality and &lt;span class="caps"&gt;CGI&lt;/span&gt; to them to augment the abstract patterns and forms that can be found in nature.&lt;/p&gt;
&lt;p&gt;&lt;iframe src="http://player.vimeo.com/video/54805721?title=0&amp;amp;byline=0&amp;amp;portrait=0&amp;amp;color=ffffff" width="640" height="360" frameborder="0" webkitAllowFullScreen mozallowfullscreen allowFullScreen&gt;&lt;/iframe&gt;&lt;br /&gt;
Cryosphere&lt;i&gt; where Hough filmed a glacier while &amp;#8220;attempting to capture the heartbeat of the ice and experience for myself the dramatic changes occurring to this landscape.&amp;#8221;&lt;/i&gt;&lt;/p&gt;
&lt;p&gt;&lt;a href="https://twitter.com/#!/stewart23rd" target="_blank"&gt;@stewart23rd&lt;/a&gt;&lt;/p&gt;</description>
      <pubDate>Mon, 11 Mar 2013 12:13:07 -0400</pubDate>
      <link>http://thecreatorsproject.com/es-us/blog/time-lapsed-slugs-and-jellyfish-dreamlands-in-kurtis-houghs-abstract-films</link>
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      <title>Exploring A City By Throwing Balls Into The Sky</title>
      <description>&lt;img src='http://assets.thecreatorsproject.com/blog_article_images/images/000/041/218/life_iregular_detail.jpg?1363003724'/&gt;&lt;br/&gt;&lt;p&gt;Montreal is finally shedding the winter, but even if the cold persists, the city is offering an unmissable rendez-vous to mark the beginning of spring.  Furthermore, if you missed the last edition of &lt;a href="http://www.montrealenlumiere.com/home.aspx" target="_blank"&gt;Montréal en Lumière&lt;/a&gt;, which concluded last week with the Nuit Blanche, let us give you a taste of one of its highlights.&lt;/p&gt;
&lt;p&gt;For this, the 15th edition, &lt;a href="http://thecreatorsproject.com/blog/the-interactive-video-projections-of-team-iregular" target="_blank"&gt;Iregular&lt;/a&gt;, the creative studio led by Daniel Iregui, presented &lt;a href="http://www.thisisiregular.com/" target="_blank"&gt;&lt;i&gt;&lt;span class="caps"&gt;LIFT&lt;/span&gt;&lt;/i&gt;&lt;/a&gt;, a performative and interactive installation allowing you to explore the city without moving.  &lt;/p&gt;
&lt;p&gt;The set-up included a dome, used as a projection screen, and big bright balloons which allowed the public to interact and control the projection. The method is child&amp;#8217;s play: balloons launched into the air activate sensors, gradually unveiling a visual on the dome.   The installation, as described by Iregui, tracks and interprets the speed and position of the balloons in the space. &amp;#8220;We are using an interactive system developed by Moment Factory that uses a laser sensor to detect &amp;#8216;blobs&amp;#8217; in an area. On top of this software we developed a way to measure the speed of the balls going up and down and that way we could connect this speed to how high the graphics will be affected on the projections.&amp;#8221;&lt;/p&gt;
&lt;p&gt;&lt;img src="http://www.viceland.com/viceblog/3584582-1.gif" width="640" height="360" /&gt;&lt;br /&gt;
&lt;i&gt;Montreal&amp;#8217;s Biosphere as represented in the installation&lt;/i&gt;&lt;/p&gt;
&lt;p&gt;It made for an unconventional experience, where a series of six city icons allowed people to discover Montreal in an original and fun way. &amp;#8220;I started by looking for images, places, food, and words that I thought represented the city.&amp;#8221; Iregui explains. &amp;#8220;The choice for the final six was based on physical form. I wanted to be able to break the form into geometrical shapes to be rebuild them after people&amp;#8217;s interaction.&amp;#8221;&lt;/p&gt;
&lt;p&gt;In addition, the process was centered around randomness and surprise, thus making each launch unique. &amp;quot;Everything I do is based in code and generated in real time.&amp;quot; Iregui told me. &amp;#8220;This means that the computer is taking thousands of decisions per second, and what I like to do is add randomness to these decisions so that they are always unique. I love the fact that when you are looking at one of my graphics, the probability of it all existing again exactly how you see it is so unlikely that you probably will never see it again.&amp;#8221;&lt;/p&gt;
&lt;p&gt;&lt;img src="http://www.viceland.com/viceblog/81612510-2.gif" width="640" height="360" /&gt;&lt;br /&gt;
&lt;i&gt;Montreal&amp;#8217;s Habitat 67&lt;/i&gt;&lt;/p&gt;
&lt;p&gt;&amp;#8220;Surprise is what makes this installation an experience and not just a video projected on a dome. The fact that you can affect what is happening and then discover each image being built makes this an experience with a beginnning and an end, a learning curve, and many surpises in the process. &amp;#8221;&lt;/p&gt;
&lt;p&gt;Undisclosed future projects will be released throughout 2013, but we&amp;#8217;ll have to content ourselves with details as they come, one bit at a time. &amp;#8220;This year we are pushing light installations a lot, so you will see some nice sculptures, scenographies and other nice projects that explore light, bulbs and other fun materials.&amp;#8221;&lt;/p&gt;
&lt;p&gt;&lt;i&gt;Check out more GIFs of the installation below.&lt;/i&gt;&lt;/p&gt;
&lt;p&gt;&lt;img src="http://www.viceland.com/viceblog/9989212-3.gif"width="640" height="360" /&gt;&lt;br /&gt;
&lt;i&gt;Mt. Royal&lt;/i&gt;&lt;/p&gt;
&lt;p&gt;&lt;br&gt;&lt;/p&gt;
&lt;p&gt;&lt;img src="http://www.viceland.com/viceblog/96603587-4.gif" width="640" height="360" /&gt;&lt;br /&gt;
&lt;i&gt;Owl&lt;/i&gt;&lt;/p&gt;
&lt;p&gt;&lt;br&gt;&lt;/p&gt;
&lt;p&gt;&lt;img src="http://www.viceland.com/viceblog/3393432-6.gif" width="640" height="360" /&gt;&lt;br /&gt;
&lt;i&gt;Bixi&lt;/i&gt;&lt;/p&gt;
&lt;p&gt;&lt;i&gt;&lt;a href="http://www.thisisiregular.com/" target="_blank"&gt;Iregular&lt;/a&gt; is currently looking for a band that would be interested in using one of their light sculptures, called &lt;/i&gt;Towers&lt;/i&gt;, for a video clip (and possibly a tour). If any bands are interested please send an email to &lt;a href="mailto:info@thisisiregular.com"&gt;info@thisisiregular.com&lt;/a&gt;&lt;/i&gt;&lt;/p&gt;
&lt;p&gt;&lt;a href="https://twitter.com/princebenoit" target="_blank"&gt;@princebenoit&lt;/a&gt;&lt;/p&gt;</description>
      <pubDate>Mon, 11 Mar 2013 08:08:47 -0400</pubDate>
      <link>http://thecreatorsproject.com/es-us/blog/exploring-a-city-by-throwing-balls-into-the-sky</link>
      <guid isPermalink="false">blog/17445</guid>
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      <title>"Nordic Outbreak": An Exhibit That Redefines The Aesthetic Of The Nordic Art</title>
      <description>&lt;img src='http://assets.thecreatorsproject.com/blog_article_images/images/000/041/211/bjork_detail.jpg?1362777175'/&gt;&lt;br/&gt;&lt;p&gt;The nomads have gone digital. Working with the idea of artworks as files, capable of trekking across great digital plains and virtual seas, settling themselves in various formats on different platforms, more than 30 contemporary Nordic artists have come together to shine light “on the Nordic as a diverse aesthetic and existential concept in the digital age.”&lt;/p&gt;
&lt;p&gt;An internationally touring exhibition, &lt;a href="http://nordicoutbreak.streamingmuseum.org/" target=”_blank"&gt;&amp;#8220;Nordic Outbreak&amp;#8221;&lt;/a&gt; presents art-enthusiasts and digital mavens alike with a look at multi-media and moving image arts exhibited and projected in public spaces around New York City and the world.&lt;/p&gt;
&lt;p&gt;This experimental project is presented by &lt;a href="http://www.streamingmuseum.org/" target=”_blank"&gt;Streaming Museum&lt;/a&gt;, a 21st century cultural venue based in New York City. With the mission to spread and share art and ideas through the internet and their ever expanding network of big screens in public squares worldwide, Streaming Museum serves as the perfect venue for the artists behind &amp;#8220;Nordic Outbreak&amp;#8221; to challenge the organic and minimal aesthetic for which Nordic art has been viewed under for years.&lt;/p&gt;
&lt;div class="image"&gt;&lt;img src="http://assets.thecreatorsproject.com/blog_article_images/images/000/041/215/black-bullets_web_detail_em.jpg?1362777458" alt="" /&gt;&lt;/div&gt;&lt;p&gt;&lt;i&gt;Jeannette Ehlers&amp;#8217;&lt;/i&gt; &amp;#8220;Black Bullets&amp;#8221; &lt;i&gt;is a tribute to revolt. Image via Streaming Museum&lt;/i&gt;&lt;/p&gt;
&lt;div class="image"&gt;&lt;img src="http://assets.thecreatorsproject.com/blog_article_images/images/000/041/212/Una-Lorenzen_web_detail_em.jpg?1362777179" alt="" /&gt;&lt;/div&gt;&lt;p&gt;&lt;i&gt;The animated film&lt;/i&gt; &amp;#8220;In the Crack of the Land&amp;#8221; &lt;i&gt;by artist Una Lorenzen, was inspired by the Icelandic highlands. Image via Streaming Museum&lt;/i&gt;&lt;/p&gt;
&lt;div class="image"&gt;&lt;img src="http://assets.thecreatorsproject.com/blog_article_images/images/000/041/213/Hannu_Karjalainen_TowardsAnArchitect_web_detail_em.jpg?1362777184" alt="" /&gt;&lt;/div&gt;&lt;p&gt;&lt;i&gt;Hannu Karjalainen&amp;#8217;s&lt;/i&gt; &amp;#8220;Toward and Architect&amp;#8221; &lt;i&gt;serves as a critical response to the work of architect and urbanist Le Corbusier. Image via Streaming Museum&lt;/i&gt;&lt;/p&gt;
&lt;div class="image"&gt;&lt;img src="http://assets.thecreatorsproject.com/blog_article_images/images/000/041/214/Miia-Rinne-Sea-2012-painted-35-mm-film-transferred-to-HD-stereo-sound-duration-5_web3_detail_em.jpg?1362777192" alt="" /&gt;&lt;/div&gt;&lt;p&gt;&lt;i&gt;Artist Miia Rinne painted on a 100 m long 35 mm film to create the film painting&lt;/i&gt; &amp;#8220;&lt;span class="caps"&gt;SEA&lt;/span&gt;.&amp;#8221; &lt;i&gt;Image via Streaming Museum&lt;/i&gt;&lt;/p&gt;
&lt;p&gt;The exhibit in its entirety will launch officially in New York City March 31st–April 6th, but a month-long lead up to the event has already started. On March 1st &amp;#8220;Nordic Outbreak&amp;#8221; arrived in Times Square with a screening of &lt;a href="http://www.thecreatorsproject.com/blog/tag/bjork" target="_blank"&gt; Björk&amp;#8217;s&lt;/a&gt; video, &lt;a href="http://www.youtube.com/watch?feature=player_embedded&amp;v=ZM80F_J-QHE" target="_blank"&gt;&amp;#8220;Mutual Core,&amp;#8221;&lt;/a&gt; directed by Creator &lt;a href="http://www.thecreatorsproject.com/creators/andrew-huang" target="_blank"&gt;Andrew Thomas Huang&lt;/a&gt;.&lt;/p&gt;
&lt;p&gt;Right before midnight, every night in March, the video will play as part of a synchronized program on over fifteen of the largest digital signs in Times Square. The screening serves as both a prelude launch to &amp;#8220;Nordic Outbreak&amp;#8221; and a “Midnight Moment” presentation done by the &lt;a href="http://www.timessquareadcoalition.org/" target=”_blank"&gt;Times Square Advertising Coalition&lt;/a&gt; and &lt;a href="http://www.timessquarenyc.org/times-square-arts/index.aspx" target=”_blank"&gt;&lt;i&gt;Time Square Arts&lt;/i&gt;&lt;/a&gt;. The video was specifically edited for the program and is part of Björk’s &lt;a href="http://bjork.com/" target=”_blank"&gt;&lt;i&gt;Biophilia&lt;/i&gt;&lt;/a&gt; series.&lt;/p&gt;
&lt;p&gt;&lt;iframe width="640" height="360" src="http://www.youtube.com/embed/3yrQ7IGFTh0" frameborder="0" allowfullscreen&gt;&lt;/iframe&gt;&lt;/p&gt;
&lt;p&gt;&amp;#8220;Nordic Outbreak&amp;#8221; will not only manifest in New York public spaces, but will also put on a series of programs and events, including a symposium at Scandinavia House with Nordic artists, curators and theorists. And at the end of its &lt;span class="caps"&gt;NYC&lt;/span&gt; launch week, the exhibition will pick up its digital files and continue its exploratory journey, stopping in cultural centers and public spaces within the Nordic region throughout the year.&lt;/p&gt;
&lt;p&gt;&lt;i&gt;h/t to our friend Xavier from &lt;a href="http://www.babesatthemuseum.com/" target="_blank"&gt;Babes at the Museum&lt;/a&gt;, one of the project&amp;#8217;s partners. Follow him on Twitter at &lt;a href="https://twitter.com/museumbabes" target="_blank"&gt;@museumbabes&lt;/a&gt;.&lt;/i&gt;&lt;/p&gt;
&lt;p&gt;&lt;a href="https://twitter.com/andimawsome " target=”_blank"&gt;@andimawsome&lt;/a&gt;&lt;/p&gt;</description>
      <pubDate>Fri, 08 Mar 2013 16:13:20 -0500</pubDate>
      <link>http://thecreatorsproject.com/es-us/blog/nordic-outbreak-an-exhibit-that-redefines-the-aesthetic-of-the-nordic-art</link>
      <guid isPermalink="false">blog/17442</guid>
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      <title>London's Battersea Power Station Reimagined As A Rollercoaster</title>
      <description>&lt;img src='http://assets.thecreatorsproject.com/blog_article_images/images/000/041/193/battersea_power_station_rollercoaster_detail.jpg?1362748205'/&gt;&lt;br/&gt;&lt;p&gt;On the south bank of the river Thames stands a landmark building, a giant brick cathedral that used to provide electricity for a large chunk of London and now contains a crumbling Art Deco interior. It&amp;#8217;s a celebrity in its own right, having appeared iconically on Pink Floyd&amp;#8217;s album cover for &lt;a href="http://www.alancross.ca/storage/Pink%20Floyd%20-%20Animals.jpg?__SQUARESPACE_CACHEVERSION=1336954648255" target="_blank"&gt;&lt;i&gt;Animals&lt;/i&gt;&lt;/a&gt;. It&amp;#8217;s &lt;a href="http://en.wikipedia.org/wiki/Battersea_Power_Station" target="_blank"&gt;Battersea Power Station&lt;/a&gt; and it&amp;#8217;s been lying derelict since the 1980s.&lt;/p&gt;
&lt;p&gt;Redevelopment plans have come and gone. The latest plan which, sadly, seems to have stuck is to turn the site into (boring!) &lt;a href="http://www.batterseapowerstation.co.uk/" target="_blank"&gt;luxury flats and offices&lt;/a&gt;. But, a far more exciting plan has been proposed by Parisian achitects &lt;a href="http://www.zundelcristea.com/" target="_blank"&gt;Atelier Zündel Cristea&lt;/a&gt; as part of the &lt;a href="http://www.archtriumph.com/" target="_blank"&gt;ArchTriumph&lt;/a&gt; Museum of Architecture competition, which they took first prize in. The competition asked for designs which would preserve the space as a museum, but Atelier Zündel Cristea added a little something extra: a rollercoaster that would orbit the station and give visitors a new way of seeing this spectacular building while also giving them some theme park ride thrills.&lt;/p&gt;
&lt;p&gt;Here&amp;#8217;s what they say:&lt;/p&gt;
&lt;p&gt;&lt;i&gt;Our project puts the power station on centre stage, the structure itself enhancing the site through its impressive scale, its architecture, and its unique brick material. Our created pathway links together a number of spaces for discovery: the square in front of the museum, clearings, footpaths outside and above and inside, footpaths traversing courtyards and exhibition rooms. The angles and perspectives created by the rail’s pathway, through the movement within and outside of the structure, place visitors in a position where they can perceive simultaneously the container and its contents, the work and nature. &lt;/i&gt;&lt;/p&gt;
&lt;p&gt;So, flats or rollercoaster? It&amp;#8217;s an easy choice, it&amp;#8217;s just a shame it&amp;#8217;s not going to happen. It&amp;#8217;s not the first leftfield idea the studio has come up with either, they previously trumped all other ways to cross a river by proposing &lt;a href="http://thecreatorsproject.com/blog/a-trampoline-bridge-is-just-so-much-better-than-a-regular-bridge" target="_blank"&gt;trampoline bridge&lt;/a&gt; as a crossing on the Seine in Paris.&lt;/p&gt;
&lt;div class="image"&gt;&lt;img src="http://assets.thecreatorsproject.com/blog_article_images/images/000/041/194/VISUEL_ARCHTRIUMPH_023_detail_em.jpg?1362748208" alt="" /&gt;&lt;/div&gt;&lt;p&gt;&lt;br&gt;&lt;/p&gt;
&lt;div class="image"&gt;&lt;img src="http://assets.thecreatorsproject.com/blog_article_images/images/000/041/195/VISUEL_ARCHTRIUMPH_022_detail_em.jpg?1362748212" alt="" /&gt;&lt;/div&gt;&lt;p&gt;&lt;br&gt;&lt;/p&gt;
&lt;div class="image"&gt;&lt;img src="http://assets.thecreatorsproject.com/blog_article_images/images/000/041/196/VISUEL_ARCHTRIUMPH_027_detail_em.jpg?1362748215" alt="" /&gt;&lt;/div&gt;&lt;p&gt;&lt;br&gt;&lt;/p&gt;
&lt;div class="image"&gt;&lt;img src="http://assets.thecreatorsproject.com/blog_article_images/images/000/041/197/VISUEL_ARCHTRIUMPH_025_detail_em.jpg?1362748219" alt="" /&gt;&lt;/div&gt;&lt;p&gt;&lt;br&gt;&lt;/p&gt;
&lt;div class="image"&gt;&lt;img src="http://assets.thecreatorsproject.com/blog_article_images/images/000/041/198/VISUEL_ARCHTRIUMPH_026_detail_em.jpg?1362748223" alt="" /&gt;&lt;/div&gt;&lt;p&gt;&lt;br&gt;&lt;/p&gt;
&lt;p&gt;&lt;i&gt;Images courtesy &lt;a href="http://www.zundelcristea.com/projects/?lang=en#/culture-sport/article/architectural-ride-london?lang=en" target="_blank"&gt;Atelier Zündel Cristea&lt;/a&gt;&lt;/i&gt;&lt;/p&gt;
&lt;p&gt;[via &lt;a href="http://www.dezeen.com/2013/03/06/architectural-ride-battersea-power-station/" target="_blank"&gt;Dezeen&lt;/a&gt;]&lt;/p&gt;
&lt;p&gt;&lt;a href="https://twitter.com/#!/stewart23rd" target="_blank"&gt;@stewart23rd&lt;/a&gt;&lt;/p&gt;</description>
      <pubDate>Fri, 08 Mar 2013 08:10:26 -0500</pubDate>
      <link>http://thecreatorsproject.com/es-us/blog/londons-battersea-power-station-reimagined-as-a-rollercoaster</link>
      <guid isPermalink="false">blog/17437</guid>
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      <title>We Dare You To Play This Google Chrome Game Of Russian Roulette </title>
      <description>&lt;img src='http://assets.thecreatorsproject.com/blog_article_images/images/000/041/186/Pantheon_detail.jpg?1362693473'/&gt;&lt;br/&gt;&lt;p&gt;&lt;i&gt;Last week, Bushwick gallery &lt;a href="http://319scholes.org/" target="_blank"&gt;319 Scholes&lt;/a&gt; brought together 60 artists for the second annual &lt;a href="http://arthackday.net/god_mode/" target="_blank"&gt;Art Hack Day&lt;/a&gt;—a three-day-long, bleary-eyed hackathon where teams created technology-based works around the theme of “God Mode,” the gaming cheat that grants a player infinite power, omniscient eyesight, and other all-seeing awesomeness. Here, we take a look at a few of the most innovative and thought-provoking works to spin out of the ensuing exhibition.&lt;/i&gt;&lt;/p&gt;
&lt;p&gt;We’ve all played this game before: waiting for your friend to leave the room, then jumping on her Facebook account to post a completely ludicrous status update to see who takes the bait.&lt;/p&gt;
&lt;p&gt;&lt;a href="http://chanpory.com/" target="_blank"&gt;Chanpory Rith&lt;/a&gt;, Dean Hunt, and &lt;a href="http://olofmathe.com/" target="_blank"&gt;Olof Mathé&lt;/a&gt; (incidentally, a co-founder of &lt;i&gt;Art Hack Day&lt;/i&gt;) are three San Francisco-based designers who’ve taken this game to a whole new—and very creepy—level. Download &lt;a href="http://www.pantheonapp.net/" target="_blank"&gt;Pantheon&lt;/a&gt;, their browser plugin for Google Chrome, and you’ll have the power to fully access another person’s Gmail, Facebook, and other password-protected sites, as long as the other person has also downloaded the plugin. &lt;br /&gt;
&lt;br&gt;&lt;/p&gt;
&lt;p&gt;&lt;iframe src="http://player.vimeo.com/video/61076570" width="640" height="360" frameborder="0" webkitAllowFullScreen mozallowfullscreen allowFullScreen&gt;&lt;/iframe&gt;&lt;/p&gt;
&lt;p&gt;However, there is one catch: you only get ten seconds to send an email, post a tweet, or just snoop around, before the page fades out and is deactivated. In other words, your powers are omnipotent, but fleeting. And yes, this should remind you of &lt;a href="http://www.snapchat.com/" target="_blank"&gt;Snapchat&lt;/a&gt;.&lt;/p&gt;
&lt;p&gt;In their plugin’s readme text, the team elaborated on their decision to interpret &lt;i&gt;Art Hack Day&lt;/i&gt;’s “God Mode” theme in this way: “We wanted to illustrate the principle of backdoor access in a way that was playful, artistic, and politically relevant…It’s about how the &lt;span class="caps"&gt;NSA&lt;/span&gt; might eavesdrop or how a hardware manufacturer might backdoor into your device without your knowledge.”&lt;br /&gt;
&lt;br&gt;&lt;/p&gt;
&lt;div class="image"&gt;&lt;img src="http://assets.thecreatorsproject.com/blog_article_images/images/000/041/187/FacebookFadeOut_detail_em.jpg?1362693502" alt="" /&gt;&lt;/div&gt;&lt;p&gt;&lt;i&gt;The plugin makes sure screens fade away ten seconds after a new tab is opened.&lt;/i&gt;&lt;/p&gt;
&lt;p&gt;This plugin therefore also functions as an ingenious form of commentary—illustrating the power we often unknowingly hand over to other people or devices online. Which is not to say that the whole exercise is also pretty fun. Unsurprisingly, browsing through Olof’s Facebook messages made me feel like a huge creep, but also gave me a huge adrenaline rush. I felt like a bona-fide hacker, intruding into a space where I knew I shouldn’t be.  &lt;br /&gt;
&lt;br&gt;&lt;/p&gt;
&lt;div class="image"&gt;&lt;img src="http://assets.thecreatorsproject.com/blog_article_images/images/000/041/186/Pantheon_detail_em.jpg?1362693473" alt="" /&gt;&lt;/div&gt;&lt;p&gt;&lt;i&gt;Pantheon’s exhibition setup at 319 Scholes, where viewers could impersonate all three of the designers’ internet identities.&lt;/i&gt;&lt;/p&gt;
&lt;p&gt;The pleasure of voyeurism was also an idea that Chanpory, Dean and Olof were interested in exploring. As they put it, “the continuum of fear and delight that arises from unexpected intimacy” begs the question, “do people abuse their newfound power or does it evolve into play?” The answer probably lies somewhere in between those two spectrums.&lt;/p&gt;
&lt;p&gt;Because &lt;i&gt;Pantheon&lt;/i&gt; is based on cookies, a degree of anonymity endures in the game. You never know when someone is spying on you—and likewise, whoever you’re impersonating won’t know about you. “It’s symmetrical and egalitarian,” the team’s statement said, “contrary to conventional backdoor access where one party generally abuses the other.”&lt;/p&gt;
&lt;p&gt;&lt;i&gt;Pantheon&lt;/i&gt; is available for download on Github &lt;a href="https://github.com/deanhunt/pantheon/blob/master/chrome_extension/background.js" target="_blank"&gt;here&lt;/a&gt;. There’s also a second version on the &lt;a href="https://chrome.google.com/webstore/detail/pantheondemi/dcknknhmjcpambkkkkmpkcegdgjhieef" target="_blank"&gt;Chrome web store&lt;/a&gt; that lets you see the effects, but doesn’t share your cookies—you know, if you’re chicken.&lt;/p&gt;
&lt;p&gt;&lt;i&gt;Read about more works that came out of Art Hack Day &lt;a href="http://www.thecreatorsproject.com/blog/how-to-be-anonymous-in-the-age-of-dna-surveillance" target="_blank"&gt;here&lt;/a&gt; and &lt;a href="http://www.thecreatorsproject.com/blog/someone-finally-made-a-cat-god-for-us-to-worship" target="_blank"&gt;here&lt;/a&gt;&lt;/i&gt;.&lt;/p&gt;
&lt;p&gt;&lt;a href="https://twitter.com/MichelleLHOOQ" target=”_blank"&gt;@MichelleLHOOQ&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;&lt;i&gt;Images courtesy of &lt;a href="http://arthackday.net/god_mode/" target="_blank"&gt;Art Hack Day&lt;/a&gt;.&lt;/i&gt;&lt;/p&gt;</description>
      <pubDate>Thu, 07 Mar 2013 16:55:16 -0500</pubDate>
      <link>http://thecreatorsproject.com/es-us/blog/we-dare-you-to-play-this-google-chrome-game-of-russian-roulette</link>
      <guid isPermalink="false">blog/17434</guid>
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      <title>When Communication Transcends Gender Boundaries: Meet Cyborg-Wannabe Sputniko! </title>
      <description>&lt;img src='http://assets.thecreatorsproject.com/blog_article_images/images/000/041/183/SputnikoBetterCopy_detail.jpg?1362689038'/&gt;&lt;br/&gt;&lt;p&gt;As a mixed Japanese-British girl born into a family of hard-core scientists, Hiromi Ozaki&amp;#8217;s youth was devoted to math and computer science—a natural progression considering her background. However, revelations take place when you least expect it. One day, she reached her hand out to the unfathomable stimulant called Art, and savored its taste like the forbidden elixir soma. Lo and behold, the alter ego &lt;a href="http://www.sputniko.com/" target="_blank"&gt;Sputniko!&lt;/a&gt; was born à la Virgin Mary’s immaculate conception.&lt;/p&gt;
&lt;p&gt;Working as Sputniko!, her advances know no bounds. Her three graduation works produced in 2010 at the Royal College of Art in London were presented a couple of months later at the &lt;a href="http://www.mot-art-museum.jp/eng/2010/transformation/" target="_blank"&gt;&amp;#8220;Tokyo Art Meeting—Transformation&amp;#8221;&lt;/a&gt; exhibition held at the Museum of Contemporary Art Tokyo alongside artists such as &lt;a href="http://janfabre.be/" target="_blank"&gt;Jan Fabre&lt;/a&gt; and &lt;a href="http://www.cremaster.net/" target="_blank"&gt;Matthew Barney&lt;/a&gt;. In July of the following year, she crossed the Pacific to show in MoMA&amp;#8217;s &amp;#8220;Talk To Me&amp;#8221; exhibition in New York. While Japan continues to clings to its insular style even in the 21st Century, we can only stare green-eyed at the rapid pace with which Sputniko! blazes forward.&lt;/p&gt;
&lt;p&gt;Sputniko!’s works center around devices and concepts that seem likely to exist but don’t, with a touch of gender critique. In one of her representative videos, &lt;a href="http://www.sputniko.com/?p=91600" target="_blank"&gt;&lt;i&gt;Menstruation Machine—Takashi’s Take&lt;/i&gt;&lt;/a&gt;, Sputniko! plays a boy called Takashi who, in order to fulfill his desire to become a girl, straps on a ‘menstruation machine’—a device that simulates bleeding and dull pain to mimic that of menstruation. The video follows the boy’s experience with the machine from beginning to end. The juxtaposition of Sputniko! and Takashi, and the menstruation simulation machine both convey the message that gender barriers can be transcended, and that the two sexes may one day be able to see eye-to-eye.&lt;/p&gt;
&lt;p&gt;&lt;iframe width="640" height="360" src="http://www.youtube.com/embed/rdU1F54FEOU?feature=player_detailpage" frameborder="0" allowfullscreen&gt;&lt;/iframe&gt;&lt;br /&gt;
Crobot Jenny,&lt;i&gt; 2011&lt;/i&gt;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;The Creators Project: The first time I saw your work was in 2010 at the exhibition at the &lt;span class="caps"&gt;MOT&lt;/span&gt;. Your three pieces really stood out amongst the other works, despite it being quite an expansive exhibition. I assumed that you were well into your career, but apparently that was your first public show?&lt;/b&gt; &lt;br /&gt;
&lt;b&gt;Sputniko!:&lt;/b&gt; My first exhibition was the graduation show at London’s Royal College of Art in June 2010. The three works I showed were &lt;a href="http://www.sputniko.com/?p=91593" target="_blank"&gt;&lt;i&gt;Sushiborg Yukari&lt;/i&gt;&lt;/a&gt;, &lt;i&gt;Menstruation Machine—Takashi’s Take&lt;/i&gt;, and &lt;a href="http://www.sputniko.com/?p=91603" target="_blank"&gt;&lt;i&gt;Crowbot Jenny&lt;/i&gt;&lt;/a&gt;. I posted a message online calling for collaborators who were interested in my ideas, and I got a lot of responses. They gave me all the help I needed to produce the three works. Then just before graduation I received an offer to exhibit the pieces at the &amp;#8220;Transformation&amp;#8221; show at the &lt;span class="caps"&gt;MOT&lt;/span&gt; in October of the same year.&lt;br /&gt;
&lt;br&gt;&lt;/p&gt;
&lt;div class="image"&gt;&lt;img src="http://assets.thecreatorsproject.com/blog_article_images/images/000/041/185/Crowbot_Jenny_Press_detail_em.jpg?1362760971" alt="" /&gt;&lt;/div&gt;&lt;p&gt;Crowbot Jenny&lt;i&gt;, 2011&lt;/i&gt;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;The following year, &lt;a href="http://www.moma.org/interactives/exhibitions/2011/talktome/" target="_blank"&gt;you exhibited at MoMA&lt;/a&gt;. It seems like you’re taking giant strides in the contemporary art world. Initially though, you studied math and worked as a programmer. Can you tell us about that?&lt;/b&gt;&lt;br /&gt;
I began with Visual Basic during middle school, then went onto C language and C++. During college, I got into Java and ActionScript. ActionScript is a creative programming language that not many people use, so there are fewer rivals in the market. Programmers with a science background tend to be hardcore C++ and Java users, while ActionScript programmers are usually art school graduates. I had all the basics covered from my previous education in math and computer science. Once, when I was short of funds for my graduation piece, I made quick money working as a programmer for a month.&lt;/p&gt;
&lt;p&gt;During middle school and high school, I was devoted to math contests like the Mathematical Olympiad. When my school competed against other international schools, I won first place three times and second place twice, in the span of five years. I was a bona fide math nerd (laughs.)&lt;/p&gt;
&lt;p&gt;&lt;iframe width="640" height="360" src="https://www.youtube.com/embed/xDFdNXaSP_I?feature=player_detailpage" frameborder="0" allowfullscreen&gt;&lt;/iframe&gt;&lt;br /&gt;
Skype Song&lt;i&gt;, 2008&lt;/i&gt;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;And when you tapped into your scientifically-wired brain to create art, what resulted were works that predominantly focused on gender issues.&lt;/b&gt;&lt;br /&gt;
Compared to developed countries in Europe and America, the likelihood of women in Japan quitting their jobs upon getting married or giving birth is much higher. Despite a high percentage of Japanese women receiving higher education even amongst first-world countries, they often end up staying at home without being able to go out and work. Part of the problem is the mass media. There aren’t any vocal, smart female role models making intelligent remarks. On the contrary, women tend to be depicted as petite, weak, intellectually challenged pushovers. In Japan, the majority of men favor this kind of female figure, and girls aspire to meet those expectations. I find this so frustrating. I think that in an ideal society, women should be allowed to do whatever they want to do, unreservedly.&lt;/p&gt;
&lt;p&gt;When I was 20, I felt greatly encouraged by artists like &lt;a href="http://www.laurieanderson.com/home.shtml" target="_blank"&gt;Laurie Anderson&lt;/a&gt; and &lt;a href="http://mirandajuly.com/" target="_blank"&gt;Miranda July&lt;/a&gt;. I thought that, if there are intellectual, vocal, active women like them in the world, there might be a chance for me too. That’s why I’m driven to use my artworks to address taboos and sensitive gender issues that are often skirted. &lt;br /&gt;
&lt;br&gt;&lt;/p&gt;
&lt;div class="image"&gt;&lt;img src="http://assets.thecreatorsproject.com/blog_article_images/images/000/041/201/Sushiborg_Yukari_Press_detail_em.jpg?1362759356" alt="" /&gt;&lt;/div&gt;&lt;p&gt;Sushiborg Yukari,&lt;i&gt; 2010&lt;/i&gt;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;You not only develop devices that allow people to vicariously experience worlds unknown to them, but also create videos that portray those devices actually being used.&lt;/b&gt;&lt;br /&gt;
Both &lt;i&gt;Menstruation Machine&lt;/i&gt; and &lt;i&gt;Crowbot&lt;/i&gt; ultimately come from the realm of product design. My aim is to present product ideas to the world to stimulate a debate about what might happen if devices like these came into existence in the future. In essence, my main theme is to create designs that generate discussion.&lt;/p&gt;
&lt;p&gt;During these last couple of years, society has changed due to social media, but I think the next 30 years will be dictated by biotechnology. For example, the British have recently developed artificial blood (Oxycyte). It’s blood, but it’s white. Blood doesn’t even have to be red anymore. Someday you’ll be able to choose green, yellow, or whatever color blood you want, as a fashion statement. This is the kind of world we’ll be living in soon. So I think it’s interesting to pose questions about the future through art, at this point in history. My &lt;i&gt;Menstruation Machine&lt;/i&gt; video is one example of this, because it was based on the question, “What if men had periods?”&lt;/p&gt;
&lt;p&gt;&lt;b&gt;Coming up with products that seem likely to exist but don’t. Sounds a bit like &lt;a href="http://en.wikipedia.org/wiki/Doraemon" target="_blank"&gt;Doraemon&lt;/a&gt; (the robot-cat manga character who pulls out gadgets from the future out of his pocket.)&lt;/b&gt; &lt;br /&gt;
I actually coined the term ‘Doradical design.&amp;#8217; You know how that &lt;i&gt;Doraemon&lt;/i&gt; manga series depicts somewhat controversial topics in the context of mainstream entertainment? The term ‘critical design’ was born in England during the latter half of the 90s, but things like that had already been around in Japanese popular culture since the 60s. Amazing, right?&lt;/p&gt;
&lt;p&gt;&lt;iframe width="640" height="360" src="http://www.youtube.com/embed/m3D6FLSjeXI" frameborder="0" allowfullscreen&gt;&lt;/iframe&gt;&lt;/p&gt;
&lt;p&gt;&lt;i&gt;Healing Fukushima&lt;/i&gt; (above) is a pair of shoes that plant rapeseeds into soil through mechanical high heels! Stay tuned for more on this project in our upcoming video.&lt;/p&gt;
&lt;p&gt;&lt;i&gt;Text translated by Yuriko Yamaguchi. Photos courtesy of Sputniko! &lt;/i&gt;&lt;/p&gt;
&lt;p&gt;&lt;a href="https://twitter.com/TOMOKAFLEX" target="_blank"&gt;@TOMOKAFLEX&lt;/a&gt;&lt;/p&gt;</description>
      <pubDate>Thu, 07 Mar 2013 15:08:10 -0500</pubDate>
      <link>http://thecreatorsproject.com/es-us/blog/when-communication-transcends-gender-boundaries-meet-cyborg-wannabe-sputniko</link>
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      <title>Watch Out Manhattan—The Next Great Superstructure Is Headed For Brooklyn</title>
      <description>&lt;img src='http://assets.thecreatorsproject.com/blog_article_images/images/000/041/178/030113domino2_detail.jpg?1362682979'/&gt;&lt;br/&gt;&lt;p&gt;The Williamsburg waterfront—the small-town panorama that Manhattanites can make out just across the East River—is revamping its silhouette.&lt;/p&gt;
&lt;p&gt;In their latest proposal for the Domino Sugar Factory Site, &lt;a href="http://twotreesny.com/"&gt;Two Trees Management&lt;/a&gt; envisions a dynamic, &lt;span class="caps"&gt;LEGO&lt;/span&gt;-like complex that rivals the skylines of &lt;a href="hhttp://www.thecreatorsproject.com/blog/manhattans-skyscapers-get-a-turner-esque-makeover-in-these-multilayered-photographs"&gt;Manhattan&lt;/a&gt;, &lt;a href="http://make3d.stanford.edu/wrl/wrl/352/474369474_.jpg"&gt;Shanghai&lt;/a&gt;, and &lt;a href="http://hoffstrizz.typepad.com/.a/6a0128773aba66970c0147e09e30b9970b-800wi"&gt;Dubai&lt;/a&gt;.&lt;/p&gt;
&lt;p&gt;The plan preserves the landmark Refinery building (marked by its iconic &lt;a href="http://mas.org/wp-content/uploads/2007/08/domino-sugar-refinery-brooklyn-1.jpg"&gt;Domino Sugar&lt;/a&gt; sign), and surrounds the iconic structure with tall, thin towers. The tallest tower rises to 598 feet—a goliath next to the Williamsburg Bridge. Beside it, a large doughnut ‘O’ frames the Manhattan skyline.&lt;/p&gt;
&lt;p&gt;This cutout design is the calling card of &lt;a href="http://www.shoparc.com/" target="_blank"&gt;SHoP Architects&lt;/a&gt;, a firm dedicated to open-air designs (even their logo features a &lt;a href="http://www.shoparc.com/"&gt;transparent &amp;#8216;O&amp;#8217;&lt;/a&gt;.) In this case, glassy surfaces and wide window-like openings dramatize the light reflected by the water nearby.&lt;/p&gt;
&lt;p&gt;In conjuction with &lt;a href="http://www.fieldoperations.net/" target="_blank"&gt;Field Operations&lt;/a&gt;, SHoP is also developing a green space that will include kayaking, fields for sporting events, gardens, and a floating pool.&lt;/p&gt;
&lt;p&gt;Before it can get the city&amp;#8217;s approval, Two Trees&amp;#8217; grandiose vision needs the blessing of Williamsburg locals. Opponents of the plan are hesitant to sacrifice the neighborhood atmosphere to rapid high-density gentrification, while others are comforted by the promise of affordable housing—even if construction is expected to last over a decade.&lt;/p&gt;
&lt;p&gt;&lt;i&gt;Photos courtesy of SHoP Architects.&lt;/i&gt;&lt;/p&gt;
&lt;p&gt;&lt;a href="http://twitter.com/tfbnght"&gt;@tfbnght&lt;/a&gt;&lt;/p&gt;</description>
      <pubDate>Thu, 07 Mar 2013 14:03:12 -0500</pubDate>
      <link>http://thecreatorsproject.com/es-us/blog/watch-out-manhattan%E2%80%94the-next-great-superstructure-is-headed-for-brooklyn</link>
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      <title>SubPac Want To Help You Feel The Beat—Literally</title>
      <description>&lt;img src='http://assets.thecreatorsproject.com/blog_article_images/images/000/041/168/49d6d6fe50682f1e68cdef6b0bba2e2d_large_detail.jpg?1362677233'/&gt;&lt;br/&gt;&lt;p&gt;All concert-attending music fans are familiar with that tingling feeling that electrifies the body when you stand near the speakers. You may have become acquainted with this sensation at a local skate shop&amp;#8217;s garage band round-up, an awkward high school prom, or perhaps, like myself, you were introduced to these musical vibrations the first time you got into a friend&amp;#8217;s car who had a subwoofer in the trunk.&lt;/p&gt;
&lt;p&gt;The downside to these subwoofer-equipped cars is that they rattle on the outside just as much as they do on the interior. And while my bass-addicted, underage music fan friends and I could get our fix at concerts and all-age clubs, it was impossible to transport the musical vibrations without creating loud disturbances in our quiet suburban streets.&lt;/p&gt;
&lt;p&gt;The &lt;a href="http://www.kickstarter.com/projects/311239538/subpac-portable-tactile-audio-technology" target="_blank"&gt;SubPac&lt;/a&gt;, developed by the cross-disciplinary team &lt;a href="http://www.studiofeed.com/main/" target="_blank"&gt;StudioFeed&lt;/a&gt;, provides a solution for music-loving surubanites or city-dwellers trying to avoid another noise complaint. This device, currently on &lt;a href="http://www.kickstarter.com/projects/311239538/subpac-portable-tactile-audio-technology" target="_blank"&gt;KickStarter&lt;/a&gt;, is portable and quiet, resembling a backrest ,and will produce vibrations to match your music source, sort of like headphones for your entire body.&lt;/p&gt;
&lt;p&gt;&lt;iframe src="http://player.vimeo.com/video/60964904?title=0&amp;amp;byline=0" width="640" height="360" frameborder="0" webkitAllowFullScreen mozallowfullscreen allowFullScreen&gt;&lt;/iframe&gt;&lt;/p&gt;
&lt;p&gt;While there is a novelty factor to this product, and it could find appeal with any &lt;span class="caps"&gt;EDM&lt;/span&gt; fan in need of a bass fix between &lt;a href="http://electricdaisycarnival.com/" target="_blank"&gt;&lt;span class="caps"&gt;EDC&lt;/span&gt;&lt;/a&gt; and &lt;a href="http://nocturnalwonderland.com/" target="_blank"&gt;Nocturnal&lt;/a&gt;, it also has great applications in the world of music production. The product has a laundry list of celebrity DJ/producers singing its praises, including &lt;a href="http://shocklee.com/#public" target="_blank"&gt;Hank Shocklee&lt;/a&gt;, &lt;a href="http://malaincuba.com/#3b4/custom_plain" target="_blank"&gt;Mala&lt;/a&gt;, and &lt;a href="http://www.illmind.biz/" target="_blank"&gt;!&lt;span class="caps"&gt;LLMIND&lt;/span&gt;&lt;/a&gt;. Since, as StudioFeed explains, the SubPac has a frequency response from 5Hz to 130Hz this provides musicians with more control over those unruly low frequencies.&lt;/p&gt;
&lt;div class="image"&gt;&lt;img src="http://assets.thecreatorsproject.com/blog_article_images/images/000/041/170/4cb9b74b2ac84b6750d4799c121a4a73_large-1_detail_em.jpg?1362678323" alt="" /&gt;&lt;/div&gt;&lt;p&gt;&lt;br&gt;
The SubPac has potential to help DJs and producers gain a better control of their music&amp;#8212;however, arguably a more substantial application would be its potential to bring music to the deaf. &lt;a href="http://thatdeafdj.com/" target="_blank"&gt;Robbie Wilde&lt;/a&gt;, also know as &amp;#8220;That Deaf DJ&amp;#8221;, who is, as his stage name implies, deaf says in the video, &amp;#8220;toward the deaf community that hasn&amp;#8217;t tried the SubPac yet, our headphones are finally here.&amp;#8221;&lt;/p&gt;
&lt;p&gt;&lt;a href="http://www.twitter.com/megyoungblood" target="_blank"&gt;@megyoungblood&lt;/a&gt;&lt;/p&gt;</description>
      <pubDate>Thu, 07 Mar 2013 12:27:16 -0500</pubDate>
      <link>http://thecreatorsproject.com/es-us/blog/subpac-want-to-help-you-feel-the-beat%E2%80%94literally</link>
      <guid isPermalink="false">blog/17430</guid>
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      <title>Leaving Is A Video Game Set In An Airport And Driven By Ambiguity</title>
      <description>&lt;img src='http://assets.thecreatorsproject.com/blog_article_images/images/000/041/162/leaving_thomas_papa_detail.jpg?1362668757'/&gt;&lt;br/&gt;&lt;p&gt;Saying goodbye to someone, the cliche goes, is the hardest thing to do. But what about making a video game about saying goodbye to someone? Would that be the hardest thing to play? It might not sound like the most conventional narrative to make a game from but Thomas J. Papa, the artist behind &lt;a href="http://www.mimicrygames.com/" target="_blank"&gt;Mimicry Games&lt;/a&gt;, has created &lt;a href="https://itunes.apple.com/us/app/leaving/id596825610?ls=1&amp;mt=8" target="_blank"&gt;&lt;i&gt;Leaving&lt;/i&gt;&lt;/a&gt;&amp;#8212;a game for the iPad which is set in the departure hall of an international airport and is a three act story where you interact with loved ones before biding farewell and going your separate ways.&lt;/p&gt;
&lt;p&gt;And that&amp;#8217;s it, you don&amp;#8217;t save the airport from an evil attack by alien-terrorists-gangsters and you don&amp;#8217;t collect icons to give you super powers to fly after the plane and rescue your dearly departed&amp;#8212;instead you experience the melancholy sensation of someone leaving you. To do this the game relies on ambiguity as a narrative tool, letting it permeate the story, allowing the game to break away from conventional video game storytelling techniques. &amp;#8220;Many games follow the exact same format as their predecessor, and even as their contemporaries.&amp;#8217;&amp;#8221; Papa told me via email. &amp;#8220;They include things like the aim for a competitive experience, the inclusion of the element of chance or an in-game reward mechanism. You also see this similarity reflected in the narrative construction of many games, the heroes journey completely dominates all other storytelling forms.&amp;#8221;&lt;/p&gt;
&lt;p&gt;&lt;iframe width="640" height="360" src="http://www.youtube.com/embed/V1m0WIBNp0Y" frameborder="0" allowfullscreen&gt;&lt;/iframe&gt;&lt;br /&gt;
&lt;i&gt;Trailer for &lt;/i&gt;Leaving&lt;/p&gt;
&lt;p&gt;That&amp;#8217;s not to say the industry isn&amp;#8217;t changing and breaking free from these more traditional storytelling constraints. &lt;a href="http://thecreatorsproject.com/authors/leigh-alexander" target="_blank"&gt;Leigh Alexander&lt;/a&gt; has written on this very blog about how developers and indie startups are challenging what constitutes a video game, and events like &lt;a href="http://www.thecreatorsproject.com/blog/3-reasons-indie-video-games-are-a-big-deal-right-now" target="_blank"&gt;IndieCade&lt;/a&gt; showcase how new games are shaking off the commonly held stereotypes. So the times they are a-changin&amp;#8217;&amp;#8212;slowly&amp;#8212;but the big gaming houses are still in it to make money, because they&amp;#8217;re a business, after all. &amp;#8220;There are few games made for the sake of simply being great games.&amp;#8221; Papa continues. &amp;#8220;Most games are made by following business ideals, rarely by pursuit of artistic ideals. Most games are made to be sold, and in business one wants to minimize risk, this has resulted in the limited ideology that videogames have such a hard time getting rid of.&amp;#8221;&lt;/p&gt;
&lt;div class="image"&gt;&lt;img src="http://assets.thecreatorsproject.com/blog_article_images/images/000/041/165/Leaving_-_Screenshot_05_detail_em.jpg?1362668767" alt="" /&gt;&lt;/div&gt;&lt;p&gt;&lt;i&gt;Screenshot from the game&lt;/i&gt;&lt;/p&gt;
&lt;p&gt;But more and more developers and artists are looking at the medium as a way to express more abstract and complex ideas&amp;#8212;as a painter uses their brush, paint, and canvas to create artworks that span every style, from hyperrealism to Cubism, so too the game developer uses a game engine, code, and 3D modelling to express the many nuances of how we experience and exist in the world. And, the interactive role the audience takes in video games is becoming a more normalized way to think about entertainment, and art, in general. In &lt;i&gt;Leaving&lt;/i&gt; that role is less about frenetic action and and more about reveling in the unexplained, about pondering and reflecting and deciding.&lt;/p&gt;
&lt;p&gt;&amp;#8220;The German literary scholar Wolfgang Iser talks about the theory of the gap,&amp;#8221; Pape notes, &amp;#8220;and how unexplained pieces of story stimulate meaning. With &lt;i&gt;Leaving&lt;/i&gt; I aimed to design a meaningful experience that stimulates personal reflection. I didn&amp;#8217;t want to force feed the player a specific, exact story, but I wanted the story to become personal. &lt;i&gt;Leaving&lt;/i&gt; allows room for the individual&amp;#8217;s thoughts&amp;#8212;if you ask me the game is about balancing life between possibilities and assurances, but that might be quite different for others.&amp;#8221;&lt;/p&gt;
&lt;div class="image"&gt;&lt;img src="http://assets.thecreatorsproject.com/blog_article_images/images/000/041/163/Leaving_-_Screenshot_16_detail_em.jpg?1362668760" alt="" /&gt;&lt;/div&gt;&lt;p&gt;&lt;br&gt;&lt;/p&gt;
&lt;div class="image"&gt;&lt;img src="http://assets.thecreatorsproject.com/blog_article_images/images/000/041/164/Leaving_-_Screenshot_18_detail_em.jpg?1362668763" alt="" /&gt;&lt;/div&gt;&lt;p&gt;&lt;i&gt;Screenshots from the game&lt;/i&gt;&lt;/p&gt;
&lt;p&gt;The ambiguity the game throws at you also functions as a game mechanic&amp;#8212;the lack of information you get as you wander around facilitates the user&amp;#8217;s imagination and allows them to experience it differently next time they play it. Papa calls this &amp;#8220;digital theatre&amp;#8221; and it&amp;#8217;s where the player creates the story, making it a &amp;#8220;real time performance&amp;#8221; in what he calls a &amp;#8220;very pure type of role play&amp;#8221; devoid of the power ups and other advancements you traditionally get in video games, freeing you up to just experience a role.&lt;/p&gt;
&lt;p&gt;It&amp;#8217;s a game that Papa says is aimed at the &amp;#8220;non-gamer&amp;#8221; and, as well as being about leaving, it&amp;#8217;s also about making choices, about &amp;#8220;making decisions in a world with an abundance of choice&amp;#8221; and this theme of choice informs the narrative on a subconscious level. It might not be a game for everyone but it points to how, with readily available tools and avenues of distribution, the market is opening up to new possibilities of what video games can be. How the virtual worlds that can be dreamt up aren&amp;#8217;t only the domain of blockbuster games, or even successful indie titles, but about whatever narrative people might want to conjure up&amp;#8212;a place for experimentation.&lt;/p&gt;
&lt;div class="image"&gt;&lt;img src="http://assets.thecreatorsproject.com/blog_article_images/images/000/041/166/Leaving_-_Screenshot_24_detail_em.jpg?1362668770" alt="" /&gt;&lt;/div&gt;&lt;p&gt;&lt;i&gt;Screenshot from the game&lt;/i&gt;&lt;/p&gt;
&lt;p&gt;&amp;#8220;I do think that the only way forward though, is to persist and continue to create games independently, that break with the general concept of what a game is supposed to be&amp;#8221; Papa concludes when I asked him about how experimental games might influence, and perhaps change, gaming culture. &amp;quot;So that just like in other media we will each in our own way, and with our own taste and preference, be able to experience the opportunities of this amazing medium. &amp;quot;&lt;/p&gt;
&lt;p&gt;&lt;a href="https://twitter.com/#!/stewart23rd" target="_blank"&gt;@stewart23rd&lt;/a&gt;&lt;/p&gt;</description>
      <pubDate>Thu, 07 Mar 2013 10:06:13 -0500</pubDate>
      <link>http://thecreatorsproject.com/es-us/blog/ileavingi-is-a-video-game-set-in-an-airport-and-driven-by-ambiguity</link>
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      <title>Someone Finally Made A Cat God For Us To Worship</title>
      <description>&lt;img src='http://assets.thecreatorsproject.com/blog_article_images/images/000/041/155/8519353376_620b66d066_z_detail.jpg?1362602424'/&gt;&lt;br/&gt;&lt;p&gt;Last week, Bushwick gallery &lt;a href="http://319scholes.org/" target="_blank"&gt;319 Scholes&lt;/a&gt; brought together sixty artists for Art Hack Day—a three-day-long, bleary-eyed hackathon where teams created technology-based works around the theme of “God Mode.&amp;quot;&lt;/p&gt;
&lt;p&gt;On paper, Pamela Reed and Matthew Rader are just two Brooklyn-based artists who create &lt;a href="http://www.thecreatorsproject.com/blog/meet-the-family%E2%80%94reed-raders-zany-stuffed-animal-posse-comes-to-life-as-gifs" target=”_blank"&gt;wildly popular fashion GIFs &lt;/a&gt; and happen to be a couple. The reality is a little more complicated. &lt;a href="http://www.reedandrader.com/" target=”_blank"&gt;Reed + Rader&lt;/a&gt;, as they call themselves, function more as a symbiotic being—doing everything together, answering interview questions as a singular identity, and apparently never spending more than 72 hours apart. Their relationship brings to mind Marina Abramovic and Ulay during their most frenetic and soulful. Needless to say, Reed + Rader also share the same obsessions.&lt;/p&gt;
&lt;p&gt;One of their biggest obsessions is cats—those diminutive creatures that somehow lord over the internet. So, during the 48-hour time frame they were given during  &lt;a href="http://arthackday.net/319scholes/" target=”_blank"&gt;Art Hack Day&lt;/a&gt;, the duo set out on an ambitious project: creating a gigantic cat idol using 3D projection mapping technology. “Cats are furry little bosses that have god-like personalities,” they explained. Thus, they begat &lt;i&gt;&lt;span class="caps"&gt;CATGOD&lt;/span&gt;&lt;/i&gt;.&lt;/p&gt;
&lt;div class="image"&gt;&lt;img src="http://assets.thecreatorsproject.com/blog_article_images/images/000/041/155/8519353376_620b66d066_z_detail_em.jpg?1362602424" alt="" /&gt;&lt;/div&gt;&lt;p&gt;&lt;br&gt;
In a nutshell, &lt;i&gt;&lt;span class="caps"&gt;CATGOD&lt;/span&gt;&lt;/i&gt; looks what you’d get if you dropped acid and decapitated the rabbit from Donnie Darko. Eyes swirling with psychedelic glee, teeth bared in a maniacal grin, it puts the world’s most famous false idol—the Biblical golden calf—to shame.&lt;/p&gt;
&lt;p&gt;To create &lt;i&gt;&lt;span class="caps"&gt;CATGOD&lt;/span&gt;&lt;/i&gt;, Reed + Rader used a mixture of technology and old-fashioned arts &amp;amp; crafts. After building the cat on Maya, they used a software called Pepakura Designer to print out the patterns from the 3D data onto 96 sheets of paper. Then came the backbreaking challenge of cutting out the patterns, tracing them onto foamcore, cutting out that foamcore, and finally, hot gluing the pieces together to form the final cat head. “We had many moments where we questioned if the head would be built in time,” they admitted.&lt;/p&gt;
&lt;div class="image"&gt;&lt;img src="http://assets.thecreatorsproject.com/blog_article_images/images/000/041/156/8523756624_637c10240e_z_detail_em.jpg?1362602427" alt="" /&gt;&lt;/div&gt;&lt;p&gt;&lt;br&gt;
Just 90 minutes before &lt;a href="http://319scholes.org/exhibition/art-hack-day/" target=”_blank"&gt;319 Scholes&lt;/a&gt; had to open its doors to the public, the pair scrambled to map the graphics they had designed on Photoshop onto the physical cat using &lt;a href="http://www.modul8.us/" target=”_blank"&gt;Modul8&lt;/a&gt; and &lt;a href="http://www.madmapper.com/" target=”_blank"&gt;MadMapper&lt;/a&gt;—two types of projection mapping software that work hand in hand. They finished just in time, and &lt;i&gt;&lt;span class="caps"&gt;CATGOD&lt;/span&gt;&lt;/i&gt; became one of the most marveled-at pieces of the night.&lt;/p&gt;
&lt;p&gt;Reed + Rader hope to build a metal version to hang in their apartment, to scare the hell out of their actual pet kittens. For now, the original &lt;i&gt;&lt;span class="caps"&gt;CATGOD&lt;/span&gt;&lt;/i&gt; belongs to 319 Scholes. Go, and pay your respects.&lt;/p&gt;
&lt;p&gt;&lt;a href="https://twitter.com/MichelleLHOOQ" target=”_blank"&gt;@MichelleLHOOQ&lt;/a&gt;&lt;/p&gt;</description>
      <pubDate>Wed, 06 Mar 2013 15:32:06 -0500</pubDate>
      <link>http://thecreatorsproject.com/es-us/blog/someone-finally-made-a-cat-god-for-us-to-worship</link>
      <guid isPermalink="false">blog/17423</guid>
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      <title>The Zen Of Snoop Lion: Fight For Justice In The Chillmaster's New Game</title>
      <description>&lt;img src='http://assets.thecreatorsproject.com/blog_article_images/images/000/041/150/SnoopDone1_detail.jpg?1362591017'/&gt;&lt;br/&gt;&lt;p&gt;If you think the man previously known as &lt;a href="http://snoopdogg.com/" target="_blank"&gt;Snoop Dogg&lt;/a&gt; has already accomplished enough during the 20 or so years he&amp;#8217;s been rapping (and now, er, &lt;a href="http://snooplion.com/" target="_blank"&gt;Rasta-ing&lt;/a&gt;), &lt;a hfref="http://www.vice.com/read/snoop-through-the-ages-000666-v20n2" target="_blank"&gt;voguing as a hip-hop fashion icon&lt;/a&gt;, and all the while unapologetically blazing, think again.&lt;/p&gt;
&lt;p&gt;Snoop, in collaboration with video game studio &lt;a href="http://www.echo-peak.com/" target="_blank"&gt;Echo Peak&lt;/a&gt;, has expanded his repertoire into the world of gaming. The rapper has been hard at work on the new video game, &lt;a href="http://www.wayofthedogg.com/us/index.html" target="_blank"&gt;&lt;i&gt;Way of the Dogg&lt;/i&gt;&lt;/a&gt;, which will soon be released and made available for download on your iPhone, Android, or Xbox live. Though rap and video games have a long history of intermingling even beyond hip-hop run soundtracks—see Wu-Tang&amp;#8217;s old-school Playstation game &lt;a href="http://en.wikipedia.org/wiki/Wu-Tang:_Shaolin_Style" target="_blank"&gt;&lt;i&gt;Wu-Tang: Shaolin Style&lt;/i&gt;&lt;/a&gt;—&lt;i&gt;Way of the Dogg&lt;/i&gt; looks to be the most involved attempt yet to cast a rapper as a game&amp;#8217;s main character.&lt;/p&gt;
&lt;div class="image"&gt;&lt;img src="http://assets.thecreatorsproject.com/blog_article_images/images/000/041/151/SnoopDone2_detail_em.jpg?1362591051" alt="" /&gt;&lt;/div&gt;&lt;p&gt;&lt;i&gt;Snoop hard at work on the soundtrack.&lt;/i&gt;&lt;/p&gt;
&lt;p&gt;In the combat-based game, the player must train as AJ (aka America Jones) alongside the Zen master, Snoop Dogg himself—albeit in a &lt;i&gt;slightly&lt;/i&gt; more chiseled form than the &lt;span class="caps"&gt;IRL&lt;/span&gt; rapper. As the city&amp;#8217;s best fighter, AJ was once at the top of his game. But he really only cared about two things, &amp;#8220;his woman and the fight.&amp;#8221; When his lady is tragically murdered, AJ vows to avenge the death of his sweetheart and rid the city of violent street crime. But first, he must &amp;#8220;learn the way of the dogg&amp;#8221; from Master Snoop a la &lt;a href="http://en.wikipedia.org/wiki/Ghost_Dog:_The_Way_of_the_Samurai" target="_blank"&gt;Ghost Dog&lt;/a&gt;.&lt;/p&gt;
&lt;div class="image"&gt;&lt;img src="http://assets.thecreatorsproject.com/blog_article_images/images/000/041/153/SnoopDone4_detail_em.jpg?1362591096" alt="" /&gt;&lt;/div&gt;&lt;p&gt;&lt;i&gt;Sensai Snoop giving our hero America Jones the run down, presumably on &amp;#8220;the way of the dogg.&amp;#8221;&lt;/i&gt;&lt;/p&gt;
&lt;p&gt;The game incorporates rhythm alongside &lt;i&gt;Street Fighter&lt;/i&gt;-style urban combat. Fighting is just as much about finding your beat as it is about taking down your opponent. The comic book-style graphics make for a playful scenario of cartoon-like blood splatter, and keep the gaming experience appropriately chill for a Snoop venture.&lt;/p&gt;
&lt;p&gt;As Snoop Lion would spit: &amp;#8220;We at war with the army of haters / And when we kill &amp;#8217;em we just smoke &amp;#8217;em like papers.&amp;#8221;&lt;/p&gt;
&lt;div class="image"&gt;&lt;img src="http://assets.thecreatorsproject.com/blog_article_images/images/000/041/150/SnoopDone1_detail_em.jpg?1362591017" alt="" /&gt;&lt;/div&gt;&lt;p&gt;&lt;i&gt;C&amp;#8217;mon y&amp;#8217;all this looks fun. Snoop and Game Director Ciaran Walsh.&lt;/i&gt;&lt;/p&gt;
&lt;p&gt;No details yet on the exact release date, but stayed tuned to &lt;a href="https://twitter.com/snoopdogg" target="_blank"&gt;Snoop&amp;#8217;s Twitter&lt;/a&gt; and the game&amp;#8217;s &lt;a href="http://www.wayofthedogg.com/us/index.html" target="_blank"&gt;official site&lt;/a&gt; for the latest details.&lt;/p&gt;
&lt;p&gt;&lt;i&gt;In other Snoop news, &lt;/i&gt;&lt;span class="caps"&gt;REINCARNATED&lt;/span&gt;&lt;i&gt;, a documentary about Snoops transition from &amp;#8220;Dogg&amp;#8221; to &amp;#8220;Lion&amp;#8221; hits select theaters on March 15th. Check out the trailer below.&lt;/i&gt;&lt;/p&gt;
&lt;p&gt;&lt;iframe width="640" height="360" src="http://www.youtube.com/embed/MTqyV5Kw9Ss" frameborder="0" allowfullscreen&gt;&lt;/iframe&gt;&lt;/p&gt;
&lt;p&gt;&lt;a href="https://twitter.com/MlleDisser" target="_blank"&gt;@Mlledisser&lt;/a&gt;&lt;/p&gt;</description>
      <pubDate>Wed, 06 Mar 2013 12:30:20 -0500</pubDate>
      <link>http://thecreatorsproject.com/es-us/blog/the-zen-of-snoop-lion-fight-for-justice-in-the-chillmasters-new-game</link>
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      <title>Audrey Hepburn Cruises By The Uncanny Valley</title>
      <description>&lt;img src='http://assets.thecreatorsproject.com/blog_article_images/images/000/041/149/hepburn_detail.jpg?1362588075'/&gt;&lt;br/&gt;&lt;p&gt;Despite incredible breakthroughs in &lt;span class="caps"&gt;VFX&lt;/span&gt; and computer animation, we still have yet to create a genuinely convincing human born purely from bytes. The thing about the &lt;a href="http://en.wikipedia.org/wiki/Uncanny_valley#In_computer_animation" target="_blank"&gt;uncanny valley&lt;/a&gt; is, the closer you are to crossing it, the further away the finish line seems. Though Spielberg&amp;#8217;s adaptation of &lt;a href="http://www.youtube.com/watch?v=Jnl6WlEjQWQ" target="_blank"&gt;Tintin&lt;/a&gt; marked a big step forward, recreating someone well-known has proven especially difficult, if not perilous. Without artistic leeway, most experiments end up like this infamous popcorn commercial &lt;a href="http://www.youtube.com/watch?v=3LRpUBUQ3sE" target="_blank"&gt;that resurrected Orville Redenbacher&lt;/a&gt;&amp;#8212;more creepy than appetizing.&lt;/p&gt;
&lt;p&gt;But unlike Redenbacher, Audrey Hepburn™ may well have breezed past the uncanny valley in a sleek, silver convertible. The spot above was made by  &lt;a href="http://www.framestore.com/" target="_blank"&gt;Framestore&lt;/a&gt;’s London office. I’ve watched it several times and I can’t deny I’m deeply impressed. Admittedly, a few robotic glimpses peek out from behind the film grain, summery color correct, and delightfully vintage art-direction; but instinctually, the spot gives me fuzzy feelings, as opposed to goosebumps.&lt;/p&gt;
&lt;p&gt;The longtime quest to flawlessly simulate a human has been a holy grail for engineers and artists. The implications of success have been a staple of sci-fi narratives that range from thrilling, like &lt;a href="http://www.youtube.com/watch?v=cWmbqH_z7jM" target="_blank"&gt;&lt;i&gt;Prometheus&lt;/i&gt;&lt;/a&gt;, to “hilarious” like &lt;a href="http://www.youtube.com/watch?v=salcZxwspxg" target="_blank"&gt;&lt;i&gt;S1m0ne&lt;/i&gt;&lt;/a&gt;. Clearly, the tech behind Hepburn™ is, as &lt;span class="caps"&gt;VFX&lt;/span&gt; Supervisor William Bartlett said, &lt;a href="http://www.framestore.com/work/galaxy-choose-silk-chauffeur" target="_blank"&gt;“on the edge of what’s possible”&lt;/a&gt;. Beyond Framestore’s &lt;span class="caps"&gt;CGI&lt;/span&gt; feats, the trademark attached to Hepburn™ opens up a wider, philosophical pandora’s box, possibly telling of cinema’s future.&lt;/p&gt;
&lt;p&gt;It’s not a huge jump to say, given a big enough budget and team, it could be possible see a new movie starring Audrey Hepburn™ in the not too distant future. Or maybe Fred Astaire™ would prove more dazzling?&lt;/p&gt;
&lt;p&gt;Framestore mentioned that they sculpted Audrey™ from the filmed performance of a look-a-like. But to really sell the illusion, “The 3D team built the model of Hepburn™, making use of the star’s entire feature film catalogue, plus all available press and documentary photographs as reference.” The team worked tirelessly to tweak their model from every possible angle.&lt;/p&gt;
&lt;p&gt;Given that the amount of documenting data we are creating is &lt;a href="http://blog.1000memories.com/94-number-of-photos-ever-taken-digital-and-analog-in-shoebox" target="_blank"&gt;multiplying at an exponential rate&lt;/a&gt;, modeling Angelina Jolie™ should be relative cake. Let’s not even think about Bieber™.&lt;/p&gt;
&lt;p&gt;Taken a step further, perhaps the ultimate honor 10 years down the road will be having your figure included in an expensive &lt;span class="caps"&gt;CGI&lt;/span&gt; library &amp;#8211; where your mannerisms have been studied, mapped and rigged perfectly for easy future use. Or maybe stars’ descendants will go to court to argue the nuances of a ripped-off virtual likeness. Though really, it might be best to plan ahead and commission a model to be built before death to insure quality.&lt;/p&gt;
&lt;p&gt;Anyone up for a visit to Madame Tussauds 2.0?&lt;/p&gt;
&lt;p&gt;&lt;a href="https://twitter.com/gorociao" target="_blank"&gt;@gorociao&lt;/a&gt;&lt;/p&gt;</description>
      <pubDate>Wed, 06 Mar 2013 11:41:18 -0500</pubDate>
      <link>http://thecreatorsproject.com/es-us/blog/audrey-hepburn-cruises-by-the-uncanny-valley</link>
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      <title>Prolific Bacteria Projection Infects The Roof Of Centre Pompidou Metz</title>
      <description>&lt;img src='http://assets.thecreatorsproject.com/blog_article_images/images/000/041/137/02_detail.jpg?1362520519'/&gt;&lt;br/&gt;&lt;p&gt;&lt;a href="http://en.wikipedia.org/wiki/Paleodictyon_nodosum" target="_blank"&gt;&lt;i&gt;Paleodictyon Nodosum&lt;/i&gt;&lt;/a&gt; is a type of bacteria that is held accountable for the rather beautiful deep-ocean bee-hive-like structures seen in the photo below. Despite knowing of their existence through their abandoned housing structures, no one actually knows what they look like, although there are two dominant theories.&lt;/p&gt;
&lt;div class="image"&gt;&lt;img src="http://assets.thecreatorsproject.com/blog_article_images/images/000/041/141/paleodictyon1_detail_em.jpg?1362520666" alt="" /&gt;&lt;/div&gt;&lt;p&gt;&lt;i&gt;A photo of one of the Paleodictyon&amp;#8217;s structures via Google Images&lt;/i&gt;&lt;/p&gt;
&lt;p&gt;Using this mysterious bacterial specimen as their inspiration, &lt;a href="http://thecreatorsproject.com/creators/antivj" target="_blank"&gt;AntiVJ&lt;/a&gt;&amp;#8217;s visual artists Simon Geilfus, Yannick Jacquet, and composer Thomas Vaquié created their site-specific installation &lt;i&gt;Paleodictyon&lt;/i&gt;. The piece was first shown in October, projected onto the roof of the &lt;a href="http://www.centrepompidou-metz.fr/en/welcome" target="_blank"&gt;Centre Pompidou Metz&lt;/a&gt; in France designed by &lt;a href="http://www.shigerubanarchitects.com/" target="_blank"&gt;Shigeru Ban&lt;/a&gt;.&lt;/p&gt;
&lt;div class="image"&gt;&lt;img src="http://assets.thecreatorsproject.com/blog_article_images/images/000/041/137/02_detail_em.jpg?1362520519" alt="" /&gt;&lt;/div&gt;&lt;p&gt;&lt;br&gt;
In the video above the organic, sea-inspired movement of these simulated bacteria is projected onto the building which shares an oceanic, natural shape. Although aesthetically appealing for the simple, intricate, and lively visuals, the music creates a stronger understanding, giving the installation its pulse.&lt;/p&gt;
&lt;div class="image"&gt;&lt;img src="http://assets.thecreatorsproject.com/blog_article_images/images/000/041/140/07_detail_em.jpg?1362520531" alt="" /&gt;&lt;/div&gt;&lt;p&gt;&lt;br&gt;
As Simon Geilfus said in his &lt;a href="http://blog.antivj.com/2013/bacteria-farming-and-software-design/" target="_blank"&gt;blog post&lt;/a&gt; with all the details regarding the coding process, the music conveys the project&amp;#8217;s &amp;#8220;narrative around the birth, life and death of this weird organism, and even led up to an interesting new aspect, that of the balance between two other worlds, light and darkness.&amp;#8221;&lt;/p&gt;
&lt;div class="image"&gt;&lt;img src="http://assets.thecreatorsproject.com/blog_article_images/images/000/041/138/03_detail_em.jpg?1362520523" alt="" /&gt;&lt;/div&gt;&lt;p&gt;&lt;br&gt;
An &lt;a href="http://antivj.com/paleodictyon_app/#sthash.efv3j3fZ.dpbs" target="_blank"&gt;app&lt;/a&gt; developed by co-creator Simon Geilfus in coincidence with the installation is also available for download. The app allows users to view the piece from new angles.&lt;/p&gt;
&lt;div class="image"&gt;&lt;img src="http://assets.thecreatorsproject.com/blog_article_images/images/000/041/139/06_detail_em.jpg?1362520527" alt="" /&gt;&lt;/div&gt;&lt;p&gt;&lt;br&gt;
For more on AntiVJ, check out our video below:&lt;/p&gt;
&lt;p&gt;&lt;iframe width="640" height="360" src="http://www.youtube.com/embed/S6IY_HnzH8Y" frameborder="0" allowfullscreen&gt;&lt;/iframe&gt;&lt;/p&gt;</description>
      <pubDate>Tue, 05 Mar 2013 16:22:18 -0500</pubDate>
      <link>http://thecreatorsproject.com/es-us/blog/prolific-bacteria-projection-infects-the-roof-of-centre-pompidou-metz</link>
      <guid isPermalink="false">blog/17413</guid>
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      <title>Computational Couture: Meet Mary Huang Of Continuum Fashion</title>
      <description>&lt;img src='http://assets.thecreatorsproject.com/blog_article_images/images/000/041/136/DressTarotBettercopy_detail.jpg?1362678588'/&gt;&lt;br/&gt;&lt;p&gt;&lt;a href="http://www.rhymeandreasoncreative.com/portfolio/index.php" target="_blank"&gt;Mary Huang&lt;/a&gt; is one of the co-founders of &lt;a href="http://www.continuumfashion.com/" target="_blank"&gt;Continuum Fashion&lt;/a&gt; along with &lt;a href="http://www.trianglesandcurves.com/" target="_blank"&gt;Jenna Fizel&lt;/a&gt;. They&amp;#8217;re a fashion label whose founders come from a background in interaction designer and architecture, which has given them a unqiue perspective when it comes to how they designs their garments. Their approach is to utilize the hive mind of the internet along with web applications to allow consumers to create their own designs using software.&lt;/p&gt;
&lt;p&gt;Coming across like a Google Chrome experiment, their &lt;span class="caps"&gt;DIY&lt;/span&gt; little black dress, &lt;a href="http://thecreatorsproject.com/blog/the-little-black-dress-gets-deconstructed-then-designed-by-you" target="_blank"&gt;D.dress&lt;/a&gt; allows users to create their own version of this wardrobe staple by drawing it on a model using triangulated forms. Advancing on this theme of crowdsourcing the design process is their latest project &lt;a href="http://www.constrvct.com/" target="_blank"&gt;&lt;span class="caps"&gt;CONSTRVCT&lt;/span&gt;&lt;/a&gt;, which allows users to create their own clothes using an online app with a 3D interface. &amp;#8220;When you&amp;#8217;re building something like this, do you build the platform or do you build the object?&amp;#8221; asks Huang. &amp;#8220;We choose to build the platform because of the creative force of the community.&amp;#8221;&lt;/p&gt;
&lt;p&gt;&lt;iframe src="http://player.vimeo.com/video/46545244?title=0&amp;amp;byline=0&amp;amp;portrait=0&amp;amp;color=ffffff" width="640" height="360" frameborder="0" webkitAllowFullScreen mozallowfullscreen allowFullScreen&gt;&lt;/iframe&gt;&lt;br /&gt;
&lt;i&gt;&lt;span class="caps"&gt;CONSTRVCT&lt;/span&gt;&lt;/i&gt;&lt;/p&gt;
&lt;p&gt;With this new computational, shared design process Huang notes how it combines the experimental creativity of the catwalk with the practical issues (like sizing, etc.) of the high street&amp;#8212;allowing users access to a third path that breaks down the previous barriers, and points to a future where anyone can create their own collection in the same way anyone can make their own music or video using readily available digital tools.&lt;/p&gt;
&lt;h2 style="margin-bottom:17px;"&gt;&lt;span class="caps"&gt;ENTER&lt;/span&gt; &lt;span class="caps"&gt;OUR&lt;/span&gt; &lt;span class="caps"&gt;CONTEST&lt;/span&gt; &lt;span class="caps"&gt;FOR&lt;/span&gt; A &lt;span class="caps"&gt;CHANCE&lt;/span&gt; TO &lt;span class="caps"&gt;WIN&lt;/span&gt; &lt;span class="caps"&gt;YOUR&lt;/span&gt; &lt;span class="caps"&gt;CONSTRVCT&lt;/span&gt; &lt;span class="caps"&gt;DESIGN&lt;/span&gt;!&lt;/h2&gt;
&lt;p&gt;&lt;b&gt;We&amp;#8217;re offering you the chance to win your very own &lt;span class="caps"&gt;CONSTRVCT&lt;/span&gt; design! To enter, follow these simple steps:&lt;/p&gt;
&lt;p&gt;1. Visit the &lt;a href="http://www.constrvct.com/" target="_blank"&gt;&lt;span class="caps"&gt;CONSTRVCT&lt;/span&gt;&lt;/a&gt; site and sign up for an account using your name and email.  &lt;br /&gt;
2. Click the &amp;#8220;&lt;span class="caps"&gt;CONSTRVCT&lt;/span&gt; New Design&amp;#8221; button and customize to your liking. Make sure your style is currently available!&lt;br /&gt;
3. When you&amp;#8217;re finished, make sure to tag your design Creators Project. You may enter as many times as you wish. See all contest entries &lt;a href="http://constrvct.com/tags/creators%20project" target="_blank"&gt;here&lt;/a&gt;.&lt;br /&gt;
4. In two weeks, fashion writer Syuzi Pakhchyan from &lt;a href="http://www.fashioningtech.com/" target="_blank"&gt;Fashioning Technology&lt;/a&gt;, will choose her favorite look(s) and the designer(s) will win their item(s).&lt;br /&gt;
5. Stay tuned for the contest winner announcement in two weeks!&lt;/p&gt;
&lt;p&gt;&lt;i&gt;By entering the contest you agree to our &lt;a href="http://contests.vice.com/constrvct/terms.htm" target="_blank"&gt;Terms &amp;amp; Conditions&lt;/a&gt;&lt;/i&gt;.&lt;/b&gt;&lt;br /&gt;
&lt;br&gt;&lt;/p&gt;
&lt;div class="image"&gt;&lt;img src="http://assets.thecreatorsproject.com/blog_article_images/images/000/041/174/enterthevoiddresscopy_detail_em.jpg?1362678714" alt="" /&gt;&lt;/div&gt;&lt;p&gt;&lt;br&gt;&lt;/p&gt;
&lt;div class="image"&gt;&lt;img src="http://assets.thecreatorsproject.com/blog_article_images/images/000/041/175/DressYinYangcopy_detail_em.jpg?1362678754" alt="" /&gt;&lt;/div&gt;&lt;p&gt;&lt;br&gt;&lt;/p&gt;
&lt;div class="image"&gt;&lt;img src="http://assets.thecreatorsproject.com/blog_article_images/images/000/041/173/TShirtNetArtcopy_detail_em.jpg?1362678680" alt="" /&gt;&lt;/div&gt;&lt;p&gt;&lt;i&gt; Constrvct doesn&amp;#8217;t exclusively print dresses – guys tees are also an option.&lt;/i&gt;&lt;/p&gt;
&lt;p&gt;&lt;br&gt;&lt;/p&gt;
&lt;div class="image"&gt;&lt;img src="http://assets.thecreatorsproject.com/blog_article_images/images/000/041/172/DressBwcopy_detail_em.jpg?1362678652" alt="" /&gt;&lt;/div&gt;&lt;p&gt;&lt;br&gt;&lt;/p&gt;
&lt;div class="image"&gt;&lt;img src="http://assets.thecreatorsproject.com/blog_article_images/images/000/041/171/DressBeckercopy_detail_em.jpg?1362678617" alt="" /&gt;&lt;/div&gt;&lt;p&gt;&lt;br&gt;&lt;/p&gt;
&lt;div class="image"&gt;&lt;img src="http://assets.thecreatorsproject.com/blog_article_images/images/000/041/136/DressTarotBettercopy_detail_em.jpg?1362678588" alt="" /&gt;&lt;/div&gt;&lt;p&gt;&lt;br&gt;
&lt;i&gt;Learn more about Mary Huang&amp;#8217;s experiments with 3D printed fashion in the video below!&lt;/i&gt;&lt;/p&gt;
&lt;p&gt;&lt;iframe width="640" height="360" src="http://www.youtube.com/embed/IS4Xw8f9LCc" frameborder="0" allowfullscreen&gt;&lt;/iframe&gt;&lt;/p&gt;
&lt;p&gt;&lt;a href="https://twitter.com/#!/stewart23rd" target="_blank"&gt;@stewart23rd&lt;/a&gt;&lt;/p&gt;</description>
      <pubDate>Tue, 05 Mar 2013 14:01:42 -0500</pubDate>
      <link>http://thecreatorsproject.com/es-us/blog/computational-couture-meet-mary-huang-of-continuum-fashion</link>
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      <title>Google Glass And The Birth Of Surveillance Cinema </title>
      <description>&lt;img src='http://assets.thecreatorsproject.com/blog_article_images/images/000/041/131/warhol-panopticon_detail.jpg?1362508577'/&gt;&lt;br/&gt;&lt;p&gt;What if there were cameras everywhere? Like, literally everywhere? Think bigger than security cameras or everyone owning a video and photo enabled phone. Think twenty-four hours a day, seven days a week. Recording every single moment of your life.&lt;/p&gt;
&lt;p&gt;This scary speculation already has some people talking about the potential dangers of &lt;a href="http://www.thecreatorsproject.com/blog/see-what-its-like-to-use-google-glass-plus-how-to-get-your-hands-on-a-pair" target="_blank"&gt;Google Glass&lt;/a&gt; as an &amp;#8220;always on&amp;#8221;, ever-present camera. Because as much as the focus has been about what it means for the wearer, it&amp;#8217;s also about who else is wearing them. &amp;#8220;The key experiential question,&amp;#8221; &lt;a href="http://creativegood.com/blog/the-google-glass-feature-no-one-is-talking-about/" target="_blank"&gt;asks Mark Hurst&lt;/a&gt;, &amp;#8220;isn&amp;#8217;t what it&amp;#8217;s like to wear them, it&amp;#8217;s what it&amp;#8217;s like to be around someone else who is wearing them.&amp;#8221;&lt;/p&gt;
&lt;p&gt;It&amp;#8217;s an important question and unless some kind of laws are enacted about public space and Glass, if this kind of technology ever becomes ubiquitous, being recorded all the time would become a very real possibility. Cameras &lt;i&gt;everywhere&lt;/i&gt;.&lt;/p&gt;
&lt;div class="image"&gt;&lt;img src="http://assets.thecreatorsproject.com/blog_article_images/images/000/041/132/google-glasses-lead_detail_em.jpg?1362508588" alt="" /&gt;&lt;/div&gt;&lt;p&gt;&lt;i&gt;Google Glass&lt;/i&gt;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;We Are All Performers&lt;/b&gt;&lt;/p&gt;
&lt;p&gt;So how would we consciously respond to this possible future? If we become more cognizant of the fact that we are always being watched how would our behavior be changed in the face of it? Even with friends and loved ones things could be used against us: recalled, examined and dissected. It&amp;#8217;s an idea that&amp;#8217;s already been explored in &lt;a href="https://twitter.com/charltonbrooker" target="_blank"&gt;Charlie Brooker&lt;/a&gt;&amp;#8217;s series &lt;a href="http://en.wikipedia.org/wiki/Black_Mirror_(TV_series)" target="_blank"&gt;Black Mirror&lt;/a&gt; in the episode &lt;a href="http://www.youtube.com/watch?v=3bFCqK81s7Y" target="_blank"&gt;&amp;#8220;The Entire History of You&amp;#8221;&lt;/a&gt;, where a character fast forwards and rewinds through their life to the detriment of a relationship.&lt;/p&gt;
&lt;p&gt;Of course our first reaction would be to act more carefully. To think more about everything we say instead of speaking off the cuff or naturally allowing a conversation to unfold. With the camera in the back of our minds, we start thinking about what we should say and how we want it to be remembered. Or viewed. Or perceived. Not what we actually want to say. There&amp;#8217;s a kind of displacement of interaction where it&amp;#8217;s more important how we recall it in the future than how it sounds in the moment.&lt;/p&gt;
&lt;p&gt;Everything becomes a performance. Cameras and videos make us perform. When we fear sharing too much, there&amp;#8217;s a danger of no longer sharing at all. Or creating a distance between who we are and what we share. Just in case. So we act. We act to our friends, to the strangers in public with their tiny little cameras. We become performers in a world of tiny little cameras.&lt;/p&gt;
&lt;p&gt;But allow me to put blinders on for a moment to ignore the (very real) dangers of being recorded everywhere, all the time.&lt;/p&gt;
&lt;p&gt;&lt;b&gt;Holy Motors&amp;#8217; Vision of a Cinema in Real Time&lt;/b&gt;&lt;/p&gt;
&lt;p&gt;One of the more fascinating, if not all together baffling, films that came out last year was the French film &lt;a href="http://www.imdb.com/title/tt2076220/" target="_blank"&gt;&lt;i&gt;Holy Motors&lt;/i&gt;&lt;/a&gt; directed by &lt;a href="http://en.wikipedia.org/wiki/Leos_Carax" target="_blank"&gt;Leos Carax&lt;/a&gt;. It follows Mr. Oscar (Denis Lavant) as he is driven around in a white limo to different public engagements. He dons different costumes and personalities where he performs for anyone, from a public audience to a single person in an isolated room.&lt;/p&gt;
&lt;p&gt;At once he is a panhandling old woman who no one pays any attention to. He is a gangster. A deformed old man who steals away a super model from a photo shoot. Each is like a short vignette, a burst of narrative isolated from anything else but that single moment. As the film progresses these performances become more elaborate and absurd until the audience is forced to question how they are happening as well as for whom.&lt;/p&gt;
&lt;div class="image"&gt;&lt;img src="http://assets.thecreatorsproject.com/blog_article_images/images/000/041/133/Holy-Motors-3_detail_em.jpg?1362508592" alt="" /&gt;&lt;/div&gt;&lt;p&gt;&lt;i&gt;Holy Motors&lt;/i&gt;&lt;/p&gt;
&lt;p&gt;What is so compelling about these performances is how orchestrated they are. There is something vaudevillian in his character&amp;#8212;Mr Oscar the traveling one man act who plays different characters on a variety of stages entertaining the masses. Yet there is no longer any set stage. Not only there is there no stage, but there is no screen. Sometimes there&amp;#8217;s hardly even an audience. There aren&amp;#8217;t even any cameras. Or are there?&lt;/p&gt;
&lt;p&gt;The film is incredibly naturalistic in how it portrays the performances of not just Mr. Oscar, but the other traveling performers as well. Everything feels so real. Sometimes to the point of death. It&amp;#8217;s all so seamlessly integrated into the &amp;#8220;real world&amp;#8221; of the film. Yet at one point there is this suggestion that this is not only some surreal film without narrative logic. On the contrary, these performances point to a very specific vision of the future. A future where there are cameras everywhere. Real life blurs and suddenly everything is cinema.&lt;/p&gt;
&lt;div class="image"&gt;&lt;img src="http://assets.thecreatorsproject.com/blog_article_images/images/000/041/134/holymotors_detail_em.jpg?1362508604" alt="" /&gt;&lt;/div&gt;&lt;p&gt;&lt;i&gt;Holy Motors&lt;/i&gt;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;Cinema Ubiquitous&lt;/b&gt;&lt;/p&gt;
&lt;p&gt;Andy Warhol thought in the future everyone would have their 15 minutes of fame. Francois Truffaut believed everyone would be running around with tiny little cameras filming everything. They were both only able to look so far into the future. And of course, both were right in their forecast. However, the micro-fame of video-enabled phones and YouTube is merely the precursor to a ubiquitous cinema in real time. What happens when everything becomes fodder to be recorded and recalled? Do we blur the distinction between real life and cinema? And how does that affect movie making? It&amp;#8217;s cinema verite run amok.&lt;/p&gt;
&lt;p&gt;If everything is being recorded all of the time, what does that say about performance in the public space? What does that say about the construction of cinema in general? If there is no longer a dividing line between real life and what could be a &amp;#8220;movie&amp;#8221; proper does real life become more like a film? Do the performances of Mr. Oscar infiltrate our world making us less aware of what is real or a performance? Everything becomes a movie in the making. Or even a movie &lt;i&gt;happening&lt;/i&gt; right in front of our eyes. Actualizing itself in real time.&lt;/p&gt;
&lt;p&gt;&lt;b&gt;The Cloud as Database Narrative &lt;/b&gt;&lt;/p&gt;
&lt;p&gt;Another way to look at this is to consider the other component of Glass Project. That is, the cloud Google will set up for which will be able to upload all photo and video we take with Glass. It becomes an infinite resource of raw material to watch, edit, combine etc. To generate a film from.&lt;/p&gt;
&lt;p&gt;This is similar to Lev Manovich&amp;#8217;s &lt;a href="http://www.softcinema.net/?reload" target="_blank"&gt;Soft Cinema&lt;/a&gt; experiments in which he created a &amp;#8220;movie&amp;#8221; from separate streams playing different scenes and voiceovers mined from a database according to the author&amp;#8217;s rules. Software navigates the database and combines them to try to construct what the theorist calls a &amp;#8220;database narrative.&amp;#8221; It is an investigation into how narrative can &amp;#8220;emerge&amp;#8221; naturally from a data collection. Imagine a similar kind of software trawling a database of an entire life&amp;#8217;s or community&amp;#8217;s or city&amp;#8217;s worth of video to construct a movie from it? What would the consequences be? How would we start seeing ourselves, our interactions, our entire lives if they were transformed into movies?&lt;/p&gt;
&lt;div class="image"&gt;&lt;img src="http://assets.thecreatorsproject.com/blog_article_images/images/000/041/135/screen_5_detail_em.jpg?1362508610" alt="" /&gt;&lt;/div&gt;&lt;p&gt;&lt;i&gt;Still from one of Manovich&amp;#8217;s Soft Cinema experiments&lt;/i&gt;&lt;/p&gt;
&lt;p&gt;Would our lives turn into some kind of permanent performance where we no longer understand the difference between fact and fiction? Where we no longer know if we are part of a play or if we are participating in a real life? What kind of cinema arises from this kind of confusion? Do we want to live in a world where everything is cinema?&lt;/p&gt;</description>
      <pubDate>Tue, 05 Mar 2013 13:36:56 -0500</pubDate>
      <link>http://thecreatorsproject.com/es-us/blog/google-glass-and-the-birth-of-surveillance-cinema</link>
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      <title>Graphic Design Can Deliver Us From Evil: A Look At Metahaven's Net-Inspired Art</title>
      <description>&lt;img src='http://assets.thecreatorsproject.com/blog_article_images/images/000/041/116/tumblr_mijnkbsXqK1qeg0aeo1_1280_detail.jpg?1362504071'/&gt;&lt;br/&gt;&lt;p&gt;With so many artists &lt;a href="http://www.thecreatorsproject.com/blog/commodity-fetishism-and-post-internet-artists-a-qa-with-curator-ché-zara-blomfield-and-artist-daif-king" target="_blank"&gt;appropriating internet culture&lt;/a&gt; nowadays as their aesthetic, Amsterdam-based graphic design and &lt;a href="http://www.e-flux.com/journal/captives-of-the-cloud-part-i" target="_blank"&gt;research&lt;/a&gt; studio &lt;a href="http://metahaven.net/Site/Metahaven.html" target="_blank"&gt;Metahaven&lt;/a&gt; go beyond the semiotics, and turn design into a power tool to push forward political and social change. Founded in 2007 by Vinca Kruk and Daniel van der Velden, the duo ingeniously creates odd assemblages into a variety of art forms ranging from installation work to apparel. &lt;a href="http://momaps1.org/" target="_blank"&gt;MoMA PS1&lt;/a&gt; is currently hosting an exhibition focusing on the pioneering work of these graphic artists, turning their space into an internet vortex.&lt;/p&gt;
&lt;p&gt;&lt;a href="http://momaps1.org/exhibitions/view/368" target="_blank"&gt;“Metahaven: Islands in the Cloud&amp;quot;&lt;/a&gt; showcases the works they crafted for entities that some consider notorious symbols of internet anarchism. Previously, they gave the self-proclaimed nation-state &lt;a href="http://www.sealandgov.org/" target="_blank"&gt;Sealand&lt;/a&gt; an identity back in the &lt;a href="http://en.wikipedia.org/wiki/Dot-com_bubble" target="_blank"&gt;dot-com bubble&lt;/a&gt;, worked for &lt;a href="http://wikileaks.org/" target="_blank"&gt;WikiLeaks&lt;/a&gt;, and are currently designing for the &lt;a href="https://immi.is/" target="_blank"&gt;Icelandic Modern Media Institute&lt;/a&gt;, and the country&amp;#8217;s legal reforms surrounding internet freedom.&lt;/p&gt;
&lt;p&gt;Their work is pure, graphic power that meditates on today’s issues surrounding internet privacy, transparency, and freedom through an activist, artistic lens. It&amp;#8217;s a riotous mixture of satirical, conceptualist expressions and neo-pop, wide-wed imagery. Culture jamming their way into the art world, check out some of Metahaven&amp;#8217;s unconventional pieces!&lt;/p&gt;
&lt;div class="image"&gt;&lt;img src="http://assets.thecreatorsproject.com/blog_article_images/images/000/041/129/sealand_jewel_diamondcollection1-915x692_detail_em.jpg?1362506172" alt="" /&gt;&lt;/div&gt;&lt;p&gt;Search Heraldry – Sealand Diamonds&lt;i&gt;, 2004. Photo courtesy of Metahaven.&lt;/i&gt;&lt;/p&gt;
&lt;div class="image"&gt;&lt;img src="http://assets.thecreatorsproject.com/blog_article_images/images/000/041/121/tumblr_lwaui5kNwO1qeg0aeo1_1280_detail_em.jpg?1362504085" alt="" /&gt;&lt;/div&gt;&lt;p&gt;&lt;br&gt;&lt;/p&gt;
&lt;div class="image"&gt;&lt;img src="http://assets.thecreatorsproject.com/blog_article_images/images/000/041/122/tumblr_lwgpep19sO1qet7nqo1_1280_detail_em.jpg?1362504092" alt="" /&gt;&lt;/div&gt;&lt;p&gt;&lt;span class="caps"&gt;WIKILEAKS&lt;/span&gt;&lt;i&gt;, WikiLeaks scarfs&lt;/i&gt;. Photos courtesy of Metahaven.&lt;/i&gt;&lt;br /&gt;
&lt;br&gt;&lt;/p&gt;
&lt;div class="image"&gt;&lt;img src="http://assets.thecreatorsproject.com/blog_article_images/images/000/041/123/tumblr_mab5vrHLj41qeg0aeo1_1280_detail_em.jpg?1362506168" alt="" /&gt;&lt;/div&gt;&lt;p&gt;&lt;i&gt;For WikiLeaks Dark Store, 2012. Photo courtesy of Metahaven.&lt;/i&gt;&lt;/p&gt;
&lt;div class="image"&gt;&lt;img src="http://assets.thecreatorsproject.com/blog_article_images/images/000/041/119/Metahaven_iceland_01_detail_em.jpg?1362504078" alt="" /&gt;&lt;/div&gt;&lt;p&gt;&lt;br&gt;&lt;/p&gt;
&lt;div class="image"&gt;&lt;img src="http://assets.thecreatorsproject.com/blog_article_images/images/000/041/120/Metahaven_iceland_03_detail_em.jpg?1362504082" alt="" /&gt;&lt;/div&gt;&lt;p&gt;Data / Saga, &lt;i&gt;in collaboration with &lt;span class="caps"&gt;IMMI&lt;/span&gt;, 2012. Photos courtesy of Metahaven.&lt;/i&gt;&lt;/p&gt;
&lt;div class="image"&gt;&lt;img src="http://assets.thecreatorsproject.com/blog_article_images/images/000/041/117/aaaaa_detail_em.jpg?1362504073" alt="" /&gt;&lt;/div&gt;&lt;p&gt;&lt;br&gt;&lt;/p&gt;
&lt;div class="image"&gt;&lt;img src="http://assets.thecreatorsproject.com/blog_article_images/images/000/041/118/aaaaaa2_detail_em.jpg?1362504076" alt="" /&gt;&lt;/div&gt;&lt;p&gt;&lt;i&gt;Installation views of “Metahaven: Islands in the Cloud” at MoMA PS1. Photos by &lt;a href="http://www.matthewseptimus.com/" target="_blank"&gt;Matthew Septimus&lt;/a&gt; via &lt;a href="http://hyperallergic.com/65187/graphic-design-as-political-practice-a-conversation-with-metahaven-part-1/" target="_blank"&gt;&lt;span class="caps"&gt;HYPERALLERGIC&lt;/span&gt;&lt;/a&gt;&lt;/i&gt;.&lt;/p&gt;
&lt;p&gt;&lt;a href="https://twitter.com/Adrianopoliz" target="_blank"&gt;@Adrianopoliz&lt;/a&gt;&lt;/p&gt;</description>
      <pubDate>Tue, 05 Mar 2013 12:21:47 -0500</pubDate>
      <link>http://thecreatorsproject.com/es-us/blog/graphic-design-can-deliver-us-from-evil-a-look-at-metahavens-net-inspired-art</link>
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      <title>Tom Cruise On A Tilted Bridge: Artist Tomasz Opasinski Discusses Movie Poster Design</title>
      <description>&lt;img src='http://assets.thecreatorsproject.com/blog_article_images/images/000/041/115/oblivion_detail.jpg?1362502348'/&gt;&lt;br/&gt;&lt;p&gt;At some point in your life, you&amp;#8217;ve had a movie poster on the wall of your home. Maybe in your student days when you thought you were the first person to discover the French New Wave you had the &lt;a href="http://uk.movieposter.com/poster/b70-959/Breathless_A_Bout_De_Souffle_.html" target="_blank"&gt;&lt;i&gt;Breathless&lt;/i&gt;&lt;/a&gt; poster on your wall or &lt;a href="http://uk.movieposter.com/poster/A70-6912/Star_Wars.html" target="_blank"&gt;&lt;i&gt;Star Wars&lt;/i&gt;&lt;/a&gt;, &lt;a href="http://uk.movieposter.com/poster/A70-7600/Top_Gun.html" target="_blank"&gt;&lt;i&gt;Top Gun&lt;/i&gt;&lt;/a&gt;, &lt;a href="http://uk.movieposter.com/poster/A70-5585/Pretty_Woman.html" target="_blank"&gt;&lt;i&gt;Pretty Woman&lt;/i&gt;&lt;/a&gt;? Who knows. As household decor they&amp;#8217;re signifiers of your alleged taste, as attention-grabbing billboards they&amp;#8217;re advertisements for escapism and, if done well, they can be icons of design. They&amp;#8217;re also a fast ticket to nostalgic memories&amp;#8212;just like a song can transport you instantly to another time and place, seeing a poster that maybe once sat on the cover of a &lt;span class="caps"&gt;VHS&lt;/span&gt; tape can take you back in time for a few stolen moments.&lt;/p&gt;
&lt;p&gt;&lt;a href="http://www.tomasz-opasinski.com/" target="_blank"&gt;Tomasz Opasinski&lt;/a&gt; is an artist from Poland who&amp;#8217;s designed hundreds of movie posters for Hollywood, utilising his skills with Photoshop to create digital designs in the slick style that the blockbusters demand, so that they lure you into the cinema like a siren issuing its call. His most recent design was for &lt;a href="http://www.imdb.com/title/tt1483013/" target="_blank"&gt;&lt;i&gt;Oblivion&lt;/i&gt;&lt;/a&gt;, the latest Tom Cruise vehicle about a drone repairman.&lt;/p&gt;
&lt;p&gt;As well as these more mainstream designs he also creates alternative posters for big Hollywood movies, like &lt;i&gt;Inception&lt;/i&gt;, &lt;i&gt;Tron&lt;/i&gt;, and &lt;i&gt;The Matrix&lt;/i&gt; (see below), that take a stylistic glance back to the more conceptual aesthetic that his &lt;a href="http://wellmedicated.com/inspiration/50-incredible-film-posters-from-poland/" target="_blank"&gt;Polish forebears&lt;/a&gt; were famous for, bringing a more experimental approach to the designs while riffing on the film&amp;#8217;s themes and concepts to create intricate and complex layouts.&lt;/p&gt;
&lt;p&gt;His designs will be on exhibition at the &lt;a href="http://kinoteka.org.uk/" target="_blank"&gt;Kinoteka Polish Film Festival&lt;/a&gt; in London where he&amp;#8217;ll also be giving a &lt;a href="http://kinoteka.org.uk/workshop/tomasz-opasinski-talk-from-pl-to-l-a/" target="_blank"&gt;masterclass&lt;/a&gt;. But we couldn&amp;#8217;t wait for that, so we emailed him a few questions to find out about his craft.&lt;/p&gt;
&lt;p&gt;&lt;b&gt;The Creators Project: Can you briefly talk me through how you went about designing the new &lt;i&gt;Oblivion&lt;/i&gt; poster and what influenced its design?&lt;br /&gt;
Tomasz Opasinski&lt;/b&gt;: The &amp;#8220;Bridge&amp;#8221; poster was built on a simple premise: introducing main characters in a world that is somewhat similar and known, but different and foreign at the same time. I can&amp;#8217;t tell you details of the movie itself, but my initial thought about the bridge itself was simple: I can&amp;#8217;t show the bridge standing still and straight and I also can&amp;#8217;t show the bridge completely destroyed because in both cases it wouldn&amp;#8217;t represent the movie in a right way. So I decied to tilt our bridge a bit, like what happens with a flower when it&amp;#8217;s lacking water for example, same with the bridge&amp;#8212;it&amp;#8217;s not dead and not super healthy at the same time.&lt;/p&gt;
&lt;p&gt;Something is &amp;#8220;off&amp;#8221; and this plays with the sense of place&amp;#8212;a scope behind the bridge, the clouds, lighting, and immediate surrounding of Tom Cruise. All this gives you a certain feel, tells you a little of what it is about&amp;#8212;teases you in a way. Personally, I like it a lot. It screams, but in a very settled way.&lt;/p&gt;
&lt;div class="image"&gt;&lt;img src="http://assets.thecreatorsproject.com/blog_article_images/images/000/041/124/oblivion_ver3_xlg_detail_em.jpg?1362505383" alt="" /&gt;&lt;/div&gt;&lt;p&gt;&lt;i&gt;Oblivion&lt;/i&gt;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;Your &lt;a href="http://designyoutrust.com/2013/01/tomasz-opasinski-kinoteka-2013-poster-classics-to-erotica/" target="_blank"&gt;poster&lt;/a&gt; for the Kinoteka festival harks back to the Polish movie posters of old. Why were the designs so much more radical than their Hollywood counterparts and what, for you, is their appeal?&lt;/b&gt;&lt;br /&gt;
It&amp;#8217;s tricky&amp;#8212;we can&amp;#8217;t compare old Polish posters and new posters from Hollywood because they&amp;#8217;re decades, miles, and cultures apart. Modern Polish posters aren&amp;#8217;t that different from their Hollywood counterparts, except sponsor logos at the bottom. Let&amp;#8217;s put it this way: none of those old Polish posters would bring millions of viewers to the theaters because by the time people understand them, the movies will be on iTunes or Netflix and this is the complete opposite of what modern posters are about&amp;#8212;bringing masses to the theaters, selling popcorn, and 3D glasses.&lt;/p&gt;
&lt;p&gt;Don&amp;#8217;t get me wrong, those posters I grew up with were way cooler than many dreams that I had, but they simply don&amp;#8217;t work in the commercial realm of our time. In galleries, maybe. Maybe. They have tremendous historic value, they reflect tough times in Poland, they reflect a nation&amp;#8217;s taste and I admire the people who created the movement. Having said that, their time is long gone. Kinoteka&amp;#8217;s poster represents what I like the most: a metaphor, in movie posters. Kids won&amp;#8217;t get it but adults should have at least a few memories that can be illustrated in a way this poster connects with classics to erotica in Kinoteka&amp;#8217;s main title and should complete the image of this year&amp;#8217;s programme.&lt;/p&gt;
&lt;div class="image"&gt;&lt;img src="http://assets.thecreatorsproject.com/blog_article_images/images/000/041/125/018_-_Tron_detail_em.jpg?1362505389" alt="" /&gt;&lt;/div&gt;&lt;p&gt;&lt;i&gt;Tron&lt;/i&gt;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;Everyone remembers a good movie poster, like the original &lt;a href="http://uk.movieposter.com/poster/MPW-9987/Alien.html" target="_blank"&gt;&lt;i&gt;Alien&lt;/i&gt;&lt;/a&gt; or &lt;a href="http://uk.movieposter.com/poster/MPW-1354/Jaws.html" target="_blank"&gt;&lt;i&gt;Jaws&lt;/i&gt;&lt;/a&gt; ones for example. These are both quite minimal, but what do you think makes for great design?&lt;/b&gt;&lt;br /&gt;
Metaphor. I love and have promoted the use of metaphor in posters for years now. It doesn&amp;#8217;t have to be photorealistic or completely true to the imagery used in the movie but it has to tell us something, intrigue us, catch our imagination. I love it. Over the years I&amp;#8217;ve created a few poster design systems to help younger designers to start and understand the process of designing movie posters. And &amp;#8220;Metaphor Based Design System&amp;#8221; is my favorite. It&amp;#8217;s hard to come up with the right metaphor, but it pays handsomely at the end. Also, simple images read faster which is very important in our busy lifestyle: one image, one second, one ticket.&lt;/p&gt;
&lt;p&gt;&lt;b&gt;What’s in your digital toolkit when you’re designing a film poster? What are essential tools?&lt;/b&gt;&lt;br /&gt;
Industry standard is Adobe Photoshop and Adobe Illustrator. I&amp;#8217;m adding to it: Maxon Cinema 4D and Pixologic Zbrush. As far as non-digital tools go: brain is the most used tool of them all. For some&amp;#8230;&lt;/p&gt;
&lt;div class="image"&gt;&lt;img src="http://assets.thecreatorsproject.com/blog_article_images/images/000/041/126/020_-_Matrix_detail_em.jpg?1362505395" alt="" /&gt;&lt;/div&gt;&lt;p&gt;&lt;i&gt;The Matrix&lt;/i&gt;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;Can you name a few current trends that are influencing Hollywood poster design and why you think they’ve arisen?&lt;/b&gt;&lt;br /&gt;
I think illustrative quality seems somewhat fresh after all those years of photo or 3D based images. It feels fresh but it can&amp;#8217;t be applied to every single movie that comes out.&lt;/p&gt;
&lt;p&gt;&lt;b&gt;And are there any non-Hollywood trends or poster designs that you admire or respect or feel deserves more recognition?&lt;/b&gt;&lt;br /&gt;
 I would love to see more different formats, like the &lt;a href="http://en.wikipedia.org/wiki/Film_poster#Film_poster_sizes" target="_blank"&gt;British quads&lt;/a&gt; for example&amp;#8212;where you can actually show more and engage with the viewer for 0.003 seconds more :)&lt;/p&gt;
&lt;div class="image"&gt;&lt;img src="http://assets.thecreatorsproject.com/blog_article_images/images/000/041/127/inception_detail_em.jpg?1362505401" alt="" /&gt;&lt;/div&gt;&lt;p&gt;&lt;i&gt;Inception&lt;/i&gt;&lt;/p&gt;
&lt;p&gt;&lt;i&gt;&lt;a href="http://kinoteka.org.uk/" target="_blank"&gt;Kinoteka Polish Film Festival&lt;/a&gt; takes place from 7-17 March 2013&lt;/i&gt;&lt;/p&gt;
&lt;p&gt;&lt;a href="https://twitter.com/#!/stewart23rd" target="_blank"&gt;@stewart23rd&lt;/a&gt;&lt;/p&gt;</description>
      <pubDate>Tue, 05 Mar 2013 11:52:31 -0500</pubDate>
      <link>http://thecreatorsproject.com/es-us/blog/tom-cruise-on-a-tilted-bridge-artist-tomasz-opasinski-discusses-movie-poster-design</link>
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      <title>How To Be Anonymous In The Age Of DNA Surveillance</title>
      <description>&lt;img src='http://assets.thecreatorsproject.com/blog_article_images/images/000/041/110/anonymous1_detail.jpg?1362500694'/&gt;&lt;br/&gt;&lt;p&gt;&lt;i&gt;Last week, Bushwick gallery &lt;a href="http://319scholes.org/" target=_blank"&gt;319 Scholes&lt;/a&gt; brought together 60 artists for the second annual &lt;a href="http://arthackday.net/god_mode/" target=_blank"&gt;Art Hack Day&lt;/a&gt;—a three-day-long, bleary-eyed hackathon where teams created technology-based works around the theme of “God Mode,” the gaming cheat that grants a player infinite power, omniscient eyesight, and other all-seeing awesomeness. Here, we take a look at a few of the most innovative and thought-provoking works to spin out of the ensuing exhibition.&lt;/i&gt;&lt;/p&gt;
&lt;p&gt;The 19th century poet Baudelaire used to glorify the anonymity of modern living. These days, pretty much the exact opposite is true. The shadow of surveillance looms large—with &lt;a href="http://thecreatorsproject.com/blog/see-what-its-like-to-use-google-glass-plus-how-to-get-your-hands-on-a-pair" target=_blank"&gt;Google Glass&lt;/a&gt; touting its facial recognition software, face-tagging returning to Facebook (that’s right, &lt;a href="http://motherboard.vice.com/blog/no-ones-surprised-that-facebook-using-facial-recognition-technology-again" target="_blank"&gt;it’s baa-aack&lt;/a&gt;), and &lt;a href="http://www.wired.com/dangerroom/2011/09/drones-never-forget-a-face/" target="_blank"&gt;drones developing new ways to identify their targets&lt;/a&gt;.&lt;/p&gt;
&lt;p&gt;In other words, in an era where the creepiness of being watched becomes the norm, you have three options: 1) give up and pretend not to care, 2) fight back, or 3) make jokes about it. The four-person team behind &amp;#8220;How To Be Anonymous In An Age of &lt;span class="caps"&gt;DNA&lt;/span&gt;&amp;#8221; chose to do two out of the three.&lt;/p&gt;
&lt;p&gt;&lt;iframe src="http://player.vimeo.com/video/60928966" width="640" height="360" frameborder="0" webkitAllowFullScreen mozallowfullscreen allowFullScreen&gt;&lt;/iframe&gt;&lt;/p&gt;
&lt;p&gt;In the four-minute-long video, which was scripted and shot at the hackathon, features two members of the team, Aurelia Moser and &lt;a href="http://thecreatorsproject.com/blog/artist-collects-and-analyzes-dna-samples-to-create-3d-portraits-in-stranger-visions" target=_blank"&gt;Heather Dewey-Hagborg&lt;/a&gt;, attempt to mask their own &lt;span class="caps"&gt;DNA&lt;/span&gt; by using one another&amp;#8217;s. While tongue-in-cheek instructions on how to counteract genetic surveillance flash on the screen, the two women use a kit assembled out of drug store paraphernalia to methodically trade hair, lipstick, and nails—thereby cloaking themselves in the others’ genetic identity. It’s kind of like that scene in a movie where a guy puts a fake sticker on his thumb to trick a fingerprint scanner—but better.&lt;/p&gt;
&lt;div class="image"&gt;&lt;img src="http://assets.thecreatorsproject.com/blog_article_images/images/000/041/111/anonymous2_detail_em.jpg?1362500700" alt="" /&gt;&lt;/div&gt;&lt;p&gt;&lt;br&gt;&lt;/p&gt;
&lt;div class="image"&gt;&lt;img src="http://assets.thecreatorsproject.com/blog_article_images/images/000/041/112/anonymous3_detail_em.jpg?1362500706" alt="" /&gt;&lt;/div&gt;&lt;p&gt;&lt;br&gt;
Dewey-Hagborg explained that their idea of “DNA spoofing” sprung from recent headlines on the recent “six strikes” law punishing copyright infringement—which tech-savvy users are already calling a &lt;a href="http://fakemdc.blogspot.com/2013/02/why-six-strikes-and-you-are-out-is.html" target="_blank"&gt;“miserable failure”&lt;/a&gt; because of one’s ability to spoof an IP.&lt;/p&gt;
&lt;p&gt;“My own work with forensic &lt;a href="http://thecreatorsproject.com/blog/artist-collects-and-analyzes-dna-samples-to-create-3d-portraits-in-stranger-visions" target=_blank"&gt;&lt;span class="caps"&gt;DNA&lt;/span&gt; extraction from samples found in public&lt;/a&gt; has gotten me thinking about &lt;span class="caps"&gt;DNA&lt;/span&gt; paranoia,” she continued, “and as we started chatting about ways of hybridizing the biological and the political, this idea emerged.”&lt;/p&gt;
&lt;p&gt;Aurelia emphasized that they wanted to “do something that glitched bio-art” while providing “a toolset for defense against surveillance—divine or otherwise.”&lt;/p&gt;
&lt;p&gt;The two remaining members of the group also had motives to explore the relationships between power, surveillance, and the state. One of them was Allison Burtch—one of the people behind &lt;a href="http://occupiedmedia.us/download-the-paper/" target="_blank"&gt;Occupy Wall Street’s journal&lt;/a&gt;—and the other, &lt;a href="http://www.thecreatorsproject.com/blog/evade-technologys-gaze-with-counter-surveillance-fashion" target=_blank"&gt;Adam Harvey&lt;/a&gt;, developed a simple way to &lt;a href="http://www.thecreatorsproject.com/en-uk/blog/style-yourself-to-beat-the-machines" target="_blank"&gt;avoid facial recognition technology using digital camouflage&lt;/a&gt;.&lt;/p&gt;
&lt;div class="image"&gt;&lt;img src="http://assets.thecreatorsproject.com/blog_article_images/images/000/041/113/anonymous4_detail_em.jpg?1362500712" alt="" /&gt;&lt;/div&gt;&lt;p&gt;&lt;br&gt;&lt;/p&gt;
&lt;p&gt;It seems that finding new ways to hide from technology will become increasingly common in the coming years. Meanwhile, Harvey, Burtch, Moser, and Dewey-Hagborg plan to take the project into its next phase: creating &lt;span class="caps"&gt;DIY&lt;/span&gt; counter-surveillance kits and manuals. They’ve also posted the &lt;a href="http://www.instructables.com/id/DNA-Spoofing-DIY-Counter-Surveillance/" target="_blank"&gt;video on Instructables&lt;/a&gt; and will be fielding questions for the rest of the week. Go ahead and reclaim your anonymity.&lt;/p&gt;</description>
      <pubDate>Tue, 05 Mar 2013 11:25:18 -0500</pubDate>
      <link>http://thecreatorsproject.com/es-us/blog/how-to-be-anonymous-in-the-age-of-dna-surveillance</link>
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      <title>A Field Of Rods And Thumping Electronic Music Make For Mesmerizing Audiovisual Performance</title>
      <description>&lt;img src='http://assets.thecreatorsproject.com/blog_article_images/images/000/041/107/8178692479_2fe8a7725b_b_detail.jpg?1362500230'/&gt;&lt;br/&gt;&lt;p&gt;Have you ever wanted to throw your computer into the shredder? One of those days when it keeps freezing or giving you the &lt;a href="http://en.wikipedia.org/wiki/Blue_Screen_of_Death" target=”_blank"&gt;Blue Screen of Death&lt;/a&gt; and you want nothing more than to destroy it into fragmented color and back-lit, shimmering strips of screen?&lt;/p&gt;
&lt;p&gt;While this isn&amp;#8217;t necessarily possible, and probably not economically worth the beautiful 30-second light show you might get, electronic musician &lt;a href="https://soundcloud.com/edisonnoside" target=”_blank"&gt;Edisonnoside&lt;/a&gt; and visual artist &lt;a href="http://danielschwarz.cc/" target=”_blank"&gt;Daniel Schwarz&lt;/a&gt; have created a dislodged, visual experience in their audiovisual performance &lt;i&gt;Imposition&lt;/i&gt; which resembles what I fantasize this moment of computer-directed revenge might look like.&lt;/p&gt;
&lt;div class="image"&gt;&lt;img src="http://assets.thecreatorsproject.com/blog_article_images/images/000/041/107/8178692479_2fe8a7725b_b_detail_em.jpg?1362500230" alt="" /&gt;&lt;/div&gt;&lt;p&gt;&lt;br&gt;&lt;/p&gt;
&lt;div class="image"&gt;&lt;img src="http://assets.thecreatorsproject.com/blog_article_images/images/000/041/109/8467896682_dc163c225a_z_detail_em.jpg?1362500472" alt="" /&gt;&lt;/div&gt;&lt;p&gt;&lt;br&gt;&lt;/p&gt;
&lt;p&gt;We featured the work from team Edisonnoside/Schwarz previously with their piece &lt;a href="http://thecreatorsproject.com/blog/household-materials-become-sinister-audio-and-video-in-ivanishi" target=”_blank"&gt;&lt;i&gt;Vanish&lt;/i&gt;&lt;/a&gt;, where the duo used household materials such as basalmic vinegar and porcelain to create a beautiful and elusive performance&lt;/p&gt;
&lt;div class="image"&gt;&lt;img src="http://assets.thecreatorsproject.com/blog_article_images/images/000/041/108/7548707370_c3f8d15a04_b_detail_em.jpg?1362500234" alt="" /&gt;&lt;/div&gt;&lt;p&gt;&lt;i&gt;photo via Flickr, a behind-the-scenes look at the making of&lt;/i&gt; Vanish&lt;/p&gt;
&lt;p&gt;In &lt;a href="http://danielschwarz.cc/imposition/" target=”_blank"&gt;&lt;i&gt;Imposition&lt;/i&gt;&lt;/a&gt; the small-scale experiment &lt;i&gt;Vanish&lt;/i&gt;, which took place in a vinegar-drenched tray, is blown up to life-size, encompassing the performers as a stage. Video clips are projected onto a field of rods, which give it this scattered effect. Playing with the juxtaposition of sound and music, the artists create an experience which imbibes the stimulation of more than one sense. As the artists describe, &amp;#8220;image and sound go hand in hand&amp;#8212;each influences the other, feeds off the other&amp;#8212;and in this fusion, play with the perception of space and reality.&amp;#8221;&lt;/p&gt;
&lt;div class="image"&gt;&lt;img src="http://assets.thecreatorsproject.com/blog_article_images/images/000/041/114/8467897102_f3e5c41a76_z_detail_em.jpg?1362502240" alt="" /&gt;&lt;/div&gt;&lt;p&gt;&lt;br&gt;
&lt;i&gt;Imposition&lt;/i&gt; has made appearances at NODE13 Forum for Digital Arts, Frankfurt am Main in Germany as well as Pop Corn Club in Venice, and will be performed at the &lt;a href="http://mappingfestival.com/2013/" target=”_blank"&gt;Mapping Festival in Geneva, Switzerland&lt;/a&gt; on May 11th.&lt;/p&gt;
&lt;p&gt;&lt;a href="http://www.twitter.com/megyoungblood" target=”_blank"&gt;@megyoungblood&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;&lt;i&gt;All photos courtesy of NODE13 via &lt;a href="http://www.flickr.com/photos/node-forum/sets/72157632746508669/with/8466800711/" target=”_blank"&gt;Flickr.&lt;/a&gt;&lt;/i&gt;&lt;/p&gt;</description>
      <pubDate>Tue, 05 Mar 2013 11:17:18 -0500</pubDate>
      <link>http://thecreatorsproject.com/es-us/blog/a-field-of-rods-and-thumping-electronic-music-make-for-mesmerizing-audiovisual-performance</link>
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      <title>Leo Villareal's Bay Lights Will Light Up San Francisco's Bay Bridge With 25,000 LEDs Tonight</title>
      <description>&lt;img src='http://assets.thecreatorsproject.com/blog_article_images/images/000/041/103/bay-lights-villareal_detail.jpg?1362458083'/&gt;&lt;br/&gt;&lt;p&gt;Tonight marks the opening ceremony of what will become the world&amp;#8217;s largest &lt;span class="caps"&gt;LED&lt;/span&gt; light sculpture. With over 25,000 LEDs strung along nearly 5 miles&amp;#8217; worth of vertical suspension cables, the &lt;a href="http://thebaylights.org/" target=_blank"&gt;&lt;i&gt;The Bay Lights&lt;/i&gt;&lt;/a&gt; project, from artist &lt;a href="http://www.villareal.net/" target=_blank"&gt;Leo Villareal&lt;/a&gt;, will illuminate San Fransisco&amp;#8217;s Bay Bridge nightly for the next two years.&lt;/p&gt;
&lt;p&gt;Villareal, who recently exhibited two high-profile public art installations in &lt;span class="caps"&gt;NYC&lt;/span&gt;&amp;#8212;Madison Sq. Park&amp;#8217;s &lt;a href="http://www.madisonsquarepark.org/things-to-do/calendar/mad-sq-art-leo-villareals-buckyball" target=_blank"&gt;&lt;i&gt;Buckyball&lt;/i&gt;&lt;/a&gt; and the Bleecker Street subway station&amp;#8217;s &lt;a href="http://mta.info/mta/aft/permanentart/permart.html?agency=NYCT&amp;line=6&amp;station=22&amp;artist=1" target=_blank"&gt;&lt;i&gt;Hive&lt;/i&gt;&lt;/a&gt;&amp;#8212;is known as an &lt;span class="caps"&gt;LED&lt;/span&gt; artist, and has been working in the medium of light sculpture since the late 1990s.&lt;/p&gt;
&lt;p&gt;&lt;iframe src="http://player.vimeo.com/video/25870560?title=0&amp;amp;byline=0&amp;amp;portrait=0&amp;amp;color=ffffff" width="640" height="360" frameborder="0" webkitAllowFullScreen mozallowfullscreen allowFullScreen&gt;&lt;/iframe&gt;&lt;/p&gt;
&lt;p&gt;&lt;i&gt;Leo Villareal&amp;#8217;s artist rendering of&lt;/i&gt; The Bay Lights.&lt;/p&gt;
&lt;p&gt;For &lt;i&gt;The Bay Lights&lt;/i&gt;, Villareal developed custom software to generate the glowing patterns and formations that will illuminate the bridge from dusk to midnight. Taking inspiration from patterns found in nature and the Bay&amp;#8217;s surrounding environment&amp;#8212;the waves and wind in the San Francisco Bay, the traffic flowing over the bridge&amp;#8212;Villareal&amp;#8217;s algorithms will produce unique configurations that will never repeat.&lt;/p&gt;
&lt;p&gt;The Grand Lighting of &lt;i&gt;The Bay Lights&lt;/i&gt; will take place tonight, Tuesday, March 5, at 9 pm PT. If you aren&amp;#8217;t lucky enough to be close to the Bay, you can still tune in online to watch the live stream from 8:30-9:30pm &lt;span class="caps"&gt;PST&lt;/span&gt; at &lt;a href="http://thebaylights.org/" target=_blank"&gt;thebaylights.org&lt;/a&gt;.&lt;/p&gt;
&lt;p&gt;&lt;i&gt;And check out these stunning GIFs of the artwork below, courtesy of Jordan Kinley.&lt;/i&gt;&lt;/p&gt;
&lt;p&gt;&lt;img src="http://www.viceland.com/viceblog/490349873rd.gif"/&gt;&lt;/p&gt;
&lt;p&gt;&lt;img src="http://www.viceland.com/viceblog/784315204th.gif"/&gt;&lt;/p&gt;
&lt;p&gt;&lt;img src="http://www.viceland.com/viceblog/222340595thv2.gif"/&gt;&lt;/p&gt;
&lt;p&gt;&lt;a href="http://twitter.com/#!/juliaxgulia" target="_blank"&gt;@juliaxguila&lt;/a&gt;&lt;/p&gt;</description>
      <pubDate>Mon, 04 Mar 2013 23:34:46 -0500</pubDate>
      <link>http://thecreatorsproject.com/es-us/blog/leo-villareals-ibay-lightsi-will-light-up-san-franciscos-bay-bridge-with-25000-leds-tonight</link>
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      <title>Natalia Stuyk's Videos Are 2D, 3D, And Always Trendy</title>
      <description>&lt;img src='http://assets.thecreatorsproject.com/blog_article_images/images/000/041/101/kenzo-resort-video_detail.jpg?1362437098'/&gt;&lt;br/&gt;&lt;p&gt;&lt;a href="http://www.nataliastuyk.com/" target="_blank"&gt;Natalia Stuyk&lt;/a&gt; is an up-and-coming animator to watch out for. Her most recent work is featured in the fashion film (below) by &lt;a href="http://matmaitland.com/" target="_blank"&gt;Mat Maitland&lt;/a&gt; for &lt;a href="https://www.kenzo.com/en/collections/women/resort-2013_5188" target="_blank"&gt;Kenzo&amp;#8217;s 2013 Resort collection&lt;/a&gt;. The video&amp;#8217;s 2D animations of bold jungle patterns and green-screen compositing techniques are in line with an aesthetic that&amp;#8217;s been floating around the internet art world for a while now, and was &lt;a href="http://jacobciocci.org/2012/11/ride-the-wave/" target="_blank"&gt;catapulted into the mainstream&lt;/a&gt; most recently by Rihanna and Azaelia Banks videos. Stuyk&amp;#8217;s is a sophisticated take on that fad.&lt;/p&gt;
&lt;p&gt;&lt;iframe width="640" height="360" src="http://www.youtube.com/embed/vg4XjG_peXA" frameborder="0" allowfullscreen&gt;&lt;/iframe&gt;&lt;br /&gt;
&lt;I&gt;Kenzo Resort 2013 Electric Jungle&lt;/I&gt;&lt;/p&gt;
&lt;p&gt;The UK-based artist&amp;#8217;s small body of work is exciting because she not only has a handle on these aesthetic trends but is also versed in programming, the creative potentials of social media, and interactive media. Her series of digital illustrations &lt;a href="http://www.nataliastuyk.com/interactive.html"target="_blank"&gt;&lt;i&gt;The Cult of the Rare and the Rich&lt;/i&gt;&lt;/a&gt; allowed viewers to interact with and manipulate portraits through body movements. The piece used the Kinect to record people&amp;#8217;s movements as they explored the rituals of religious practices. Another project with a tech backbone was &lt;a href="http://www.nataliastuyk.com/interactive.html" target="_blank"&gt;&lt;i&gt;People Are Planets&lt;/i&gt;&lt;/a&gt; which crowdsourced twitter hashtags to create a 3D audiovisual universe which people could navigate around.&lt;/p&gt;
&lt;div class="image"&gt;&lt;img src="http://assets.thecreatorsproject.com/blog_article_images/images/000/041/102/rare_detail_em.jpg?1362437101" alt="" /&gt;&lt;/div&gt;&lt;p&gt;&lt;i&gt;The Cult of the Rare and the Rich&lt;/i&gt;&lt;/p&gt;
&lt;p&gt;While Stuyk has experimented with interactive art, most of her work has been making music videos. Her first, for &lt;a href="http://www.myspace.com/themaeshi" target="_blank"&gt;The Mae Shi&lt;/a&gt;&amp;#8217;s track “Lamb and the Lion”, was also her first to experiment with different forms of animation. To create it Stuyk used a mix of digital and hand-drawn techniques to animate her own illustrations that borrowed from medieval tapestry battle scenes. The video went on to win the &lt;span class="caps"&gt;BAFTA&lt;/span&gt; New Talent award in 2010.&lt;/p&gt;
&lt;p&gt;&lt;iframe src="http://player.vimeo.com/video/4632601" width="640" height="360" frameborder="0" webkitAllowFullScreen mozallowfullscreen allowFullScreen&gt;&lt;/iframe&gt; &lt;br /&gt;
&lt;i&gt;The Mae Shi &amp;#8220;Lamb and the Lion&amp;#8221;&lt;/i&gt;&lt;/p&gt;
&lt;p&gt;Stuyk has also experimented with 3D animation&amp;#8212;the video she directed last year for Slackk&amp;#8217;s “Blue Sleet” harkens back to early computer and gaming graphics. And, although quite different in style from the Mae Shi video, both suggest a keen grasp of key media tools and an ability to make them engaging and relevant through her varied animations.&lt;/p&gt;
&lt;p&gt;&lt;iframe width="640" height="360" src="http://www.youtube.com/embed/K4aEvXZGwAo" frameborder="0" allowfullscreen&gt;&lt;/iframe&gt;&lt;br /&gt;
&lt;i&gt;Slackk&amp;#8217;s &amp;#8220;Blue Sleet&amp;#8221;&lt;/i&gt;&lt;/p&gt;</description>
      <pubDate>Mon, 04 Mar 2013 16:49:24 -0500</pubDate>
      <link>http://thecreatorsproject.com/es-us/blog/natalia-stuyks-videos-are-2d-3d-and-always-trendy</link>
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      <title>LAYERS:  Opening The Doors Of CENOB1TE's "Hyperion"</title>
      <description>&lt;img src='http://assets.thecreatorsproject.com/blog_article_images/images/000/041/094/cen0b1te_press_final_2_detail.jpg?1362429658'/&gt;&lt;br/&gt;&lt;p&gt;This week&amp;#8217;s &lt;span class="caps"&gt;LAYERS&lt;/span&gt; brings us Chicago&amp;#8217;s own bass heavy production duo &lt;a href="https://www.facebook.com/CENOB1TE" target="_blank"&gt;CENOB1TE&lt;/a&gt;, who specializes in fusing techniques from various sub-genres of &lt;span class="caps"&gt;EDM&lt;/span&gt; to create a sound unto itself. The team consists of Chess and Graham, both of whom have storied musical backgrounds in the Chicago dance scene that span many different genres. Chess was previously one half of the electro-pop duo &lt;a href="https://www.facebook.com/moneypennymusic" target="_blank"&gt;Moneypenny&lt;/a&gt;, while Graham lent his intuition for dubstep production to Chicago mainstays &lt;a href="https://www.facebook.com/MidnightConspiracy/" target="_blank"&gt;Midnight Conspiracy&lt;/a&gt;.&lt;/p&gt;
&lt;p&gt;With &amp;#8220;Hyperion&amp;#8221;, released late last year on &lt;a href="http://www.excision.ca/" target="_blank"&gt;Excision&amp;#8217;s&lt;/a&gt; &lt;a href="https://www.facebook.com/RottunRecords" target="_blank"&gt;Rottun Recordings&lt;/a&gt; imprint, the duo finds success in bringing a fresh drum and bass sound to traditional bass heavy dubstep aesthetics. The synthesis is mind-melting, as the track traverses fast DnB breaks into hard-hitting dub drops. Read below to find out how CENOB1TE&amp;#8217;s extensive knowledge and respect for &lt;span class="caps"&gt;EDM&lt;/span&gt; sound design helped them arrive at such a progressive sound.&lt;/p&gt;
&lt;p&gt;&lt;i&gt;The song name is &amp;#8220;Hyperion&amp;#8221; and it came out on Rottun Recordings (Excision&amp;#8217;s label) in December and remained in &lt;a href="http://www.beatport.com/genre/drum-and-bass/1/top-100" target="_blank"&gt;Beatport&amp;#8217;s Drum &amp;amp; Bass Top 100&lt;/a&gt; for a month. It is our first ever DnB track. I believe it peaked at number 18. I am not sure if it went any higher since we were in Mexico and weren&amp;#8217;t able to check for over a week since we didn&amp;#8217;t want to pay for internet. This is our second single on Rottun Recordings, and we have two other singles that are collabs with Midnight Conspiracy available on Ultra Music. In addition to the singles, there are tracks/remixes available for free download through our &lt;a href="http://soundcloud.com/cenob1te" target="_blank"&gt;Soundcloud page&lt;/a&gt;. Currently, we are working on an EP and developing a live show outside our DJ sets.&lt;/i&gt;&lt;/p&gt;
&lt;p&gt;&lt;i&gt;Hyperion is the titan of light from mythology, an irregularly shaped moon of Saturn, and one of the brands of guns in the Borderlands videogame series. We like to think of our song as sounding like an alien space battle, so it is aptly named!&lt;br /&gt;
&lt;/i&gt;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;Drums:&lt;/b&gt;&lt;/p&gt;
&lt;p&gt;&lt;iframe width="100%" height="166" scrolling="no" frameborder="no" src="https://w.soundcloud.com/player/?url=http%3A%2F%2Fapi.soundcloud.com%2Ftracks%2F81812949"&gt;&lt;/iframe&gt;&lt;/p&gt;
&lt;p&gt;&lt;i&gt;The drums on this track are one of our first forays into swing-time programming, which was a huge hassle, but ended up working out well. The drums are a combination of live and synthetic elements blended together, so it is often hard to tell which is which. There is some heavy compression and some big reverb on the main &amp;#8220;kit&amp;#8221; to help it sound more &amp;#8220;live&amp;#8221; and &amp;#8220;real&amp;#8221; along with a good old Amen breakbeat chop as a throwback to the classic drum and bass that helped influence the song. &lt;/i&gt;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;Sub:&lt;/b&gt;&lt;/p&gt;
&lt;p&gt;&lt;iframe width="100%" height="166" scrolling="no" frameborder="no" src="https://w.soundcloud.com/player/?url=http%3A%2F%2Fapi.soundcloud.com%2Ftracks%2F81812532"&gt;&lt;/iframe&gt;&lt;/p&gt;
&lt;p&gt;&lt;i&gt;Sub tracks are something you rarely find in non-electronic songs, but are now becoming a necessity for most &lt;span class="caps"&gt;EDM&lt;/span&gt; producers. For those who don&amp;#8217;t know, a quick definition: sub refers to the word &amp;#8220;subsonic&amp;#8221; referring to the frequency range of of about 20Hz to 80Hz, which cannot be produced by most speakers and thus requires a dedicated low-frequency speaker aka a &amp;#8220;subwoofer.&amp;#8221; Normally, we use pure sine waves for our sub tracks, but this one uses a low pass filtered version of the main bass synth, as well as an almost surgically constructed cut of several gun blasts that creates a stuttering sound and adds low-end content to the gun blasts in the song.&lt;/i&gt;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;Synths:&lt;/b&gt;&lt;/p&gt;
&lt;p&gt;&lt;iframe width="100%" height="166" scrolling="no" frameborder="no" src="https://w.soundcloud.com/player/?url=http%3A%2F%2Fapi.soundcloud.com%2Ftracks%2F81812538"&gt;&lt;/iframe&gt;&lt;/p&gt;
&lt;p&gt;&lt;i&gt;There are a fair amount of synthesizers being used in this song, so the first synth track contains several of the outlying synths that don&amp;#8217;t make up part of the main bass sound. First, you&amp;#8217;ll hear a long, droning pad playing an ascending chord progression that was made in &lt;a href="http://www.native-instruments.com/en/products/komplete/synths-samplers/razor/" target="_blank"&gt;Native Instruments&amp;#8217; Razor&lt;/a&gt;. The next sound is a screeching, detuned, panicky synth playing an ascending and descending pattern that follows the gun blasts and provides some high-end content, which was made in Massive. Finally, you&amp;#8217;ll hear a very distorted, filtered, detuned saw wave synth known in drum &amp;amp; bass production jargon as a &amp;#8220;reese.&amp;#8221; Yet again, this is another homage to classic drum &amp;amp; bass, this time made using &lt;a href="http://www.native-instruments.com/en/products/komplete/synths-samplers/fm8/" target="_blank"&gt;FM8&lt;/a&gt;.&lt;/i&gt;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;Basses:&lt;/b&gt;&lt;/p&gt;
&lt;p&gt;&lt;iframe width="100%" height="166" scrolling="no" frameborder="no" src="https://w.soundcloud.com/player/?url=http%3A%2F%2Fapi.soundcloud.com%2Ftracks%2F81812543"&gt;&lt;/iframe&gt;&lt;/p&gt;
&lt;p&gt;&lt;i&gt;This is the meat of the song, the main growling bass synth. Many dubstep and drum &amp;amp; bass producers have been trying to create growling, monster-sounding basses lately (to varying degrees of success), so we developed our own method of making similar sounds. Without giving too much of our secret away, the answer lies in using a vocoder (think &lt;a href="http://www.daftpunk.com/" target="_blank"&gt;Daft Punk&lt;/a&gt; vocals) and using your own carrier and modulator signals, in this instance with another very distorted, detuned &amp;#8220;reese&amp;#8221; synth. We spent quite a bit of time on this synth, and there are several instances with different EQs and distortions on them layered with a few other synths as well. Towards the end of the heavy sections (or &amp;#8220;drops&amp;#8221;) there are some other bass synths, all from FM8, one of which sounds like a voice saying &amp;#8220;EE-YA&amp;#8221; that is made using a very simple technique involving a highly resonant &lt;a href="http://en.wikipedia.org/wiki/Low-pass_filter" target="_blank"&gt;low pass filter&lt;/a&gt; and a &lt;a href="http://en.wikipedia.org/wiki/Bitcrusher" target="_blank"&gt;bitcrusher&lt;/a&gt; with about 20x downsampling.&lt;/p&gt;
&lt;p&gt;If all that sounds like a foreign language to you, don&amp;#8217;t worry, it is.&lt;/i&gt;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;Guns:&lt;/b&gt;&lt;/p&gt;
&lt;p&gt;&lt;iframe width="100%" height="166" scrolling="no" frameborder="no" src="https://w.soundcloud.com/player/?url=http%3A%2F%2Fapi.soundcloud.com%2Ftracks%2F81812551"&gt;&lt;/iframe&gt;&lt;/p&gt;
&lt;p&gt;&lt;i&gt;This was one of the more fun parts of the track to do. Unfortunately, we haven&amp;#8217;t had the time/budget to go record our own gun sounds (something we plan on doing in the future), so this one utilizes sound libraries used in some big-budget Hollywood movies. We cut up lots of different gun loading, cocking and reloading sounds from a number of different guns and combined them in various ways. Toward the beginning, there are some smaller sounds washed in a big reverb, and as the track progresses, a repeating 12th note gunshot filters in, creating tension. As the main part of the song begins, there are three or four different gun sounds EQed and layered to create a huge repeated gunshot that plays against the main bass synth of the song.&lt;/i&gt;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;Piano:&lt;/b&gt;&lt;/p&gt;
&lt;p&gt;&lt;iframe width="100%" height="166" scrolling="no" frameborder="no" src="https://w.soundcloud.com/player/?url=http%3A%2F%2Fapi.soundcloud.com%2Ftracks%2F81812721"&gt;&lt;/iframe&gt;&lt;/p&gt;
&lt;p&gt;&lt;i&gt;The orchestral elements of this track are comprised of a piano, some brass instruments and some strings. The piano plays a basic three note part towards the beginning, and then plays an ascending part towards the middle, with the end note of the part being chopped into a repeating glitch that gets layered with a brass part to sort of &amp;#8220;mechanize&amp;#8221; the human elements of the song.&lt;/i&gt;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;Brass:&lt;/b&gt;&lt;/p&gt;
&lt;p&gt;&lt;iframe width="100%" height="166" scrolling="no" frameborder="no" src="https://w.soundcloud.com/player/?url=http%3A%2F%2Fapi.soundcloud.com%2Ftracks%2F81812710"&gt;&lt;/iframe&gt;&lt;/p&gt;
&lt;p&gt;&lt;i&gt;This track was born out of experimentation with effecting brass stabs, including distortion, filtering and reverb. Apparently, &lt;a href="http://en.wikipedia.org/wiki/Miles_Davis" target="_blank"&gt;Miles Davis&lt;/a&gt; was doing these same sort of experiments in the 1960s involving his trumpet played through &lt;a href="http://www.marshallamps.com/" target="_blank"&gt;Marshall&lt;/a&gt; guitar amps and &lt;a href="http://en.wikipedia.org/wiki/Wah-wah_pedal" target="_blank"&gt;wah-wah pedals&lt;/a&gt;. The first sound you hear is a distorted trombone sample with a high pass filter sweep with very high resonance. After that, some more distorted stabs with reverbs echo out, and are finally joined by an ominous sounding riff that comprises the main chord progression of the song.&lt;/i&gt;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;Strings:&lt;/b&gt;&lt;/p&gt;
&lt;p&gt;&lt;iframe width="100%" height="166" scrolling="no" frameborder="no" src="https://w.soundcloud.com/player/?url=http%3A%2F%2Fapi.soundcloud.com%2Ftracks%2F81812702"&gt;&lt;/iframe&gt;&lt;/p&gt;
&lt;p&gt;&lt;i&gt;The song begins with some pizzicato strings playing a simple riff that is then doubled an octave lower. Another ascending pizzicato string part provides much needed tension by rising farther and farther up, creating a panicky sound often used in horror movies. As the track builds up, the sounds of an orchestra tuning up and playing random ascending scales are added and faded in, creating an enormous crescendo to the &amp;#8220;drop&amp;#8221; of the song.&lt;/i&gt;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;Choir:&lt;/b&gt;&lt;/p&gt;
&lt;p&gt;&lt;iframe width="100%" height="166" scrolling="no" frameborder="no" src="https://w.soundcloud.com/player/?url=http%3A%2F%2Fapi.soundcloud.com%2Ftracks%2F81812821"&gt;&lt;/iframe&gt;&lt;/p&gt;
&lt;p&gt;&lt;i&gt;One of the most amazing aspects of using computers to make music is the access to instruments and recording techniques unavailable to those without thousands of dollars and professional orchestras/choruses at their disposal. We would not have had access to super high-quality choir samples several years ago &amp;#8212; now we do, and it sounds simply amazing.&lt;/i&gt;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;FX:&lt;/b&gt;&lt;/p&gt;
&lt;p&gt;&lt;iframe width="100%" height="166" scrolling="no" frameborder="no" src="https://w.soundcloud.com/player/?url=http%3A%2F%2Fapi.soundcloud.com%2Ftracks%2F81812814"&gt;&lt;/iframe&gt;&lt;/p&gt;
&lt;p&gt;&lt;i&gt;What begins the song is a series of clicking noises that we created by chopping up a sample of a piece of plastic clicking on a table. We then ran the results through a series of band pass filters and then added a huge reverb. Next are a series of sweeps and impact sounds we created using samples of some &lt;a href="http://en.wikipedia.org/wiki/Taiko" target="_blank"&gt;Taiko&lt;/a&gt; drums, cardboard and pieces of metal colliding. Filtered white noise provides even more tension that is then released by being reversed and time stretched during the orchestral parts, which are layered with more plastic clicking sounds. The final piece of the puzzle is a digital-sounding female voice saying the word &amp;#8220;Hyperion,&amp;#8221; which is just Chess talking into a &lt;a href="http://www.shure.com/americas/products/microphones/sm/sm58-vocal-microphone" target="_blank"&gt;Shure SM-58&lt;/a&gt; Microphone and then processed with &lt;a href="http://www.audioease.com/Pages/Speakerphone/speakerphone.html" target="_blank"&gt;Audio Ease Speakerphone&lt;/a&gt; and &lt;a href="http://soniccharge.com/bitspeek" target="_blank"&gt;Sonic Charge Bitspeek&lt;/a&gt;.&lt;/p&gt;
&lt;p&gt;Separated, all of these elements don&amp;#8217;t sound like they could possibly fit together, but they create something much larger than the sum of their parts; a piece of music with the design elements of a soundscape, the brutality of a metal song, and timeless orchestral elements that tie the whole thing together. &lt;/i&gt;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;Put it all together and here’s what you get. “Hyperion” by CENOB1TE.&lt;b&gt;&lt;/p&gt;
&lt;p&gt;&lt;iframe width="100%" height="166" scrolling="no" frameborder="no" src="https://w.soundcloud.com/player/?url=http%3A%2F%2Fapi.soundcloud.com%2Ftracks%2F71575881"&gt;&lt;/iframe&gt;&lt;/p&gt;
&lt;p&gt;&lt;iframe width="640" height="360" src="http://www.youtube.com/embed/z2xTubAPKWs" frameborder="0" allowfullscreen&gt;&lt;/iframe&gt;&lt;/p&gt;
&lt;p&gt;&lt;a href="https://twitter.com/justinstaple" target="_blank"&gt;@justinstaple&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;&lt;a href="http://www.thecreatorsproject.com/blog/layers-daedelus-breaks-down-his-collaboration-with-austin-peralta-in-tribute" target="_blank"&gt;Previously on &lt;span class="caps"&gt;LAYERS&lt;/span&gt;: Daedelus Breaks Down His Collaboration With Austin Peralta In Tribute&lt;/a&gt;&lt;/p&gt;</description>
      <pubDate>Mon, 04 Mar 2013 15:40:15 -0500</pubDate>
      <link>http://thecreatorsproject.com/es-us/blog/layers-opening-the-doors-of-cenob1tes-hyperion</link>
      <guid isPermalink="false">blog/17400</guid>
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      <title>Hong Kong's Urban Cityscape Informs This Abstract, Interactive Sculpture</title>
      <description>&lt;img src='http://assets.thecreatorsproject.com/blog_article_images/images/000/041/090/Wendy1920_detail.jpg?1362422448'/&gt;&lt;br/&gt;&lt;p&gt;Artist, architectural designer, and urbanist &lt;a href="http://archinect.com/people/cover/6987135/wendy-w-fok" target="_blank"&gt;Wendy W Fok&lt;/a&gt; conceptualizes structures with the use of digital design, optimization, and fabrication to challenge past theories, and create alternative and original designs for the future. She is the director and founder of the architecture creative group &lt;a href="http://www.we-designs.org/" target="_blank"&gt;WE-&lt;span class="caps"&gt;DESIGNS&lt;/span&gt;.&lt;span class="caps"&gt;ORG&lt;/span&gt;, &lt;span class="caps"&gt;LLC&lt;/span&gt;&lt;/a&gt;, and simultaneously leads &lt;a href="http://studio-wf.com/" target="_blank"&gt;atelier//studio WF&lt;/a&gt; that focuses on her artistic explorations into mathematics, logics, and materials.&lt;/p&gt;
&lt;p&gt;Similar to the unconventional functionality of &lt;a href="http://www.thecreatorsproject.com/blog/diller-scofidio-renfro-blow-up-the-hirshhorn-museum-video" target="_blank"&gt;Diller Scofidio + Renfro&lt;/a&gt;, and drawing from a critical rhetoric and an obsession with digital media, digital property, labour, and tooling, Fok is known for her installations and structures that are flexible, and connect with our contemporary, technological culture.&lt;/p&gt;
&lt;p&gt;Her latest project, &lt;i&gt;La Technologie Culturelle D’objet&lt;/i&gt; was commissioned for an ongoing exhibition at the &lt;a href="http://asiasociety.org/hong-kong" target="_blank"&gt;Asia Society Hong Kong Center&lt;/a&gt; titled &lt;a href="http://asiasociety.org/hong-kong/exhibitions/imminent-domain-designing-life-tomorrow" target="_blank"&gt;&lt;i&gt;Imminent Domain: Designing the Life of Tomorrow&lt;/i&gt;&lt;/a&gt;, featuring 12 artists working with various mediums to explore future of ways of living. Fok’s piece for the exhibition looks at the dynamics between the technical and ethical aspects of life inspired by the theories of &lt;a href="http://en.wikipedia.org/wiki/André_Leroi-Gourhan" target="_blank"&gt;André Leroi-Gourhan&lt;/a&gt;. Through her interest in humans and the evolution of objects, she conjoins in her work, conceptually, the digital culture of Hong Kong with the function and interactivity of her work.&lt;/p&gt;
&lt;p&gt;We caught up with Fok over email to learn more about the theoretical complexities and inner-workings of &lt;i&gt;La Technologie Culturelle D’objet&lt;/i&gt;, and explore how through design, optimization, and fabrication she reinvents today&amp;#8217;s notions of art and architecture.&lt;/p&gt;
&lt;div class="image"&gt;&lt;img src="http://assets.thecreatorsproject.com/blog_article_images/images/000/041/092/tumblr_inline_miqpna8M3j1qz4rgp_detail_em.jpg?1362427446" alt="" /&gt;&lt;/div&gt;&lt;p&gt;&lt;br&gt;
&lt;b&gt;The Creators Project: What exactly inspired &lt;i&gt;La Technologie Culturelle D’objet&lt;/i&gt; or what is the concept behind the sculpture?&lt;/b&gt;&lt;br /&gt;
&lt;b&gt;Wendy W Fok:&lt;/b&gt; This piece in particular addresses the trifold opportunities between techniques, object, and material culture within our contemporary digitally driven mechanic society.&lt;/p&gt;
&lt;p&gt;Grounded within the concept of the material culture and the basis of technology and object, the driver of this design is interfolded through data-sourcing and data-housing. The stainless steel “objet” (installation) itself is an interpretative piece that focuses on the contemporary examination and contextualization between the theory of technicity, ethnicity, and the milieu of André Leroi-Gourhan. While geometrically, the piece is inspired by the &lt;a href="http://en.wikipedia.org/wiki/Impossible_object" target="_blank"&gt;impossible objects&lt;/a&gt; theory. An impossible object (also known as an impossible figure or an undecidable figure) is a type of optical illusion consisting of a two-dimensional figure which is instantly and subconsciously interpreted by the visual system as representing a projection of a three-dimensional object, although it is not geometrically possible for such an object to exist (at least not in the form interpreted by the visual system).&lt;/p&gt;
&lt;p&gt;The &lt;span class="caps"&gt;LED&lt;/span&gt; lamps held within these interactive transparent acrylic rods represent the interchangeable activators and attractors of the city and its citizens, mapped into a singular location to be viewed at the Asia Society Hong Kong Center. Each &lt;span class="caps"&gt;LED&lt;/span&gt; is embedded in an acrylic rod and is accentuated individually or clustered into “units” of stainless steel geometrical modulars. The ultimate aim is to critically analyse the contemporary state of urban cities and their landscapes, the citizens within the cityscape and a progressive understanding of their roles within each metropolis.&lt;/p&gt;
&lt;div class="image"&gt;&lt;img src="http://assets.thecreatorsproject.com/blog_article_images/images/000/041/095/Delegated_Fabrication_detail_em.jpg?1362430381" alt="" /&gt;&lt;/div&gt;&lt;p&gt;&lt;br&gt; &lt;br /&gt;
&lt;b&gt;Your work has a strong focus on both art and architecture. How did you go about combining the two in this work? Why do you feel their relationship to one another is significant?&lt;/b&gt;&lt;br /&gt;
The presence of art becomes an interlaced relationship that embeds itself within architecture, which for me, in particular, architecture, spatially cultivates itself through a narrative and critical analysis that is similarly demonstrated within the poetics of art.&lt;/p&gt;
&lt;p&gt;Philosophically speaking, the theoretical implication of the relationship between the world of installation arts muster a very familiar discussion between the two, whereby, in some cases, installation arts is a way of architectural expression. For example, take the early works by &lt;a href="http://www.thecreatorsproject.com/creators/diller-scofidio-renfro" target="_blank"&gt;Diller Scofidio and Renfro&lt;/a&gt;, much of their earlier built works were, in fact, installation and experimentation within the performance and installation arts.&lt;/p&gt;
&lt;p&gt;Most of the work that drives the research of my work is developed through sensing and inspirations from outside architecture, and more importantly through the influence of art, geometry, logics, and mathematical convergence.&lt;/p&gt;
&lt;div class="image"&gt;&lt;img src="http://assets.thecreatorsproject.com/blog_article_images/images/000/041/098/tumblr_inline_miqpumeA9q1qz4rgp_detail_em.jpg?1362430639" alt="" /&gt;&lt;/div&gt;&lt;p&gt;&lt;br&gt;
&lt;b&gt;I know the work references the city of Hong Kong and mapping&amp;#8212;is the work referencing its urban plan? How do you think your work plays a part in the lifestyle and design of the city of Hong Kong as a structure?&lt;/b&gt;&lt;br /&gt;
The piece &lt;i&gt;La Technologie Culturelle d’Objet&lt;/i&gt; abstractly functions as a data-sourcing and data-mapping exercise that was conceptually realized through the idea of strategically collecting data throughout the city (and its habitants), through digital media. One could interpret this as a form of ‘urban mapping’ through a means of directly and influentially disturbing the urban plan; however, the intention was more to activate the public discourse and interaction with the piece outside of the confines of the Asia Society Hong Kong Center, and allow participants (who may or may not be in Hong Kong) to access and functionally ‘direct’ or ‘be part of’ the piece.&lt;/p&gt;
&lt;p&gt;Intentionally, the piece was also a means to deterritorialize the familiarity of the institution and the traditional discourse of architecture, as a monumental confined space or structure&amp;#8212;in a sense, asking participants or the inhabitants to critically explore outside of their comfort zone and leave their confined 50 square meter apartment building, or complex, to further explore the culture that is present in Hong Kong and beyond.&lt;/p&gt;
&lt;p&gt;&lt;b&gt;What techniques did you use to create this sculpture?&lt;/b&gt;&lt;br /&gt;
The piece itself is made of stainless steel, with a variable &lt;span class="caps"&gt;LED&lt;/span&gt; configuration that is fed into the acrylic tubes interlaced within the stainless steel frame. The original piece was double the size of the final, but was downsized due to budget and time constraints. &lt;br /&gt;
mbined with the surfaces blurred together formed by the myriad of &lt;span class="caps"&gt;LED&lt;/span&gt; lights is the formal housing that represent the “reflexive” nature of activated milieu.&lt;/p&gt;
&lt;div class="image"&gt;&lt;img src="http://assets.thecreatorsproject.com/blog_article_images/images/000/041/096/tumblr_inline_miqpmz9p241qz4rgp_detail_em.jpg?1362430383" alt="" /&gt;&lt;/div&gt;&lt;p&gt;&lt;br&gt;
&lt;b&gt;What do you think is the future of artworks in public spaces? What goals should they head towards in the future, if any?&lt;/b&gt;&lt;br /&gt;
Living in the 21st century encompasses many conveniences of technological innovation beyond the natural means, and allows virtual communication and telecommunication through an altered state.&lt;/p&gt;
&lt;p&gt;True innovation is the acceptance of both contemporary and historical philosophies and critical theories, and pushing the envelope to further these concepts into proactive projects that question the very meaning of the original theory. The ability to question and interrogate the larger meaning of innovation within the contemporary state requires a certain self-awareness of the past and realization of what history has theorized and analyzed.&lt;/p&gt;
&lt;p&gt;Resilient design should be the future direction of design. Designing for the future should not only be about sustainability of buildings and materials, but also be about the resilient nature of design that encompasses the means of cradle-to-cradle design that surpasses the means of the basics.&lt;/p&gt;
&lt;p&gt;&lt;i&gt;Photos courtesy of Wendy W Fok.&lt;/i&gt;&lt;/p&gt;
&lt;p&gt;&lt;a href="https://twitter.com/Adrianopoliz" target="_blank"&gt;@Adrianopoliz&lt;/a&gt;&lt;/p&gt;</description>
      <pubDate>Mon, 04 Mar 2013 13:40:52 -0500</pubDate>
      <link>http://thecreatorsproject.com/es-us/blog/hong-kongs-urban-cityscape-informs-this-abstract-interactive-sculpture</link>
      <guid isPermalink="false">blog/17399</guid>
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      <title>Hussein Chalayan's Newest Collection Will Double Your Wardrobe Capacity</title>
      <description>&lt;img src='http://assets.thecreatorsproject.com/blog_article_images/images/000/041/089/hussein_detail.jpg?1362428344'/&gt;&lt;br/&gt;&lt;p&gt;There is this impossible daytime-nighttime transition that plagues the fashion-conscious. Finding the perfect skirt that can transform from being office-appropriate to meeting the standards of a grumpy bouncer&amp;#8217;s approval is no easy feat. However &lt;a href="http://www.thecreatorsproject.com/videos/hussein-chalayan-ss-2012" target="_blank"&gt;Hussein Chalayan&lt;/a&gt; may have just made this seamless dream transformation more attainable with his new range of dresses.&lt;/p&gt;
&lt;p&gt;Chalayan is known for his theatrical and technologically-advanced runway shows, incorporating everything from furniture-turned-clothing, &lt;a href="http://www.waldemeyer.com/hussein-chalayan-readings-laser-dresses" target="_blank"&gt;lasers&lt;/a&gt; or &lt;a href="http://www.youtube.com/watch?v=U_Tm_w5aODELEDs" target="_blank"&gt;LEDs&lt;/a&gt;, even &lt;a href="http://www.thecreatorsproject.com/blog/hussein-chalayan-shows-a-new-image-of-the-body" target="_blank"&gt;the inside of his models&amp;#8217; mouths&lt;/a&gt;.&lt;/p&gt;
&lt;p&gt;His S/S 2007 collection of &lt;a href="http://www.youtube.com/watch?v=XI-_E_olU_I" target="_blank"&gt;animatronic dresses&lt;/a&gt; provided one solution for this transition, however it was perhaps slightly less accessible to the common fashion aficionados. This year, though, Chalayan presented his collection of transforming dresses, which take the models directly from day to night in one simple hand movement.&lt;/p&gt;
&lt;p&gt;Although versatility often comes at the cost of style (remember zip-off short-pants from the 90s?), these dresses lack none of the intricate, feminine and well-constructed flair that Chalayan is known for. Although this doesn&amp;#8217;t seem to be his most technologically-advanced collection, it does seem to be the most wearable.&lt;/p&gt;
&lt;p&gt;Check the video above and the GIFs below.&lt;/p&gt;
&lt;p&gt;&lt;img src="http://24.media.tumblr.com/2e72ca8ce87e135d234f38f482792279/tumblr_mj13irinVy1rf2j88o3_250.gif"&gt;&lt;/p&gt;
&lt;p&gt;&lt;img src="http://24.media.tumblr.com/0b07b79e8bd3d29eb36724138ed24e87/tumblr_mj13irinVy1rf2j88o2_250.gif"&gt;&lt;/p&gt;
&lt;p&gt;&lt;img src="http://25.media.tumblr.com/204132cbb7eaa1aae44dd66e0775a655/tumblr_mizzuiteZT1s1szpho1_500.gif"&gt;&lt;/p&gt;
&lt;p&gt;For more on his work, vision and inspiration, check out the video below on his S/S 2012 show &lt;i&gt;Sip&lt;/i&gt;.&lt;/p&gt;
&lt;p&gt;&lt;iframe width="640" height="480" src="http://www.youtube.com/embed/12UazR7Jpb0" frameborder="0" allowfullscreen&gt;&lt;/iframe&gt;&lt;/p&gt;
&lt;p&gt;&lt;i&gt;GIFs via &lt;a href="https://twitter.com/erlsn" target="_blank"&gt;Errolson Hugh&lt;/i&gt;&lt;/p&gt;
&lt;p&gt;&lt;a href="http://www.twitter.com/megyoungblood" target="_blank"&gt;@megyoungblood&lt;/a&gt;&lt;/p&gt;</description>
      <pubDate>Mon, 04 Mar 2013 13:29:23 -0500</pubDate>
      <link>http://thecreatorsproject.com/es-us/blog/hussein-chalayans-newest-collection-will-double-your-wardrobe-capacity</link>
      <guid isPermalink="false">blog/17398</guid>
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      <title>Enjoy The Multisensory Experience Of An Animal Collective Live Show</title>
      <description>&lt;img src='http://assets.thecreatorsproject.com/blog_article_images/images/000/041/084/Animal_Collective_at_The_Paramount_Theatre_-_Seattle_on_2012-09-18_-__DSC7119_detail.jpg?1362420066'/&gt;&lt;br/&gt;&lt;p&gt;Although radio doesn&amp;#8217;t carry with it the same sense of collective listening it once did&amp;#8212;there&amp;#8217;s just too many other platforms out there vying for our attention&amp;#8212;everyone who was around to listen to it before the internet stole our hearts and minds and lolz will have some fond memories of what it can do. Namely, enlightening your ears and mind to sounds and audio you may not have encountered before.&lt;/p&gt;
&lt;p&gt;This sense of unexpected discovery and exploration was the idea behind the &lt;a href="http://thecreatorsproject.com/gallery/animal-collective/" target="_blank"&gt;Animal Collective Radio&lt;/a&gt; station that was launched by the band, in collaboration with The Creators Project, last year to countdown the release of their album &lt;a href="http://thecreatorsproject.com/videos/animal-collective/media/animal-collective-radio%E2%80%94composition" target="_blank"&gt;&lt;i&gt;Centipede Hz&lt;/i&gt;&lt;/a&gt;. The &lt;a href="http://thecreatorsproject.com/blog/tag/animal-collective-radio" target="_blank"&gt;weekly show&lt;/a&gt; featured different band members and guests playing mixes, while exploring the &lt;a href="http://thecreatorsproject.com/videos/animal-collective/media/animal-collective-radio%E2%80%94influences" target="_blank"&gt;creative influences&lt;/a&gt; on &lt;i&gt;Centipede Hz&lt;/i&gt;, and also invited &lt;a href="http://thecreatorsproject.com/blog/meet-and-hear-the-winners-of-animal-collective-radios-youmix-contest" target="_blank"&gt;listeners to participate&lt;/a&gt; by creating their own mixes of the show.&lt;/p&gt;
&lt;p&gt;The &lt;a href="http://thecreatorsproject.com/blog/hear-the-new-album-icentipede-hzi-in-the-fourth-and-last-transmission-of-animal-collective-radio-hosted-by-geologist" target="_blank"&gt;final instalment&lt;/a&gt; streamed the album along with custom visuals for each track by artist &lt;a href="http://abbyportner.blogspot.co.uk/" target="_blank"&gt;Abby Portner&lt;/a&gt;. Portner, who &lt;a href="http://thecreatorsproject.com/creators/animal-collective" target="_blank"&gt;dubs herself&lt;/a&gt; the &amp;#8220;visual person&amp;#8221; for &lt;a href="http://www.myanimalhome.net/" target="_blank"&gt;Animal Collective&lt;/a&gt;, has been creating images to go with their sounds since they started their sonic experiments back in 2000. For the new album cover and tour poster she thought up the concept of an alien radio transmission&amp;#8212;this resulted in the motif of a mouth speaking from another world which became the unifying image throughout the artwork.&lt;/p&gt;
&lt;p&gt;This translated over to the live show as a giant mouth stage set which contained the band and their equipment and cropped up in the videos&amp;#8212;the same ones shown on the radio show&amp;#8212;with Portner rotoscoping a mouth over other visuals to created a layered, hallucinatory vision of the band&amp;#8217;s sounds. In the live shows the videos became tour visuals with the motion of the animations based on the cadence of the songs.&lt;/p&gt;
&lt;p&gt;And now you can experience this prismatic audiovisual spectacle for yourself with the release of three live videos of tracks &amp;#8220;Applesauce&amp;#8221;, &amp;#8220;Amanita&amp;#8221;, and &amp;#8220;Moonjock&amp;#8221;. As well as enjoying the band&amp;#8217;s multilayered sonic imaginings and the richly realized stage set, the performance is further augmented by Portner&amp;#8217;s collaged visuals that erupt across the screen like psychedelic lens flare.&lt;/p&gt;
&lt;p&gt;You can watch all three videos below:&lt;/p&gt;
&lt;p&gt;&lt;b&gt;&amp;#8220;Applesauce&amp;#8221;&lt;/b&gt;&lt;br /&gt;
&lt;iframe width="640" height="360" src="http://www.youtube.com/embed/wa-4FgWUp44" frameborder="0" allowfullscreen&gt;&lt;/iframe&gt;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;&amp;#8220;Amanita&amp;#8221;&lt;/b&gt;&lt;br /&gt;
&lt;iframe width="640" height="360" src="http://www.youtube.com/embed/VesIkXdWrsw" frameborder="0" allowfullscreen&gt;&lt;/iframe&gt;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;&amp;#8220;Moonjock&amp;#8221;&lt;/b&gt;&lt;br /&gt;
&lt;iframe width="640" height="360" src="http://www.youtube.com/embed/_0h_4cSuzek" frameborder="0" allowfullscreen&gt;&lt;/iframe&gt;&lt;/p&gt;
&lt;h2 style="margin-bottom:17px;"&gt;&lt;span class="caps"&gt;WIN&lt;/span&gt; &lt;span class="caps"&gt;CONCERT&lt;/span&gt; &lt;span class="caps"&gt;TICKETS&lt;/span&gt;&lt;/h2&gt;
&lt;p&gt;We&amp;#8217;re giving away two tickets to select shows on Animal Collective&amp;#8217;s Centipede Hz Tour. Plus a limited number of entrants will also receive the 10&amp;quot; single for &amp;#8220;Applesauce&amp;#8221; and a complimentary tour poster. To find out how to win go &lt;a href="http://contests.vice.com/animal-collective/" target="_blank"&gt;here&lt;/a&gt;.&lt;/b&gt;&lt;/p&gt;
&lt;p&gt;&lt;br&gt;&lt;/p&gt;
&lt;div class="image"&gt;&lt;img src="http://assets.thecreatorsproject.com/blog_article_images/images/000/041/085/Animal_Collective_at_The_Paramount_Theatre_-_Seattle_on_2012-09-18_-__DSC8651_detail_em.jpg?1362419617" alt="" /&gt;&lt;/div&gt;&lt;p&gt;&lt;br&gt;&lt;/p&gt;
&lt;div class="image"&gt;&lt;img src="http://assets.thecreatorsproject.com/blog_article_images/images/000/041/086/test_ACLive_Applesauce_0911_detail_em.jpg?1362419620" alt="" /&gt;&lt;/div&gt;&lt;p&gt;&lt;br&gt;&lt;/p&gt;
&lt;div class="image"&gt;&lt;img src="http://assets.thecreatorsproject.com/blog_article_images/images/000/041/087/test_ACLive_Applesauce_01011_detail_em.jpg?1362419623" alt="" /&gt;&lt;/div&gt;&lt;p&gt;&lt;br&gt;&lt;/p&gt;
&lt;div class="image"&gt;&lt;img src="http://assets.thecreatorsproject.com/blog_article_images/images/000/041/088/test_ACLive_Applesauce_01051_detail_em.jpg?1362419625" alt="" /&gt;&lt;/div&gt;&lt;p&gt;&lt;br&gt;&lt;/p&gt;
&lt;p&gt;&lt;i&gt;Photo credit: &lt;a href="http://lavid.me" target="_blank"&gt;Dave Lichterman&lt;/a&gt;&lt;/i&gt;&lt;/p&gt;
&lt;p&gt;&lt;i&gt;If you want to experience the live show for yourself, you can catch the band on tour at the following dates and venues:&lt;/p&gt;
&lt;p&gt;03-07 Boston, MA &amp;#8211; House of Blues Boston &lt;br /&gt;
03-08 Montreal, QC &amp;#8211; Metropolis &lt;br /&gt;
03-09 Toronto, ON &amp;#8211; Danforth Music Hall &lt;br /&gt;
03-11 Cleveland, OH &amp;#8211; House of Blues Cleveland &lt;br /&gt;
03-12 Covington, KY &amp;#8211; The Madison Theater &lt;br /&gt;
03-13 Nashville, TN &amp;#8211; Marathon Music Works &lt;br /&gt;
03-15 Royal Oak, MI &amp;#8211; Royal Oak Music Hall &lt;br /&gt;
03-16 Chicago, IL &amp;#8211; Riviera Theatre &lt;br /&gt;
03-17 Madison, WI &amp;#8211; Orpheum Theatre Madison &lt;br /&gt;
03-18 Minneapolis, WI &amp;#8211; First Avenue &lt;br /&gt;
03-20 St. Louis, MO &amp;#8211; The Pageant &lt;br /&gt;
03-21 Kansas City, MO &amp;#8211; Midland Theatre&lt;br /&gt;
03-22 Denver, CO &amp;#8211; Ogden Theatre &lt;br /&gt;
03-23 Salt Lake City, UT &amp;#8211; The Depot &lt;br /&gt;
03-24 Boise, ID &amp;#8211; Treefort Music Fest &lt;/i&gt;&lt;/p&gt;
&lt;p&gt;&lt;a href="https://twitter.com/#!/stewart23rd" target="_blank"&gt;@stewart23rd&lt;/a&gt;&lt;/p&gt;</description>
      <pubDate>Mon, 04 Mar 2013 12:53:48 -0500</pubDate>
      <link>http://thecreatorsproject.com/es-us/blog/enjoy-the-multisensory-experience-of-an-animal-collective-live-show</link>
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      <title>15,000 Volts Turns A Piece Of Wood Into An Electrifying Short Film</title>
      <description>&lt;img src='http://assets.thecreatorsproject.com/blog_article_images/images/000/041/082/15000volts_detail.jpg?1362413148'/&gt;&lt;br/&gt;&lt;p&gt;Sometimes the best way to create something is by destroying something, like frying a sheet of plywood with 15,000 volts of electricity to see what the effect would be. This simple idea is what &lt;a href="https://vimeo.com/melaniehoff" target="_blank"&gt;Melanie Hoff&lt;/a&gt; has done for her video &lt;i&gt;15,000 Volts&lt;/i&gt; which is referred to in the description as &amp;#8220;high voltage wood erosion&amp;#8221;&amp;#8212;but that doesn&amp;#8217;t really do it justice.&lt;/p&gt;
&lt;p&gt;By sending the electrical current into the wood and speeding it up thousands of times fractal-like patterns work their way across the wood, with sparks flying out and cracks appearing creating a Rorschachian effect for the viewer. Just like spotting faces in the clouds you can make out your own patterns and shapes in the intricate lightning bolts that form as the wood succumbs to the effects of the electricity.&lt;/p&gt;
&lt;p&gt;Describing the effects it has on the plywood panels Hoff says: &amp;#8220;The grain of the wood influences the pattern and direction. The layers of veneer and the glue that holds them together causes the growth to progress much slower than in non-plywood.&amp;#8221;&lt;/p&gt;
&lt;p&gt;[via &lt;a href="https://vimeo.com/channels/staffpicks" target="_blank"&gt;Vimeo Staff Picks&lt;/a&gt;]&lt;/p&gt;
&lt;p&gt;&lt;a href="https://twitter.com/#!/stewart23rd" target="_blank"&gt;@stewart23rd&lt;/a&gt;&lt;/p&gt;</description>
      <pubDate>Mon, 04 Mar 2013 11:05:52 -0500</pubDate>
      <link>http://thecreatorsproject.com/es-us/blog/i15000-voltsi-turns-a-piece-of-wood-into-an-electrifying-short-film</link>
      <guid isPermalink="false">blog/17395</guid>
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      <title>Hollywood Blockbusters Minus The VFX</title>
      <description>&lt;img src='http://assets.thecreatorsproject.com/blog_article_images/images/000/041/075/vfx_detail.jpg?1362406664'/&gt;&lt;br/&gt;&lt;p&gt;Suspension of disbelief is obviously key to immersing yourself in any work of fiction. From reading a novel to watching a movie, but with a movie the suspension of disbelief isn&amp;#8217;t entirely down to your imagination, it also involves the work of the filmmakers and their crews who help turn a script into a full fledged motion picture.&lt;/p&gt;
&lt;p&gt;In the modern age visual effects play a huge part in aiding that suspension, but even though they play such an integral part in many Hollywood blockbusters (and hit TV shows like &lt;i&gt;Boardwalk Empire&lt;/i&gt; and &lt;i&gt;Game of Thrones&lt;/i&gt;) the industry is in crisis. Last week animator &lt;a href="http://www.thecreatorsproject.com/blog/to-the-victor-go-the-spoils-ilife-of-pii-wins-top-honor-at-the-oscars-but-their-vfx-team-is-left-in-the-dust" target="_blank"&gt;Erica Gorochow wrote for us&lt;/a&gt; about how, even though &lt;i&gt;Life of Pi&lt;/i&gt; won the Oscar for Visual Effects, the company behind them, &lt;a href="http://www.rhythm.com/home/" target="_blank"&gt;Rhythm &amp;amp; Hues&lt;/a&gt;, has filled for bankruptcy in a financial situation which is echoed across the industry.&lt;/p&gt;
&lt;p&gt;A protest movement has sprung up around it&amp;#8212;Twitter profiles and websites are going green to show solidarity with the movement&amp;#8212;to highlight the poor state of the US &lt;span class="caps"&gt;VFX&lt;/span&gt; industry and the less-then-ideal labor conditions it endures. High profile film critic (in the UK at least) &lt;a href="http://www.bbc.co.uk/blogs/markkermode/posts/Slices-Of-Pi" target="_blank"&gt;Mark Kermode&lt;/a&gt; has spoken about the issue, rallying calls from &lt;a href="http://www.ventilate.ca/2013/03/02/why-motion-designers-need-to-have-solidarity-with-the-vfxprotest/" target="_blank"&gt;motion designers&lt;/a&gt; have been issued, movie industry &lt;a href="http://edit.hollywoodreporter.com/news/animation-guild-picks-up-lunch-425759" target="_blank"&gt;publications&lt;/a&gt; and &lt;a href="http://www.empireonline.com/interviews/interview.asp?IID=1650" target="_blank"&gt;film mags&lt;/a&gt; are writing about it, and the &lt;a href="https://www.facebook.com/VfxSolidarityIntl" target="_blank"&gt;&lt;span class="caps"&gt;VFX&lt;/span&gt; Solidarity International&lt;/a&gt; Facebook page is showing no sign of giving up the fight. With &lt;a href="http://www.indiewire.com/article/it-aint-easy-beeing-green-screened-one-vfx-artist-speaks-out-at-risk-of-being-erased-and-replaced" target="_blank"&gt;&lt;span class="caps"&gt;VFX&lt;/span&gt; professionals&lt;/a&gt;&amp;#8212;like &lt;a href="http://www.daverand.com/" target="_blank"&gt;Dave Rand&lt;/a&gt;, &lt;a href="https://twitter.com/DrScottRoss" target="_blank"&gt;Scott Ross&lt;/a&gt;, and &lt;a href="https://twitter.com/scott_squires" target="_blank"&gt;Scott Squires&lt;/a&gt; who seem to be turning into figureheads for the movement&amp;#8212;voicing their dissent and showing that they&amp;#8217;re in it for the long game, it could be awhile before some kind of resolution is achieved.&lt;/p&gt;
&lt;p&gt;And, if you wondered just how those mega-budget movies might look without the skills and craftmanship of the &lt;span class="caps"&gt;VFX&lt;/span&gt; industry, the Tumblr &lt;a href="http://beforevfx.tumblr.com/" target="_blank"&gt;Before &lt;span class="caps"&gt;VFX&lt;/span&gt;&lt;/a&gt; details summer blockbusters without the post-production tinkering. Take a look at some images below, along with the site&amp;#8217;s author detailing why it was set up.&lt;/p&gt;
&lt;p&gt;&lt;i&gt;My intention is to highlight the artistry of &lt;span class="caps"&gt;VFX&lt;/span&gt; by showing you the canvas. At a time when even Hollywood can’t seem tell the difference between Oscar-winning Visual Effects and Oscar-winning Cinematography, I think it needs to be made clear which is which. Without the fantastic &lt;span class="caps"&gt;VFX&lt;/span&gt; work by talented artists, Hollywood films would not be what they are today.&lt;/i&gt;&lt;/p&gt;
&lt;div class="image"&gt;&lt;img src="http://assets.thecreatorsproject.com/blog_article_images/images/000/041/076/tumblr_mj2os4fbeP1s6mknho1_1280_detail_em.jpg?1362406668" alt="" /&gt;&lt;/div&gt;&lt;p&gt;&lt;i&gt;Battle: Los Angeles&lt;/i&gt;&lt;/p&gt;
&lt;p&gt;&lt;br&gt;&lt;/p&gt;
&lt;div class="image"&gt;&lt;img src="http://assets.thecreatorsproject.com/blog_article_images/images/000/041/077/tron_detail_em.jpg?1362409783" alt="" /&gt;&lt;/div&gt;&lt;p&gt;&lt;i&gt;Tron:Legacy&lt;/i&gt;&lt;/p&gt;
&lt;p&gt;&lt;br&gt;&lt;/p&gt;
&lt;div class="image"&gt;&lt;img src="http://assets.thecreatorsproject.com/blog_article_images/images/000/041/078/tumblr_mj4hz61zrC1s6mknho1_1280_detail_em.jpg?1362406675" alt="" /&gt;&lt;/div&gt;&lt;p&gt;&lt;i&gt;Adventures of Tintin&lt;/i&gt;&lt;/p&gt;
&lt;p&gt;&lt;br&gt;&lt;/p&gt;
&lt;div class="image"&gt;&lt;img src="http://assets.thecreatorsproject.com/blog_article_images/images/000/041/079/tumblr_mj0srkOcyz1s6mknho1_1280_detail_em.jpg?1362406680" alt="" /&gt;&lt;/div&gt;&lt;p&gt;&lt;i&gt;Pirates of the Caribbean: Curse of the Black Pearl&lt;/i&gt;&lt;/p&gt;
&lt;p&gt;&lt;br&gt;&lt;/p&gt;
&lt;div class="image"&gt;&lt;img src="http://assets.thecreatorsproject.com/blog_article_images/images/000/041/080/tumblr_miycob3nYS1s6mknho1_1280_detail_em.jpg?1362406683" alt="" /&gt;&lt;/div&gt;&lt;p&gt;&lt;i&gt;Prince of Persia&lt;/i&gt;&lt;/p&gt;
&lt;p&gt;&lt;br&gt;&lt;/p&gt;
&lt;p&gt;&lt;a href="https://twitter.com/#!/stewart23rd" target="_blank"&gt;@stewart23rd&lt;/a&gt;&lt;/p&gt;</description>
      <pubDate>Mon, 04 Mar 2013 09:18:07 -0500</pubDate>
      <link>http://thecreatorsproject.com/es-us/blog/hollywood-blockbusters-minus-the-vfx</link>
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      <title>Virtual Psychedelia: Enter Vinyl Williams' Surreal Jungle</title>
      <description>&lt;img src='http://assets.thecreatorsproject.com/blog_article_images/images/000/041/068/Screen_shot_2013-03-01_at_4_58_02_PM_detail.jpg?1362175950'/&gt;&lt;br/&gt;&lt;p&gt;Remember that creepy &lt;a href="http://www.youtube.com/watch?v=2Zail7Gdqro" target="_blank"&gt;tunnel scene&lt;/a&gt; in the original &lt;i&gt;Willy Wonka &amp;amp; the Chocolate Factory&lt;/i&gt; when Gene Wilder turns awesomely demented while embarking on a psychedelic boat trip with crazy, multicolored lights and images of eyeballs and insects on people&amp;#8217;s faces? Yeah, well that is how &lt;a href="http://vinylwilliams.com/" target="_blank"&gt;Vinyl Williams’&lt;/a&gt; interactive music video feels like, except less traumatizing, more ethereal, and immersive. The Los Angeles-based visual artist and musician who explores esoteric concepts inspired by outer space, religious imagery, and the unconscious mind produced a surreal environment in the new video for his single “Stellarscope.” The A/V project is powered by &lt;a href="http://unity3d.com/" target="_blank"&gt;Unity&lt;/a&gt;, and is available to navigate online or download and play on your desktop &lt;a href="http://stellarscope.vinylwilliams.com/" target="_blank"&gt;here&lt;/a&gt;.&lt;/p&gt;
&lt;div class="image"&gt;&lt;img src="http://assets.thecreatorsproject.com/blog_article_images/images/000/041/072/Screen_shot_2013-03-01_at_5_24_55_PM_detail_em.jpg?1362176793" alt="" /&gt;&lt;/div&gt;&lt;p&gt;&lt;br&gt;
The heavy and psychedelic vibe of his &lt;a href="https://soundcloud.com/vinylwilliams" target="_blank"&gt;music&lt;/a&gt; flows with the lo-fi landscape, and is intertwined with the dream-like interaction players experience in the virtual, and at times, ghostly environment. As players approach objects, they discover new sounds that go along with the trippy melody like a tree that sprouts synthesizers. Williams’ world is a musical journey through a tropical forest floating on orbital space. It takes you through a collage of ancient archetypal images, nonsensical 3D objects and architecture, and leads you to the eternal.&lt;/p&gt;
&lt;p&gt;Jump on oversized diamonds, walk through a tiled floor of black and white eyes, go inside a hybrid between the milky way and a cloud, go up a never-ending staircase, and finally reach a space-like church where you’ll find the low-drone synthesizer that pulls you in as the game comes to an end. Eventually you have to tell yourself, “There’s no knowing where we’re going&amp;#8230; and why did I eat that many mushrooms?”&lt;/p&gt;
&lt;div class="image"&gt;&lt;img src="http://assets.thecreatorsproject.com/blog_article_images/images/000/041/070/Screen_shot_2013-03-01_at_4_58_22_PM_detail_em.jpg?1362175957" alt="" /&gt;&lt;/div&gt;&lt;p&gt;&lt;br&gt;&lt;/p&gt;
&lt;div class="image"&gt;&lt;img src="http://assets.thecreatorsproject.com/blog_article_images/images/000/041/068/Screen_shot_2013-03-01_at_4_58_02_PM_detail_em.jpg?1362175950" alt="" /&gt;&lt;/div&gt;&lt;p&gt;&lt;br&gt;&lt;/p&gt;
&lt;div class="image"&gt;&lt;img src="http://assets.thecreatorsproject.com/blog_article_images/images/000/041/071/Screen_shot_2013-03-01_at_5_09_17_PM_detail_em.jpg?1362175961" alt="" /&gt;&lt;/div&gt;&lt;p&gt;&lt;br&gt;
&lt;i&gt;Photos via &lt;span class="caps"&gt;DAZED&lt;/span&gt; &lt;span class="caps"&gt;DIGITAL&lt;/span&gt; and Vinyl Williams.&lt;/i&gt;&lt;/p&gt;
&lt;p&gt;[via &lt;a href="http://www.dazeddigital.com/music/article/15761/1/vinyl-williamss-stellarscope-a-v-experience" target="_blank"&gt;&lt;span class="caps"&gt;DAZED&lt;/span&gt; &lt;span class="caps"&gt;DIGITAL&lt;/span&gt;&lt;/a&gt;]&lt;/p&gt;</description>
      <pubDate>Fri, 01 Mar 2013 17:12:44 -0500</pubDate>
      <link>http://thecreatorsproject.com/es-us/blog/virtual-psychedelia-enter-vinyl-williams-surreal-jungle</link>
      <guid isPermalink="false">blog/17390</guid>
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      <title>Cauboyz Build DIY Installation That Merges Graphic Typography With Baroque Pop </title>
      <description>&lt;img src='http://assets.thecreatorsproject.com/blog_article_images/images/000/041/064/Screen_shot_2013-03-01_at_12_52_51_PM_detail.jpg?1362161813'/&gt;&lt;br/&gt;&lt;p&gt;If the Renaissance illusionary tactic of &lt;a href="http://en.wikipedia.org/wiki/Trompe-l'œil" target="_blank"&gt;trompe-l’oeil&lt;/a&gt; ever made a comeback through technology, it would be in &lt;a href="https://soundcloud.com/wearehusbands" target="_blank"&gt;Husbands’&lt;/a&gt; new music video for their song &amp;#8220;Dream,&amp;#8221; directed by &lt;a href="http://cauboyz.tumblr.com/" target="_blank"&gt;Cauboyz&lt;/a&gt;. Hailing from France, photographer &lt;a href="http://www.bertrandjamot.com/" target="_blank"&gt;Bertrand Jamot&lt;/a&gt; and graphic designer &lt;a href="http://tytgat.tumblr.com/" target="_blank"&gt;Philippe Tytgat&lt;/a&gt; form Cauboyz, creating minimalist, word-based music videos.&lt;/p&gt;
&lt;p&gt;In their previous &lt;a href="http://vimeo.com/20887289" target="_blank"&gt;video for “Set You Free”&lt;/a&gt; by The Black Keys, they placed words on the label of a revolving can, and in a short &lt;a href="http://vimeo.com/57225605" target="_blank"&gt;New Years Eve teaser&lt;/a&gt; you can party with unanimated, quirky objects like a vampire babushka doll and a dog-faced &lt;span class="caps"&gt;PEZ&lt;/span&gt; candy dispenser as they bop their heads to the beat.&lt;br /&gt;
&lt;br&gt;&lt;/p&gt;
&lt;div class="image"&gt;&lt;img src="http://assets.thecreatorsproject.com/blog_article_images/images/000/041/064/Screen_shot_2013-03-01_at_12_52_51_PM_detail_em.jpg?1362161813" alt="" /&gt;&lt;/div&gt;&lt;p&gt;&lt;br&gt;&lt;/p&gt;
&lt;div class="image"&gt;&lt;img src="http://assets.thecreatorsproject.com/blog_article_images/images/000/041/067/Screen_shot_2013-03-01_at_12_52_17_PM_detail_em.jpg?1362161446" alt="" /&gt;&lt;/div&gt;&lt;p&gt;&lt;br&gt;&lt;/p&gt;
&lt;p&gt;The simple, yet brilliant concept for &amp;#8220;Dream&amp;#8221; fools viewers into thinking the flashing retro typographies are done digitally. A closer look into the mesmerizing video reveals the &lt;span class="caps"&gt;DIY&lt;/span&gt; and derelict construction of light-up boxes with phrases and words that are choreographed alongside the romantic lyrics of the song. Looking back at the television stacks of Fluxus performer turned video artist, &lt;a href="http://www.thecreatorsproject.com/blog/original-creators-nam-june-paik" target="_blank"&gt;Nam June Paik&lt;/a&gt;, Cauboyz build a light installation graphically expressing the Baroque, electronic pop fusion of Husbands.&lt;/p&gt;
&lt;p&gt;&lt;br&gt;&lt;/p&gt;
&lt;div class="image"&gt;&lt;img src="http://assets.thecreatorsproject.com/blog_article_images/images/000/041/066/307975_290453137750134_293766514_n_detail_em.jpg?1362161442" alt="" /&gt;&lt;/div&gt;&lt;p&gt;&lt;br&gt;&lt;/p&gt;
&lt;p&gt;For &amp;#8220;Dream,&amp;#8221; they pushed the boundaries of their craft. Leaving behind opulent, costly gimmicks, Cauboyz assembled light-up boxes in a wooden frame–each box connected to a control panel with switches assigned to each phrase and word in the song. Altogether, the work becomes a performance in itself. Watch out for the cascading words in the chorus and change in pattern at the bridge.&lt;/p&gt;
&lt;p&gt;&lt;b&gt;Making Of: Husbands &amp;#8220;Dream&amp;#8221;&lt;/b&gt;&lt;br /&gt;
&lt;iframe src="http://player.vimeo.com/video/60369434" width="640" height="360" frameborder="0" webkitAllowFullScreen mozallowfullscreen allowFullScreen&gt;&lt;/iframe&gt;&lt;/p&gt;
&lt;p&gt;&lt;i&gt;Videos and Photos Courtesy of Cauboyz&lt;/i&gt;&lt;/p&gt;</description>
      <pubDate>Fri, 01 Mar 2013 13:08:05 -0500</pubDate>
      <link>http://thecreatorsproject.com/es-us/blog/cauboyz-build-diy-installation-that-merges-graphic-typography-with-baroque-pop</link>
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      <title>Hyped: The Week In Links 3/1/13</title>
      <description>&lt;img src='http://assets.thecreatorsproject.com/blog_article_images/images/000/041/062/twitter_detail.jpg?1362159345'/&gt;&lt;br/&gt;&lt;p&gt;On the blog this week we found out why &lt;a href="http://www.thecreatorsproject.com/blog/3-reasons-indie-video-games-are-a-big-deal-right-now" target="_blank"&gt;indie video games&lt;/a&gt; are a big deal right now, we introduced our video on interaction designer &lt;a href="http://www.thecreatorsproject.com/blog/exercising-our-mechanical-intuition-meet-artist-james-patten" target="_blank"&gt;James Patten&lt;/a&gt;, and in &lt;span class="caps"&gt;LAYERS&lt;/span&gt; Daedelus broke down &lt;a href="http://www.thecreatorsproject.com/blog/layers-daedelus-breaks-down-his-collaboration-with-austin-peralta-in-tribute" target="_blank"&gt;his collaboration&lt;/a&gt; with the late Austin Peralta. We also heard why the &lt;a href="http://www.thecreatorsproject.com/blog/to-the-victor-go-the-spoils-ilife-of-pii-wins-top-honor-at-the-oscars-but-their-vfx-team-is-left-in-the-dust" target="_blank"&gt;&lt;span class="caps"&gt;VFX&lt;/span&gt; industry&lt;/a&gt; in Hollywood is taking a stand, had a quick look at &lt;a href="http://www.thecreatorsproject.com/blog/a-first-look-at-andrew-wyatts-solo-album-in-an-upcoming-documentary" target="_blank"&gt;Andrew Wyatt&amp;#8217;s upcoming album&lt;/a&gt;, found out how you can &lt;a href="http://www.thecreatorsproject.com/blog/crystallized-humanoids-growing-a-human-body-from-crystals" target="_blank"&gt;grow a human body&lt;/a&gt; from crystals, discovered &lt;a href="http://www.thecreatorsproject.com/blog/mysterious-shadows-in-the-queens-plaza-clock-tower" target="_blank"&gt;mysterious shadows&lt;/a&gt; in Queens Plaza clock tower, looked at where &lt;a href="http://www.thecreatorsproject.com/blog/iantimapis-stripes-bridge-the-gap-between-new-media-and-op-art" target="_blank"&gt;new media meets Op Art&lt;/a&gt;, and delved into Simogo’s Eerie &lt;a href="http://www.thecreatorsproject.com/blog/gamer%E2%80%99s-paradise-simogo%E2%80%99s-eerie-iyear-walki-breaks-all-the-app-store-rules" target="_blank"&gt;&lt;i&gt;Year Walk&lt;/i&gt;&lt;/a&gt; in Gamer&amp;#8217;s Paradise.&lt;/p&gt;
&lt;p&gt;And the rest of the web had this to say:&lt;/p&gt;
&lt;p&gt;&lt;b&gt;&amp;middot;&lt;/b&gt; Watch a trailer for Chan-wook Park&amp;#8217;s new movie &lt;i&gt;Stoker&lt;/i&gt; created &lt;a href="http://www.youtube.com/watch?feature=player_embedded&amp;v=za86lEJVVws" target="_blank"&gt;entirely with GIFs&lt;/a&gt;.&lt;/p&gt;
&lt;p&gt;&lt;b&gt;&amp;middot;&lt;/b&gt; Would you sit &lt;a href="http://www.creativeapplications.net/objects/drm-chair-chair-that-self-destructs-after-8-uses/" target="_blank"&gt;on a chair&lt;/a&gt; that self-destructs after eight uses?&lt;/p&gt;
&lt;p&gt;&lt;b&gt;&amp;middot;&lt;/b&gt; The latest worrying developments from DARPA&amp;#8217;s robotic &lt;a href="http://www.youtube.com/watch?v=2jvLalY6ubc" target="_blank"&gt;BigDog&lt;/a&gt;, show it throwing a cinder block with terrifying ease.&lt;/p&gt;
&lt;p&gt;&lt;b&gt;&amp;middot;&lt;/b&gt; Rats thousands of miles apart &lt;a href="http://www.guardian.co.uk/science/2013/feb/28/brains-rats-connected-share-information" target="_blank"&gt;communicated with each&lt;/a&gt; brain-to-brain via the internet.&lt;/p&gt;
&lt;p&gt;&lt;b&gt;&amp;middot;&lt;/b&gt; And here&amp;#8217;s a data visualization of &lt;a href="http://moebio.com/newk/twitter/" target="_blank"&gt;one week of Twitter conversations&lt;/a&gt; at Twitter HQ (above). [&lt;a href="http://www.crackajack.de/" target="_blank"&gt;via&lt;/a&gt;]&lt;/p&gt;</description>
      <pubDate>Fri, 01 Mar 2013 12:35:49 -0500</pubDate>
      <link>http://thecreatorsproject.com/es-us/blog/hyped-the-week-in-links-3113</link>
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      <title>288 Analog Clocks Form A Mesmerizing Kinetic Artwork</title>
      <description>&lt;img src='http://assets.thecreatorsproject.com/blog_article_images/images/000/041/055/A_million_times_humans_since_1982_detail.jpg?1362154647'/&gt;&lt;br/&gt;&lt;p&gt;You don&amp;#8217;t necessarily need 288 clocks to tell the time, but you do if you&amp;#8217;re design studio &lt;a href="http://www.humanssince1982.com/" target="_blank"&gt;Humans Since 1982&lt;/a&gt; and you&amp;#8217;re creating your kinetic installation &lt;a href="http://humanssince1982.com/a-million-times" target="_blank"&gt;&lt;i&gt;A Million Times&lt;/i&gt;&lt;/a&gt;. It&amp;#8217;s a larger iteration of an idea they first explored in &lt;a href="http://thecreatorsproject.com/blog/24-analog-clocks-become-a-digital-time-display" target="_blank"&gt;&lt;i&gt;The Clock Clock&lt;/i&gt;&lt;/a&gt;&amp;#8212;this time a bank of analog clocks form a digital timepiece, text, and pattern display.&lt;/p&gt;
&lt;p&gt;Controlled by an iPad and powered by 576 electrical engines, the clock&amp;#8217;s hands rotate to create waves and surges of lines as straight rows turn into rippling shapes that form words and images out of the hypnotic motion of the clock faces.&lt;/p&gt;
&lt;p&gt;From its minimalist design it creates a spellbinding effect and if you have the money, you can even take the piece home with you, which will be presented at Design Days Dubai/Victor Hunt Gallery from 18th to 21st March 2013.&lt;/p&gt;
&lt;div class="image"&gt;&lt;img src="http://assets.thecreatorsproject.com/blog_article_images/images/000/041/056/1_detail_em.jpg?1362154650" alt="" /&gt;&lt;/div&gt;&lt;p&gt;&lt;br&gt;&lt;/p&gt;
&lt;div class="image"&gt;&lt;img src="http://assets.thecreatorsproject.com/blog_article_images/images/000/041/057/2_detail_em.jpg?1362154653" alt="" /&gt;&lt;/div&gt;&lt;p&gt;&lt;br&gt;&lt;/p&gt;
&lt;div class="image"&gt;&lt;img src="http://assets.thecreatorsproject.com/blog_article_images/images/000/041/058/3_detail_em.jpg?1362154656" alt="" /&gt;&lt;/div&gt;&lt;p&gt;&lt;br&gt;&lt;/p&gt;
&lt;div class="image"&gt;&lt;img src="http://assets.thecreatorsproject.com/blog_article_images/images/000/041/059/4_detail_em.jpg?1362154659" alt="" /&gt;&lt;/div&gt;&lt;p&gt;&lt;br&gt;&lt;/p&gt;
&lt;p&gt;&lt;a href="https://twitter.com/#!/stewart23rd" target="_blank"&gt;@stewart23rd&lt;/a&gt;&lt;/p&gt;</description>
      <pubDate>Fri, 01 Mar 2013 11:17:42 -0500</pubDate>
      <link>http://thecreatorsproject.com/es-us/blog/288-analog-clocks-form-a-mesmerizing-kinetic-artwork</link>
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      <title>Hello World! Processing: A Smart New Documentary On The Awesome Potential Of Creative Coding</title>
      <description>&lt;img src='http://assets.thecreatorsproject.com/blog_article_images/images/000/041/050/ProcessingUcopy_detail.jpg?1362077367'/&gt;&lt;br/&gt;&lt;p&gt;Software engineer and artist &lt;a href="http://reas.com/" target="_blank"&gt;Casey Reas&lt;/a&gt; inspired a digital revolution with the creation of the open source creative software, &lt;a href="http://processing.org/" target="_blank"&gt;Processing&lt;/a&gt; (co-developed with &lt;a href="http://benfry.com/" target=_blank"&gt;Ben Fry&lt;/a&gt;), which allows users to draw using code. Because of its low barrier to entry, the program is accessible to almost anyone – no coding experience required to get started, and before you know it, you&amp;#8217;ll have your computer sketching circles and squiggles.&lt;/p&gt;
&lt;p&gt;The program is used by designers, artists, filmmakers, and architects alike, with seemingly boundless applications and possibilities for art-making of all kinds. For instance, last summer Reas himself used Processing to create an impressive &lt;a href="http://www.thecreatorsproject.com/blog/yeasayer-casey-reas-and-arandalasch-create-a-generative-tour-environment" target="_blank"&gt;visual set for Yeasayer&amp;#8217;s tour environment&lt;/a&gt;. &lt;br /&gt;
&lt;br&gt;&lt;/p&gt;
&lt;p&gt;&lt;iframe width="640" height="360" src="http://www.youtube.com/embed/_8DMEHxOLQE?feature=player_embedded" frameborder="0" allowfullscreen&gt;&lt;/iframe&gt;&lt;/p&gt;
&lt;p&gt;&lt;i&gt; For more on Reas, his artistic practice and the origins of Processing, watch our profile on him above&lt;/i&gt;.&lt;/p&gt;
&lt;p&gt;&lt;br&gt;
The fascinating new documentary &lt;i&gt;Hello World! Processing&lt;/i&gt; explores the implications and almost infinite possibilities of this kind of creative software and elaborates on how, contrary to popular assumption, &amp;#8220;rules and codes do not hinder the chance to create.&amp;#8221; Computer code, which was once perceived as a cold, calculated, emotionless form of expression, is now recognized as a profound source of creative and even organic output. Accessible programs like Processing, which allow novices to get started with coding fairly easily, are growing more important each day in our pursuit for new creative forms.&lt;/p&gt;
&lt;p&gt;With the anticipated release of Processing 2.0&amp;#8212;&lt;a href="http://processing.org/download/" target="_blank"&gt;which is currently only available as a Beta version&lt;/a&gt;&amp;#8212;there&amp;#8217;s no better time to catch up on the ins-and-outs of Processing. If you&amp;#8217;re a Processing pro, follow &lt;a href="https://twitter.com/ProcessingOrg" target="_blank"&gt;@ProcessingOrg&lt;/a&gt; to keep abreast of the latest updates.&lt;/p&gt;
&lt;p&gt;&lt;a href="https://twitter.com/MlleDisser" target="_blank"&gt;@MlleDisser&lt;/a&gt;&lt;br /&gt;
&lt;br&gt;&lt;/p&gt;</description>
      <pubDate>Thu, 28 Feb 2013 13:49:08 -0500</pubDate>
      <link>http://thecreatorsproject.com/es-us/blog/ihello-world-processingi-a-smart-new-documentary-on-the-awesome-potential-of-creative-coding</link>
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      <title>Experience Synesthesia In Animated Form</title>
      <description>&lt;img src='http://assets.thecreatorsproject.com/blog_article_images/images/000/041/049/Synesthetic_Locked_detail.jpg?1362075249'/&gt;&lt;br/&gt;&lt;p&gt;OK, sit back and strap yourself in because things are about to get a little weird. You&amp;#8217;re about to get lost in the &lt;span class="caps"&gt;RGB&lt;/span&gt; forest and make sensory associations you would never think of in &lt;a href="http://lorocrom.com/" target="_blank"&gt;Oscar López Rocha&lt;/a&gt;&amp;#8216;s animation &lt;a href="http://www.behance.net/gallery/Synesthetic-Locked/6947137" target="_blank"&gt;&lt;i&gt;Synesthetic Locked&lt;/i&gt;&lt;/a&gt;. It&amp;#8217;s his attempt to convey the idea of synesthesia via motion graphics using what he calls &amp;#8220;mainly a collage of 3d and real action video&amp;#8221;.&lt;/p&gt;
&lt;p&gt;If you don&amp;#8217;t know what synesthesia is, it&amp;#8217;s the idea of being able to hear colors or taste sound. Basically your senses start acting drunk and getting all messed up&amp;#8212;it all sounds like high times and the sensations it purportedly brings have been attempted to be replicated in &lt;a href="http://www.thecreatorsproject.com/blog/receptive-gaming-qa-with-ichild-of-edeni-designer-tetsuya-mizuguchi--2" target="_blank"&gt;video games&lt;/a&gt;, through &lt;a href="http://thecreatorsproject.com/blog/diy-syneseizure-mask-lets-you-feel-images" target="_blank"&gt;&lt;span class="caps"&gt;DIY&lt;/span&gt; devices&lt;/a&gt;, &lt;a href="http://www.thecreatorsproject.com/blog/the-scent-of-light-explores-the-synesthetic-potential-of-ethereal-light-installations" target="_blank"&gt;artworks&lt;/a&gt;, and now in short form animation with the above.&lt;/p&gt;
&lt;p&gt;&amp;#8220;I decided to shape some of my own synesthetic experiences.&amp;#8221; Rocha says. &amp;#8220;There are phrases in the video that represent the mind&amp;#8217;s conscious side (voice off) and some the subconscious one (icons, graphics).&amp;#8221; By overloading our senses with words, images, and sounds and creating non-sequitur type links between them Rocha creates a disorientating video that might be synesthesia, or might just be lots of crazy images and a weird looking bird flying about your screen. Either way, it&amp;#8217;s good fun.&lt;/p&gt;
&lt;p&gt;[via &lt;a href="https://vimeo.com/channels/staffpicks" target="_blank"&gt;Vimeo Staff Picks&lt;/a&gt;]&lt;/p&gt;
&lt;p&gt;&lt;a href="https://twitter.com/#!/stewart23rd" target="_blank"&gt;@stewart23rd&lt;/a&gt;&lt;/p&gt;</description>
      <pubDate>Thu, 28 Feb 2013 13:14:11 -0500</pubDate>
      <link>http://thecreatorsproject.com/es-us/blog/experience-synesthesia-in-animated-form</link>
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      <title>Why Artwork Should Be Open Sourced And Revisited </title>
      <description>&lt;img src='http://assets.thecreatorsproject.com/blog_article_images/images/000/041/046/thom-app_detail.jpg?1362070988'/&gt;&lt;br/&gt;&lt;p&gt;Making apps is easy. Everyone and their kid sister is making apps these days. What&amp;#8217;s harder, sometimes, is justifying why the app you have made deserves to exist&amp;#8212;often it doesn&amp;#8217;t bear thinking about because the conclusion may be simply that it… doesn&amp;#8217;t. But that isn&amp;#8217;t going to stop you uploading it to the PlayStore in the hope it becomes the new &lt;a href="http://www.wired.com/gadgetlab/2008/12/iphone-fart-app/" target="_blank"&gt;iFart&lt;/a&gt;.&lt;/p&gt;
&lt;p&gt;Last week I made &lt;a href="https://play.google.com/store/apps/details?id=processing.test.thom" target="_blank"&gt;thom&lt;/a&gt;&amp;#8212;an Android app reworking an old &lt;a href="http://www.aaronkoblin.com/" target="_blank"&gt;Aaron Koblin&lt;/a&gt; idea. It&amp;#8217;s kinda pretty but ultimately rather useless, therefore perfectly fulfilling the criteria for the label “art”. It took me about two days to make, but I spent a lot longer considering what had possessed me to make it and why it was worth doing. What follows is that reasoning.&lt;/p&gt;
&lt;p&gt;&lt;b&gt;The Experiment&lt;/b&gt;&lt;/p&gt;
&lt;p&gt;In 2008 &lt;a href="http://radiohead.com/" target="_blank"&gt;Radiohead&lt;/a&gt; got a lot of press attention following the release of the video for &amp;#8220;House of Cards&amp;#8221; (below), the third single off their &lt;i&gt;In Rainbows&lt;/i&gt; album. The video, by &lt;a href="http://www.skinflicks.tv/#!/talent/88/james-frost" target="_blank"&gt;James Frost&lt;/a&gt; and Aaron Koblin, was made using the latest &lt;span class="caps"&gt;LIDAR&lt;/span&gt; (LIght Detection And Ranging) technology&amp;#8212;cameras which recorded 3D positioning data rather than conventional 2D images.&lt;/p&gt;
&lt;p&gt;&lt;iframe width="640" height="360" src="http://www.youtube.com/embed/8nTFjVm9sTQ" frameborder="0" allowfullscreen&gt;&lt;/iframe&gt;&lt;/p&gt;
&lt;p&gt;&lt;i&gt;Radiohead&amp;#8217;s &amp;quot;House of Cards&lt;/i&gt;&lt;/p&gt;
&lt;p&gt;The band and directors earned extra nerd-kudos for &lt;a href="http://code.google.com/p/radiohead/" target="_blank"&gt;open-sourcing a chunk of the data on GoogleCode&lt;/a&gt; under a Creative Commons license. This data was a rather messy 3D point cloud of Thom Yorke&amp;#8217;s head singing a minute&amp;#8217;s worth of the track. The download came with a simple &lt;a href="http://processing.org/" target="_blank"&gt;Processing&lt;/a&gt; example of how to read the data, as well as a minute long version of the track to sync it to. They couldn&amp;#8217;t have done much more to encourage creative coders to grab the baton and run with it, to take it somewhere new.&lt;/p&gt;
&lt;p&gt;But not many did. Which was kinda sad. Why was this?&lt;/p&gt;
&lt;p&gt;Maybe it was too early. In 2008 there weren&amp;#8217;t as many &amp;#8220;creative coders&amp;#8221; (as they like to call themselves these days). It&amp;#8217;s easy to forget how explosive this movement has been over the last few years. There wasn&amp;#8217;t a shortage of techies working in imaginative and innovative ways then, they just weren&amp;#8217;t thinking of themselves in those terms yet. But the point cloud aesthetic did have it&amp;#8217;s day, it just wasn&amp;#8217;t in the wake of House of Cards. It was two and half years later when the &lt;a href="http://www.xbox.com/en-GB/Kinect" target="_blank"&gt;Xbox Kinect&lt;/a&gt; was released.&lt;/p&gt;
&lt;p&gt;The Kinect was essentially entry level &lt;span class="caps"&gt;LIDAR&lt;/span&gt; tech for the living room. It made what was expensive and technologically novel the previous month suddenly both accessible and, more importantly, affordable. Anyone with $149 left in their R&amp;amp;D budget, and a day or two to get the (hacked) drivers working on their Mac, could experiment with their own versions of data similar to the Radiohead point clouds. And if they didn&amp;#8217;t have an R&amp;amp;D budget they could just pretend they were buying it for their kids. (Sorry Rudy. Sorry Oz.)&lt;/p&gt;
&lt;p&gt;The Kinect was initially, to Microsoft&amp;#8217;s bewilderment, more popular with the interactive art community&amp;#8212;which had grown considerably since 2008&amp;#8212;than it was with Xbox gamers. Two and a half years is a long time in tech and if there was a contribution &amp;#8220;House of Cards&amp;#8221; made to the Kinect phenomenon, it was in building the appetite for what this tech unlocked.&lt;/p&gt;
&lt;p&gt;Throughout 2011 the 3D point cloud was &lt;a href="http://www.youtube.com/results?q=kinect+point+cloud" target="_blank"&gt;ubiquitous&lt;/a&gt;, and by the end of the year had become somewhat of a cliche. 2011 was the year I found myself with the job of creating live &lt;a href="http://zenbullets.com/projects.php#%22Redlight%22%20Tour%20-%20Interactive/Generative%20Live%20Visuals" target="_blank"&gt;interactive visuals for Groove Armada&amp;#8217;s tour&lt;/a&gt; and I relied heavily on the Kinect as a way of making two dimly-lit bobbing DJ heads into something worth watching. That summer I pretty much exhausted all my ideas of what to do with a mass of 3D point data. I&amp;#8217;m guessing many others did too.&lt;/p&gt;
&lt;div class="image"&gt;&lt;img src="http://assets.thecreatorsproject.com/blog_article_images/images/000/041/047/Untitled-2_detail_em.jpg?1362072530" alt="" /&gt;&lt;/div&gt;&lt;p&gt;&lt;i&gt;Screenshot from a 3D point cloud YouTube demo&lt;/i&gt;&lt;/p&gt;
&lt;p&gt;But I believe this was not the only factor accounting for why the &amp;#8220;House of Cards&amp;#8221; data dump didn&amp;#8217;t inspire much grass roots tinkering. Allow me to propose a further theory.&lt;/p&gt;
&lt;p&gt;&lt;b&gt;Open Source Art&lt;/b&gt;&lt;/p&gt;
&lt;p&gt;A data dump of a 3D singing head is not your typical open source project. Typical open source projects are most often collaborations in the development of tools, not finished works. Open sourcing tools makes a lot of sense because everyone benefits&amp;#8212;the users get better tools and the contributors become world leaders in the use of that tool. The culture benefits from getting more and better tools with more people using them.&lt;/p&gt;
&lt;p&gt;This is why the open source movement has been so successful in software&amp;#8212;a field largely made up of creative tools&amp;#8212;but problematic in other areas such as publishing, music, film, industrial design, etc, which are more about digital commodities. Inspired by the business model proved by the tech community there has been an impetus to apply open source principles to everything, which is a noble aim, but sometimes hasn&amp;#8217;t worked so well.&lt;/p&gt;
&lt;p&gt;The data dump from the &amp;#8220;House Of Cards&amp;#8221; video was not just a tool, it was more than just a digital commodity too&amp;#8212;it was an aesthetic. This was open source art. What was shared was the resource and methodology for creating a certain look. It could be regarded as a tool, yes, but a highly specific one. It may be seen as a commodity too, a data model, but if so it was a highly malleable one.&lt;/p&gt;
&lt;p&gt;Sharing an aesthetic is not as straightforward as sharing code. Designers, for example, don&amp;#8217;t (often) open source. There&amp;#8217;s already shit like &lt;a href="http://i.imgur.com/OWSqejL.jpg" target="_blank"&gt;this&lt;/a&gt; happening all the time, unchallenged under old copyright law. Creative commons licenses wouldn&amp;#8217;t make much difference in such cases anyway, the problem the art and design communities have to deal with is an old one: &lt;a href="https://twitter.com/Artminx/statuses/307109663617449984" target="_blank"&gt;thieving bastards&lt;/a&gt;. The world will always have its fair share of them. They exist just to ruin things for everyone else.&lt;/p&gt;
&lt;p&gt;You might argue that the &amp;#8220;House of Cards&amp;#8221; data was just that: data. It wasn&amp;#8217;t an aesthetic in itself. But in 2008, when this technology was still novel, it was. Artistically, there were limits as to what could be done with the data and the limits of 3D rendering time/cost, and data compatibility with higher end 3D, are still being pushed five years later. Most bedroom hackers, without the cash to license a copy of Max or Maya, would have no choice but to work with points or wireframes, much like the look of the finished Radiohead video.&lt;/p&gt;
&lt;p&gt;What I&amp;#8217;m suggesting is this: maybe it wasn&amp;#8217;t just timing, maybe it was also the case that the coders simply weren&amp;#8217;t sure what they could do with the data. The &amp;#8220;House of Cards&amp;#8221; video, and the 2009 interactive piece Koblin made subsequently, were beautiful pieces of work. Too beautiful maybe. They had shared the data but they had failed to leave it with any room for improvement. There was nowhere to take it.&lt;/p&gt;
&lt;div class="image"&gt;&lt;img src="http://assets.thecreatorsproject.com/blog_article_images/images/000/041/048/screenshot-1_detail_em.jpg?1362072869" alt="" /&gt;&lt;/div&gt;&lt;p&gt;&lt;i&gt;Screenshot from Radiohead&amp;#8217;s &amp;#8220;House of Cards&amp;#8221;&lt;/i&gt;&lt;/p&gt;
&lt;p&gt;Around the time of Koblin&amp;#8217;s data dump I had started my own, slightly less significant, open source experiment. I was blogging at &lt;a href="http://abandonedart.org/" target="_blank"&gt;abandonedart.org&lt;/a&gt; publishing weekly generative art sketches along with their source code, inviting visitors to take the code and try to take them further. The blog had traffic, earned a few write ups and got me some nice emails in response. But, like Koblin/Frost, I saw very few new works produced from my shared code.&lt;/p&gt;
&lt;p&gt;In this case it certainly wasn&amp;#8217;t because the quality of my sketches was off-puttingly high. So I can only conclude there might be a third factor involved. Not only were there fewer &amp;#8220;creative coders&amp;#8221; out there than tech utopians and Wired magazine might have us believe, but of those there were, they simply didn&amp;#8217;t have any need for this kind of resource. They had no shortage of their own ideas to pursue. I was my own best example&amp;#8212;I knew about the Radiohead project at the time but was too busy with my own experiments to have bothered with it.&lt;/p&gt;
&lt;p&gt;&lt;b&gt;The Point-Cloud That Time Forgot&lt;/b&gt;&lt;/p&gt;
&lt;p&gt;Which is why I didn&amp;#8217;t try anything with the &amp;#8220;House of Cards&amp;#8221; data until last week. An iTunes shuffle reminded me of Koblin&amp;#8217;s old data dump and set me googling to find out what had been done with it in the last five years. I found the inevitable Lego version (below), impressive mainly for the dedication not necessarily the idea or execution. But little else.&lt;/p&gt;
&lt;p&gt;&lt;iframe src="http://player.vimeo.com/video/1413545" width="640" height="360" frameborder="0" webkitAllowFullScreen mozallowfullscreen allowFullScreen&gt;&lt;/iframe&gt;&lt;/p&gt;
&lt;p&gt;&lt;i&gt;Lego Version of &amp;#8220;House of Cards&amp;#8221;&lt;/i&gt;&lt;/p&gt;
&lt;p&gt;This lead to an emotion I don&amp;#8217;t think I&amp;#8217;d experienced before. I somehow found myself feeling sorry for a chunk of data. The point cloud that time had forgot, it&amp;#8217;s value dimmed by the glare of subsequent advances. This code that was so generously open sourced had been presented to a world that didn&amp;#8217;t really appreciate it.&lt;/p&gt;
&lt;p&gt;I don&amp;#8217;t think we should underestimate the significance of this data. Yes, the look was ubiquitous within three years, but this was a &lt;span class="caps"&gt;FIRST&lt;/span&gt;. It was the first time a person had been captured and shared in this way. This wasn&amp;#8217;t the same as taking a photograph or a video, it was a recording of the space around a person&amp;#8217;s physical embodiment. Post-Kinect everyone was 3D modelling their cats, but Mr Yorke was the first person to have been captured (and, more importantly, shared) in this way. It was, like much art, a gift to the culture.&lt;/p&gt;
&lt;p&gt;This alone ideologically justified my wasting of a few days, but there were a few other reasons I made “thom” too:&lt;/p&gt;
&lt;p&gt;– It practiced what I preach. I was giving Koblin/Frost&amp;#8217;s data the same kind of attention I&amp;#8217;d like for my own shared work.&lt;/p&gt;
&lt;p&gt;– It presented the challenge of improving, or at least putting a &lt;a href="http://zenbullets.com/" target="_blank"&gt;zenbullets&lt;/a&gt; twist, on something previously considered unimprovable (by my conclusions above).&lt;/p&gt;
&lt;p&gt;– It paid tribute to &lt;a href="http://www.aaronkoblin.com/" target="_blank"&gt;Koblin&lt;/a&gt;, a brain I admire. It paid tribute by vandalising his work.&lt;/p&gt;
&lt;p&gt;– It gave me an excuse to experiment with a new bit of tech (&lt;a href="http://wiki.processing.org/w/Android" target="_blank"&gt;Processing 2.0&amp;#8217;s Android capabilities&lt;/a&gt;), which is always a good exercise.&lt;/p&gt;
&lt;p&gt;– It propelled the train of thought that produced these words you&amp;#8217;re reading.&lt;/p&gt;
&lt;p&gt;Neither the PlayStore or the iTunes Store have a category for useless art experiments. I wonder if they should. Not everything has to be a tool or a game. There are other forms of joy that don&amp;#8217;t fit these classifications&amp;#8212;like poking your fingers at Thom Yorke&amp;#8217;s face for a couple of minutes. Try it—it&amp;#8217;s kinda fun.&lt;/p&gt;
&lt;p&gt;It accordance with the ethos of the original project I&amp;#8217;ll share the code behind the app (as soon as I&amp;#8217;ve tidied it up). Why am I bothering to do this after hinting at the potential futility of such a thing above? I&amp;#8217;ll tell you&amp;#8230;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;Intelligent Theft&lt;/b&gt;&lt;/p&gt;
&lt;p&gt;It&amp;#8217;s important that we don&amp;#8217;t allow open source to be dismissed as just a techie preserve, only applicable to the kind of major tool making exercises you see on &lt;a href="https://github.com/" target="_blank"&gt;GitHub&lt;/a&gt;. It also works as a more general concept. From writing up an idea on your blog, tweeting a great band name you&amp;#8217;ve just thought up but will never use, or sharing a sketch on &lt;a href="http://www.openprocessing.org/" target="_blank"&gt;OpenProcessing&lt;/a&gt;&amp;#8212;it all helps. The value of open sourced art, aesthetics, sketches, or concepts may not be obvious to you, but it is not for you to judge. The generosity of ideas that litter the floor of the internet is one of the things that make our post-digital existence so great.&lt;/p&gt;
&lt;p&gt;Yeah, it&amp;#8217;s irritating when someone takes one of your shared ideas and attempts to monetize it. But if we let the arseholes ruin the game, we all stagnate. We just have to learn to ignore them, and let arseholes be arseholes. Remember, the presence of parasites just means your shit is good.&lt;/p&gt;
&lt;p&gt;The word “idiot”, I recently learned, is rooted in the word &amp;#8220;idios&amp;#8221; (thx &lt;a href="https://twitter.com/JoelGethinLewis/status/306027313785610240" target="_blank"&gt;Joel&lt;/a&gt;) which means &amp;#8220;private&amp;#8221; or &amp;#8220;alone&amp;#8221;. Coding is, traditionally, a solitary activity which is why it tends to attract more introverted minds. But just because you need headphones to maintain your concentration that doesn&amp;#8217;t mean you have to be an island. You don&amp;#8217;t even have to overcome your inability to make eye-contact (the mark of a true geek), open source is a more civilized way of working collaboratively.&lt;/p&gt;
&lt;p&gt;And if you don&amp;#8217;t have anything to share, do not be ashamed to take. Pick a good idea and riff on it. Practice &lt;a href="http://zenbullets.com/blog/?p=885" target="_blank"&gt;intelligent theft&lt;/a&gt;. Jump on the shoulders of someone you&amp;#8217;ve never met and see what the view is like from up there. Make something, and then find their email to tell them about it. You don&amp;#8217;t need to be any more extroverted than that. You don&amp;#8217;t have to be their friend. They&amp;#8217;re probably really tedious in real life anyway. But I bet they&amp;#8217;d be flattered if you found a nugget of value in their work.&lt;/p&gt;
&lt;p&gt;So this is what I did last week. Hope you like the app Aaron, James, Thom. It was a pleasure working with you.&lt;/p&gt;
&lt;p&gt;&lt;a href="https://twitter.com/zenbullets" target="_blank"&gt;@zenbullets&lt;/a&gt;&lt;/p&gt;</description>
      <pubDate>Thu, 28 Feb 2013 11:49:23 -0500</pubDate>
      <link>http://thecreatorsproject.com/es-us/blog/why-artwork-should-be-open-sourced-and-revisited</link>
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      <title>The Evolution Of FPS Graphics From The Nineties To Now</title>
      <description>&lt;img src='http://assets.thecreatorsproject.com/blog_article_images/images/000/041/041/fps_detail.jpg?1362064711'/&gt;&lt;br/&gt;&lt;p&gt;If you&amp;#8217;re a gamer, then you&amp;#8217;ve no doubt whiled away plenty of time playing first person shooters. They may be one of the most ubiquitous of genres&amp;#8212;no one is crying salt tears because the selection of &lt;span class="caps"&gt;FPS&lt;/span&gt; titles is so limited&amp;#8212;but they&amp;#8217;re what you might call a seminal genre for gaming.&lt;/p&gt;
&lt;p&gt;And while more experimental games are on the rise with the whole idea of &lt;a href="http://www.thecreatorsproject.com/blog/3-reasons-indie-video-games-are-a-big-deal-right-now" target="_blank"&gt;what constitutes a video game&lt;/a&gt; changing the &lt;span class="caps"&gt;FPS&lt;/span&gt; will, like the platformer, always have a special place in gamers&amp;#8217; hearts, even if it&amp;#8217;s just for nostalgic reasons. Because everyone&amp;#8217;s got an &lt;span class="caps"&gt;FPS&lt;/span&gt; that defined their lives at one point, be it &lt;a href="http://en.wikipedia.org/wiki/Doom_(video_game)" target="_blank"&gt;&lt;i&gt;Doom&lt;/i&gt;&lt;/a&gt; or &lt;a href="http://en.wikipedia.org/wiki/GoldenEye_007_(1997_video_game)" target="_blank"&gt;&lt;i&gt;GoldenEye 007&lt;/i&gt;&lt;/a&gt; or &lt;a href="http://en.wikipedia.org/wiki/Half-Life_(video_game)" target="_blank"&gt;&lt;i&gt;Half-Life&lt;/i&gt;&lt;/a&gt;.&lt;/p&gt;
&lt;p&gt;The video above traces the evolution of the graphics of these types of games from &lt;a href="http://en.wikipedia.org/wiki/Wolfenstein_3D" target="_blank"&gt;&lt;i&gt;Wolfenstein 3D&lt;/i&gt;&lt;/a&gt; (1992) to &lt;a href="http://en.wikipedia.org/wiki/Battlefield_3" target="_blank"&gt;&lt;i&gt;Battlefield 3&lt;/i&gt;&lt;/a&gt; (2011), showing how the pixels became less noticeable, the movements less jerky, and the sound effects less funky. And before you start going &amp;#8220;&lt;span class="caps"&gt;BUT&lt;/span&gt; &lt;span class="caps"&gt;WHERE&lt;/span&gt; &lt;span class="caps"&gt;THE&lt;/span&gt; &lt;span class="caps"&gt;HECK&lt;/span&gt; IS &lt;span class="caps"&gt;GOLDENEYE&lt;/span&gt;??!!!&amp;#8221; the makers of the vid have limited it to one game per year (you can see the full list &lt;a href="http://www.nofrag.com/2013/jan/05/41995/" target="_blank"&gt;here&lt;/a&gt;, but it&amp;#8217;s all in French so have your Google Translate skills handy)&amp;#8212;and dealt with games that made leaps and jumps in computer graphics rather than just being awesome games.&lt;/p&gt;
&lt;p&gt;Still, &amp;#8220;&lt;span class="caps"&gt;WHERE&lt;/span&gt; &lt;span class="caps"&gt;THE&lt;/span&gt; &lt;span class="caps"&gt;HECK&lt;/span&gt; IS &lt;span class="caps"&gt;GOLDENEYE&lt;/span&gt;??!!!&amp;#8221;&lt;/p&gt;
&lt;p&gt;&lt;a href="https://twitter.com/#!/stewart23rd" target="_blank"&gt;@stewart23rd&lt;/a&gt;&lt;/p&gt;</description>
      <pubDate>Thu, 28 Feb 2013 10:18:34 -0500</pubDate>
      <link>http://thecreatorsproject.com/es-us/blog/the-evolution-of-fps-graphics-from-the-nineties-to-now</link>
      <guid isPermalink="false">blog/17375</guid>
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      <title>Panteros666 Introduces His New "Hyper Reality" Live Show</title>
      <description>&lt;img src='http://assets.thecreatorsproject.com/blog_article_images/images/000/041/035/panteros03_detail.jpg?1361997447'/&gt;&lt;br/&gt;&lt;p&gt;Hailing from Lille, a charming post-industrial city in Northern France, electronic producer &lt;a href="https://twitter.com/Panteros666" target=_blank"&gt;Panteros666&lt;/a&gt; started playing music as a teenage drummer for some local indie bands. Out of that nascent music scene grew a musical collective, raised on internet culture, electronic music and Tumblr, that came to be known as Club Cheval.&lt;/p&gt;
&lt;p&gt;Two and a half years ago, Panteros666 abandoned his drumkit to start making MP3s in his bedroom. With one eye trained on his cheap Boss Dr Groove drumbox and the other on the infinite stream of his Tumblr feed, he began producing emoticon-filled-mutant-seapunk-trancey-house tracks that drove both club kids and frenetic Youtube commenters mad.&lt;/p&gt;
&lt;p&gt;&lt;iframe width="100%" height="166" scrolling="no" frameborder="no" src="https://w.soundcloud.com/player/?url=http%3A%2F%2Fapi.soundcloud.com%2Ftracks%2F27066397"&gt;&lt;/iframe&gt;&lt;/p&gt;
&lt;p&gt;On the strength of his rapidly accumulating &amp;#8220;likes&amp;#8221; and &amp;#8220;reblogs,&amp;#8221; our self-proclaimed &amp;#8220;Indiana Jones of electronic music&amp;#8221; went deeper still on his digital archaeological adventure by digging into endless streams of GIFs and getting lost in the infinite scroll of Tumblr. He started expanding his skillset, too&amp;#8212;becoming something of an internet philosopher, with scores of &lt;a href="http://panteros.biz/%E2%98%BA-les-gens-engages-sur-facebook-%E2%98%BA-998" target=_blank"&gt;meta-sociological analyses of internet culture&lt;/a&gt; on his website &lt;a href="http://panteros.biz/" target=_blank"&gt;Panteros.biz&lt;/a&gt;, to the production of &lt;a href="http://www.youtube.com/watch?v=zOfRtSW4dYE&amp;list=UU_-xuZPqvf1LbIeySNwz3gA&amp;index=2" target=_blank"&gt;modem-enhanced music videos&lt;/a&gt; for his friends. Like a meme that won&amp;#8217;t go away, Panteros666 made his mark on the internet and fed off its energy to grow stronger with every day.&lt;/p&gt;
&lt;p&gt;&lt;iframe width="100%" height="166" scrolling="no" frameborder="no" src="https://w.soundcloud.com/player/?url=http%3A%2F%2Fapi.soundcloud.com%2Ftracks%2F10176683"&gt;&lt;/iframe&gt;&lt;/p&gt;
&lt;p&gt;Most recently, he teamed up with visual artist &lt;a href="https://vimeo.com/bopl" target=_blank"&gt;Alexandre le Guillou&lt;/a&gt; and art director &lt;a href="http://inesmarzat.com/" target=_blank"&gt;Ines Marzat&lt;/a&gt; to create a novel real-time generated audiovisual spectacle for his live shows. It&amp;#8217;s as if someone cracked open Panteros666&amp;#8217;s hyperactive mind and let the neon and pastel &lt;span class="caps"&gt;GIF&lt;/span&gt;-colored contents spill out before the audience. The experience also invites crowds to become a part of the visual experience by capturing the motion of the audience through a Kinect and using that to produce the visuals they see.&lt;/p&gt;
&lt;p&gt;“When I produce my tracks I always have plenty of images in mind […] and I quickly became obsessed with integrating myself and other people in my own virtual world,” says Panteros666  in the video documentary above. He will be taking his seapunk-ish live show on the road to Japan from March 15th, after the release of his new EP &amp;#8220;Hyper Reality&amp;#8221; on Bromance Records, on March 4th.&lt;/p&gt;
&lt;p&gt;&lt;iframe width="100%" height="166" scrolling="no" frameborder="no" src="https://w.soundcloud.com/player/?url=http%3A%2F%2Fapi.soundcloud.com%2Ftracks%2F80748857"&gt;&lt;/iframe&gt;&lt;/p&gt;</description>
      <pubDate>Wed, 27 Feb 2013 15:37:29 -0500</pubDate>
      <link>http://thecreatorsproject.com/es-us/blog/panteros666-introduces-his-new-hyper-reality-live-show</link>
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      <title>Gamer’s Paradise: Simogo’s Eerie Year Walk Breaks All The App Store Rules</title>
      <description>&lt;img src='http://assets.thecreatorsproject.com/blog_article_images/images/000/041/029/YearWalkcopy_detail.jpg?1361980088'/&gt;&lt;br/&gt;&lt;p&gt;The rapid rise of the iOS App Store offers unprecedented opportunities for game developers to reach new audiences&amp;#8212;but it’s also created unprecedented competition. An incredibly saturated mobile market means developers have to cleave close to familiar genre constructs or brand names to attract crucial customer attention, and it can be hard for new ideas and creative voices to attain meaningful success in the crowd.&lt;/p&gt;
&lt;p&gt;But for a developer with a good track record on the Store, part of the reward is a chance to innovate. Swedish mobile indie &lt;a href="http://simogo.com/" target="_blank"&gt;Simogo&lt;/a&gt; has been successful with a portfolio of delightfully playable games including &lt;i&gt;&lt;a href="http://simogo.com/games/kosmospin/" target="_blank"&gt;Kosmo Spin&lt;/a&gt;&lt;/i&gt;, &lt;i&gt;&lt;a href="http://simogo.com/games/bumpyroad/" target="_blank"&gt;Bumpy Road&lt;/a&gt;&lt;/i&gt;, and &lt;i&gt;&lt;a href="http://simogo.com/games/beatsneakbandit/" target="_blank"&gt;Beat Sneak Bandit&lt;/a&gt;&lt;/i&gt;—the latter won last year’s Best Mobile Game at the &lt;a href="http://www.igf.com/" target="_blank"&gt;Independent Games Festival&lt;/a&gt;.&lt;/p&gt;
&lt;p&gt;The studio’s calling card is a loving attention to art and sound design that give its games a unique charm. The worlds Simogo makes are full of plinky tunes, cozy handmade textures and taut, clever controls&amp;#8212;success on touch-based platforms demands a certain level of aesthetic polish that makes the player feel directly engaged with a tactile space, and Simogo has mastered it.&lt;/p&gt;
&lt;p&gt;This year Simogo is in the &lt;span class="caps"&gt;IGF&lt;/span&gt; again, with &lt;i&gt;&lt;a href="http://www.simogo.com/games/yearwalk/" target="_blank"&gt;Year Walk&lt;/a&gt;&lt;/i&gt;, nominated for Excellence in Visual Design, but the game couldn’t be more of a deviation from the studio’s distinctly-cute previous work. &lt;i&gt;Year Walk&lt;/i&gt; is an atmospheric horror game inspired by Swedish legends, and there’s not much else like it on the App Store. &lt;br /&gt;
&lt;br&gt;&lt;/p&gt;
&lt;p&gt;&lt;iframe width="640" height="360" src="http://www.youtube.com/embed/LVz_MhMsAvs?feature=player_embedded" frameborder="0" allowfullscreen&gt;&lt;/iframe&gt;&lt;/p&gt;
&lt;p&gt;&lt;br&gt;
&amp;#8220;Year Walking&amp;#8221; is apparently an ancient Swedish tradition that involves seclusion, meditation and late-night walks to the church, with the creatures of rural myth appearing along the way. The game tasks players with exploring a haunting, snow-covered wood etched in mysterious sigils, following the subtle sensory cues to solve environmental puzzles and reveal the outcome of the vision quest.&lt;/p&gt;
&lt;p&gt;&lt;i&gt;Year Walk&lt;/i&gt; is very minimal on text, but the sound design is incredible, from the soft, chilly creak of footsteps on snow to distant sepulchral whispers&amp;#8212;playing with headphones is highly recommended. There’s the occasional proper jump-scare, too, so try it in the dark if you&amp;#8217;re into that kind of thing.&lt;/p&gt;
&lt;p&gt;The game’s clearly interested in recapturing the mystery and complexity of puzzle games lost over time in favor of the goal of making games “accessible” and understandable to as many people as possible. Nothing in &lt;i&gt;Year Walk&lt;/i&gt; feels too obscure or unattainable, and solutions never feel unknowable or unfair, but neither does the player ever feel overtly directed or hand-held. &lt;br /&gt;
&lt;br&gt;&lt;/p&gt;
&lt;div class="image"&gt;&lt;img src="http://assets.thecreatorsproject.com/blog_article_images/images/000/041/030/YearWalk2copy_detail_em.jpg?1361980110" alt="" /&gt;&lt;/div&gt;&lt;p&gt;&lt;br&gt;
&lt;i&gt;Year Walk&lt;/i&gt; also has a companion app that players can use to study the Swedish legends that the game uses – it informs the rural animal myths and makes the creepy, touchable game world that much more intriguing. But it also has a locked section, only accessible by attentive players who’ve completed the game. There’s a little bit more story and puzzle detail to untangle.&lt;/p&gt;
&lt;p&gt;The desire to leave some mystery for the players even extends to the game’s marketing&amp;#8212;which is to say there was hardly any. Simogo took pains to be secretive about the details of &lt;i&gt;Year Walk&lt;/i&gt; ahead of its launch, which is nearly unheard of in this era of constant information, preview videos, teasers, and the reams of screenshots that precede any game launch. The studio carefully revealed tiny video hints that alluded to the aura of &lt;i&gt;Year Walk&lt;/i&gt;, but not to the details of its story and experience, and fans had fun puzzling some of these out on forums.&lt;/p&gt;
&lt;p&gt;In addition to creating atmosphere and mystery, the team was interested in exploring the power of horror and in making a first-person game in two dimensions&amp;#8212;a rather unique challenge to which Simogo found some creative solutions. Some of the game’s most interesting puzzles need players to have two fingers on the screen, while simpler movements can be done with a single swipe. &lt;br /&gt;
&lt;br&gt;&lt;/p&gt;
&lt;div class="image"&gt;&lt;img src="http://assets.thecreatorsproject.com/blog_article_images/images/000/041/031/YearWalk3copycopy_detail_em.jpg?1361980132" alt="" /&gt;&lt;/div&gt;&lt;p&gt;&lt;br&gt;
&lt;i&gt;Year Walk&lt;/I&gt; may have a different atmosphere than the studio’s other games, but it’s distinctively Simogo; its desaturated palette has the same 1950s-animation feel that its other titles tend to favor, except in this context it’s much more creepy than it is cute.&lt;/p&gt;
&lt;p&gt;It’s a fascinating success story for App Store game development: A creator with its own strong signature was able to break out of what fans expected from the studio&amp;#8212;and had the faith in its concept and in its accumulated goodwill to reject the paradigm whereby fans supposedly need as much information as possible about a product before buying it.&lt;/p&gt;
&lt;p&gt;Beyond that, &lt;i&gt;Year Walk&lt;/i&gt; represents a studio taking a leadership role when it comes to innovating and creating new and unusual game forms on the crowded App Store, where familiarity is believed to breed success. No matter how crowded the market is, talented creators can gain visibility and acclaim by rejecting expectations and experimenting with the ideas they’ve longed to explore.&lt;/p&gt;
&lt;p&gt;&lt;a href="https://twitter.com/leighalexander" target="_blank"&gt;@leighalexander&lt;/a&gt;&lt;/p&gt;</description>
      <pubDate>Wed, 27 Feb 2013 10:48:10 -0500</pubDate>
      <link>http://thecreatorsproject.com/es-us/blog/gamer%E2%80%99s-paradise-simogo%E2%80%99s-eerie-iyear-walki-breaks-all-the-app-store-rules</link>
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      <title>The Future Will Be Hands-Free: The Latest In Gesture-Based Projects</title>
      <description>&lt;img src='http://assets.thecreatorsproject.com/blog_article_images/images/000/041/025/8505198519_bd611e48f3_b_detail.jpg?1361916789'/&gt;&lt;br/&gt;&lt;p&gt;Ever since gesture-based technology appeared on the market and &lt;i&gt;Minority Report&lt;/i&gt; basically became reality, developers and programmers have been looking at ways to fine-tune the as yet emerging technology, making it ever more intuitive and precise and battling it out for a share of the market. Their advancements and innovative concepts are sure to change the way people interact with their digital devices, and perhaps signify the end of an era and the beginning of another where through the use of technology the goal is to feel like if there is none.&lt;/p&gt;
&lt;p&gt;In 2010 we covered the &lt;a href="http://www.thecreatorsproject.com/blog/the-greatest-kinect-hacks-weve-seen-thus-far" target="_blank"&gt;gestural interfaces&lt;/a&gt; hackers were coming up with for &lt;a href="http://www.xbox.com/en-US/kinect" target="_blank"&gt;Kinect&lt;/a&gt;, like an interactive puppet prototype. Then came along &lt;a href="http://www.thecreatorsproject.com/blog/the-future-is-now-gesture-based-controlling-comes-to-pc" target="_blank"&gt;&lt;span class="caps"&gt;LEAP&lt;/span&gt;&lt;/a&gt;, the 3D motion control device that purports to have 200 times greater sensitivity than Kinect, further pushed the bounds of what&amp;#8217;s possible.&lt;/p&gt;
&lt;p&gt;Since the &lt;a href="https://www.leapmotion.com/" target="_blank"&gt;&lt;span class="caps"&gt;LEAP&lt;/span&gt;&lt;/a&gt; hype died down laste year, we&amp;#8217;ve heard mixed reports from artists and creative coders about its actual capabilities. But a series of video experiments from &lt;a href="http://roberthodgin.com/" target="_blank"&gt;Robert Hodgins&lt;/a&gt; may change that view. &lt;i&gt;&lt;span class="caps"&gt;LEAP&lt;/span&gt; Flocking&lt;/i&gt; lets participants control a flock of fish with the motion of their fingers–slow movements allow the fish to flow towards glowing points, and fast movements frighten the fish, and cause disorder in the flock. In &lt;i&gt;&lt;span class="caps"&gt;LEAP&lt;/span&gt; Gravitation&lt;/i&gt; people can control a geometric, semi-abstract version of their hand skeleton that is surrounded by small balls that hover in the space. A ball with low gravitational force appears on the palm by curling the fingertips, and by straightening them the ball becomes larger as its gravitational force increases.   &lt;br /&gt;
&lt;br&gt;&lt;/p&gt;
&lt;div class="image"&gt;&lt;img src="http://assets.thecreatorsproject.com/blog_article_images/images/000/041/026/8506306530_bdf4abc8d1_b_detail_em.jpg?1361916792" alt="" /&gt;&lt;/div&gt;&lt;p&gt;&lt;br&gt;&lt;/p&gt;
&lt;div class="image"&gt;&lt;img src="http://assets.thecreatorsproject.com/blog_article_images/images/000/041/027/8506307528_91eb3211c2_b_detail_em.jpg?1361916794" alt="" /&gt;&lt;/div&gt;&lt;p&gt;&lt;br&gt;
&lt;iframe src="http://player.vimeo.com/video/60406787?title=0&amp;amp;byline=0&amp;amp;portrait=0&amp;amp;color=ffffff" width="640" height="360" frameborder="0" webkitAllowFullScreen mozallowfullscreen allowFullScreen&gt;&lt;/iframe&gt;&lt;br /&gt;
&lt;i&gt;Video and Photos Courtesy of Robert Hodgins&lt;/i&gt;&lt;/p&gt;
&lt;p&gt;This week another gesture-based product caught our attention&amp;#8212;&lt;a href="https://getmyo.com/" target=_blank"&gt;&lt;span class="caps"&gt;MYO&lt;/span&gt;&lt;/a&gt; is a wearable armband that, unlike the &lt;span class="caps"&gt;LEAP&lt;/span&gt; and the Kinect, uses tactile feedback technology to detect the muscles in your arm, which activate digital devices through vibrations and motion sensors.&lt;/p&gt;
&lt;div class="image"&gt;&lt;img src="http://assets.thecreatorsproject.com/blog_article_images/images/000/041/028/myo_1_detail_em.jpg?1361916796" alt="" /&gt;&lt;/div&gt;&lt;p&gt;&lt;br&gt;
&lt;iframe width="640" height="360" src="http://www.youtube.com/embed/oWu9TFJjHaM" frameborder="0" allowfullscreen&gt;&lt;/iframe&gt;&lt;br /&gt;
&lt;i&gt;Video and Photo Courtesy of &lt;span class="caps"&gt;MYO&lt;/span&gt;&lt;/i&gt;&lt;/p&gt;
&lt;p&gt;It&amp;#8217;s an interesting shift to wearables that throws a curveball on the gesture interaction scene. Despite the benefits, we wonder what artists might find appealing from the &lt;span class="caps"&gt;MYO&lt;/span&gt; bracelet that is mobile, but restrains gestures by containing them in set operations.&lt;/p&gt;
&lt;p&gt;The coming-of-age of gesture-based interfaces is inevitable at a time when people crave easier, faster and more intuitive modes of interactions with technology. By replacing keyboards, mouses and drawing tablets for physical gestures, developers are humanizing technology. Looming, yet full of possibilities, the question still stands&amp;#8212;is technology becoming more human, or are humans becoming more technological?&lt;/p&gt;</description>
      <pubDate>Tue, 26 Feb 2013 17:09:58 -0500</pubDate>
      <link>http://thecreatorsproject.com/es-us/blog/the-future-will-be-hands-free-the-latest-in-gesture-based-projects</link>
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      <title>What Is 4-D Printing? Self-Assembled Design Is Right Around The Corner</title>
      <description>&lt;img src='http://assets.thecreatorsproject.com/blog_article_images/images/000/041/032/TibbitsCopy_detail.jpg?1361987014'/&gt;&lt;br/&gt;&lt;p&gt;Imagine a world in which complex art installations, large-scale manufacturing, and even massive infrastructure projects could take on a life of their own and build themselves. Zap what is seemingly a pile of disorganized constituent parts with electrical stimuli, vibrations, or heat and &lt;span class="caps"&gt;BOOSH&lt;/span&gt; – an entire bridge appears before your very eyes.&lt;/p&gt;
&lt;p&gt;This may be less sci-fi dream than you may think, thanks to &lt;a href="http://architecture.mit.edu/faculty/skylar-tibbits" target="_blank"&gt;Skylar Tibbits&lt;/a&gt;, the 28-year-old director of the &lt;a href="http://selfassemblylab.net/" target="_blank"&gt;Self-Assembly Lab at &lt;span class="caps"&gt;MIT&lt;/span&gt;&lt;/a&gt;. The lab is home to a multidisciplinary team that when combined forms a brilliant heap of scientist-engineer-designer-architects who are imagining a greater role for self-assembly and 4-D manufacturing technology. In the process, they could very well change the world.&lt;/p&gt;
&lt;p&gt;Inspired by his experience with the painstaking process of putting together &lt;a href="http://www.sjet.us/MIT_VOLTADOM.html" target="_blank"&gt;a complex installation&lt;/a&gt; for MIT’s 150th anniversary&amp;#8212;a surface panel of distorted vaults that took Tibbits and his team close to a month to construct– the inquiring scientist in Tibbits took over. He asked himself: is there a way these materials could be manipulated so as to induce self-assembly?&lt;br /&gt;
&lt;br&gt;&lt;/p&gt;
&lt;div class="image"&gt;&lt;img src="http://assets.thecreatorsproject.com/blog_article_images/images/000/041/032/TibbitsCopy_detail_em.jpg?1361987014" alt="" /&gt;&lt;/div&gt;&lt;p&gt;&lt;i&gt;Skylar Tibbits in the lab.&lt;/i&gt; &lt;br /&gt;
&lt;br&gt;&lt;/p&gt;
&lt;p&gt;Of course, self-assembly &lt;a href="http://en.wikipedia.org/wiki/Self-assembly" target="_blank"&gt;already exists as a process&lt;/a&gt;, often used in nanotechnology. But Tibbits insisted that this process could also be applied to materials on a much larger scale. Tibbits and his team set to work on developing specific geometries for a variety of materials, so that when energy is applied, the substances respond by changing state, resulting in a process of self-assembly. &lt;br /&gt;
&lt;br&gt;&lt;/p&gt;
&lt;div class="image"&gt;&lt;img src="http://assets.thecreatorsproject.com/blog_article_images/images/000/041/033/Tibbits3copy_detail_em.jpg?1361991523" alt="" /&gt;&lt;/div&gt;&lt;p&gt;&lt;i&gt; Shaking materials to activate self-assembly.&lt;/i&gt;[images via &lt;a href="http://vimeo.com/59918368#" target="_blank"&gt;Tibbits&amp;#8217; vimeo&lt;/a&gt;]&lt;br /&gt;
&lt;br&gt;&lt;/p&gt;
&lt;p&gt;One of the ways in which Tibbits and the Self-Assembly Lab are achieving this is through collaboration with the 3-D print tech gurus at &lt;a href="http://www.stratasys.com/" target="_blank"&gt;Stratasys&lt;/a&gt;, who have created an &lt;a href="http://www.fastcompany.com/3006259/stratasyss-programmable-materials-just-add-water" target="_blank"&gt;incredible material&lt;/a&gt; that transforms upon contact with water. And this is where things get very &lt;a href="http://en.wikipedia.org/wiki/Ice-nine" target="_blank"&gt;Ice-nine&lt;/a&gt;&amp;#8212;Tibbits printed a long strand made of the material within the framework of a particular geometric pattern, so that when submerged in water the self-assembly process is activated, and the strand retracts into a cursive form that reads “MIT.” Check out the process for yourself in the video below.&lt;br /&gt;
&lt;br&gt;&lt;/p&gt;
&lt;p&gt;&lt;iframe src="http://player.vimeo.com/video/59185591" width="640" height="360" frameborder="0" webkitAllowFullScreen mozallowfullscreen allowFullScreen&gt;&lt;/iframe&gt;&lt;/p&gt;
&lt;p&gt;&lt;br&gt;
The Self-Assembly Lab, however, isn’t stopping there. “We think the applications are truly limitless,” says Tibbits in the video above. He and his colleagues are determined to bring the technology out of the prototype stage and into the real world&amp;#8212;to accomplish this they’re collaborating with a wide variety of industries in the hopes of applying this fascinating concept to myriad technological innovations.&lt;/p&gt;
&lt;p&gt;Stay tuned, because the 4-D world of self-assembling toys, pipelines, and even massive architectural projects could become a reality sooner than you might think.&lt;/p&gt;
&lt;p&gt;[via &lt;a href="http://www.fastcompany.com/3006145/mits-new-self-assembly-lab-building-paradigm-shift-4-d-manufacturing" target="_blank"&gt;Fast Company&lt;/a&gt;]&lt;/p&gt;
&lt;p&gt;&lt;a href="http://twitter.com/mlledisser" target="_blank"&gt;&lt;code&gt;MlleDisser&amp;lt;/a&amp;gt;  &amp;lt;a href="http://twitter.com/megyoungblood" target="_blank"&amp;gt;&lt;/code&gt;MegYoungblood&lt;/a&gt;&lt;/p&gt;</description>
      <pubDate>Tue, 26 Feb 2013 14:17:46 -0500</pubDate>
      <link>http://thecreatorsproject.com/es-us/blog/what-is-4-d-printing-self-assembled-design-is-right-around-the-corner</link>
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      <title>Crystallized Humanoids: Growing A Human Body From Crystals</title>
      <description>&lt;img src='http://assets.thecreatorsproject.com/blog_article_images/images/000/041/018/The_Invisible_Human_Tobias_Klein_detail.jpg?1361899742'/&gt;&lt;br/&gt;&lt;p&gt;On the 5th August 1993 &lt;a href="http://en.wikipedia.org/wiki/Joseph_Paul_Jernigan" target="_blank"&gt;Joseph Paul Jernigan&lt;/a&gt; was executed by the state of Texas for the murder of 75-year old Edward Hale. But after Jernigan was killed by lethal injection his body didn&amp;#8217;t get put in the ground, instead he donated it to scientific research where it was frozen at minus 73°C and then cut into 1mm intervals to form 1,871 slices which were photographed to become the &lt;a href="http://www.nlm.nih.gov/research/visible/visible_human.html" target="_blank"&gt;Visible Human Project&lt;/a&gt;&amp;#8212;a &amp;#8220;digital image dataset&amp;#8221; of the human body.&lt;/p&gt;
&lt;p&gt;Taking inspiration from this artist &lt;a href="http://www.kleintobias.com/" target="_blank"&gt;Tobias Klein&lt;/a&gt; and design studio &lt;a href="http://www.anordinarywebsite.com/" target="_blank"&gt;Ordinary&lt;/a&gt; created their piece &lt;i&gt;The Invisible Human&lt;/i&gt; which is currently on display at the &lt;a href="http://www.industrygallerydc.com/dc/" target="_blank"&gt;Industry Gallery&lt;/a&gt; in Washington, DC. For this project they digitally sliced a human body through Magnetic Resonance Imaging (&lt;span class="caps"&gt;MRI&lt;/span&gt;) to create a template&amp;#8212;and on this template crystals grow which can be manipulated by the public who control the temperature of the exhibition cases and so influence the shape and outcome of the crystallized human forms.&lt;/p&gt;
&lt;div class="image"&gt;&lt;img src="http://assets.thecreatorsproject.com/blog_article_images/images/000/041/019/Detail_Amalgamation_of_Crystal_with_life_size_human_3D_printed_spine__photo_credit_A_Kaiser_detail_em.jpg?1361899745" alt="" /&gt;&lt;/div&gt;&lt;p&gt;&lt;i&gt;Detail: Amalgamation ofcCrystal with life size human 3D printed spine. Photo credit: A Kaiser&lt;/i&gt;&lt;/p&gt;
&lt;p&gt;Klein sees it as a continuation of his previous work which explores &amp;#8220;the technological and digital perception, construction and dissemination of the human body&amp;#8221; and began with his piece &lt;a href="http://art.kleintobias.com/0807-soft-immortality" target="_blank"&gt;&lt;i&gt;Soft Immortality&lt;/i&gt;&lt;/a&gt; back in 2007. &amp;#8220;I developed a very keen interest in medical data sets and in particular Magnetic Resonance Images as a source of soft embodiment.&amp;#8221; he told me via email. &amp;#8220;&lt;i&gt;The Invisible Human&lt;/i&gt; therefore is at the end of a long line of interpretation of embodiment in the categories of digital impulses, boundaries, ecclesial iconography.&amp;#8221;&lt;/p&gt;
&lt;p&gt;&lt;iframe width="640" height="360" src="http://www.youtube.com/embed/H5yT9FL-2v4" frameborder="0" allowfullscreen&gt;&lt;/iframe&gt;&lt;br /&gt;
&lt;i&gt;Studio Tobias Klein&amp;#8217;s&lt;/i&gt; Virtual Sunset&lt;/p&gt;
&lt;p&gt;Another theme in Klein&amp;#8217;s work is audience participation. For his piece &lt;a href="http://thecreatorsproject.com/videos/ivirtual-sunseti-by-tobias-klein" target="_blank"&gt;&lt;i&gt;Virtual Sunset&lt;/i&gt;&lt;/a&gt;, which gets a second iteration at the gallery, he crowdsourced images of the sunsetting across the globe and projected them onto &lt;span class="caps"&gt;PVC&lt;/span&gt; tubing to create a three-dimensional artwork that echoed the ethereal sunsets of J.M.W. Turner&amp;#8217;s watercolors. &amp;#8220;There is a real beauty in setting up a system and framework that allows an impression, a crease to emerge in the artwork by creating a participatory element in the work.&amp;#8221; he says. &amp;#8220;The growing of a scaled dataset of a human body becomes articulated in the artificially defined boundary in the context of the network. The question of input and impulse that is chemically transferred leaves the trace in the body and re-defines its boundaries in a networked digital society.&amp;#8221;&lt;/p&gt;
&lt;div class="image"&gt;&lt;img src="http://assets.thecreatorsproject.com/blog_article_images/images/000/041/022/Lower_abdomen_after_growing_over_10_days_final_piece__photo_credit_A_Kaiser_detail_em.jpg?1361899754" alt="" /&gt;&lt;/div&gt;&lt;p&gt;&lt;i&gt;Lower abdomen after growing over 10 days. Photo credit: A Kaiser&lt;/i&gt;&lt;/p&gt;
&lt;p&gt;As well as being able to influence the temperature via a &lt;a href="http://www.theinvisiblehuman.com/" target="_blank"&gt;website&lt;/a&gt;, the incubators which hold the crystals are fitted with infra red sensors so they can sense the presence of visitors as they come into the gallery and their proximity is translated into heat.&lt;/p&gt;
&lt;p&gt;The idea of crystals giving form (however abstract) to the human body contradicts their usual behavior where their formation usually results in death. &amp;#8220;Within the unique setting, the designed micro environment with its changing temperatures, becomes the growing &lt;span class="caps"&gt;DNA&lt;/span&gt; of the object.&amp;#8221; Klein notes. This reversal is what Klein calls a &amp;#8220;counter-intuitive biological process&amp;#8221; and its in this paradoxical setting that the creative process takes place, echoing what occurs naturally (but fatally) in the human body.&lt;/p&gt;
&lt;div class="image"&gt;&lt;img src="http://assets.thecreatorsproject.com/blog_article_images/images/000/041/020/Exhibition_setup_Incubator_for_sectional_canvases_photo_credit_B_Webster_detail_em.jpg?1361899748" alt="" /&gt;&lt;/div&gt;&lt;p&gt;&lt;i&gt;Incubator for sectional canvases. Photo credit: B Webster&lt;/i&gt;&lt;/p&gt;
&lt;p&gt;&lt;br&gt;&lt;/p&gt;
&lt;div class="image"&gt;&lt;img src="http://assets.thecreatorsproject.com/blog_article_images/images/000/041/021/Exhibition_setup_9_sections_third_in_the_incubator_photo_credit_B_Webster_detail_em.jpg?1361899751" alt="" /&gt;&lt;/div&gt;&lt;p&gt;&lt;i&gt;9 sections in the incubator. Photo credit: B Webster&lt;/i&gt;&lt;/p&gt;
&lt;p&gt;&lt;br&gt;&lt;/p&gt;
&lt;p&gt;&lt;a href="https://twitter.com/#!/stewart23rd" target="_blank"&gt;@stewart23rd&lt;/a&gt;&lt;/p&gt;</description>
      <pubDate>Tue, 26 Feb 2013 12:29:18 -0500</pubDate>
      <link>http://thecreatorsproject.com/es-us/blog/crystallized-humanoids-growing-a-human-body-from-crystals</link>
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      <title>Kill Screen: Episode 6 Speaks To The Writers Behind Gears of War: Judgment</title>
      <description>&lt;img src='http://assets.thecreatorsproject.com/blog_article_images/images/000/041/013/gears_of_war_detail.jpg?1361890415'/&gt;&lt;br/&gt;&lt;p&gt;When it comes to action-based video games, the narrative probably takes second place in the player&amp;#8217;s mind, superseded by the most important task at hand: laying waste to bad guys and aliens. But the two are intertwined, one and the same, and it&amp;#8217;s testament to the craft of the writers behind those games when you can&amp;#8217;t tell them apart.&lt;/p&gt;
&lt;p&gt;&lt;a href="https://twitter.com/robauten" target="_blank"&gt;Rob Auten&lt;/a&gt;, who along with &lt;a href="http://en.wikipedia.org/wiki/Tom_Bissell" target="_blank"&gt;Tom Bissell&lt;/a&gt; took a year to write the script for the upcoming third-person shooter &lt;a href="http://gearsofwar.xbox.com/en-US/" target="_blank"&gt;&lt;i&gt;Gears of War: Judgment&lt;/i&gt;&lt;/a&gt;, as he notes in the video above. Most people assume that writing a video game is a simple affair of level-by-level description&amp;#8212;but that&amp;#8217;s just not the case.&lt;/p&gt;
&lt;p&gt;In an unusual working relationship for a video game, both writers were brought in from the very beginning to work alongside the developers to build the story and create the interactive narrative for &lt;i&gt;Gears of War: Judgment&lt;/i&gt;. The collaborative nature of writing video games meant that creating the story was a long process whereby the writers constantly revised what they&amp;#8217;d written depending on what&amp;#8217;s working once it&amp;#8217;s been acted out and built by the developers.&lt;/p&gt;
&lt;p&gt;With video games, the story isn&amp;#8217;t passively consumed but told through interactions as you progress through the levels&amp;#8212;which means even the difficulty setting of the game becomes part of the narrative. That isn&amp;#8217;t to say classic storytelling techniques aren&amp;#8217;t used&amp;#8212;the story of &lt;i&gt;Gears of War: Judgment&lt;/i&gt; is told in flashbacks through a variety of perspectives, which reveal why the protagonists have ended up in court for their past actions.&lt;/p&gt;
&lt;p&gt;Bringing a game to life isn&amp;#8217;t just down to the writers though, the level designer plays a very important part in turning the dialogue and lines of script into an interactive story. It&amp;#8217;s down to the level designers to configure where and when dialogue is said to give the player the most accomplished and realistic experience.&lt;/p&gt;
&lt;p&gt;&amp;#8220;Writing in games represents the future of storytelling,&amp;#8221; Jamin Warren notes at the end of the video. &amp;#8220;It&amp;#8217;s a collaborative, interactive environment where the players are at the center and the story is born in gameplay.&amp;#8221; And this complex creative process starts with the writers.&lt;/p&gt;
&lt;div class="image"&gt;&lt;img src="http://assets.thecreatorsproject.com/blog_article_images/images/000/041/014/1_detail_em.jpg?1361890417" alt="" /&gt;&lt;/div&gt;&lt;p&gt;&lt;br&gt;&lt;/p&gt;
&lt;div class="image"&gt;&lt;img src="http://assets.thecreatorsproject.com/blog_article_images/images/000/041/015/2_detail_em.jpg?1361890420" alt="" /&gt;&lt;/div&gt;&lt;p&gt;&lt;br&gt;&lt;/p&gt;
&lt;div class="image"&gt;&lt;img src="http://assets.thecreatorsproject.com/blog_article_images/images/000/041/016/4_detail_em.jpg?1361890422" alt="" /&gt;&lt;/div&gt;&lt;p&gt;&lt;br&gt;&lt;/p&gt;
&lt;div class="image"&gt;&lt;img src="http://assets.thecreatorsproject.com/blog_article_images/images/000/041/017/5_detail_em.jpg?1361890425" alt="" /&gt;&lt;/div&gt;&lt;p&gt;&lt;br&gt;&lt;/p&gt;
&lt;p&gt;&lt;i&gt;If you missed them, catch up on Kill Screen episodes one, two, three, four, and five.&lt;/i&gt;&lt;/p&gt;
&lt;p&gt;&lt;iframe width="640" height="360" src="http://www.youtube.com/embed/rdGmH2AFvQo" frameborder="0" allowfullscreen&gt;&lt;/iframe&gt;&lt;/p&gt;
&lt;p&gt;&lt;iframe width="640" height="360" src="http://www.youtube.com/embed/sEYcJT_-35Y" frameborder="0" allowfullscreen&gt;&lt;/iframe&gt;&lt;/p&gt;
&lt;p&gt;&lt;iframe width="640" height="360" src="http://youtube.com/v/BLtgPDiAxWQ&amp;vq=hd1080" frameborder="0" allowfullscreen&gt;&lt;/iframe&gt;&lt;/p&gt;
&lt;p&gt;&lt;iframe width="640" height="360" src="http://www.youtube.com/embed/WfjbMc32GRM" frameborder="0" allowfullscreen&gt;&lt;/iframe&gt;&lt;/p&gt;
&lt;p&gt;&lt;iframe width="640" height="360" src="http://www.youtube.com/embed/pv8mkxl8fbs" frameborder="0" allowfullscreen&gt;&lt;/iframe&gt;&lt;/p&gt;
&lt;p&gt;&lt;a href="https://twitter.com/#!/stewart23rd" target="_blank"&gt;@stewart23rd&lt;/a&gt;&lt;/p&gt;</description>
      <pubDate>Tue, 26 Feb 2013 09:53:47 -0500</pubDate>
      <link>http://thecreatorsproject.com/es-us/blog/kill-screen-episode-6-speaks-to-the-writers-behind-igears-of-war-judgmenti</link>
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      <title>Antimap's Stripes Bridge The Gap Between New Media And Op-Art</title>
      <description>&lt;img src='http://assets.thecreatorsproject.com/blog_article_images/images/000/040/953/antimain_detail.jpg?1361563793'/&gt;&lt;br/&gt;&lt;p&gt;Does the internet offer us an endless supply of artistic possibilities or does it herald the end of creativity? The overabundance of content on the web is as counter-productive as it is beneficial. With such a large amount of data&amp;#8212;and, more importantly, imagery&amp;#8212;available online, artists face more difficulty than ever as they strive to produce original, innovative and never-before-seen work.&lt;/p&gt;
&lt;p&gt;Its within this context that Canadian artist &lt;a href="http://www.olisorenson.com/" target="_blank"&gt;Oli Sorenson&lt;/a&gt; takes advantage of the multimedia arts. The artist embraces the scarcity of innovation and uses copies or samples of other artists&amp;#8217; work. By reconstructing works of established artists, he offers us a hybrid, pseudo-collaborative work, appropriating certain elements, yet adding his own vision and artistic perspective.&lt;/p&gt;
&lt;p&gt;&amp;#8220;I try to go beyond any medium-based practice. I use painting, printing, and video installation to highlight that the subject matter is more important than the process of image-making,&amp;#8221; says Sorenson.&lt;/p&gt;
&lt;div class="image"&gt;&lt;img src="http://assets.thecreatorsproject.com/blog_article_images/images/000/040/954/anti1_detail_em.jpg?1361563796" alt="" /&gt;&lt;/div&gt;&lt;p&gt;&lt;br&gt;
The &lt;i&gt;Antimap&lt;/i&gt; series has evolved into maturity over the last three years as Sorenson, a former internationally-recognized VJ, now integrates projection-mapping within the confines of a gallery. Through &lt;i&gt;Antimap&lt;/i&gt;, the artist revisits the work of &lt;a href="http://www.danielburen.com" target="_blank"&gt;Daniel Buren&lt;/a&gt;, utilizing Buren&amp;#8217;s signature black and white stripes. Sorenson then projects these designs onto three-dimensional surfaces, adding his own visual element to the work. He describes these 3-D surfaces as “screens that resist their role of passive receptacles, and inform the video images with an additional element of perception.&amp;quot;&lt;/p&gt;
&lt;div class="image"&gt;&lt;img src="http://assets.thecreatorsproject.com/blog_article_images/images/000/040/956/anti3_detail_em.jpg?1361563802" alt="" /&gt;&lt;/div&gt;&lt;p&gt;&lt;br&gt;
&lt;i&gt;AntiMap&lt;/i&gt; is a reflection on current practices in art. According to Sorenson, unlike other mediums, digital artworks are time dependent: they are altered by their difficulty to be archived. By using new media, he hopes to create a return to painting.&lt;/p&gt;
&lt;p&gt;&amp;#8220;With &lt;i&gt;Antimap&lt;/i&gt;, in a way I’m expanding the vocabulary of painting, the discourse around surface and materiality is very much present in this series,&amp;#8221; he explains. &amp;#8220;But going further, I’m quite aware of the strong potential for obsolescence in video and other digital formats. Since we know painting has survived through all these centuries, having a painted version of &lt;i&gt;Antimap&lt;/i&gt; assures it will be accessible to generations to come, which is a perfectly legitimate ambition to have as an artist, one that artists seem to put to aside nowadays, although I&amp;#8217;m not sure why.&amp;#8221;   &lt;/p&gt;
&lt;p&gt;The artist will present a new version of &lt;i&gt;Antimap&lt;/i&gt; in Montréal at &lt;a href="http://www.artsouterrain.com" target="_blank"&gt;Art Souterrain&lt;/a&gt; next week.&lt;/p&gt;
&lt;p&gt;&amp;#8220;Art Souterrain is going to be quite a different iteration of the series, because of the environment. The ambient light will be much brighter than usual and so I will have to surround the installation with a tent, and people will look at the work through peep holes. I’m very happy to be continuing this series, to explore more challenging situations such as these, and also experience more direct interaction with new audiences.&amp;#8221;&lt;/p&gt;
Oli Sorenson&amp;#8217;s &lt;i&gt;Antimap&lt;/i&gt; will be at Complexe Les Ailes, Montréal from March 2 till March 17.
&lt;div class="image"&gt;&lt;img src="http://assets.thecreatorsproject.com/blog_article_images/images/000/040/955/anti2_detail_em.jpg?1361563799" alt="" /&gt;&lt;/div&gt;&lt;div class="image"&gt;&lt;img src="http://assets.thecreatorsproject.com/blog_article_images/images/000/040/958/anti6_detail_em.jpg?1361563807" alt="" /&gt;&lt;/div&gt;&lt;div class="image"&gt;&lt;img src="http://assets.thecreatorsproject.com/blog_article_images/images/000/040/957/anti4_detail_em.jpg?1361563804" alt="" /&gt;&lt;/div&gt;&lt;div class="image"&gt;&lt;img src="http://assets.thecreatorsproject.com/blog_article_images/images/000/040/959/anti7_detail_em.jpg?1361564532" alt="" /&gt;&lt;/div&gt;&lt;p&gt;&lt;i&gt;All Photos Courtesy of Oli Sorenson&lt;/i&gt;&lt;/p&gt;
&lt;p&gt;&lt;a href="https://twitter.com/princebenoit" target="_blank"&gt;@princebenoit&lt;/a&gt;&lt;/p&gt;</description>
      <pubDate>Fri, 22 Feb 2013 15:10:10 -0500</pubDate>
      <link>http://thecreatorsproject.com/es-us/blog/iantimapis-stripes-bridge-the-gap-between-new-media-and-op-art</link>
      <guid isPermalink="false">blog/17342</guid>
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      <title>Mysterious Shadows In The Queens Plaza Clock Tower</title>
      <description>&lt;img src='http://assets.thecreatorsproject.com/blog_article_images/images/000/040/884/_47A6229_detail.jpg?1361901013'/&gt;&lt;br/&gt;&lt;p&gt;In late 2012, light artist &lt;a href="http://www.seej.net" target="_blank"&gt;Chris Jordan&lt;/a&gt; was invited to the clock tower in Queens Plaza to make and show art in the clock tower room.&lt;/p&gt;
&lt;p&gt;Built in 1927, the clock tower is on the Queens side of a funnel of traffic to Manhattan, an area that is uniquely dense, noisy, and fast. Twelve storeys tall, the building is wrapped by two subway lines, neighbors a railyard for the Long Island Railroad, and lives at the foot of the majestic Ed Koch (nee Queensboro) Bridge. Thousands upon thousands of people pass by it daily.&lt;/p&gt;
&lt;p&gt;The clock tower was built as a focal point of the neighborhood. From the top of the tower, Queens Boulevard and 31st Street appear to eminate from the building. But today, Queens Plaza and Long Island City is known for its tall glass structures, the foremost being the Citibank skyscraper.&lt;/p&gt;
&lt;div class="image"&gt;&lt;img src="http://assets.thecreatorsproject.com/blog_article_images/images/000/040/885/clock-2_detail_em.jpg?1361462513" alt="" /&gt;&lt;/div&gt;&lt;p&gt;&lt;i&gt;Queensboro Plaza&amp;#8217;s clocktower seen at night&lt;/i&gt;&lt;/p&gt;
&lt;p&gt;Throughout history, clock towers across the world broadcasted time as sole local authorities. Now, clock towers are at most middlemen, automatically rebroadcasting the master time kept by a central source. But so do cellular phones, and with precise time synchronization available in the hands of the vast majority of New Yorkers, the public service of announcing time is no longer important.&lt;/p&gt;
&lt;p&gt;Jordan was given this space long after the clock tower lost its public relevancy and knew part of his artistic mission would be to reinvigorate the landmark.&lt;/p&gt;
&lt;p&gt;Jordan&amp;#8217;s new piece and  product of his clock tower residency, &lt;i&gt;Locost Queue&lt;/i&gt;, reimagines the tower&amp;#8217;s time piece facade as a mirror of the people passing through Queens Plaza. On the circular faces, he projects full-body silhouettes of people facing the same direction as if they are waiting in a queue. The silhouettes scroll slowly, giving the impression that the people are standing on a moving pedestrian platform, similar to those found in airports or in the Court Square subway station a few blocks away.&lt;/p&gt;
&lt;p&gt;The transportation engineering of Queens Plaza is admirable&amp;#8212;the scale of it, the way the subway cars squeal and shake the earth, the 10-lane bridge, and how deliberate and reliable the entire system is. Photos from the 1920s of the area show a very different neighborhood: clean, manageable, and possibly quiet. As time went on and the requirements of transportation changed, new elevated subway tracks and more traffic lanes appeared, gradually morphing the area into the complex system we see today.&lt;/p&gt;
&lt;p&gt;The infrastructure of Queens Plaza evolved to a point where planners realized that the area was an eyesore, despite being a desirable location. In 2010, the city announced &lt;a href="http://www.nycedc.com/project/queens-plaza-bicycle-and-pedestrian-improvements" target="_blank"&gt;improvements in the area for pedestrians and bicycles&lt;/a&gt;, to create an &amp;#8220;inviting gateway&amp;#8221; by turning a parking lot outside the clock tower into a park. The bustle of all the aforementioned transportation, however, is not conducive to introspection nor relaxation. Jordan&amp;#8217;s piece, intentional or not, adds to the bustle with another visual space filled with people being transported as they wait.&lt;/p&gt;
&lt;div class="image"&gt;&lt;img src="http://assets.thecreatorsproject.com/blog_article_images/images/000/040/890/clock-6_detail_em.jpg?1361462602" alt="" /&gt;&lt;/div&gt;&lt;p&gt;&lt;br&gt;
The silhouettes are of people he and his oft collaborator &lt;a href=" http://www.flickr.com/people/aquamon1" target=_blank"&gt;Enki Andrews&lt;/a&gt; photographed on the street near the clock tower. Through this process, CJ met people on the street and spoke with them about the project and the clock tower. At one point during the installation of the piece, he said, &amp;#8220;I hope that lady and her son sees this,&amp;#8221; referring to the silhouette of a mother holding her boy. Jordan values his direct audience and sees the silhouette as bringing something inaccessible down to earth; a form of empowerment.&lt;/p&gt;
&lt;p&gt;The night of December 4, Jordan switched on the light installation, which will remain on display until the middle of March 2013. The residency was put together by &lt;a href="http://nolongerempty.org/" target="_blank"&gt;No Longer Empty&lt;/a&gt; as part of a program called &lt;a href="http://www.nolongerempty.org/nc/home/what-we-do/exhibitions/exhibition/how-much-do-i-owe-you/" target="_blank"&gt;&amp;#8220;How Much Do I Owe You&amp;#8221;&lt;/a&gt;. In addition to Jordan&amp;#8217;s piece, the main floor of the clock tower opened as a gallery to present works from local and international artists.&lt;/p&gt;
&lt;div class="image"&gt;&lt;img src="http://assets.thecreatorsproject.com/blog_article_images/images/000/040/886/clock-3_detail_em.jpg?1361462516" alt="" /&gt;&lt;/div&gt;&lt;br&gt;
&lt;p&gt;The silhouettes were printed on a five foot long sheet of transparency film and hung around an 1800 watt light bulb (read: a very bright light that shouldn&amp;#8217;t be directly looked at). A small motor rotates the transparency around the bulb, hung on a hula hoop with shower curtain rings, creating the scrolling effect outside.&lt;/p&gt;
&lt;p&gt;A pair of lenses focus the light through the silhouette transparency and onto each clock face. Jordan, Andrews, and their friend Spec, a brilliant engineer, are all obsessed with the science of optics and light. Two years back, Spec salvaged Fresnel lenses and mirrors from 15 overhead projectors that were being thrown away by a school. The lenses, as well as four heavy glass lenses, each unique in their own way, were collected throughout the years and put to use in &lt;i&gt;Locost Queue&lt;/i&gt;.&lt;/p&gt;
&lt;div class="image"&gt;&lt;img src="http://assets.thecreatorsproject.com/blog_article_images/images/000/040/887/clock-4_detail_em.jpg?1361462521" alt="" /&gt;&lt;/div&gt;&lt;p&gt;&lt;br&gt;
A pair of lenses focus the light through the silhouette transparency and onto each clock face.&lt;/p&gt;
&lt;p&gt;The techniques used in &lt;i&gt;Locost Queue&lt;/i&gt; draw from Jordan&amp;#8217;s days of playing with overhead projectors, colored gels, mirrors, and prisms to make low-tech visuals by constantly moving the objects on the lit surface with his hands.&lt;/p&gt;
&lt;p&gt;Outside of &lt;i&gt;Locost Queue&lt;/i&gt;, Jordan uses modern projection equipment and software to present his work of photographs and timelapses. More recently, he&amp;#8217;s used the Kinect 3D sensor to create interactive pieces that rely on performers or public participants to create visual experiences. Even with his technical proficiencies, Jordan prefers to focus on the simple yet profound effects of light and what it conveys, rather than the technology used. Seeing him play with visuals, regardless of technique, is wonderful because of the way he constantly tinkers with the aesthetic he produces and the deftness he displays in manipulating it.&lt;/p&gt;
&lt;p&gt;Jordan&amp;#8217;s piece &lt;i&gt;Locost Queue&lt;/i&gt;, is a novel, elegant, and simple reimagination of the aged concept of the clock tower. Another great example is &lt;a href="http://www.massmoca.org/event_details.php?id=152" target="_blank"&gt;Christina Kubisch&amp;#8217;s work in the &lt;span class="caps"&gt;MASS&lt;/span&gt; MoCA clock tower&lt;/a&gt;. Also in New York City, the &lt;a href="http://artonair.org" target="_blank"&gt;Clocktower Gallery&lt;/a&gt;, repurposes a clock tower in Lower Manhattan as a gallery space and radio station.&lt;/p&gt;
&lt;p&gt;Soon, clock towers throughout New York City will have entirely decorative faces, if they don&amp;#8217;t already. What else can be done with them?&lt;/p&gt;
&lt;p&gt;Photos via &lt;a href="http://www.flickr.com/people/aquamon1" target="_blank"&gt;Enki Andrews&lt;/a&gt;&lt;/p&gt;</description>
      <pubDate>Thu, 21 Feb 2013 10:51:02 -0500</pubDate>
      <link>http://thecreatorsproject.com/es-us/blog/mysterious-shadows-in-the-queens-plaza-clock-tower</link>
      <guid isPermalink="false">blog/17324</guid>
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