COLLISIONcollective

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*                        For engineers that moonlight as artists and artists that moonlight as engineers                                         *
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∆NIM∆LS

2 channel video, sine waves
2014
 ∆NIM∆LS

This piece investigates the perceptual states ac-tivated while engaged with mobile technology. Ibelieve the human relationship with such devices iscurrently in the process of replacing our relation-ship with natural living organisms such as animalsand nonhuman environments. Some of the rolesof cell phones and laptops in the 21st century havebecome similar to the purposes of work horses anddomesticated pets prior to the digital age. By that Imean to say that we use these devices for work andpleasure, and indeed form a kind of bidirectionalrelationship with them in order to fulfill our needfor connection in a growingly disparate world.

The use of these devices as mediums for documen-tation and surveillance is a large part of this work.The possibility of capturing our momentary envi-ronment to be contained and redistributed within adigital medium changes the perception of our dayto day landscapes. Through the lens of the digitaldevice humans or able to continually reprocess andredefine what constitutes the content of our lives.

Cosmos

Acrylic mirror, iPad, wood
2014
Cosmos

Cosmos is a video installation that depicts a chaoticlandscape of generated visuals. Multi-layered visualimages, organic forms created by computer code,and captured video images blend into a spectaclelandscape that continuously changes and generatingbased on Fractal theory. The Fractal dimension ofthe universe and landscapes infinitely regeneratingand reproducing. This video illustrates both randomnessand hierarchal structuring on the scale ofthe universe at very large detail or ultra small scales. 

Bubble Beyond

Computer with custom software, Kinect v2 interface, video projector
2014
Bubble Beyond

Bubble Beyond is an interactive video installation that allows visitors to engage in an augmented reality where they can play with dozens of virtual bubbles. The bubbles emanate from the heads of visitors as they come into view. The bubbles capture their faces and float around randomly and then morph into expressive emoji. Visitors can pop their bubbles as well as other people’s bubbles.

Up to six visitors are tracked by a Kinect V2 system, which captures both their motion and image using the 1080p video camera. A custom algorithm generates the virtual bubbles which are projected on an 8 x 4.5 foot screen. After 30 seconds without human interaction, clouds of emoji float by. Bubble Beyond is a playful representation of our interaction and individual expression in the Internet Age.

Craneology

video
2014
Craneology

Craneology is an ongoing project that uses constructioncranes as it’s souce material. My neighborhood,Fort Point Channel is undergoing a hugeconstuction boon, so, as the area is being built up,and my view being taken from me, I am continuallycollecting visual data of this “concrete evolution”

The construction crane as an object unto itself is inessence an extension of the human body. It’s largeappendeges can be construed as powerful extensionsof the human arm, and it is in fact the humanarm and leg that coerce the crane into completingits assigned tasks.

This version of “Craneology” is a mutli screen versionusing small lcd monitors attached to the wall. 

Up

Cardboard box, electronics, 5 min video loop
2013
Artwork by collisi1

A small-scale video installation in a cardboard mailing box. Multiple iterations of the artist attempt to jump out of the box.

TRANS-ELEMENTAL / Mixed Reality Installation

Aluminum stand, metal box, micro-controller with DC motors and servo, wind chime, video projector, computer
Artwork by collisi1

Can natural elements from a virtual reality take solid form and exist in our physical reality? Can virtual particles affect real world molecules?

This project is a mixed reality installation in which the wind of Second Life is used to move a windchime in real physical space. The virtual wind’s direction and speed are the variables that determine the device’s functionality in real time. This work creates a parallel between these two realities (virtual and physical), showing how they relate and interact with each other, creating a portal from one world to the other.

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untitled

Video and Mylar
2014
Sanner/Taguchi
See video

Computers Watching Movies

High-definition video with stereo audio, 15 minutes
Computers Watching Movies

Computers Watching Movies shows what a computational system sees when it watches the same films that we do. The work illustrates this vision as a series of temporal sketches, where the sketching process is presented in synchronized time with the audio from the original clip. Viewers are provoked to ask how computer vision differs from their own human vision, and what that difference reveals about our culturally-developed ways of looking. Why do we watch what we watch when we watch it? Will a system without our sense of narrative or historical patterns of vision watch the same things?

Computers Watching Movies was computationally produced using software written by the artist. This software uses computer vision algorithms and artificial intelligence routines to give the system some degree of agency, allowing it to decide what it watches and what it does not. Six well-known clips from popular films are used in the work, enabling many viewers to draw upon their own visual memory of a scene when they watch the work. The scenes are from the following movies: 2001: A Space Odyssey, American Beauty, Inception, Taxi Driver, The Matrix, and Annie Hall.

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DreamDrops

Felt, paper, computer with custom software, Kinect interface, video projectors, speakers
2014
DreamDrops
DreamDrops

DreamDrops is an interactive fiber/video installation where viewers can interact with felt sculptures, brought to life as a colorful, immersive video and audio environment.

Three DreamDrops are constructed with felt and paper. The felt gives them the form, and the paper provides a window into the virtual words. The Drops are suspended by their “tails”, from the ceiling at three heights. The red Drop is hung the most high, the blue Drop is lower, and the green Drop hangs the lowest.

As visitors walk among the DreamDrops, they can see the three animated worlds. The red world looks like clouds at sunset, the blue world looks like the depths of the oceans, and the green world looks like a lush, tropical forest. The three worlds are populated by “boids”, a flock/school of animated critters that dash about in small groups.Visitors are invited to poke their heads up into DreamDrops. They’ll see bursts of color and dynamic sparks triggered by their motion which is detected by a Microsoft Kinect sensor. People can interact with the boids, who will playfully investigate the human visitors, calling out with a futuristic wail. A hand clap gesture will trigger a colorful tunnel effect that will transport the visitor to other worlds.

With their installation, Rob and Kristina are exploring the threshold between personal space and public space in the technology era. The installation allows people to experience a private environment of light and color in a very public arena.

Several open source software projects were used in this installation:

  • OpenFrameworks - an open-source C++ library for creative coding
  • ofxKinectNui - Sadam Fujioka’s addon using the Microsoft Kinect
  • ofxMSAFluid - an addon for solving and drawing 2Dfluid systems by Memo Akten
  • ofxBoids - a flocking motion addon for by Satoshi Okami

Rob and Kristina would like to thank Jennifer Lim for her help with this installation.

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Orbit - WNW

One-minute looping digital video on a digital frame
Orbit - WNW

The trajectory of an object orbiting earth creates an infinite path of motion; a straight line becomes curved as a result of earth’s gravitational pull. A point of light as seen from earth moves in an eerie, yet swift and steady arc across the night sky, rising from the west and setting east. Orbit - WNW explores the perception of motion by altering footage of the International Space Station (ISS) orbiting earth as seen by the naked eye. The ISS, a bright point of light, is transformed to become a straight line referencing the infinite path. The result creates the illusion of unbelievable speed while the experience is as silent as the near vacuum of space.

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