LO: Randomness

Vera Molnar’s “Interruptions” 1968-89

Vera Molnar comes to my mind when randomness in computational art is brought up. Molnar is one of the first artists who created art through code. One of her projects that really represent randomness is “Interruptions.” Molnar created these pieces by creating square grids with little lines with tilts to different tilts and then making some lines disappear to create forms. Each piece is all different as she used a limited random generator that varied x and y by two or three millimeters. I find the works very interesting as it mimics how straightly places lines can be “interrupted”, similar to a domino effect or even the lines repelling each other. She made these to create shapes with the interruption similar to how in painting there are shapes that pop out of the background. Her pieces seem fairly easy but so much more complex. As a woman, I admire her very much.

Vera Molnar: http://www.veramolnar.com/

LO6: Randomness

Although artificial intelligence is not based entirely on randomness, from my understanding there is still an aspect of randomness that will aid the algorithm in its learning process. This song, “Blue Jeans and Bloody Tears,” is a song that has been generated after analyzing hundreds of Eurovision songs. I know that the randomness of this algorithm is not the main focus, but I believe that it is what led to the creation of this specific song. Most evolutionary algorithms randomly generate their first generation and if this is the case for Sweaty Machines’ AI, then I think that the song was formed in this direction due to the output of the AI. There must have been thousands of other ways this song could have been generated, but it just so happened to form in this manner. I find that complete randomness, while at times interesting, is much better when incorporated into the creation of less abstract works. Using randomness to generate something that anybody can parse and enjoy is truly impressive. For that reason, I appreciate this AI generated Eurovision song.

Feel free to take a listen to the song in question.

LO-06 Randomness

For this week’s looking outwards, I thought I would discuss something unconventional. While we normally consider art within a narrow frame, computational art casts a much wider net and I thought this might fit. Every year for april fool’s, since the game’s release in 2011, Mojang (which develops the game) releases a joke update for Minecraft, and this year’s was extraordinary.

Using every facet of the game’s parameters for world generation, this snapshot allows players to randomly generate entire worlds. Consisting of everything from endless procedurally generated structures to maze-like worlds made entirely of sponge. This update takes the beautiful but rather utilitarian world generation of minecraft to a new level by generating endless experiential environments that often amaze with their sublime beauty. Instead of working within normal ranges for materials like dirt & stone to create a natural-looking world, the algorithm instead uses wild, extreme parameters to create dimensions out of any and all materials or structures in the game. A bit like H.R. Geiger playing god, the sheer strangeness of it all is captivating. It’s right in line with the sort of simple, sublime beauty that Minecraft has always sought to capture – from its soundtrack to its design.

-Robert

LO6: Randomness

<50 RANDOM> by Linyi Dai

In her work, Linyi Dai uses randomness to generate the value of each register to generate the rungs of the sphere. Her work is not based on “truly” random numbers but rather on “pseudo-random” numbers. The work uses a complex repeated algorithm to emulate the effect of randomness. I really enjoy her work as her work provides a good balance between the result of randomness and the creator’s agency; although she uses randomness to generate aspects of the work–the rungs of the sphere–she is in full control of the general outcome–the spherical shape of her work. I also enjoy the simplicity of her work. The use of dull colors is very successful in making this piece of work relaxing and satisfying to look at.

Link: http://lostritto.com/risd2015spring-seminar/?p=275

Title: <50 Random>

Creator: Linyi Dai

Year: 2015

Looking Outward 06

“Collage with Squares Arranged according to the laws of Chance” By the DaDaist artist Jean (Hans) Arp, is a seemingly ordered yet disorganized collage composed of torn up pieces of colored paper on a grey background. For many DaDaist artists, found objects and chance encounters became an extremely important aspect of their creative process as they saw it as a way to break from from the traditional elements that defined artistic practices like intention, craft and control. This was the DaDaist approach to the ever increasing rational/ industrializing world that was developing around them. During the composition of the piece, Arp, alledgedly got frustrated by the original drawing he was working on and tore up the paper, dropping them on to the floor. This “accident”, a purely random encounter, in turn became the ultimate form of expression for the piece he created. Nothing, humanly composed or created will have as much of an accurate portrayal of expression, (an idea artists have been exploring for centuries) than the landing and fluttering down of the paper pieces. In the end I think what makes the concept of randomness powerful in computational and generative art is that it allows a certain degree of looseness. This looseness, formerly could not be found elsewhere in the art and design world. Everything was about intention and structure. Yet, randomness subverts those ideals and allows for the art to have a certain degree of agency away from the creator, breathing itself into life.

Untitled (Collage with Squares Arranged according to the Laws of Chance), Jean (Hans) Arp
(French, born Germany (Alsace). 1886–1966),

Looking Outwards-06: Random Art

One randomly generated work I like is Bogdan Soban’s “Abstract 11”. It looks like a landscape and assumes a painterly quality, but was randomly drawn by code. Soban states that he utilizes innovative image processing that hides the computer origin of pictures, combined with multi-level algorithms, to create the most original works. His definition of generative art describes design that is composed in a random manner. He finds interesting, aesthetic precedents, and develops his own generative designed software that randomly draws new images based on those precedents. Once the program is running, Soban does not interfere with it, rather lets it run its course regardless of its outcome.
His pieces have no outside intervention nor predefined result. I really appreciate Soban’s process because he uses software that he creates on his own, not using existing programs available online.

Looking Outwards – 06

The piece I decided to write about is “Take Me to the Desert” by Tyler Hobbs. To create this piece, Hobbs created an algorithm that randomly places circles of different sizes and colors. The algorithm starts by placing the largest circles first and the smallest last. It finds a spot to place each circle by checking for collisions. This is done checking if the difference between two circles’ center point is larger than the sum of their radii. It will continue to insert circles until the desired number of circles is reached or until the failed attempts limit is reached. I admire this piece because despite the circles being randomly placed, it still looks clean and none of them overlap. I also really like the colorfulness of this generative art.

take-me-to-the-desert-800.jpg

Looking Outwards 06: Randomness

For this blog post, I chose to examine Mozart’s Musikalisches Würfelspiel which was a waltz created by chance. What I found so interesting about this waltz was how it showed that it’s hard to create something from pure chance but that it took some knowledge and methodology on the composers part. Essentially, without the knowledge behind what parts go into a waltz, Mozart’s piece would not have been so successful. The roll of a die was not meant to determine a random note – instead they corresponded to pre-composed portions of a waltz that were then pieced together by the chance of a dice.

Normally, I would not look into music since I have very limited music knowledge. However, I came across an article that “coded” Mozart’s waltz through computer generated chance and I found it really interesting how I was able to see/visualize the waltz through code.

Project 06 – Aquarium Clock

For this project, I was inspired by the week’s lab. At first, I thought it would be simple to convert the fish code to a clock but this was not the case. I had to play around with the arrays and indexes to make everything work. The number of fish represent the minutes as well as the level of water. The color of the water represents the hour of the day to show the tank getting dirtier until it is finally cleaned. Lastly, the clam opening and closing represents seconds.

sketchDownload
var x = [];
var y = [];
var dx = [];
var c = [];
//var numFish = minute()
function setup() {
    createCanvas(480, 480);
    background(220);
    //stores values for 59 fish in an array
    for (var i=0; i<59; i++) {
        //random x position for fish array
        x[i] = random(50, width-50);
        //y position so fish will only be spawned within the water
        y[i] = 3/4*height-i*((5/12/60)*height)
        //random speed of the fish
        dx[i] = random(-5, 5);
        //random color of the fish
        c[i] = color(random(255), random(255), random(255));
    }
}

function draw() {
    //variables to keep track of time
    var s = second();
    var h = hour();
    var m = minute();

    background(220);
    stroke(0);

    //fish tank with water level
    //creates background rectangle of water based upon the hour
    fill(0, 255, 255-(75/23)*h);
    rect(10, 1/4*height, width - 20, 3/4*height)
    //matches the background color and shrinks to reveal more water
    fill(220);
    rect(10, 1/4*height, width - 20, 1/3*height-(1/4*height/60)*m);
    //creates fish
    //creates the number of fish based upon minutes (+1 fish each minute)
    //resets to zero fish every hour
    for (i=0; i<m; i++) {
        fish(x[i], y[i], dx[i], c[i]);
        x[i] += dx[i];
        //makes the fish turn within the aquarium
        if(x[i] >= width - 25) {
            dx[i] = -dx[i]
        } else if(x[i] <= 25) {
            dx[i] = -dx[i]
        }
    }
    //sand
    fill(237, 201, 175);
    rect(10, 410, width-20, height-405);
    //open and closes the clam every second (logic is based upon even/odd
    //seconds)
    if(s%2 == 1) {
        openClam();
    } else {
            closedClam();
      }

}
//used two functions to open and close clam
function closedClam() {
    fill(199, 176, 255);
    //top half of clam
    arc(385, 400, 70, 30, PI, 0, CHORD)
    //bottom half of clam
    arc(385, 400, 70, 30, 0, PI, CHORD);
    noStroke();
    //back of clam
    quad(430, 410, 430, 390, 410, 400, 410, 400);
}

function openClam() {
    fill(255);
    //creates the pearl
    circle(390, 400, 20);
    fill(199, 176, 255);
    push();
    //allows for rotation around back of clam
    translate(420,400)
    //rotates the top half of the clam
    rotate(radians(30));
    //top half of clam
    arc(385-420, 400-400, 70, 30, PI, 0, CHORD)
    pop();
    //bottom half of clam
    arc(385, 400, 70, 30, 0, PI, CHORD);
    noStroke();
    //back of clam
    quad(430, 410, 430, 390, 410, 400, 410, 400);
}

//creates the fish based on the following parameters
function fish(x, y, dx, c){
    //fills fish with the color from the array
    fill(c);
    //initial position of the fish based on the array
    ellipse(x, y, 20, 10);
    //logic for whether the fish tail is on the right or left side of fish
    if(dx >= 0) {
        triangle(x - 10, y, x - 15, y - 5, x - 15, y + 5);
    }
    else if(dx < 0) {
        triangle(x + 10, y, x + 15, y - 5, x + 15, y + 5);
    }
}

LO 6 – Randomness in Art

Artist: Dane Clark
Project: Coding Architecture 2: Randomness Project

I admire the project because while it was created with randomness, the values were stored to create a repeatable art piece. The artist described his piece as appearing random, but it was in fact a pre-conceived final product. It is interesting to show many of the random possibilities then the selection of the actual element. This was done through different shading and opacities. The artist described the randomness as the appearance of many different possibilities and through deletion and rearrangement the creation of the final product. The algorithms showed the many possibilities of randomness, but the algorithms all led to the planned out piece. The artistic sensibilities are shown through the dynamic movement and flow of the piece. Additionally, the scaling and connection between the opacity of pieces add to the art. The most interesting aspect is the “revealing” of the possible randomness. For each additional branch several possibilities are shown, but only some are added before the next branch is created. The project shows that while some things may appear random, they are in fact not at all.


http://lostritto.com/risd2015spring-seminar/?p=255