Delineating the Future – an interview with N O R M A L S

CAN goes in-depth with the Paris-based ‘anticipatory’ design studio N O R M A L S to learn about their forthcoming dark, dense, and dizzying graphic novel series. Working process, representational techniques (that bridge illustration and code), and a critical reading of contemporary design fiction.

06/12/2013
Shedding Light on Squidsoup – A Conversation with Anthony Rowe

For more than a decade, the artist collective Squidsoup have been designing rich interactive experiences. From their early navigable sonic environments, through their playful experiments with computer vision and interest in ‘volumetric visualizations’, an email exchange between Squidsoup’s Anthony Rowe and CAN begat a mammoth interview abound light, sound and many of the collective’s projects.

27/02/2013
All About Cardboard – Workshop by Niklas Roy + Cardboard Plotter

Last week Niklas Roy proposed students at the School of Art and Design Offenbach build computers out of cardboard. Not really knowing at all where this will lead to, results included an information distribution knot, a mechanical NAND gate, a Speedway PRO 1000 racer game and his own digital cardboard plotter.

22/02/2013
Guide to Camera Types for Interactive Installations

Choosing the right type of camera for your interactive installation is one of the most important technical choices you can make in your initial planning phases. Making the incorrect choice can really impact how well your installation reacts to its victims and it can also impact its ability to perform robustly in a large amount of environments.

19/02/2013

CAN goes in-depth with the Paris-based ‘anticipatory’ design studio N O R M A L S to learn about their forthcoming dark, dense, and dizzying graphic novel series. Working process, representational techniques (that bridge illustration and code), and a critical reading of contemporary design fiction.

The Raspberry Pi is a very exciting low cost computing platform aimed at the educational market. It offers reasonable performance in a small package at a price of $25, making it very attractive for creative computing projects. Here we show you how to run openFrameworks on the Raspberry Pi.

Curated in collaboration with the Moscow-based sound, art and technology community MIGZ, we are pleased to announce the Educational Programme for the Moscow International Festival “Circle of Lights” taking place 5th and 6th October at the Red October district.

Designed by 18 students at the HfG Interaction design course, Massive Media Installation is an interactive setup that combines screen with an LED wall to deliver an overwhelming Spaceracer experience game created using VVVV and Cinema 4D.

Kenichi Yoneda aka Kynd shows latest watercolour experiments at the recent openFrameworks Developer Conference held at YCAM as a part of the Yagamuchi Mini Market Faire.

Everyday is Play is a book on Kickstarter that celebrates the two and a half decades of video games and unites artists and gamers across the globe through the history of video game culture.

Project explores the relationship between landscape, agriculture and digital fabrication by intercepting the process of precision farming by generative design.

In collaboration with Intel, CAN is pleased to announce the launch of Intel Perceptual Computing challenge. This is your opportunity to change the way people interface with computers and win a chance at $100,000 and get your app on new Perceptual Computing devices.

From custom geometry to adding textures to 2D and 3D shapes, Amnon Owed shows you practical examples of a number of crucial building blocks for 2D/3D Processing projects.

Created with love for all things retrofuture, Ming Mecca brings a comprehensive set of classic videogame design parameters at your fingertips.

Tutorial on how to output algorithmically created graphical ornaments or representations of data in Processing to multiple page documents, ready for offset print with process (CMYK) and spot colors.

Laser scanned and projected onto, 12.000 suspended spheres occupy over 1000m2 of space in this installation created by WHITEvoid for Hyundai’s Advanced Design Center.

For more than a decade, the artist collective Squidsoup have been designing rich interactive experiences. From their early navigable sonic environments, through their playful experiments with computer vision and interest in ‘volumetric visualizations’, an email exchange between Squidsoup’s Anthony Rowe and CAN begat a mammoth interview abound light, sound and many of the collective’s projects.

Last week Niklas Roy proposed students at the School of Art and Design Offenbach build computers out of cardboard. Not really knowing at all where this will lead to, results included an information distribution knot, a mechanical NAND gate, a Speedway PRO 1000 racer game and his own digital cardboard plotter.

Choosing the right type of camera for your interactive installation is one of the most important technical choices you can make in your initial planning phases. Making the incorrect choice can really impact how well your installation reacts to its victims and it can also impact its ability to perform robustly in a large amount of environments.

CAN talks to Ash Nehru (Director of software) and Matt Clark (Creative Director) about d3 – visual production suite that brought us the memorable Massive Attack tour in 2002 and more recent projects like the Origin. We talk how it all came about, what is the tool, it’s features, working methodology and the future.

Silo 468 is a permanent light installation that transforms abandoned oil silo in Helsinki into a light display and civic center. For this project, Tecné Collective joined Lighting Design Collective to create a custom software that controls the installation’s light show.

In this hands-on tutorial I will walk you through the steps needed to turn YOU into an interactive virtual polygon.

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