Bay ACM Lecture: Pluribus
Posted at 11am on 02/27/08 In EventsTonight at the ACM Bay Area meeting in Palo Alto, Dr. Niranjan Damera-Venkata and Dr. Nelson L. Chang of HP will present their framework that combines the power of multiple inexpensive projectors to quickly and automatically create a scalable “super-projector.”
Wednesday, 27 February 2008, 7:00 PM
Hewlett Packard, Building 20-A 1501 Page Mill Road, Palo Alto
http://hpl.hp.com/research/pluribus/
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The Art, Technology, and Culture Colloquium: Naut Humon & V. Vale
Posted at 4pm on 02/23/08 In EventsOn Monday, cultural magnets Naut Humon and V. Vale will speak on many aspects of electronic and underground media history at the UC Berkeley Art, Technology, and Culture Colloquium, in a lecture titled “Attention Depiction Disorders”. Naut will be speaking a lot about this history of Recombinant Media Labs, up to our current point.
In addition installation and video artist Perry Hoberman will be projecting live video at the event.
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2/25/08
7:30 - 9:30
Berkeley Art
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Online Music Analysis API
Posted at 12am on 02/22/08 In Music, TechnologyThe Echo Nest is an online API for audio file analysis. You can upload as many audio files as you like, and the server gives back an XML file detailing musical attributes such as dynamics, beat information, pitch information, musical structure information, file encoding, and timbre. There is free example source code available on the site to assist in parsing the XML information for use in games, visualizations, or installations.
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Moondust
Posted at 3pm on 02/21/08 In TechnologyThis video is of Moondust, a video game exploring interactive and generative music concepts on the Commadore 64. It was written by Jaron Lanier, virtual reality pioneer and musician. It is interesting look at these older games from a time when the medium wasn’t as invested in industry and see the experimentation that was present in them.
One of the reasons that music in these early interactive works is so interesting is because of the severe limitations that the composers and programmers were working under to realize their visions. For the last decade the focus of game audio improvement has been on resolution of assets, and in making it easier to play back game cues that were composed in traditional manners. These older games used algorithmic compositional methods and intelligent melody and harmony generation to create scores that, although dated by their sound sources, were very often dynamic.
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Interactive Media as Relevant Cultural Discourse
Posted at 5am on 02/19/08 In Theory Steve Gaynor has started quite the dialog on his blog, waging a bet to any taker. He states:
I’ll bet you that video games will never become a significant form of cultural discourse the way that novels and film have. I’ll bet you that fifty years from now they’ll be just as mature and well-respected as comic books are today.
Already a number of very good counter-opinions have been cited, and the bet taken, by people including Borut Pfeifer, Marek Bronstring, Michael Samyn, N’Gai Croal (drawing from a very respectable knowledge base), and John Walker. All of these posts offer insightful reasons that games may well evolve into a more widely respected and poignant medium. However, I think there are a few points missing or under emphasized.I would also like to take this bet.
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IASIG Mixer Party
Posted at 11pm on 02/17/08 In EventsIt is, of course, Game Developers Conference in San Francisco this week. If you are in town, be sure to hit the Interactive Audio Special Interest Group’s Mixer party.
Chieftain Pub
198 5th St.
6PM-10
Wed, Feb 20th.
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Project Bar-BQ 2007 Report Released
Posted at 9pm on 01/31/08 In TheoryFor those that aren’t familiar with the BarBQ Interactive Music conference, it is quite an event. Held in darkest Texas, away from the distractions that so often inhibit our epiphany and catharsis, BarBQ is a gathering of some of the brightest minds working in interactive audio and computer music fields. The goal of the conference is Influencing Music Hardware and Software Over the Next Five Years, and before everyone gets there that is about as
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Where are they now? IRCAM’s Buchla 100.
Posted at 1am on 01/31/08 In Technology(Update: I’ve been rightly informed that this is actually a Buchla 300 system.)
Last week I was down in San Deigo working on some ongoing projects with Keith McMillen (of the BEAM Foundation) and Miller Puckette (of Max and pd fame), and ran into this gem, the Buchla 100 from Ircam, in a spare bedroom. Miller said he pulled this noble old warhorse from the dumpster at Ircam. Even in its current place of
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Lily Beta Released
Posted at 12am on 01/31/08 In TechnologyFrom Bill Orcutt comes the first beta of his JavaScript and browser based visual patching language, Lily.
It’s a visual patching language, like Max/MSP, pd, or Plogue Bidule, but it is tied directly into the Mozilla framework with all of its browser functionality and XUL interface capabilities. Its a bit like Yahoo Pipes in many respects, but also has OSC functionality, which pretty much allows it to interact
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Transistasis
Posted at 8pm on 11/10/07 In MusicI have posted a new track, Transistasis, up on my music page.
I think that this one does some interesting things with rhythmic content, particularly the glass/water like sounds that continue through the first half to three quarters of the piece. For me these add to the texture in an interesting way, and have a lot of depth, but also easily fade into a kind of transparent ostinato allowing other elements to be heard.
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Welcome to barrythrew.com
Barry Threw is a technologist who develops tools that enable digital media artwork. He focuses on work that is immersive and interactive, for both installation and performance. He is also an electronic sound artist, who enjoys soundscapes that suspend time and suggest space.
Transistasis
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