===== fluxus workshop (2005) ===== see also: [[Abstract Animation History]] dates 13-17th dec.2005 / realtime [[category_animation|animation]] / fluxus workshop / [[:workshop_notes]] ===== {proposed} schedule ===== | day 1 [tue. 13.dec] | installing / drifting / morphogenesis | | day 2 [wed. 14.dec] | animation, programming, fluxus intro -> livecoding | | day 3 [thu. 15.dec] | graphical programming & programming languages, a 3d world, a general overview of fluxus capabilities | | day 4 [fri. 16.dec] | textures, particles, simulation, interaction & i/o | | day 5 [sat. 17.dec] | integration & openlab | | day 6 [sun. 18.dec] | [optional] evaluation, loose ends and discussion | structure * morning > intro talks, thinking, discussing. * afternoon > learning by doing. * evening > optional screenings or further playing ==== day 1 ==== * installing software * informal presentations ==== day 2 ==== * animation * moving images * history of experimental animation * relationship with music * appropriating stuff from games (and film) industries * artificial life/generative ideas * programming * why code? (and why computers?) * raw material of the computer * avoids feature lust/externally imposed upgrade cycle * dynamic languages * fluxus intro * entering code * camera * workspaces * loading/saving your scripts * livecoding * manefesto * performance videos/toplap video ==== day 3 ==== * graphical programming & programming languages * pd/max * scripting languages (mel, python) * scheme * incremental development * a 3D world * cartesian space * vector maths * matrix maths * general (scripts) * transforms (tree.scm) * materials (mattest.scm) * livecoding example * primitive types * polys, nurbs, particles, text * interfacing i/o * audio (bars.scm) * networked/osc * sensor systems * fluxus as audio sequencer (or part of a larger whole) ==== day 4 ==== * textures * blending (mandala/spintex) * cutouts (clocks) * texture coord pdata * toonshading / non-photorealism * reflection mapping * particles * explosion/smoke/fire/water * aggregation * particles eroding geometry * simulation * water surface simulation * flocking * rigid body dynamics * livecoded robots (robo.scm etc) * chain (chain.scm) * interaction & i/o * basics of games * interface (mouse-over thing) * sensors for i/o (see: CEED) * {possibly} * mixing rigid body dynamics and genetic programming ==== day 5 ==== integration & openlab ==== day 6 [optional] ==== documentation, evaluation, followup ===== software ===== * http://www.pawfal.org/Software/fluxus/ ===== examples ===== * http://fo.am/darcs/fluxus-space/ ===== scheme references ===== see [[Scheme Programming]] ===== screenings // animated ===== * Len Lye, Norman McLaren, * Oskar Fischinger http://www.brightlightsfilm.com/22/fischinger.html * Mary Ellen Bute http://www.awn.com/mag/issue1.2/articles1.2/moritz1.2.html * Stan Brakage. * Somewhere between the art and film world - outsiders in both ===== reading ===== * 'The Computational Beauty of Nature' by Gary William Flake * scheme programming * 'Structure and Interpretation of Computer Programs' by Harold Abelson, Gerald Jay Sussman * 'The Scheme Programming Language' by R. Kent Dybvig. * opengl manual * games programming gems * cg tutorial * b'mth maths book * visualisation * 'Visual Explanations: Images and Quantities, Evidence and Narrative' by Edward R. Tufte * see also InfoViz ===== related ===== * [[Artificial Life]] * [[Computer Graphics]] * [[Dynamic Systems]] / [[ODE]] * [[BioMimicry]]