Dorkbot:2 Untitled
When:
July 2, 2003 - 7:00pm - 10:00pmWhere:
COCA
What:
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These recordings are of raw data, high frequency radio waves from Galaxy UGC 6697 which resides approximately 180 million light years from earth. These radio waves, originally in the gigahertz frequency range, have been sub-divided many times to bring them into the range of human hearing. Reek will explain the how he realized the musical content of these unique sounds and created 11 unique instruments for utilization in this piece. Reek will also show some unique Prepared Piano samples he designed with Patrick Moraz for the John Cage Tribute CD, “A Chance Operation”.
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David Freeman, The Ilustratype Photographic Process: Davis Freeman is a Seattle-based portrait photographer and respected artist. He was an early pioneer in alternative Polaroid techniques, and continues to use his Illustratype process for clients today. Davis is known locally and internationally for his exceptional creativity and passion for photographic mediums. His presentation will cover the development of the Illustratype process, and his use of ‘paper negatives’ and digital techniques in his art today.
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Each year in the spring, Chris Hecker and Sean Barrett invite professional video game developers from all over the country to come to a barn in Oakland, California for the four-day "Indie Game Jam". Each year there is a central technological theme, and the objective is to produce as many different, fully playable games as possible within that theme (and in only the four days allotted). This year's theme was "games you can play with your own shadow." The equipment necessary to play the games is quite simple: a firewire camera, a projector, and a computer. The projector projects the games onto a screen, and the player (or players) stands in between the projector and the screen, thus injecting their shadow into the game's display. The firewire camera continuously captures the screen and feeds the results back to the computer, which the game uses as input. So, quite literally, you play each and every game with your shadow - no mice, no keyboards, no gamepads :)
In this 30-minute DorkBot presentation, I will be demonstrating some selected games from the 14 playable ones we created. I'll give a brief overview of the system we used as a harness (called Shadow Garden), and I'll discuss the lessons we learned about designing interactivity around the novel input device that is a player's shadow. And, space permitting, we'll have a fully running version of a few of the games available for everyone to play into the wee hours of the night."
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After-speaker performance
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Reek Havok will be performing after the meeting with his Psycho-Groove rig affectionately known as “Merurglys 4”.
Join us for beer, music, conversation and mingling after the speakers have spoken - and bring work-in-progress for peer review and comment during this last part of the evening if you like: we'd love to see what you've been working on!
More about the speakers:
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Reek Havok: Rock musician Robert Palmer once described Reek Havok as "...a Sound Scientist from the future". Reek Havok has been involved in music technology for over 22 years. As a pioneer in the electronic drum movement in Los Angeles in the early 80’s, Reek’s involvement as a drummer, programmer, Sound Designer and consultant has landed work with Motley Crue, YES, Robert Palmer, REM, Earth Wind and Fire, ELP, David Lee Roth, Patrick Moraz, Eurythmics, Madana and countless others where he has been awarded 4 Platinum records for his bleeding edge concepts and sounds. Reek has created custom sounds for Yamaha, Simmons, Dynacord and E-Mu Systems and produced sounds for software tittles, theme park rides and TV and motion pictures including the Cult Classic “Carnasaur”. Living in the Pacific North West for the past 10 years, Reek worked as a sound designer and composer for Microsoft’s Digital Backlot and was the Interactive Technology Specialist for EMP’s award winning Sound Lab.
Casey Muratori: Casey Muratori develops character animation software for RAD Game Tools, Inc., in Kirkland, WA. The Indie Game Jam is an invitation-only annual event. After only two years in the running, it has already been widely covered by the gaming press and has inspired similar events all over the world. The full source code and assets for all games developed at the Jam are posted to SourceForge a few months after the Jam concludes. More information about this is available at http://www.indiegamejam.com (the 2003 sources are not yet posted, but should be within a few months). Shadow Garden is an art installation engine developed by Zack Simpson (a veteran Jammer himself). It has been shown at galleries throughout America and Europe, and was a show favorite at SIGGRAPH 2002. It is licensed through his company at http://www.mine-control.com.