I recently stumbled upon examples of body art at its best – showcased in the amazing portfolio of Russian airbrush artist Evgeny Freeone.
From the artist: “I came to body painting from a similar trend – the world of tattoos. However, since I don’t make tattoos myself but wanted to see my work on people, I simply started to draw on people. I just tried once and loved it, so I go on doing it…”Read More
A noteworthy aspect of Elena’s work is his ability to lengthen the human form while maintaining perfect harmony of proportion. Faces, hands, the details of the garments; all give rise to not only a fashionable image but also a complete universe of gratification for the observer.Read More
[youtube width=”500″ height=”460″]http://www.youtube.com/watch?v=QxSIXfYkJVA[/youtube]Read More
I’ve always been fond of novel modes of fashion. I believe clothing can be such a wondrous extension of how we see ourselves. Now that I am obsessed with computational materials I come across some intriguing fashion designs: one such example being the wildly imaginative clothing line by Captain Electric.
From the Captain:
Captain Electric is a collection of three electronic garments that both passively harness energy from the body and actively allow for power generation by the user. Reflecting fashion’s historic relationship between discomfort and style, the dresses restrict and reshape the body in order to produce sufficient energy to fuel themselves and actuate light and sound events on the body.
Itchy, Sticky, and Stiff (the Captain Electric collection) is the culmination of the «Captain Electric and Battery Boy» research project initiated in 2007 to explore the design possibilities for wearable human-generated power.
Using inductive generators, we convert kinetic energy from the human body into electric energy and store it within a power cell integrated into the garments. Rather than attempting to conceal the generators and their operation, we chose to overtly integrate them into the garment concept and design.Read More
It’s the simple things that bring us so much pleasure…Read More
In the world of object-oriented programming, a God object knows too much or does too much. It is an example of an anti-pattern – or the programming equivalent of the Aquinian unmoved-mover.
Programming problems are broken down into several smaller problems (divide and conquer) and solutions are created for each of them. Once the small problems have been solved, the big problem as a whole has been solved. Therefore there is only one object about which an object needs to know everything: itself…
Likewise, there is only one set of problems an object needs to solve: its own.
God object–based code does not follow this approach. Instead, most of a program’s overall functionality is coded into a single “all-knowing” object, which maintains most of the information about the entire program and provides most of the methods for manipulating its data.
Because this object holds so much data and requires so many methods, its role in the program becomes God-like (all-encompassing). Instead of program objects communicating amongst themselves directly, the other objects within the program rely on the God object for most of their information and interaction. Since the God object is referenced by so much of the other code, maintenance becomes more difficult than it would in a more evenly divided programming design.
So, while creating a God object is typically considered bad programming practice, this technique is occasionally used for tight programming environments (such as micro controllers and haptic applications), where the slight performance increase and centralization of control is more important than maintainability and programming elegance.Read More
Electric wires climb the white walls, following not a casual pattern, but a defined one, after an accurate study of the growth of the ivy. Black lines design organic forms; brances form which unusual flowers blossom: conical speakers of various dimentions. A previously defined soundscape is given forth by some of these peculiar buds which acts as a background to the acoustic improvisation, determined instead by the human presence.
Every noise is being captured by a series of microphones and random samples are taken in real time by a custom designed software, and rendered back through the speakers. Voices, steps, movements, nourish the installation. The totally synthetic sound, generated by this technological parasite creates however the illusion of being in a natural environment. A psychoacoustic journey, in which nothing stands still; everything is being transformed in an unstoppable and impromptu process of metamorphism. An experience which through multisensory stimulation creates a relation between man and technology, hypothesizing not only a peaceful coexistence of the two elements, but even an eco-sustainable hybridization, reinforced by the use of recycled materials.Read More
I’m researching ferrofluid in hopes of creating (a) an installation of magnetized fluid and audio (a.k.a. Liquid Audio) and (b) creating a computational couture design utilizing this ridiculously beautiful and responsive material.
Ferrofluid is a interactive liquid that is powerfully magnetized in the presence of a magnetic field. Ferrofluids are colloidal liquids made of nanoscale ferromagnetic particles suspended in a carrier fluid (usually an organic solvent or water.) Large ferromagnetic particles can be ripped out of the homogeneous colloidal mixture, forming a separate clump of magnetic dust when exposed to strong magnetic fields.Read More
3B pencil sketch (Derwent, for those who care…) reworked in SketchBook and finished off in Illustrator. Three analogous methods for expressing my current fascination with the spinal column. Looking forward to part 4: engraving in acrylic.Read More
His paper may be incorrectly titled, but Hiroo Iwata’s work on Haptic technology is a wonderfully detailed journey of one researcher’s curiosity about the human sensory system. Published in 2005, Art and Technology in Interface Design, is a work outlining the evolution of Iwata’s research in tactile (vestibular, taste, and proprioreceptive) design and development. I’m not convinced his work falls under the helm of Fine Art, however his archives offer a great read for one embarking on her own tactual research path.Read More
Open Processing is host to a beautiful array of open-source sketches, ranging from pixel-perfect realism to the sublimely abstract. My latest obsession: tree generation. One of the best examples being a quiet little scene of a tree in autumn by Shashank Sheker Tomar.