miércoles, 26 de noviembre de 2008
jueves, 20 de noviembre de 2008
domingo, 26 de octubre de 2008
PROPUESTA FORMAL --- why?
Bueno ... inspirandome un poco en la estetica contemporanea de los videojuegos, tome como base el nintendo wii, siguiendo el concepto de la forma de la cruz, presente en los controles.
El render a continuación esta en grises para enfocarse en la forma y no en los colores, de los cuales hare propuestas una vez este definida la forma.
Algunos cambios a lo que se ha visto... los angulos no son rectos, son mas obtusos para dar mas espacio a los usuarios cuando esten sentados en esta parte de la mesa ... los vertices verticales estan bastante redondeados , sin embargo todos los horizontales se mantienen mas planos (igualmente redondeados, pero solo un poco) para continuar con la estetica minimalista del nintendo wii , (ademas que personalmente, mas redondeados no se ven bien ) ....
Las esferas pequeñas que se ven a los lados son para encajar un acrilico que se va a poner encima de la mesa cuando no este en uso... todavia estan en prueba .
Bueno, ahora se asemeja mas a el cuento de los videojuegos, no estoy muy segura si eso sea bueno o malo ....
Publicado por LAURA SOLER en 12:30 0 comentarios
miércoles, 17 de septiembre de 2008
ESTETICA VISUAL HOGAR BEAT
esto es lo que quiero lograr
y hasta aqui llevo el codigo
void setup (){
size (500, 500);
background (0);
frameRate(12);
}
void draw () {
fill (255, 0, 153);
corazon (mouseX, mouseY/2, 100,100);
// aqui es para que se borre
// AQUI QUE PONGOOOOOOOOOOO???? :s :s :s :s :s (frameCount)
}
void corazon (int x, int y, int w, int h){
if(mousePressed) {
for (int var = 0; var > 400; var =+ 5);
rect (mouseX, mouseY, 100, 100);
}
}
Publicado por LAURA SOLER en 10:53 0 comentarios
viernes, 5 de septiembre de 2008
PROPUESTAS ESTETICAS HOGAR BEAT
Esta es la primera propuesta estetica que tenemos para integrar los componentes que van con HOGAR BEAT, entonces en la parte de arriba va el dispositivo, que consiste en una pantalla LCD protegida por un acrilico transparente, cuatro controles que no hemos definido bien si son el mecanismo antiguo de los mouse de bolita abajo, o palancas tipo arcade (como se ve en la primera imagen) ... eso depende de la accion que queramos que haga el usuario ....
La idea de la estetica del dispositivo es que existan estilos diferentes predeterminados, en este caso es pop art, ... y el otro costado esta libre, con un material en el que se pueda rayar (formica de tablero, posiblemente), pegar stickers, etc etc ...
En la parte de abajo viene el forro de fleece que habiamos hablado anteriormente, este se puede conseguir por separado en diferentes colores, dependiendo del que quiera el usuario.
RECIBIMOS CRITICAS CONSTRUCTIVAS ... Y DESTRUCTIVAS TAMBIEN PERO BIEN HECHAS
Publicado por LAURA SOLER en 14:33 0 comentarios
MAS COSAS DE LA PINTURA EN CUESTION ...

Move your body Drag & Draw
It makes sense for young children to move and explore the world creatively.
Not only are children today attracted at an early age to video games and television but, in many of their families, both parents work. Busy parents are often tempted to use television and video games to keep their children occupied while they recuperate at the end of the day. Unfortunately, children who spend too much time in front of a screen are more likely to be overweight because they don’t move enough around and stay active, while very young children, denied the opportunity to talk and play with others regularly, will suffer from reduced early brain development.
Drawing for development
At age two or three, imagination and exploration play an important role in a child’s quest to learn about and understand the world. Toddlers are creative explorers and drawing is one of the many languages they use to ‘talk’ about their surroundings, both to themselves and to others. They begin by using simple shapes to construct simple objects then, as they get older, their visual system expands and they start to add detail and complexity to drawing. At around age five, depending on the child, a sense of pattern emerges, with houses, trees and families telling familiar stories.
A more natural form of expression than writing, drawing also helps relieve children’s frustrations, reduces stress, and encourages thought and communication through the ‘telling’ of visual stories. It’s also a vital factor in stimulating and nurturing creativity.
Leaving traces anytime and anywhere
Children naturally love to use the world around them as a playground for self-expression. Not only do they like to run, crawl, roll and dance everywhere, but they also like to use the environment around them as a canvas upon which to scribble. Most toddlers, if left unsupervised for only a moment, will draw on any surface anywhere – be it a book, a wall or even a door. This is why many parents are tempted to place every crayon and pencil they can find out of the child’s reach and make them sit still, even though current research suggests that simply standing up will help prevent obesity in later life.
The challenge
How can we provide young children with a limitless canvas that encourages them to draw and explore as creatively as they can while, at the same time – by enabling them to move around freely – also encourages them to stay active, burn off excess energy and build the foundations for a healthy body and mind in later life? And all without the parents having to worry about what’s being done to the wallpaper?
Drag & Draw
The home as a virtual painting canvas for real expression and play
Drag & Draw is a set of digital drawing tools that enable toddlers – and older children – to turn their home into a larger-than-life virtual drawing canvas. Drag & Draw consists of a multicolor Brush, an Eraser, and a Magic Wand to bring their drawings to life and last, but not least, a Bucket to project the virtual drawings onto the wall (even though the child may have no idea this is what’s happening).
Drag & Draw, as its name suggests it, enables your children to ‘drag’ their creativity tools anywhere in the home. It not only encourages them to move from one place to another, but also to stand, sit, jump or walk while drawing – in other words, to be both creative and active.
It stimulates ultimate creativity with none of the mess. Let your children express themselves on any wall with light and color, using the Brush both as drawing tool and color mixer. Then let them change their mind and make alterations with the Eraser or, with the Magic Wand, bring their sketches to enchanted animated life.
Publicado por LAURA SOLER en 4:38 0 comentarios
POR FIN ENCONTRE LA MITICA PINTURA ELECTROLUMINISCENTE !!!
Llegue a pensar que no existia ... pero aqui hay algo que encontre .... sigo en la busqueda ..... de pura chismosa porque es ovbio que no se va a poder aplicar a HOGAR BEAT ...
Ultimamente me está gustando mucho la forma de hacer las cosas de Philips. Están haciendo honor a su eslogan "Sense and simplicity" aplicando la tecnología existente a tareas cotidianas. En este caso presentan un producto enfocado a los niños... y a los no tan niños. Con Drag and Draw podrás 'pintar' en la pared con lo que yo llamaría 'pintura lumínica', lo que a los niños entusiasmará y a algunos mayores les permitirá sustituir la pizarra blanca en sus presentaciones de empresa.
tomado de
http://lagadgeta.blogspot.com/2007/02/philips-te-deja-pintar-en-la-pared.html
Publicado por LAURA SOLER en 3:26 0 comentarios
martes, 2 de septiembre de 2008
KINETIC PHOTOGRAPHY
Kinetic photography (kinetic meaning “caused by motion”[1]) is an experimental photographic technique in which the photographer uses movement resulting from physics to create an image. This typically involves the artist not directly holding the camera, but allowing the camera to react to forces applied to it in order to make a photograph. This can include, but is not limited to; holding and shaking the wrist strap of the camera while taking a picture, dropping the camera off of objects while taking a picture, throwing or spinning the camera up in the air while taking a picture (called a camera toss), or rigorously moving the camera while taking a picture, etc. As the photographer has surrendered control over the camera to physically forces, this technique tends to produce abstract, random or blurred-motion photographs.

Camera tossing
Perhaps the most risky field of kinetic photography is that of camera tossing, in which the photographer literally throws their equipment into the air in hopes of producing an artistic looking image.[2] Many camera tosses take place at night, when the camera is able to capture light with a long exposure, resulting in streaks of hypnotizing light patterns. The pioneer of camera tossing, Ryan Gallagher, hosts a blog[3] on the subject in which he goes further into detail about the technique involved. The basics include using a timer or slow shutter speed, pressing the shutter button and quickly throwing the camera into the air (during, or just before, the photograph is exposed) and then catching the camera before it hits the ground.
Publicado por LAURA SOLER en 14:59 0 comentarios
LIGHT WRITING
Light Writing is an emerging form of stop motion animation wherein still images captured using the technique known as Light painting or light drawing are put in sequence thereby creating the optical illusion of movement for the viewer.[1]
Publicado por LAURA SOLER en 14:31 0 comentarios
miércoles, 20 de agosto de 2008
MAGNETOSHPERE imagen+sonido
Magnetoshpere es un software de visualización para iTunes desarrollado por Barbarian Group ... ahi va un videito de lo que este software puede hacer mezclando sonido con imagenes ...
Publicado por LAURA SOLER en 3:56 0 comentarios
domingo, 17 de agosto de 2008
PLAYPARTS . : ReferentesFormalesDigitales : .
Interaction as the most significant feature of the computer takes up a special position. Not only does it grant the audience a more favourable part than the one of a passive receiver, taking part also supports understanding.
The computer application PLAY PARTS allows the user to play with musical aspects and to create music intuitively. And though PLAY PARTS is more of a playful application than a "professional" music tool tempting musical results can be expected.
Six different "PARTS" represent various musical interaction ideas. They treat rhythms, melodies, ambient sounds and Lyrics. Their character varies from transparent, foreseeable to intuitive and unpredictable. They return auditive and/or visual feedback. In addition they can be combined or composed in any way.
Publicado por LAURA SOLER en 14:42 0 comentarios
SQUeeZABLES . : ReferentesFormalesDigitales : .
The SQUeeZABLE has evolved from the early "Sea Slipper" version to the current Squeezable Jello Ball version which is a group of six soft balls filled with jello like material. The six jello balls are placed in the middle of a low table about 1.5 feet high. The jello balls can be lifted or pulled from the table and retractable.
Since version 4, all squeezables can be played separately by more than one person making group play possible and also giving players with smaller hands to squeeze smaller squeezables rather than a large squeezable.
PARA MAS INFORMACIÓN, VISITAR LOS LINKS DE LA PARTE DERECHA DEL BLOG
Publicado por LAURA SOLER en 14:01 0 comentarios
AUDIOPAD . : ReferentesFormalesDigitales : .
Audiopad is a composition and performance instrument for electronic music which tracks the positions of objects on a tabletop surface and converts their motion into music. One can pull sounds from a giant set of samples, juxtapose archived recordings against warm synthetic melodies, cut between drum loops to create new beats, and apply digital processing all at the same time on the same table. Audiopad not only allows for spontaneous reinterpretation of musical compositions, but also creates a visual and tactile dialogue between itself, the performer, and the audience.
Publicado por LAURA SOLER en 13:59 0 comentarios
INSTANT CITY . : ReferentesFormalesDigitales : .
Instant city is many things at the same time: an interactive computer game, an unpredictable music instrument, a theatrical social game, a psychological test, a light sculpture, a conversation space, an aesthetic testing field…
Yet even when the various aspects of instant city can be named, through its own art and means, this music building game automat brings a dynamic impulse into space that is new and whose true quality has over and over again approved.
One or more players at a table can create architecture using semi-transparent building blocks and in the process make different modular compositions audible.
Every performance is unique because the sequence, timing and combination possibilities are completely in the hands of the players!
For each game one composition is chosen.
To date, ten different musicians have each produced special compositions which serve as the basic music building kits of instant city.
The playing and what the game triggers are completely different from person to person. Some would like to walk away after only a short time, overwhelmed by the limitless possibilities. Others would like to loose themselves in the game. Perhaps mathematically oriented players will try to proceed strategically through decoding reaction patterns. Esthetes might aim to create especially elegant constructions – and allowing the musical effect to retreat into the background. Musically inclined players might try to coax as much music as possible out of these "automatons". The approaches to the game and the possible outcomes are limitless.
This music building game automat gains a further dimension as more players gather around the table. Inevitably a dialogue situation develops, the action on the table transforms itself into a reaction to what the others do. Although there isn't actually a possibility to play against one another, still aesthetic differences can become visible on the game board in the same way as the
different personality structures do. Suddenly there could be leaders who want to build up high – or saboteur whose structural intention is to disrupt or destroy. The music suddenly plays the role of a commentator or also a referee, who through sounds remarks upon the single acts.
With instant city an "instrument" has been created that can enliven a space and the events in it on a variety of levels.
Publicado por LAURA SOLER en 13:15 0 comentarios
REACTABLE .: referentesDigitalesFormales:.
The reactable is a collaborative electronic music instrument with a tabletop tangible multi-touch interface. Several simultaneous performers share complete control over the instrument by moving and rotating physical objects on a luminous round table surface. By moving and relating these objects, representing components of a classic modular synthesizer, users can create complex and dynamic sonic topologies, with generators, filters and modulators, in a kind of tangible modular synthesizer or graspable flow-controlled programming language.
The instrument was developed by a team of digital luthiers (Sergi Jordà, Martin Kaltenbrunner, Günter Geiger and Marcos Alonso), working in the Music Technology Group within the Audiovisual Institute at the Universitat Pompeu Fabra in Barcelona Spain. Their main activities concentrate on the design of new musical interfaces, such as tangible music instruments and musical applications for mobile devices. The reactable team was recently awarded with various prizes such as the "Ars Electronica Golden Nica", the "Premi de la Cuitat de Barcelona 2007" and two "D&AD Yellow Pencils" and the Icelandic singer Björk has been successfully using the reactable during the last year at her current "Volta" world tour.
The reactable intends to be:
- collaborative: several performers (locally or remotely)
- intuitive: zero manual, zero instructions
- sonically challenging and interesting
- learnable and masterable (even for children)
- suitable for novices (installations) and advanced electronic musicians (concerts)
The reactable hardware is based on a translucent, round multi-touch surface. A camera situated beneath the table, continuously analyzes the surface, tracking the player's finger tips and the nature, position and orientation of physical objects that are distributed on its surface. These objects represent the components of a classic modular synthesizer, the players interact by moving these objects, changing their distance, orientation and the relation to each other. These actions directly control the topological structure and parameters of the sound synthesizer. A projector, also from underneath the table, draws dynamic animations on its surface, providing a visual feedback of the state, the activity and the main characteristics of the sounds produced by the audio synthesizer.
Publicado por LAURA SOLER en 12:58 0 comentarios
SONIDOS BINAURALES
El sonido binaural es una técnica de grabación que tiene una particularidad: Se utilizan dos micrófonos colocados en direcciones opuestas, dentro de unos oídos artificiales en la reproducción de una cabeza humana, parecida a la de los dummys que se utilizan para simular accidentes de tráfico. Tan raro como suena. ¿Que para qué se hace todo esto? Para capturar la espacialidad del sonido de una forma que la grabación tradicional es incapaz de conseguir. El sonido es "moldeado" por el oído artificial de la misma manera que nu
estro cerebro percibe el sonido natural.El efecto es realmente impresionante.
Y lo mejor de todo es que para oírlo no se necesita ningún equipamiento especial, sólo unos buenos auriculares. Cuanto mejores sean, mejor es el efecto. Y si son de diadema en lugar de de botón, mejor aún. El efecto se pierde si se escucha mediante altavoces normales
Publicado por LAURA SOLER en 11:07 0 comentarios
ESPACIO PARA COLGAR LA PRESENTACION FLASH DEL PROYECTO
hola ... estamos en el proceso de subir la presentación flash de H O G A R B E A T que hemos venido mostrando en los consensos, asi que mientras se logra veran un poco sobre el marco teórico e info que consideramos que nos puede servir para nuestro beat.
Publicado por LAURA SOLER en 11:00 0 comentarios

















