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invisible space

invisible space

Screenshot of camere.. at runtime
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Screenshot of 'camere obscure : camere lucide' at runtime, taken from Blender.

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camere obscure : camere lucide

(Latin. 'rooms of darkness : rooms of light')

Projection of interactive, multimedia, real-time physics simulation of a window aperture. Bricks are ejected from courses into the window aperture and build up on the window sill, the real-world radiator under the window or fall out of / in to the room. Specially recorded stereo sound effects accompany the bricks' collisions. Pressure pads on the floor of the exhibition space
trigger changes in location, initial force and frequency of bricks ejection from walls. Developed and hosted using open source and free software.
(See below for more details).
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Exhibited 14 - 18th June 2010, 10:00-16:00
and 19 - 20th June , 11:00-18:00
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at the Undergraduate & Postgraduate Exhibition 2010,
Department of Fine Art, University of Reading.

An extract of the technical notes included in the exhibition:

To begin with it should be understood that this work is not a prerecorded, looped film or animation. Rather it is a live, computer-driven, 3D physics simulation with random and real-world influences. Therefore it is possible for this digital sculpture to continue its unique behavior perpetually without ever repeating.

This work was created during 2009/2010 as a continuation of the artist's research into 'living' digital sculpture. The free 3D graphics software Blender is used to develop, render and control, via its Game Engine,  the real-time physics simulation, which is projected onto the exhibition space's boarded-up window. Python code is used to control the more complex actions of the simulation. Photographic UV textures are applied to the simulation's objects with help from the graphics package GIMP and the Ubuntu Linux operating system is used throughout development and to run the simulation for the exhibition.

Random bricks are ejected at regular intervals and after their initial push are at the mercy of their own physical forces and those of their siblings. Upon collision with the floor, the virtual bricks are killed off in order to preserve the efficiency of the simulation. Connected to a specially modified USB keyboard controller are four pressure pads on the floor of the exhibition space which influence the sculpture's behavior. When stepped upon bricks may briefly be ejected from one side of the window more than the other or with a greater frequency or more force than usual.

As is common in complex, granular systems governed by 'natural' forces, cyclical, behavioral patterns emerge and tend to be infectious. To highlight a few; there appear to be sustained periods of harmony and growth interspersed with times of chaos and decay. When relatively stable structures are established they often resemble the most common UK brick pattern; 'Stretcher Bond'. This presumably occurs through a process of 'natural selection', being a simple yet relatively strong bond. When bricks come to 'rest' on the top of the real-world's radiator, they increase the effective resting surface for subsequent bricks and a build up occurs until an unstable c'ritical mass' is reached and the group falls away.

Ed Quick, June 2010.

wireframe view of camere's virtual window

Wireframe view of 'camere obscure : camere lucide', taken from Blender. The darker areas to the left and right of the central window space are the rams, guides and loaders which produce and give the bricks their initial ejective push out of their course.

Copyright 2010 Ed Quick. All rights reserved.