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GAMUZA artistic reference | concept | algorithms | interface | settings | clients | downloads | extends
______ workshops | made with gamuza

a project by Emanuele Mazza aka n3m3da.at.d3cod3.org
Last Update || 11.03.2010
Gamuza 002[beta] release
 

 

f. Mamifero artiodactilo rumiante parecido al antilope,
de pelaje pardo, astas negras lisas, dobladas hacia
atrás en forma de gancho, y patas fuertes
con las que realiza enormes saltos.

del lat. tardío camox, -ocis

 

 

ABSTRACT(){

 

 

 


Gamuza is a d3cod3 open source software project, based on/developed with openframeworks creative coding c++ framework, by Emanuele Mazza. It can be used under CC-GNU GPL license and is basically a bridge over c++ programming designed for developing purpose-independent interactive installation mainly based on video tracking techniques.
Many parts of the code comes from different people, sometimes modified depending on needs, and always commented into the code.
The basic idea of this project is to offer a specific tool designed for non-professional or absolute beginners programmers working on art/interaction/design field, and to provide an easy-to-use fast-approaching tool to cover computer vision interaction design teaching needs(otras).
This software is the practical part of a research project funded by Spanish Ministry of Science and Innovation [Ref: HAR2008-02169], about the space/technical characteristics of computer vision based artistic interactive installation of the last forty years. From the analysis of artist reference, and through the models recognized, this paths are the base of the idea(recorridos).


 

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TAGS(){

 
 

 

| d3cod3 | computer vision | openframeworks | c++ | creative coding | interactive installation |

| creative commons | gnu | gpl |


 

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ARTISTIC REFERENCE(){

 
 

/***********************************************************************
Camille Utterback

<http://www.camilleutterback.com/>
Pioneering artist and programmer in the field of interactive installation
Her work has been exhibited at galleries, festivals, and museums internationally including The New Museum of Contemporary Art, The American Museum of the Moving Image, New York; The NTT InterCommunication Center, Tokyo; The Seoul Metropolitan Museum of Art; The Netherlands Institute for Media Art; The Taipei Museum of Contemporary Art; The Center for Contemporary Art, Kiev, Ukraine; and the Ars Electronica Center, Austria. Utterback's work is in private and public collections including The La Caixa Foundation in Barcelona, Spain.


Liquid Time Series, 2001 - 2002

 

/***********************************************************************
Chris Sugrue

<http://csugrue.com/>
Artista y programadora americana cuyas obras de arte, elaboradas mediante software, incluyen instalaciones interactivas, performances audiovisuales y animaciones algorítmicas. Experimenta con las posibilidades ilusorias y mágicas de la tecnología para dar vida a mundos ficticios, permitiéndolos diluirse con la realidad. Chris posee un Master de Arte en Diseño y Tecnología de la Escuela de Diseño Parson de Nueva York y ha mantenido residencias con Eyebeam, Hangar y La Casa de Velázquez.


Delicate Bounduaries, 2007

 

/***********************************************************************
David Rokeby

<http://homepage.mac.com/davidrokeby/home.html>
David Rokeby has won acclaim in both artistic and technical fields for his new media artworks. A pioneer in interactive art and an acknowledged innovator in interactive technologies, Rokeby has achieved international recognition as an artist and seen the technologies which he develops for his work given unique applications by a broad range of arts practitioners and medical scientists. The Toronto artist, who was born in Tillsonburg, Ontario in 1960 and studied at the Ontario College of Art, uses technology to reflect on human issues. Rokeby's best known work, Very Nervous System (1986-90) premiered at the Venice Biennale in 1996, won the first Petro-Canada Award for Media Arts (1988) and is permanently installed in several museums around the world. The work uses video cameras, computers, and synthesizers to create an interactive space in which body movements are translated into music. The technology Rokeby developed for this work is widely used by composers, choreographers, musicians, and artists. It is also used in music therapy applications and is currently being tested as an activity enabler for victims of Parkinson's Disease.


Very Nervous System, 1986 - 1990

 

/***********************************************************************
Eugenio Ampudia

<http://www.eugenioampudia.net/>
Pintor, escultor, artista multimedia y comisario de exposiciones. Estudió en la Escuela de Artes y Oficios de Zaragoza. Su obra, liberada de todo lo accesorio, se ejecuta sobre los más diversos soportes interpelando al espectador sobre aquellos conceptos que subyacen silenciosamente en lo cotidiano. Ha participado en la Bienal de Singapur y la Bienal de Caracas (2006), y ha expuesto en Kunstverein, Copenhaguen y en LABoral de Gijón (2007); el Artium de Vitoria, el Museo Pablo Serrano de Zaragoza, el Project Room de Colonia, Alemania (2006) o Museo Nacional Centro de Arte Reina Sofía (MNCARS), Madrid (2004), la Fundación Pilar y Joan Miró, Palma de Mallorca (1994), entre otros.


Crédulos, 2002

 

/***********************************************************************
Golan Levin

<http://www.flong.com/>
Golan Levin develops artifacts and events which explore supple new modes of reactive expression. His work focuses on the design of systems for the creation, manipulation and performance of simultaneous image and sound, as part of a more general inquiry into the formal language of interactivity, and of nonverbal communications protocols in cybernetic systems. Through performances, digital artifacts, and virtual environments, often created with a variety of collaborators, Levin applies creative twists to digital technologies that highlight our relationship with machines, make visible our ways of interacting with each other, and explore the intersection of abstract communication and interactivity.Levin has exhibited widely in Europe, America and Asia.


Interstitial Fragment Processor, 2007

 

/***********************************************************************
Pablo Valbuena

<http://www.pablovalbuena.com/>
Nacido en Madrid en 1978, estudió Arquitectura en la E.T.S.A.M. En el pasado ha trabajado para diversos estudios de videojuegos, cine y arquitectura en Holanda, Canadá, Estados Unidos y España investigando y desarrollando conceptos espaciales aplicados a entornos virtuales y arquitectura digital. En la actualidad desarrolla su actividad artística a través de diversos proyectos en el ámbito de la instalación, el vídeo y los nuevos medios que investigan y reflexionan sobre el espacio, el tiempo y la percepción.


The Hague City Hall, 2008

 

/***********************************************************************
Rafael Lozano-Hammer

<http://www.lozano-hemmer.com/>
Born in Mexico City in 1967. In 1989 he received a B.Sc. in Physical Chemistry from Concordia University in Montréal, Canada. Electronic artist, develops large-scale interactive installations in public space, usually deploying new technologies and custom-made physical interfaces. Using robotics, projections, sound, internet and cell-phone links, sensors and other devices, his installations aim to provide "temporary antimonuments for alien agency".


Under Scan, 2005

 

/***********************************************************************
TheGreenEyl

<http://www.thegreeneyl.com/>
TheGreenEyl design social interactions. Recently they were nominated for London’s Design Museum “Designs of the Year 2009” award and received two Honorary Mentions from Prix Ars Electronica. Their work has been presented at Design Museum London, Bauhaus Archiv Berlin, Art Center Nabi Seoul, Ars Electronica, Experimentadesign Amsterdam, Museu Nacional d’Art de Catalunya Barcelona and Transmediale Berlin. It has been published in magazines and books worldwide, such as Wired, Axis and Icon magazine.


RatTales, 2004

 

/***********************************************************************
Zachary Lieberman

<http://www.thesystemis.com/>
Zachary Lieberman's work uses technology in a playful and enigmatic way to explore the nature of communication and the delicate boundary between the visible and the invisible. He creates performances, installations, and on-line works that investigate gestural input, augmentation of the body, and kinetic response.


Drawn, 2006


 

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CODE REFERENCE(){

 
 

/***********************************************************************

gamuza002[beta] see <http://www.gamuza.org>
Video Tracking Application for Interactive Installation Developent
based on/developed with OpenFrameworks 006
+
some code[sometimes modified] from different people

[coders list]

Lian <http://github.com/lian/ofx-dev/tree/master>
Memo Akten <http://www.memo.tv/>
Zach Gage <http://www.stfj.net/>
Carles Gutierrez <http://bookiart.wordpress.com>
Stefan Kirch <http://blog.alphakanal.de/>
Golan Levin <http://www.flong.com/>
Zachary Lieberman <http://www.thesystemis.com/>
Rui Madeira <http://www.rui-m.com/> <http://cargocollective.com/ruimadeira>
Dani Quilez <http://www.daniquilez.com>
Damian Stewart <http://www.frey.co.nz/>
Chris Sugrue <http://www.csugrue.com>
Theodore Watson <http://muonics.net/>

Created by Emanuele Mazza on 7/09.

-----------------------------------

Copyright (c) 2008, Emanuele Mazza, <http://www.d3cod3.org>

This file is part of Gamuza.

Gamuza is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.

Gamuza is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.

You should have received a copy of the GNU General Public License
along with Gamuza. If not, see <http://www.gnu.org/licenses/>.

***********************************************************************/

 

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CONCEPT(){

 
 

Gamuza is a tool to make code and coding, related with the interaction design territory, easier to do.
This software comes and depend directly form the mother tool from which is based on : OPENFRAMEWORKS. So thank you guys, all of you, OF Community.

The emerging territory that is often called interaction design encompasses
art, design, psychology, engineering and programming.


Programming Interactivity by Joshua Noble.
Copyright 2009 Joshua Noble.
ISBN 978-0-596-15414-1

Además de ser una herramienta para el desarrollo o la enseñanza, también ha sido concebida y diseñada como un artefacto cultural que - al igual que cualquier otro intento de transmisión y comprensión del conoscimiento - desea mantener distancia con la normalización de la industria del software prestablecida, distribuyendo de forma libre tanto el uso como el contenido, con el objetivo de aportar un elemento más dentro de una red de intercambios de experiencias en el contexto híbrido del arte, diseño, ciencia y tecnologia.
Su origen puede situarse en ese momento en que empiezas a vislumbrar futuros referentes de tus trabajos sin todavia poder reconocerlos, dicho de otra forma, acumular información sin conocimiemto; caminos que en la mayoria de los casos descubrimos solo después de haberlos recorridos, y así a la hora de encontrar relaciones entre lo que consideramos asumido y lo que todavia en realidad desconocemos, no nos queda más que rebobinar, trtrtrtrttrtrtttrtrtrrtrtrtr, y nos ponemos a revisar fotograma a fotograma, y podemos dar un corte distinto a la pelicula. Gamuza podria considerarse como un corte nuevo de una pelicula todavia por editar.

 

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ALGORITHMS(){

 
   

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INTERFACE(){

 
 


gamuza interface window

The gamuza grafical interface is divided into two main parts, the visualizing part and the setting part, real-time related and composed by:

  • Input Image Source with his related warping image visualizer and warping points setting panel

 

 

 

  • Contour Finder visualization with his details adjust panel

 

 

 

  • The compute algorithms selector panel

 

  • The OSC sending data selector panel

 

  • Now you can use gamuza like a standalone, receiving data from video tracking into a client(processing, pure data, max/msp or every other client you prepare to receive the gamuza osc bundle), or use gamuza like a basement to develop your idea in C++; in this case you have a Final output image (FBO texture) on second screen prepared with crop control points panel to adjust the final projection to different kind of surface

 

  • This is a dual screen screenshot of gamuza app in fullscreen mode, the first screen with the control interface and the second screen wtith the final output (in my case first screen is 1440x900 and second screen 1024x768)

 

  • To save all your settings you have the Save Sattings Panel

 

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SETTINGS(){

 
 

LINUX

.........................

OSX

For the standalone application you only need to untar the downloaded file, place the folder wherever you want and launch Gamuza.app

For the project just put it in example folder of your openframework 0.06 install

 

IMPORTANT NOTE (for every OS)

  • there is a bug into a function in ofxCvColorImage.cpp file of official releaseo of ofxOpenCv addon, i've added a text file fith a fix for this function called ofxCvColorImage_fix.rtf, before using gamuza project FIX THE BUG.
 

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CLIENTS(){

 
 


Clients receive OSC Bundle from Gamuza app; all the variables sended through OpenSoundControl protocol are smoothed and normalized.
An .xml file called ip_host.xml is included into data folder

where you can change the IP and PORT number where gamuza will send OSC data (default settings 127.0.0.1 at PORT 6699).


LINUX

OSX

 

 

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DOWNLOADS(){

 
 

RELEASE 002

[ bug fixes ]

- opticalFlowLK algorithm fixed
- extra addons dependencies corrected (there is no need to modify the core OF 0.06 install)
- in linux gamuza works like an addon, ofxGamuza, with install.xml included far fast creation of a new "gamuza based" project
- added corrected ofxCvColorImage function for manual fix
- better FBO texture control

LINUX[ubuntu 9.04 32 bit]

OSX[10.5]

WINDOWS


RELEASE 001 | TESTING

LINUX[ubuntu 9.04 32 bit]

OSX[10.5]

WINDOWS

 

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EXTEND(){

 
 

[ 002 features ]

- added TapTools Blue library
- added libpcap library with his wrapper addon, ofxSniffer
- added Wordnet library with his wrapper addon, ofxWordnet
- added ofxPachube addon
- added ofxMidiIn addon
- added ofxDsp addon
- added microphone input FFT analysis class
- added basic genetic algorithms
- added basic class for AI
- added webScraper class
- added math folder for advancedMath classes
- added randomUtils and statistics class

 

 

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WORKSHOPS(){

 
 

- INIT :: Computer Vision With Gamuza, two day workshop/masterclass on 12 and 13th of December, 14.00 till 19.00
@ moddr_lab, Willem Buytewechstraat 188, Rotterdam, Netherlands
[http://agenda.wormweb.nl/agenda.php?id=2895]

 

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MADE WITH GAMUZA(){

 
 



Paralevel, project by Walter Langelaar


Sociograma interactivo
from Daniel on Vimeo.

 

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CC-GNU GPL
Gamuza by Emanuele Mazza is licensed under a CC-GNU GPL.
 
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(cc) cleft 2005-2009 d3cod3 | Some Rights Reserved