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  • frankiezafe 16:01 on 2017-11-02 Permalink | Reply
    Tags: , ergonomy, gravity, Tuning Scores,   

    Manipulation of gravity through a plumb line.

    A plumb line is a cross-cultural representation of the gravity vector ref. In this case, by manipulate it, you modify the world gravity. Even if it is the exact opposite of the common sense, i think the analogy is clear enough to avoid any explanation.

     
  • frankiezafe 18:58 on 2017-09-29 Permalink | Reply
    Tags: , , Tuning Scores, ,   

    Precision tests with bullet 

    Small demo of the current state of the refactoring on Tuning Game 3D.

    The code has been completely torn apart, some features have been moved to the engine, the rest is currently heavily refactored.

    One of the things that works much better than before is the localisation of the pointer when the user is grabbing an object: the screen is projected onto the “ground” (the floating pink box at the middle of the “room”) in a proper way. Once grabbed, the mouse is not moving in the screen space but on the surface of the ground. This may seems odd when explained, but it’s very intuitive when you controlling the mouse.

    [to be continued]

     
  • frankiezafe 19:45 on 2017-04-24 Permalink | Reply
    Tags: , , , Tuning Scores,   

    Long time no see, but polymorph engine development is back on track!

    The XML describing a polymorph’s project is now able to configure the Ogre’s compositor, understand the post-processing module.

    The first screenshot is using a custom compositor with this configuration:

    <workspace name="TuningScoreWS">
      <script group="General" workspace="CustomCompositor" />
      <colors>
        <color name="background_center" value="0,1,0" node="0" pass="1" index="4"/>
        <color name="background_border" value="1,0,0" node="0" pass="1" index="8"/>
      </colors>
      <variables>
        <variable name="centerx" value="0.5" node="0" pass="1" index="0"/>
        <variable name="centery" value="0.5" node="0" pass="1" index="1"/>
        <variable name="radius" value="0.9" node="0" pass="1" index="2"/>
        <variable name="ratio" value="1.777777778" node="0" pass="1" index="3"/>
      </variables>
    </workspace>
    

    The required files for this compositor (shaders & nodes) can be found in the samples example.compositor.

    The second screenshot is using a default compositor, where only the background color can be modified.

    <workspace name="Default">
      <colors>
        <color name="background" value="1,0,0"/>
      </colors>
    </workspace>
    

    The documentation about the XML is here: https://bitbucket.org/polymorphteam/pe.2.0/wiki/xml-specifications

     
  • frankiezafe 20:42 on 2017-04-17 Permalink | Reply
    Tags: , , , , Tuning Scores   

    To prepare the work session between Tomas Turine and Lisa Nelson, I prepared a OSC serialisation of all the objects available in the 3D world, including mouse and cameras, and built an interface in pd to visualise and use the data.

     
  • frankiezafe 18:12 on 2017-03-24 Permalink | Reply
    Tags: , Danse, , Tuning Scores   

    Ouverture Studio – atelier Lisa Nelson

    Le 24 mars 2017 à 18h30, les portes s’ouvriront sur l’atelier et les jeux, invitant le public à jouer de son attention et imagination.

    Plus d’info sur le site de charleroi-danse.

     
  • frankiezafe 18:27 on 2016-12-08 Permalink | Reply
    Tags: choreography, , , , Tuning Scores   

    15418547_1293283904070196_1467331030769321977_o

    15400569_1635827879776765_3035541730260410559_n

    A two days work session with Florence, Lisa Nelson, @louise and Baptiste.

    We went deeper in the improvisation technique of Lisa, by performing a score with Baptiste and also by talking a lot about what Tuning Scores is and is not. The performance and the exchanges have been recorded.

    This is an important step for the future of the project: a prototype is ready but there were a lot of blind spots that are becoming brighter and brighter each time we talk.

    You can discover the project tomorrow: event

     
  • frankiezafe 11:10 on 2016-12-03 Permalink | Reply
    Tags: , , , , Tuning Scores   

    Présentation de Tuning Games 

    9decembre

    fr
    Contredanse ASBL et Polymorph vous convie à une rencontre autour des projets de jeux vidéos et 3D “Tuning Games” en collaboration avec Lisa Nelson

    Vendredi 9 décembre 18h au WTC, de 18h à 21h.

    En présence de Lisa Nelson, Baptiste Andrien, Louise Baduel, Florence Corin et François Zajéga.

    en
    Contredanse ASBL and Polymorph invite you to an encounter around the video & 3D games “Tuning games”, in collaboration with Lisa Nelson, an american choregrapher.

    Friday the 9th of December at the WTC from 6PM to 9PM.

    In presence of Lisa Nelson, Baptiste Andrien, Louise Baduel, Florence Corin and François Zajéga.


    Les éditions Contredanse ont engagé depuis plusieurs années un projet de publication avec Lisa Nelson, désirant par là combler le manque de documentations sur le travail artistique et pédagogique de cette artiste américaine, chorégraphe, improvisatrice et vidéaste. Présenter les enjeux de sa partition d’improvisation appelée Tuning Score, condenser les questions majeures de cette artiste et communiquer de manière directe sa manière d’appréhender et voir le mouvement, est ce qui a mené au projet de création de jeux vidéos. Parallèlement à un projet de publication de livre, ces jeux vidéos – développés par Polymorph et Contredanse – agiraient ici comme analogies à ses processus de composition instantanée, traduisant dans un univers numérique une synthèse des problématiques rencontrées tout au long de son parcours artistique.

    Présentation des deux prototypes « Vidéo Tuning Game » et « 3D Tuning Game » :
    Un premier prototype de manipulation de vidéos en temps-réel permet d’éditer le mouvement et ainsi nous enseigne sur nos stratégies d’analyse et de composition, le deuxième prototype permet la manipulation d’objets dans un univers virtuel, le comportement des objets régis par une physique simulée engendre un questionnement sur notre perception kinesthésique. Se jouant en duo, il implique un écoute et un dialogue, source d’apprentissage et composition commune.

    After many years of planning, a project is in process of creating a “videogame”—an online real-time editing program—that in a sense re-reverse-engineers my initial discovery of the interactive play between visual, kinesthetic, and auditory sensations while editing video. The project, which is being produced by Contredanse in Brussels, will exist online, with the prospect of making it multi-player. The intention of the publication is to provide a set of tools that facilitate the learning process of real-time editing (which our senses do naturally all day long). The clips will offer audiovisual material that engages different senses and invite the player to discover their own patterns of seeing and choice-making as they play. Users will also be able to upload their own clips for play and analysis.
    Lisa Nelson

    Lisa Nelson est chorégraphe, improvisatrice et vidéaste. Depuis le début des années 1970, elle explore le rôle des sens dans la représentation et dans l’observation du mouvement. Partant de son travail vidéo et de la danse des années 70, elle a crée une méthode de composition spontanée et de spectacle de danse qu’elle appelle Tuning Scores. Elle crée, enseigne et donne des spectacles partout dans le monde, collaborant avec de nombreux artistes. Depuis 1977, elle est co-éditrice de Contact Quarterly, revue internationale de danse et d’improvisation, et dirige le projet d’archivage et de distribution de vidéocassettes de danse d’improvisation, dénommé Videoda. Elle habite dans le Vermont, aux états-Unis.

    Contredanse est une association bruxelloise fondée en 1984 par la danseuse et chorégraphe belge Patricia Kuypers. Contredanse s’est donnée pour mission, dès l’origine, de soutenir la création chorégraphique. Elle souhaite offrir des outils et des ressources aux chorégraphes et aux danseurs pour leur permettre de relier leur travail en studio à une analyse de la pensée du mouvement, du corps, de la composition, de l’histoire de leur discipline.
    Ses activités sont orientées principalement vers l’information et la documentation, l’édition ainsi que la formation. Contredanse développe également des partenariats en s’associant à des projets tels que tables rondes, conférences, ateliers de réflexion en liaison avec la danse…

    Polymorph est une plateforme de jeu vidéo libre. Elle est tout autant un espace de recherche technique et esthétique, un lieu d’expérimentation artistique et de réflexion sur le medium jeu vidéo qu’un réseau de personnes intéressées par les logiciels libres. Née en juillet 2016, le projet « Tuning games » est la première production de polymorph. Le prototype présenté ce soir s’appuie sur un moteur en cours de construction, le polymorph-engine.
    Ce projet est développé au sein de l’asbl FLAT, Free Libre Art & Technology.

    Info pratiques

    F/LAT asbl
    28-30 boulevard Albert II
    World-Trade-Center Tour I
    25e étage
    map

    Important : Pour les retardataires, après 19h, l’accès principal est fermé et l’accès se fait avec la liste d’invités seulement. Il est donc indispensable de confirmer votre venue avant le 08/12/2016 à 16h. Présentez-vous alors au 3, rue Willem De Mol et sonnez.

    Un verre vous sera offert à l’issue de la présentation.

    Merci de confirmer votre présence en laissant un commentaire sur ce post.

     
  • frankiezafe 18:01 on 2016-11-09 Permalink | Reply
    Tags: , , osx, Tuning Scores, virtual machine   

    macosx-vm-first-test

    Playing to tuning scores on osx requires several steps, but it worked quite smoothly.

    • Installation of virtual box – https://www.virtualbox.org/
    • Download of linux mint 18 64 bits image – https://www.linuxmint.com/download.php
    • Make a disk of 15Gb (min 10Gb are required for mint)
    • To have local IP (router range), set network to bridged and use ethernet – not tested with wifi
    • Install mint
    • Update mint
    • Copy/paste Tuning score exec folder (not availabe online yet…)
    • And done!

    Because there no 3d acceleration available on the configuration i used, i had to give 3 cores out of 4 to the vm to reach a decent framerate. There no FSAA available either. But Lisa Nelson will at least be able to take something back to the states!

     
  • frankiezafe 19:24 on 2016-11-02 Permalink | Reply
    Tags: , , Tuning Scores,   

    Tuning scores, first screenshots of the game.

    Because we present the first prototype to Lisa Nelson and the Contredanse crew very soon, we rushed a lot this week and first results are promising:

    • a bunch of objects are ready to be manipulated;
    • it’s possible to play on 2 different computers seamlessly (identical physical world);
    • each player can change his/her point of view and see what the other is looking at (the eye in the sky);

    And, the most important, the playfulness of being in a “sensitive” virtual environment. Every little movement may have an impact on several objects. And looking at the other propositions is as stimulating as playing yourself.

    There still a lot of things to fine-tune, in the code and the models.

    The next big step is add some sounds, to complete the experience.

    screenshot11022016_164441629

    screenshot11022016_165754199

    screenshot11022016_182913248

     
  • xuv 17:43 on 2016-10-25 Permalink | Reply
    Tags: , , Tuning Scores,   

    Polymorph weekly news #9 

    Tuning Scores chair physics

    No news is good news. Polymorph is alive and kicking. The train is on its tracks. The ball is rolling.

    It’s already almost a week since I’ve chatted with @frankiezafe and @louise about the advancements of their project. You might have also noted that they don’t post much either on this blog. As François says it, it’s because the progress they make is not that big of  step to share, or does not produce some visuals that would look good on the blog. Back a couple weeks, when features where being added almost every day, things were exciting. Now, the real work of polishing and improving what has been initiated is actually happening and that just does not seem as exciting to share. Although it’s exciting for the team to see it growing.

    A second meeting with Contredanse was much more productive and finally we started talking about gameplay. Baptiste and Florence could put their hands on the mouse and feel what a player could feel. Discussion ensued on object movements and reactions in the virtual world. The manipulation of the camera created interesting problems and awkwardness that needs to be addressed. And a common set of objects has been defined and should be limited to a stone, a stick, a chair, a cup and a chain for now. @louise is iterating on the appearance of those and playing around with their physics properties.

    François is deep into physics programming. He also took a big decision regarding all the tools he is building. Instead of trying to produce some independent Ogre libraries, he will concentrate on making it all work in the Polymorph Engine (PE). As a reminder, the PE is a bundle, a package of great open source libraries to make video games. The choice to release work as a bundle instead as independent modules is mainly a practical one. It will take less time to code. The modules are also very much interdependent for now. So making them detachable from the PE would require extra work that the team does not have at the moment. Maybe in the future. But again, making a full featured game engine on top of Ogre was always one of the goal of Polymorph. The ability to break this apart is then for later.

    Where is PEEL you might ask? On hold for now. Tuning Scores is the priority since the prototype needs to be delivered by December. All eyes are on this goal now. And challenges remain, such as multiple mouses input for example. Anyway, all progress on Tuning Score is good for PEEL. So no worries, François will be back on it for Christmas.

    See you next time.

    PS: All screenshots by @louise

    Tuning Scores chair

     
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