SxSW: A New Web, From Live Data to Continuous, Visual Interfaces

searchburst

SearchBurst, which visualizes “burst” effects on Yahoo! Search, as world events impact search queries. Built in Processing by the yHaus team (Aaron Koblin specifically), with code/support from our friend and code hero Toxi, and Mike Chang.

meet_me_at_120x90 Imagine VJing with a stream of live snapshots from partygoers — or playing live data from the Web on email statistics as though it were a musical/visual instrument. The ability of tools like Processing to make numbers fluid opens up new interfaces to the storehouses of data on the Web — but also makes them friendly to artists and visualists.

I’ll be doing a workshop at South by Southwest Interactive in Austin with S. Joy Mountford, formerly VP Design Innovation, Yahoo and leader of the Yahoo Design Innovation Team aka yHaus. Joy certainly knows her stuff — not only did she lead a ground-breaking team at Yahoo, but she’s also supported student work and research and has a long history in interaction design including working on the original QuickTime interface. We’ll talk about the work being done, where we think these technologies are going, and how you can give it a try yourself.

Data as Art: Musical, Visual Web APIs [Event Page, SxSWi]

5:00 pm - 6:00 pm, Sunday, March 9

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Visualizing Data, and Data as Art

0aajohson2 Regine at We Make Money Not Art has a fantastic overview (summarizing a recent workshop) of presenting data and numbers visually:

Visualizing: tracing an aesthetics of data

It’s a great read; well worth working through the whole thing.

The art of presenting data more expressively is exploding fast. It was a big part of the impetus behind the creation of Processing, the artistic coding tool. (In fact, a lot of those post reminds me of some of the ideas Ben Fry explored at a workshop I attended in Aspen, Colorado. While Processing is often used by artists for other purposes, it was born as a means of making data visual.)

Ben describes data visualization as “thinking with the eyes” — provocative stuff. But coming from a music background, I’m always interested in the senses going beyond thought. Could data become a live performance tool? With Processing (and other tools) in the hands of VJs/visualists, there’s nothing preventing artists from taking that next step.

If you’re going to South by Southwest Interactive (March in Austin), I’ll be presenting a panel (and possibly one or two events) on data as art, both in visuals and music, and will speak specifically to this question of performance tool. Already confirmed for the panel session is pioneering interaction designer S. Joy Mountford, who led Appple’s International Interface Design Project and is now on Yahoo’s Design Innovation Team. More details on that event soon.

What happens when data artists and interaction designers collide with VJs and digital musicians? I’m excited to find out.

OpenGL 3.0 is (Nearly) Here; Why Use DirectX?

3D goodness means getting cozy with your local graphics API — and getting ready to nerd out in a big way. OpenGL continues to progress with a major overhaul. It’s a way off, but you’ve still got lots of eye candy with OpenGL 2.1. So … if you’re not Electronic Arts or Bungie, is there really any reason to use DirectX?

With the release of Windows Vista, we’ve been hearing a lot about DirectX, Microsoft’s Windows-only API for accessing graphics hardware. Of course, most of what you’ve been hearing is Windows gaming lovers complaining because they have to upgrade to Vista just to get DirectX 10 — and they take a compatibility and performance hit for many existing games as a result. (The latter isn’t DirectX 10’s fault; it’s a side effect of a new driver and display model in Vista itself, which impacts OpenGL and DX9, as well.) So what’s going on in the OpenGL camp? At SIGGRAPH, OpenGL 3 was announced. The full spec isn’t available yet, and actual OpenGL 3 hardware will be some ways off, but the future looks bright. In a presentation on the new OpenGL, NVIDIA’s Michael Gold pointed to these major hallmarks:

  • Getting “back to the bare metal” for performance. This includes cutting back on overhead, streamlining the API, and actually revamping the object model in a way that should boost raw speed.
  • Simpler, more efficient application development.
  • Simpler driver development.

So that all sounds good. The object model appears to be the major change, with new object meta-classes that make it easier and more efficient to, well, make stuff. Good luck deciphering this at this point (I expect it’ll be easier once the real spec is out), but here’s more on the announcement, with slides:

OpenGL 3.0 Birds of a Feather at SIGGRAPH
PDF with slides, via NVIDIA’s Michael Gold

Us visualists, of course, can leave most of this to developers and hardware makers. What’s nice is that when we do want to make things look slick, we have access to a cross-platform 3D API in tools like Processing/Java, Pure Data (via GEM, etc.), and Max/MSP/Jitter.

As it happens, I’ve been looking at both OpenGL and DirectX solutions while putting together tools and frameworks to do new 3D work.

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Vista Preview: DirectX 10 Offers Eye Candy, But OpenGL Lives

One major carrot Microsoft is holding out to convince people to upgrade to Vista some time next year is the broadly-overhauled DirectX 10. I’m skeptical about many of the new features in Vista, but I have to say, DirectX 10 is tempting, at least based on what we know now. Details are somewhat sketchy, but it sounds like Microsoft has done a lot of work to overhaul the 3D graphics API in Windows. The best information so far has come from ExtremeTech:

DirectX 10 interview [ExtremeTech podcasts]

More details emerge about DirectX 10 [Ars Technica; primarily analysis of ExtremeTech's interview]

Two revelations come out of this podcast: first, someone at Microsoft or ExtremeTech knows jack about audio fidelity. (A little bad? It sounds like you were talking via a satellite phone. To Mars.) Second, DirectX 10 will have plenty to offer. Here’s where we’re really lucky: those of us using 3D for interactive art don’t have to worry about the issues game developers have to worry about. We don’t have to wait for customers to upgrade to new graphics cards and Vista software, because we can do that whenever we want. DirectX 10 promises some really fantastic eye candy and capabilities, and many of these you’ll be able to take advantage of soon — some, even before DirectX 10 and Vista become available to the public. Here’s why your eyes should care.

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