January 7, 2010

NewAtlantis on googlecode

category: Uncategorized — ben chang @ 8:01 pm

We’ve moved source control for the New Atlantis Project onto Google Code:

http://code.google.com/p/new-atlantis

The latest versions of the project are in the subversion repository, and we’ve also begun adding snapshots to the Downloads section.

To run it, you need panda3d and Pure Data. The latest version has been tested on OSX 10.5, Windows XP, Ubuntu 9.04 and Ubuntu 9.10 (32 bit and 64 bit).

Key Features:

* Upload models, animations, and Pd patches via a web interface
* Shared world database between multiple user clients
* Transform tools for working with objects in the environment
* Color tools for editing the materials of objects

Changes and Bugfixes:

* Improved networking performance
* Simplified architecture, with only one main server without the intermediary “local server”
* Fixed issues with launching and managing Pure Data on OSX and Linux

October 29, 2009

Pd-Extended build for 64-Bit Ubuntu

category: Uncategorized — ben chang @ 5:44 am

There’s no official installer yet for 64-Bit Linux on pure-data.info. However, (almost) everything will compile with just a little tweaking.

If you want to build your own, here’s a good guide on building for Intrepid:

http://puredata.info/docs/developer/BuildingPdExtended64bitUbuntuIntrepid

I found I had to do different tweaks, mostly having to do with adding the -fPIC compiler flag here and there.

The only external I couldn’t get to build was iem_tab, everything else seems ok. Note that the version number is 0.42.4 although it’s built from pd-extended 0.40, that’s because you need to swap in a more recent pd-vanilla to properly handle table read and write in 64 bit.

Here’s the link to the installer:

http://www.bcchang.com/share/Pd-0.42.4.deb (22.3 MB)

March 19, 2009

Report (1): New Atlantis Workshop - Aix, Jan. ‘09

category: Uncategorized — Peter Gena @ 3:54 am

Peter Sinclair: NEW ATLANTIS
Locus Sonus and ESAA and the Art and Technology Program at the SAIC began to create a multi user virtual world based on the second life model, but entirely dedicated to audio and video experimentation. Like second life or many online video games each user or visitor will download an application that will render the world locally on their computer. Each copy of the world is linked to a server so that each user can perceive the actions of others. The principal difference between our proposed world and second life is that it will incorporate relatively sophisticated VR and audio processing possibilities and that the navigation, architecture & esthetics are to be thought out primarily to enhance the virtual experience.

Methodology and Context
The project is being developed by ESAA represented by LS and SAIC, funded by PUF. Professor Roland Cahen from ENSCI (Ecole Nationale Supérieure de Design Industriel) in Paris is currently collaborating in an unofficial mode, however we hope to include ENSCI in the exchange program in the future. The major part of research and development is being carried out by faculty from Aix-en-Provence and Chicago and by artist/researchers from LS, however one of the main aims of the project is to provide a “sandpit” for students from both ESAA and SAIC, and indeed students from other institutions. Much of the development is taking place in workshops on either side of the Atlantic where students participate in workshops, building objects and “patches” to inhabit the world.

Objectives
Our inquiries during the workshop have centered on our notion of space, challenging traditional notions of landscape and navigation. For the sonic environment, we began with a text by Francis Bacon “New Atlantis” dating from 1614, an extract from which can be found below, which describes a utopian world filled among other things with incredible audio phenomena. Using this text as a starting point we have defined types (or classes) of objects to be represented in the visual space that can have “concordant” digital audio processes.

Current state of research
At the time of this writing, work is just beginning on this project, which is programmed to develop over the next three years. We have concentrated our efforts on choosing basic principles concerning how the world is to function, the foundations, if you will, of the world. Various aspects of the task have been discussed in detail. The credibility of interaction opposed to creative liberty, and esthetic in contrast to imaginary realism, is a central part of our thinking. Many aspects of the project remain to be discussed and verified in practice. There is a consensus among us that the world should have an abstract form while maintaining a certain acoustic credibility in relation to space, distance etc. It is clear that the objective is not to concentrate our efforts on realistic simulation, but at the same time the user needs to “believe” in the relationship that is established between the visual and the audio synthesis. We are exploring these ideas through the use of a 6-DOF controller, the OSC protocol, Panda, Blender, and Pure Data. The question was raised as to whether the notion of personalized avatars (predominant in second life) should exist or not. The decision is to use “camera vision” thus focusing participants’ efforts on the creation of sound as opposed to the visual esthetics of an avatar. The question remains whether the user is represented visually in the world or not, and if so how, or indeed if the presence is purely audio. Lengthy discussions have also taken place concerning the manner in which the audio is calculated in relation to the space and the degree of complexity that is manageable or desirable. However the discussion is too technically involved to be discussed here.

Extract From New Atlantis, by Francis Bacon (1614)
We have also sound-houses, where we practice and demonstrate all sounds and their generation. We have harmony which you have not, of quarter-sounds and lesser slides of sounds. Divers instruments of music likewise to you unknown, some sweeter than any you have; with bells and rings that are dainty and sweet. We represent small sounds as great and deep, likewise great sounds extenuate and sharp; we make divers tremblings and warblings of sounds, which in their original are entire. We represent and imitate all articulate sounds and letters, and the voices and notes of beasts and birds. We have certain helps which, set to the ear, do further the hearing greatly; we have also divers strange and artificial echoes, reflecting the voice many times, and, as it were, tossing it; and some that give back the voice louder than it came, some shriller and some deeper; yea, some rendering the voice, differing in the letters or articulate sound from that they receive. We have all means to convey sounds in trunks and pipes, in strange lines and distances.

Workshop: New Atlantis, ESAA Janvier 2009

Participants:
Peter Sinclair, Professor, ESAA (Locus Sonus).
Peter Gena, Professor, SAIC (Art and Technology Studies; Sound).
Ricardo Garcia, Professor, ESAA (LOEIL).
Jerome Joy, Professor, ESBAA Villa Arson (Locus Sonus)
Roland Cahen, Professor, ENSID (Sound)
Ben Chang, Associate Professor, SAIC (Art and Technology Studies)
Brett Balogh, Instructor, SAIC (Art and Technology Studies / Liberal Arts)
Robb Drinkwater, Adjunct Associate Professor, Sound/ATS, SAIC
Gonzague, developer independant.
Margarita Benitez, Instructor, SAIC.
Alejo Duqué, researcher (Locus Sonus).
Scott Fitzgerald, researcher (Locus Sonus).
Julien Clausse, researcher (Locus Sonus).
Anne Roquiny, coordination (Locus Sonus).

Students from ESAA
Charlotte Benedittini, Benoit Espinola, Bastien Vacheron, Michael Barret.

Students from SAIC
Matt Grif?n, Ping-Yao Chen, Joseph Grimm.

March 18, 2009

Report (2): New Atlantis Workshop - Aix, Jan. ‘09

category: Project — Peter Gena @ 4:10 am

Brett Ian Balogh: Environment and Navigation

    In creating virtual worlds, one must concern themselves with the nature of the environment and how the user navigates it. In our everyday experience, we find ourselves on the surface of a large sphere, so large in fact that we may imagine ourselves traversing a plane, held fast by the force of gravity. This paradigm exists in many game environments (first person shooters, etc.) We may also experience other modes of navigation, such as swimming and flying. In a new world that does not necessarily adhere to the physical reality, how does one find themselves? Buoyant in a fluid microcosm, tumbling in a weightless space, rolling along an undulating surface? My inquiries during the workshop have centered around our notion of space, challenging traditional notions of landscape and navigation. I have been exploring these ideas through the use of a 6-DOF controller, the OSC protocol and Panda.

Report (3): New Atlantis Workshop - Aix, Jan. ‘09

category: Project — Peter Gena @ 3:59 am

Robb Drinkwater

    At the beginning of the first week I did a mini-workshop with both students and faculty where I introduced the 3d modeling programs Blender, where I demonstrated some basic 3d modeling techniques. In turn this allowed participants to create various models and environments for testing and possible inclusion in the final project.

    From there most of my own efforts went in to taking the code originally written by Ben Chang, which allows the user to manipulate objects in the scene, and adding the ability to navigate the scene (by manipulating the camera). In turn this information is broadcast to the sound synthesizers to create the aural illusion that the user and the sounds are spatially moving.

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