Aug 5, 2015

Digital Kit-Bashing

Thoughts on digital kit-bashing and object randomisation


For Eagle Eyes Only – Rolf Heimann

After a great deal of time spent experimenting with OpenGL physics within MAX 7 I’ve been progressively trying to introduce an element of randomisation to the objects the user can interact with in a scene. While initially this involved making various random object models that were reasonably low-poly to avoid any heavy load on the CPU (or GPU as is the case). These objects lacked any real sculptural quality however leading to the physics being the real focus rather than an interaction between the objects.

This led to some thoughts about digital kit-bashing where the objects would be focussing on shape and form with a suggestion that they could link together in some way but not necessarily do so. The scope for this is still limited in that it is proving difficult to have 100’s of individual objects rendered and controlled real-time within a physics environment.

In respect to randomisation however a bank of simple geometric shapes can be created and called upon by collections of jit.multiple objects. Finding the correct balance between the number of objects and the numbers of instances that each of these objects is rendered will be pushed as far as the patch can process them without creating a serious drop in frame rate.

Each time the patch is triggered, 6 new objects will be selected at random from a possible bank of 50. The physics effects may not differ drastically but this simple form of randomisation could be a small component in regards to creating a unique set up for each new audience viewing the work.

Some examples of digital kit-bashing can be found here:


© Adrineh Asadurian

One aim would be to create this aesthetic using live input and response via realtime OpenGL.

Jul 26, 2015

Glasgow Theatre and Arts Collective

I recently became a member of the Glasgow Theatre and Arts Collective (GTAC) where i intend to run a series of short installations relating to my final project. This will be an ongoing space to try out and develop new ideas however and has a lot of possibilities in respect to audio / visual sculptural works.



Jul 26, 2015

Birgid Costello – A Pleasure Framework

Writing from the perspective of an interactive artist Brigid Costello outlines 13 categories for pleasure in relation to audience interpretation of interactive works

Creation: is the pleasure participants get from having the power to create something while interacting with a work.It is also the pleasure participants get from being able to express themselves creatively.

Exploration: is the pleasure participants get from exploring a situation. Exploration is often linked with the next pleasure, discovery, but not always.Sometimes it is fun to just explore.

Discovery: is the pleasure participants get from making a discovery or working something out.

Difficulty: is the pleasure participants get from having to develop a skill or to exercise skill in order to do something.Difficulty might also occur at an intellectual level in works that require a certain amount of skill to understand them or an aspect of their content.

Competition: is the pleasure participants get from trying to achieve a de-fined goal. This could be a goal that is defined by them or it might be one that is defined by the work. Completing the goal could involve working with or against another human participant, a perceived entity within the work, or the system of the work itself.

Danger: is the pleasure of participants feeling scared, in danger, or as if they are taking a risk. This feeling might be as mild as a sense of unease or might involve a strong feeling of fear.

Captivation: is the pleasure of participants feeling mesmerised or spellbound by something or of feeling like another entity has control over them.

Sensation: is the pleasure participants get from the feeling of any physical action the work evokes, e.g. touch, body movements, hearing, vocalising etc.

Sympathy: is the pleasure of sharing emotional or physical feelings with something.

Simulation: is the pleasure of perceiving a copy or representation of some-thing from real life.

Fantasy: is the pleasure of perceiving a fantastical creation of the imagination.

Camaraderie: is the pleasure of developing a sense of friendship, fellowship or intimacy with someone.

Subversion: is the pleasure of breaking rules or of seeing others break them. It is also the pleasure of subverting or twisting the meaning of something or of seeing someone else do it.

Jun 25, 2015

Controller Patching 4

Nintendo Wii Controller



Using OSCulator to receive values


Controller and Nunchuk – Functional Patch