Generative Fluid Profiles for Interactive Media Arts Projects

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Date
2013
Journal Title
Journal ISSN
Volume Title
Publisher
ACM
Abstract
This paper presents a real-time, interactive fluid simulation and vec- tor visualization technique that can be incorporated in media arts projects. These techniques- referred to collectively as the Fluid Automata system- have been adapted for various configurations, in- cluding mobile applications, interactive 2D and 3D projections, and multi-touch tables, and have been presented in a number of differ- ent environments- both academic and artistic- including galleries, conferences, and a virtual reality research lab. We describe specific details about the fluid simulation component, which, by changing a small number of parameters, allows users to quickly generate a vast number of ''fluid profiles'' and thus to explore a wide range of aesthetic possibilities that are easy to incorporate into media arts projects. In particular, we present this fluid simulation (and accom- panying visual representation) as an example of how media artists can create novel versions of existing visualization techniques in or- der to emphasize variability, experimentation, and interactivity.
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@inproceedings{
10.1145:2487276.2487287
, booktitle = {
Computational Aesthetics in Graphics, Visualization, and Imaging
}, editor = {
Donald House and Cindy Grimm
}, title = {{
Generative Fluid Profiles for Interactive Media Arts Projects
}}, author = {
Forbes, Angus Graeme
 and
Höllerer, Tobias
 and
Legrady, George
}, year = {
2013
}, publisher = {
ACM
}, ISSN = {
1816-0859
}, ISBN = {
978-1-4503-2203-4
}, DOI = {
10.1145/2487276.2487287
} }
Citation