Randon


collection of

everything

interesting




http://www.memo.tv/
https://shiffman.net/
https://github.com/jhorikawa/HoudiniHowtos
artist: https://quasimondo.com/
http://www.iaacblog.com/programs/cosmic-congregations/
https://glennmarshall.wordpress.com/

http://www.windychien.com/theyearofknots

尹烨

【圆桌派 第五季】EP11 基因:一个理科生侃晕三个文科生 | 窦文涛/周轶君/马未都/许子东/尹烨 | 优酷纪实 YOUKU DOCUMENTARY




王丹是全球宏观研究公司Gavekal Dragonomics的技术员。他研究中国的技术能力和数据。广义而言,他试图理解东亚工业化的故事:历史和前进的道路,同时为彭博社观点撰稿。这是他的2020和2021年中总结,他的总结是我看到的关于中国观察里最好的
2020 年终总结
2021 年终总结



2021年带给大家幸福感的好物都有哪些? - 飞书
2021年,你觉得哪本书对你启发最大?为什么 - 飞书
2021年,跨年演讲的主题-飞书



The Secret of Psalm 46 (2002)

这是在2002年游戏开发者大会GDC上,布莱恩.莫里亚蒂所演讲的内容。全文被复现在2016年的游戏《见证者》中。这篇演讲用穿插电脑游戏、宗教、文学和音乐的故事来点破艺术乃至商业中亘古不变的逻辑。

我们推荐这篇演讲为21世纪初商业史上最重要的演讲之一。

文章翻译:
https://zhuanlan.zhihu.com/p/121816366?utm_source=wechat_session&utm_medium=social&utm_oi=713422572070387712


JANNABI

最近最爱的一个乐队



Neri Oxman 的采访

Neri Oxman

在 Joi ito辞职之后就陷入风波,最近刚好被邀请到Dezeen,这是最新她的面对公众的时刻



牛津自然历史博物馆《改变地球的球型》


这是我最近看过的效果最好的一个艺术作品。我经常会分析我是如何评价一个艺术作品的?以前我会说,它具有独创性是好的艺术品,但大量作品为了独创而独创,让我无法再信服这个准则,我反思得到的结果是技术性上是有难度的,这个结论是从褚明宇那里听来的,我非常认同了一段时间,但大量的作品并不符合这个要求,中国不缺会画画的人,艺术领域并不是评比能力高低的地方。

我会想把这部分再延伸出来谈谈,类似于人际关系处理,所有和人与人信息传递有关的部分,一定会涉及到一些“不可说“的东西,这部分很难通过语言细致的描述清楚,所有语言的描述一定只能出现在这个真实情况的边缘地带,比如“同事可以作为朋友吗?“ 这时候任何的回答都脱离了真实,因为真实的情况是无数信息的汇总,脱离信息给出结果是盲目的。

情商的体现就是实践的过程。所以说回来,我觉得好的艺术家需要情商,把艺术当成赋予意义的过程是非常愚蠢的。




《成为乔布斯》

本书从出版之出,就一直作为《乔布斯传》的另一个模版。本书也一直贯穿着一个问题“如果乔布斯真的如同《乔布斯传》中描述的坏脾气,谁还愿意跟他工作,他如何笼络人心?“ 《成为乔布斯》给出的原因是,乔布斯在成长过程中的变化非常大,以及绝大多数人都认同乔布斯具有极强的个人魅力和能力。

本书给我了一些对于计算机发展史有趣的信息。例如apple作为一家 Giant,它的第一款产品 apple II 一直买到了 90年代,一直作为苹果的主力产品,这与我们今天所认识的苹果截然不同。


《论个人在历史上的价值》

对于这个问题,思想史上一直存在着两派相互对立的观点。一派夸大个人的历史作用,尤其是夸大杰出人物的作用,他们不承认人类历史运动是合乎规律的过程,把一切都归因于个人的自觉活动;另一派为了过分强调历史运动的规律性而贬抑甚至抹煞个人的作用。前一派以18世纪大多数启蒙思想家、民粹主义者、无政府主义者、卡莱尔等人为代表;后一派的代表有复辟时代法国历史学家、俾斯麦、莫诺等等。两派共同特点是把历史过程的规律性同个人的自觉活动形而上学地对立起来,找不到联系两者的桥梁。普列汉夫在批判这两种对立观点、阐述马克思恩格斯关于这个问题的学说的同时,不仅提出了新颖独特、分析细致、令人信服的论据,而且进一步发挥了马克思恩格斯的思想,提出了杰出人物能够决定历史进程的个别外貌或局部后果、不能决定社会发展的一般趋势的新原理。」


如果简化一下的话,整个思想可以归结为某种偶然的因素所造成的后果取决于它在整体中占据的位置,也就是说,它归根到底也是受系统性质的支配。这样一来普列汉诺夫在某种程度上已暗示了后来混沌学和复杂系统的一些经典结论。蝴蝶效应的本质是系统的本质,而不是蝴蝶的本质。


《张大小姐》

当人的权力足够大,人际之间利益的交换就会越明确,不论是婚姻关系还是友谊,最终剩下的都只有价值和利益,这也就是为什么首长会左右子女的婚姻,女主丈夫会离婚又娶一个不爱的人,大大小小的事都从理性出发。当然这一定程度上也是hong的叙事逻辑,她需要最终把故事落在歌颂感性,爱,所以与之矛盾的必然是纯碎的理性。





《千面英雄》
神话的特别之处在于这是一类经过口口相传的虚拟故事,因为他是虚拟的,所以人类在传播的过程中会进行大量的改造,这种改造可以理解成一种对故事适应性的改造。换言之这类故事经历了若干年的改造后依然存在,这是历史的产物,是一类结合了不同世纪人类看法的结晶。



《国家破产之日》 链接
讲述韩国90年代的金融危机,以及国际社会的反馈,对于国际关系的描述很震撼。




Michael Hansmeyer:塑造不可思议

受到了细胞分裂的启发,Michael Hansmeyer写下了拥有惊人艳丽的造型和无数刻面的设计运算法则。没人能将他们手绘出来,但他们确是可以被做出来--他们也可以向常规的建筑形态掀起思想狂潮。


Hybrid Futures Symposium: Re-Imagining Human-Machine Encounters



Ecosystem



Creating Generative Visuals with Complex Systems - Simon Alexander-Adams




Searching websites the way you want
︎︎︎Link
MIT Spectrum connects friends and supporters of the Massachusetts Institute of Technology to MIT’s vision, impact, and exceptional community.


Searching websites the way you want
︎︎︎Link
When you search sites like Amazon they present you results in the format that they want - sponsored results up top, and, as some sleuths have discovered, sometimes prioritizing their own products over others.

Tate's online glossary
︎︎︎Link




Texture Library
︎︎︎Link



Geometry of sports balls
︎︎︎Link

In what follows various mathematical and graphical models will be presented for the surface features of some popular sports balls. In each case the equirectangular texture will be provided along with a couple of rendered images. The intent here is not to present high quality and realistic renderings, but rather to capture the underlying geometric essence. It should be noted that in many cases there is not one design for the balls, there is variation over the years as manufacturing has evolved but also variations due to different manufactures, in some case variations arising due to patents.


Supershapes (Superformula)
︎︎︎Link



Where r and phi are polar coordinates (radius,angle). n1, n2, n3, and m are real numbers. a and b are real numbers excluding zero.

PlayGround 基本操作:
︎︎︎Link

A project from PaperClip which shows how AI works.


话剧《一个无政府主义者的意外死亡》
︎︎︎Link



Research essay: The History of Processing
︎︎︎Link



In this research essay, I will talk about the history and future of a particular technology called “Processing”, that is often used in context of computer arts and more specifically, generative arts. I will provide some background about generative art, tools like Processing, their capabilities, and implications of the technology. How did Processing come about? Who was leading its advancement and development? Who cares about it? What forces shaped it to be what it is now? How did it affect the world? What’s next for Processing and similar technologies? You will find answers to these and to many other questions about Processing as you read through this paper. Let’s start with some definitions.

What is “generative art”? According to Wikipedia, “Generative art refers to art that in whole or in part has been created with the use of an autonomous system” [1]. Generative artworks created by the autonomous systems are the ones where the system (non-human) generates artistic output based on some algorithms or ideas from the artist controlling the system. The history of the term “generative art” goes back to 1965, when two pioneers of computer art, Frieder Nake and Georg Nees, independently exhibited some of the earliest examples of generative art[2]. After that, increasingly complex generative artworks and widespread recognition of this new art form was achieved. Architects, musicians [3], designers, computer scientists, video producers, roboticists, and others have been known to use computational and generative arts to create new designs, artworks, songs, audio-visual and other experiences.

Over the years, many methods of creating generative or computational arts were tried. Most of them involved writing complex code in a way that was not easily approachable by newcomers to programming. Things started to shift around the year 2000, after John Maeda’s publication of “Design By Numbers”[4], a book and simplified programming language for creation of visual arts. One of the technologies following this publication and enabling people to interact with the medium of generative arts to this day, is a tool known as “Processing”.

Processing is an open source multi-platform development environment for visual programming. Inspired by simple programming languages like BASIC and Logo, it provides an entry point to programming by means of manipulating graphics and sounds. Processing is used in schools, universities, and as a tool of the trade by professional artists and programmers. As of March 2018, about 250,000 active users use Processing [5].

                                                                                                               ”



😑️Processing-GLvideo CANNOT use.





The Art of Code 代码的艺术,用编程的方式表达艺术。



︎INTRO:
Software and technology has changed every aspect of the world we live in. At one extreme are the ‘mission critical’ applications - the code that runs our banks, our hospitals, our airports and phone networks. Then there’s the code we all use every day to browse the web, watch movies, create spreadsheets… not quite so critical, but still code that solves problems and delivers services.But what about the code that only exists because somebody wanted to write it? Code created just to make people smile, laugh, maybe even dance? Maybe even code that does nothing at all, created just to see if it was possible?

Join Dylan Beattie - programmer, musician, and creator of the Rockstar programming language - for an entertaining look at the art of code. We’ll look at the origins of programming as an art form, from Conway's Game of Life to the 1970s demoscene and the earliest Obfuscated C competitions. We’ll talk about esoteric languages and quines - how DO you create a program that prints its own source code? We’ll look at quine relays, code golf and generative art, and we’ll explore the phenomenon of live coding as performance - from the pioneers of electronic music to modern algoraves and live coding platforms like Sonic Pi.Check out more of our talks, courses, and conferences in the following

links:https://ndcconferences.com/
          https://ndc-london.com/



MIT work of future 研究所的论文,探索未来大规模生产的可能性。

︎︎︎ Paper

︎结论:

Conclusion 2.1: Manufacturing organization
The existing forms of manufacturing organizations no longer meet the requirements of society and the market. Centralization, a high degree of division of labor and a low level of worker participation are main characteristics of these organizational models. Industry needs an empowered, agile and self-directed workforce to master future challenges. Direct information flows, decentralized decision making and innovation processes are crucial for overcoming fuzzy digital transformation. The organization of blue-collar work needs to be reimagined, using the agile organization of white-collar work as a model.


Conclusion 2.2: Smart manufacturing technologies and Human-Tech-Frontier
There is a large number of different technologies and use cases emerging in the factories of the future. Cooperative and collaborative technologies are especially creating new forms of interrelation between humans and technology. Technology acceptance will be a major success factor. The question will be how such socio-technical systems can be designed with or by users themselves.


Conclusion 2.3: Digital transformation
Digital Transformation is not only about technology. It is about the organization and culture. We can see that in many organizational challenges within manufacturing companies. At the same time, it must be taken into account that there is no linear process, but, instead, a fuzzy, ill constrained process. Companies need to experiment, iterate and involve employees, beginning with a clear understanding of what the manufacturing company wants or needs to be in terms of different scenarios.


Conclusion 2.5: Design methods and worker’s voice
We see different mindsets, thinking and methods from the field of human-centered design and associated successes. We need to bring those “mechanics” to industrial design processes in a suitable way. It can be the key factor for higher involvement levels of the employee in change/transformation processes.





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