Pure Movements Series

A series of algorithmic animations derived from an investigation of visual perception

The movements in this series are generated by algorithms. I establish behavioural rules from observations made in everyday environments and translate those into computational instructions. Using the aesthetic language developed in my photographic work I visualise the abstract algorithms in various environments.

.

Pure Movement 3, environment 2

I created 'Pure Movement 3, environment 2’ as a site specific installation for Gazelli Art House London after receiving the Window Project Award. The algorithmic animation was projected onto the inside of a semi-obscured window pane on the ground floor of the gallery. From the outside only the projection was visible, once the viewer entered the gallery the computational aspect of the installation was revealed.

The 'Pure Movement 3’ algorithm assigns each moving entity a set of behavioural rules: align with the movement of your neighbours, move toward the average of your neighbours' positions, stay away from your neighbours, move towards a specified point in space, wander aimlessly. Scientifically this is based on Craig W. Reynolds' paper 'Steering Behaviors For Autonomous Characters' (1987).

For the execution of those rules only a limited radius around the entity is evaluated. Although based on very simple behavioural rules, the resulting group movement becomes very complex. This is not a looped animation, the algorithm produces infinitely different results.

In 'environment 2' I represent the algorithm with a projection on the semi-obscured window of a gallery.

medium: installation (custom software, Raspberry Pi computer, video projector)
site specific work, created for Gazelli Art House, London

Pure Movement 3, environment 1

'Pure Movement 3’ is the visual representation of my perception of insect swarms. It is not based on one particular observation. Instead through repeated observations of similar movements I have distilled the behavioural rules, the mechanics. Those rules I then translated into an algorithm.

The algorithm assigns each moving entity a set of behavioural rules: align with the movement of your neighbours, move toward the average of your neighbours' positions, stay away from your neighbours, move towards a specified point in space, wander aimlessly. Scientifically this is based on Craig W. Reynolds' paper 'Steering Behaviors For Autonomous Characters' (1987).

For the execution of those rules only a limited radius around the entity is evaluated. Although based on very simple behavioural rules, the resulting group movement becomes very complex.

The visual representation of the abstract algorithm is derived from my photographic work 'Daily Photographs’. Over the past decade I have recorded views of everyday reality that caught my attention. Slowly themes emerged and revealed a personal aesthetic.

In 'environment 1' I represent the algorithm in the virtual space of a video frame.

medium: video installation (digital video generated by custom algorithm, media player, LCD monitor)

Pure Movement 2 - environment 2

Part of the 'Pure Movements' series of algorithmic animations

'Pure Movement 2’ is the visual representation of my perception of changing shapes of sunlight passing through windows. It is not based on one particular observation. Instead through repeated observations of similar movements I have distilled the behavioural rules, the mechanics. Those rules I then translated into an algorithm.

The shapes of light are created by rays of sunshine passing through two openings: the clouds and the window. The window provides the overall shape. This shape is moved and lit or faded by the movement of the clouds.

The algorithm simulates this movement by taking into account the shape of the clouds and the wind moving them. Both natural phenomena can be mathematically described with a fractal noise algorithm.

The visual representation of the abstract algorithm is derived from my photographic work 'Daily Photographs’. Over the past decade I have recorded views of everyday reality that caught my attention. Slowly themes (such as 'light') emerged and revealed a personal aesthetic.

In 'environment 2' I represent the algorithm with a light projection on the physical windows of a gallery.

medium: video projection (digital video generated by custom algorithm, computer, 3 video projectors)
site specific work, created for Gazelli Art House, London

Pure Movement 2, environment 1

'Pure Movement 2’ is the visual representation of my perception of changing shapes of sunlight passing through windows. It is not based on one particular observation. Instead through repeated observations of similar movements I have distilled the behavioural rules, the mechanics. Those rules I then translated into an algorithm.

The shapes of light are created by rays of sunshine passing through two openings: the clouds and the window. The window provides the overall shape. This shape is moved and lit or faded by the movement of the clouds.

The algorithm simulates this movement by taking into account the shape of the clouds and the wind moving them. Both natural phenomena can be mathematically described with a fractal noise algorithm.

The visual representation of the abstract algorithm is derived from my photographic work 'Daily Photographs’. Over the past decade I have recorded views of everyday reality that caught my attention. Slowly themes (such as 'light') emerged and revealed a personal aesthetic.

In 'environment 1' I represent the algorithm in the virtual space of a video frame.

medium: video installation (digital video generated by custom algorithm, media player, LCD monitor)

Pure Movement 1, environment 1

'Pure Movement 1’ is the visual representation of my perception of the gait of a spider. I created a custom algorithm to describe the behaviour. In 'environment 1' I represent the algorithm in the virtual space of a video frame.

medium: video installation (digital video generated by custom algorithm, media player, LCD monitor)

Pure Movement 4, environment 1

'Pure Movement 4’ is the visual representation of my perception of the connection between train carriages. I recreated the mechanics of this behaviour digitally. In 'environment 1' I represent it in the virtual space of a video frame.

medium: video installation (digital video generated by custom algorithm, media player, LCD monitor)