AltLab

AltLab is a project by our friends at Audiência Zero to create an open space for creative hackery in Lisbon, in the same vein as the LCD lab here in Porto.

The project has been brewing under the radar for some time now and there’s already some cool projects afoot, like airborne projectors and DIY smart materials (check OpenMaterials for the latest info)

The first official session is tomorrow night, and everyone’s welcome to check out the lab, have a drink and geek out a bit on their projects. Since we’re also attending OFFF at Lisbon this week, me and some of the LCD guys will be there tomorrow to meet and greet our new counterparts.

December Workshops and Courses at CCT

Audiencia Zero’s Center for Creativity and Technology project provides a space for the promotion of Free Software and Open Source hardware as tools for creation, knowledge sharing and community building.

The Center provides a regular program of weekend workshops and week long courses on tools like Blender, Processing and OpenFrameworks and topics like Physical Computing, Audio Production, Computer Vision and Film Production

Until the end of the year there’s still time for a couple of interesting offers:

Tomorrow and Sunday, Eduardo will be hosting a workshop on Computer Vision. He’s been our in-house expert on the matter since day one, and has already taught a succesfull workshop on the subject at the Cerveira Art Bienalle in 2007. As a bonus, you’ll get to learn the basics of C++ and how to tinker with OpenFrameworks and OpenCV.

On Monday, December 8th, Ricardo Lafuente, author of Shoebot, will give a “Generative Design with Shoebot” workshop. Shoebot started out as a cross-platform re-implementation of the drawbot and Nodebox APIs based on Cairo, but is slowly taking off on it’s own direction as a simple, generic, cross-platform vector graphics API for Python.

On the weekend of 13-14 December, I’ll be hosting a workshop on Videogame Prototyping. We’ll look over the basics of game design, tackle the issues with creativity and idea development, and work on using prototyping techniques to build, test and iterate game concepts. The actual prototyping part should be done on your own tools, but for those that aren’t familiar with any tool, I’ll give an overview of Löve to get you started.

And to make a great finale for the year’s activities, from 15 to 19 December Ángel Faraldo will teach an intensive 70 hour course on composition and musical improvisation with Pure Data. Pure Data is a really powerful tool for building in realtime our own custom synths and both audio and control signal processing chains. The course will end with a performance by the workshop participants.

Lately, I’ve also been involved in a new project within the CCT, the Digital Creation Lab, an open space for creative research, casual experimentation and collaborative project development. Our first experimental term will end this month and we’ll have a couple of small interesting projects to show, but the best result so far is the fantastic group of creative people with different backgrounds that religiously come by the Lab every week to hack on their projects. Everyone’s free to join us at the Lab every Tuesday from 19:00 to around 23:00.

PortoLinux Christmas Lightning Talk UnConference

PortoLinux, the Linux and Free Software user community of Porto, regularly organizes Tech Meetings where invited speakers talk about topics of interest to the community. Past meetings have had great talks on topics like web infrastructure, office tools, system administration, mail servers and creative tools.

The December event will be slightly different. This time, the event is sliced into ten minute time slots, and all attendees are free to do a presentation on an available slot. Almost anything goes, as long as it’s got something to do with Free Software: personal projects, little hacks, application demos, use cases, small tutorials, brainstorms, criticism, whatever strikes your fancy at the moment.

The event page already has some talk proposals posted so you can already get a feel that it’ll be a really fun event.

Busy weekend ahoy

If you’re a geek with a free software or entrepeneurial bent, this weekend promises to be really interesting.

Saturday, starting at around 10 AM at the H2 auditorium in ISEP, we’ll have the national gathering of the OpenSUSE Community. I’m an Ubuntu fan myself, but at a moment when Novell is coming under a bit of fire it’s important that the Linux community comes together and collaborates instead of splintering into enemy factions. There are some really interesting presentations scheduled and I’m especially keen on watching Rui Capela’s talk about his QTractor project and the Mono presentation, which is sure to spark a lively discussion.

Elsewhere, in Coimbra, this year’s edition of Barcamp Portugal kicks off, promising to gather for a weekend everyone interested in Web, Innovation and Entrepeneurship in a relaxed and fun environment filled with impromptu talks and workshops. Although I’m commited to the organization of the OpenSUSE meeting, I’ll probably take off to Coimbra on Sunday to do a little presentation and/or workshop about my adventures with OpenFrameworks

If your’re going to any of these events and would like to meet up, just drop me a line.

UNIX Power Drills

Why am I not surprised that Neal Stephenson could actually nail down the way I feel about Windows and other toys.

After being introduced to the UNIX philosophy via Linux way back in 1996, I still can’t cease to be amazed at how a thirty year old design still maps almost perfectly to most computing tasks and systems.

The simple beauty and power of the UNIX principle of building a tool that does only one thing, but that excels at doing it and then hooking all these tools together via simple text files and filesystem abstractions is still lost to all the GUI junkies out there. Sad.

Chiba City Lights

The sky was the colour of television tuned to a dead channel.

The starting words of Gibson’s “Neuromancer” echoed in my mind yesterday as I returned to Oporto after two weeks immersed in art and code in Vila Nova de Cerveira. Everything around me seems grey and busy, although my creative batteries seem fully recharged and my mind filled with new ideas and projects. It’s surreal to say the least, and it will probably take some time yet to digest it all.

To get a feel for what these two weeks where like, check the photos of the performance that closed off the work at the Digital Art Lab, courtesy of Miguel Estima.

To all of the people involved in any way with the work done in the Lab, I’d like to send out a big heartfelt “thank you” for the wonderful time I had.

Regular transmission follows in just a few seconds.

Workshop’d

The main reason why I won’t make it to Barcamp-PT this year is because I’m once again part of the Digital Art Lab tech staff at the Cerveira Art Biennale. This year however, besides tech support I have the added responsibility of helping to organize a series of digital art workshops as well as running one of them. The workshop series will run a wide gamut of topics, from using Free Software for art work to Computer Vision and Sensor Electronics. If you’re planning to stop by the Bienalle anytime in the next two weeks and feel like learning something new and have a bit of fun, you should definitely check the program for the complete list.

So far we’ve already had the Free Software workshop and my Visual Programming workshop, and Eduardo is already running his Computer Vision workshop.

In the Visual Programming workshop I introduced the participants to the demoscene culture and it’s influence in current realtime programming aesthetics. Somehow, seeing Second Reality almost fifteen years later still feels as fresh as the first time.

Next I took them on a tour of some tools that help simplify the task of creating visual programs. We checked out Processing, NodeBox, OpenFrameworks and Puredata, and I highlighted their strengths and weaknesses, something that should be worth a blog post sometime.

After that we took up Processing and I showed them the basics of the Java language and some basic Computer Graphics techniques.

On the second day we reviewed the basics and coded some classic oldskool demoscene effects like fire, plasma and interference.

Sadly, the available time wasn’t enough to get to the last part of my workshop plan. Inspired by this other Processing workshop, I coded a basic clone of Every Extend without win or loss states and was going to ask the workshop participants to hack it into a visual perfomance program. I’ll post the source soon to see what you guys can come up with.

In retrospect, I think there were some parts of my workshop plan that can be improved, especially because this was the first time I tried to teach someone anything related to computer graphics, but in the whole this was a great experience for me because I got the oportunity to meet people with interesting ideas and expectations about visual programming, which it sparked me to put down on paper some thoughts I have been toying with for some time.

It’s on: Barcamp Portugal 2007

Following in the steps of last year’s successful edition, this year’s edition of Barcamp Portugal is starting to shape up rather nicely.

Sadly, I won’t be able to attend this year, but if you are in Portugal by that time and are interested in exchanging ideas about web2.0 and innovation in a casual laid back atmosphere and also have a bit of halfbaked fun, then you’re in for a treat.

Back on the blog

At last I’ve managed to find the time to migrate the whole planet to an install of mu-wordpress and take Eduardo’s design and hack the sandbox theme to fit it.

There’s still a lot to do, but I’m planning to add the missing stuff bit by bit as time permits and try to get back to writing regularly.

While I was away, there were some interesting bits that are worth noting:

  • The whole doubleMV site got a fresh redesign in a very web2.0-ish style that I like a lot, including the web20-conformance-required “beta” logo and finally we managed to put up a project portfolio that shows some of the things we’ve been up to during the last year. There are still some missing features that we plan to add in the future and some issues that need a bit of polishing, so we are all ears if you have any comments or suggestions.

  • Miguel, our intern from the Oporto Faculty of Sciences did a splendid job proving that it’s feasible to add a GLSL preview to Blender and because of it he got a gig expanding his internship work in Google’s Summer of Code.

  • Planeta Asterisco, the portuguese blogging community of which I was a member morphed into PrintScreen, a project that I’m also a proud member that aims to be a lot more than just a simple blog network. Just wait and see.

  • Bel, Sérgio and I teamed up with Luis Loureiro and Rui Campos, two notable portuguese Blenderheads, to create Blender-PT, the first portuguese Blender community. It’s been really cool to discover that there are a lot more Blender users in Portugal than we thought, and we are now hosting our first compo with some cool prizes, so if you’re a portuguese Blenderhead, what are you waiting for?

The next couple of weeks will be interesting as we are finishing off some very cool projects and preparing some nice surprises for the summer.

Be right back

Oh my. It’s been three months since my last post, I wonder if anyone still reads this.

Anyway, I’m just posting to give you the heads up that since we’ll be overhauling doubleMV’s aging web infrastructure over the next couple of weeks this blog will probably disappear from your radar for a few moments.

I’ll be back soon with some actual content.

No, really.

Blender-fu

Yes, it been a while now. I’m still trying to organize my very short supply of free time and blogging is one of those things that keeps getting pushed back.

This lack of spare time is not helped by the fact that for the past two months I have been taking a post work hours course on 3D Modelling and Animation using Blender taught by my friend Luis Belerique. I believe this course to be the first of it’s kind here in Portugal.

Blender, the cross platform Free-as-in-Freedom 3D modelling and rendering program has been our internal 3D content creation tool a while now and we are seriously considering adopting it as our tools platform. In order to do that I have to not only know how the program works under the hood, but also the community around it and how people use it.

So far it has been a great experience and now I’m just starting to put together the final course project, a 15 second short film. Next, after dabbling a bit with scripting the application, I’ll be looking for a small feature to add to the software to learn my way around the code. Any ideas?

The “View Source” key

Yesterday, while casually browsing my RSS feeds I came across this intriguing post that mentioned that the people behind the OLPC project are considering dropping the standard Caps Lock key in favour of a View Source key that would allow you to view the source of the program you are using.

I consider this a brilliant idea, I mean, just imagine a whole generation of children grown with the concept of software as a shareable commodity completely modifiable to do whatever you want it to do.

However, I believe that successfully implementing such a feature will boil down to two key factors, namely plasticity and granularity.

By plasticity I mean the possibility for a user to be able to not only view but also modify the source code of the running program on the spot, getting immediate feedback on the changes. Clearly this can only happen if the programs are written in an interpreted language, something which the OLPC project is taking care of by using Python as the application level language of the system. However, the users will be a paying a performance hit because of this. Also, not every program can stand being modified in runtime making some sort of checkpoint-restart system a functional imperative for every application.

By granularity I mean the possibility for the user to view and modify only the relevant portion of the code for the task he’s performing in the application. Nowadays, software applications are heavy beasts comprising dozens of source files and thousands of lines of code, and if the user triggers the “View Source” key while using an application, he would certainly not want to be presented with a thousand line source file to edit. Therefore I believe that this View Source mechanism should be tied to some sort of debugging framework that would not only show the user the source code around the part of the application he was using but also allow him to move around the source code an edit it at will.

All things considered, This idea of shipping educational computers with a View Source key is definitely an intriguing idea worth keeping an eye on.

Edgy

A lazy Friday night with nothing special to do provided me with the perfect opportunity to go ahead and install the latest Ubuntu spawn. Upgrading from Dapper Drake was as hard as typing:

sudo update-manager -c

in a console, wait around for about an hour and then reboot the computer.

It was that easy. Man, I miss the good old days when men were real men, women were real women, and small, furry creatures from Alpha Centauri were REAL small, furry creatures from Alpha Centauri*, when installing a new Linux distro meant fumbling for a couple of hours in front of a console screen typing arcane commands.

Edgy doesn’t seem to pack as many new features as Dapper did, but the upgrades to Firefox 2.0, Gaim 2.0, Gnome 2.16 and Evo(lution) 2.8 make the upgrade worthwhile.

I still have to poke around a bit to see why the 686 kernel won’t boot; and to install all the new Beryl eye candy to check if it stopped breaking OpenGL apps, but so far it seems to be a very solid release. Congratulations to Canonical and all the Ubuntu community.

* - Obligatory obscure Hitchhiker’s Guide to the Galaxy reference.

Games2006 day 5: Awards Gala

Last day of Games2006, not much to do or see except for the Pixelboy Awards gala. The crew got up early to have time to pack our stuff and clean up the place we lodged in for the week, leaving time for a quick lunch before the event.

During the conference, Joseph Olin had talked about the importance awards have in driving recognition for the games industry. In Portugal, the Pixelboy Awards were the first of it’s kind and the Arts and Congresses Centre in downtown Portalegre was packed.

We waited around for a bit, while the organization was preparing the last details for the ceremony, having fun trying to identify from all the people present who actually knew what Games2006 was and what the event was about. You see, there were two kinds of people there: people in confortable clothes with looks of sleep deprivation and conference wear and tear, and people who looked like they were going to the opera. I have nothing against it, but the contrast and the way these two “factions” looked at each other was hilarious.

Anyway, the show finally started and it was actually quite good, and it was really nice to see the people that are trying to make games by themselves in Portugal get some well deserved recognition. My congratulations to all of them. You can check the award results in the APROJE website.

In the end of the ceremony, just before we headed back to Oporto we had the chance to talk for a while with Alexander L. Fernandez, CEO of Streamline Studios, who had the time and patience to give us a veritable crash course on the ins and outs of the game industry and open our eyes to lots of potential pitfalls. Alex is a great communicator with a lot of industry experience and if you missed his talk during the conference you really missed out big time.

I hope the conference organizers put the videos of the conference talks up somewhere, because I saw some people filming the whole conference.

And that was it. I still have some notes about the talks and workshops I’d like to post and reflect on, like Leonard Paul’s workshop on audio prototyping or Chris Crawford’s talk on why the industry is doomed versus Jason de la Rocca’s talk about the positive evolution signs in the industry, but I’ll leave these to another time.

Reset

Only now have I noticed that I missed putting up the post about the last day of Games2006 and that it’s been in the draft queue for over two weeks. Shame on me.

This latest blogging hiatus has been caused mainly by the fact that moving to the new workplace and adapting to the new work hours has totally messed up my natural rythms, which includes my net reading and writing habits, as I now only have time for a quick browse of my RSS feeds before dinner and the need for sleep takes me away from the screen.

This lack of energy bugs me somewhat because there’s so many things I’d like to write about but just can’t. Lets see how next week goes.

Oh and by the way, this is my 100th post in this blog. Yay.