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http://www.siggraph.org/publications/newsletter/volume-44-...
What is the relationship between man and machine? Is open source a sustainable
way to organize cultural creativity? Can digital creations have the subtlety we
know in the natural world? Can computers be creative? Computer scientist and
software artist Scott Draves has made a life's work out of asking and trying to find
answers to these questions.
As a young teenager in the early 80s, Scott Draves began programming real-time
animation on an Apple II personal computer. Because he was both producer and
consumer of this experience, he was not interested in using the computer as a
predictable automaton to do his bidding. Instead he looked for ways the computer
could do something unexpected, to program complex behavior that held his
attention, getting more out than he put in.
Later, as a freshman in the math department at Brown University in 1987, he
began writing programs to create iterated function systems roughly, images
made up of smaller versions of themselves [Barnsley 1988]. The first version was
in PostScript and ran on the original LaserWriter. His interests soon led him to the
Graphics Research Group, where he rewrote this idea many times, including
animation and 3D, but using ordinary graphics libraries and workstations for
rendering.
As a PhD student in computer science at Carnegie Mellon University, he got a
summer internship at NTT Data in Japan. With access to an SGI supercomputer
and suddently unconstrained, for the first time he was able to solve his equations
completely to reveal the beauty contained within them. The algorithm treats every
pixel as a variable in an equation with thousands of parameters. The parameters
specify a collection of functions from the plane to the plane, and the algorithm
visualizes the interference pattern between them. This is the origin of the Flame
algorithm, a combination of fractals with a particle system [Draves and Reckase
2003]. The results are distinctive, recognizable, and extremely diverse.
At the suggestion of a mentor, Draves submitted this work to the Prix Ars
Electronica competition. One of the very earliest, Flame #149, won a Prix Ars
Honorary Mention in 1993. The nascent World Wide Web was a perfect place to
share the Flame algorithm and images, and inspired by his background in science
and his love of the emacs editor and the GNU philosophy, Draves decided to
release it as open source on his personal page in the CS department. This was,
quite possibly, the earliest application of the General Public License (GPL) to art.
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Spawning a Genre
Stand-alone Applications
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A Do-It-Yourself Culture
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Most of the time it's exciting to see how far the Flame algorithm has spread, for
example, the other day when Draves was idly flipping through a magazine
dedicated to Ping Pong at a friend's house and saw a Flame image advertising
the Gambler Outlaw Ping Pong Paddle or when a fan emailed a link to a comic
book cover featuring the Green Lantern and a green Flame.
These days there are many open source graphics packages, but nearly all of
them are based on the standard metaphors of the pen and camera, hence their
results are undistinguished. Flames are different because they are immediately
recognizable.
On the other hand, relinquishing control over who uses your work and how can
lead to some disappointing uses the artist would not otherwise have condoned,
like profiteering initiatives that combine the use of Flames with fake science for
"healing" and weight-loss. Notwithstanding that loss of control, the use of Open
Source has been a boon for Draves and society at large. Each step along the
way, the more open the process has been, the more programmers, artists,
designers and ordinary people have gotten involved with Flames.
As a generative artist, Draves work is not only about the images and animations
that he creates, but the interactive and participation and creativity the software
spurs in others.
Business Ramifications
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Conclusion
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Bibliography
ANDERSON, D. et al 2002. Seti@home: An experiment in public-resource
computing. Communications of the ACM, 45:5661.
BARNSLEY, M. 1988. Fractals Everywhere. Academic Press.
DRAVES, S. and RECKASE, E. 2003 The fractal flame algorithm. http://flam3.com
/flame.pdf. (revised and expanded in 2008).
DRAVES, S. 2007. Evolution and Collective Intelligence of the Electric Sheep. Art
of Artificial Evolution, Romero, J. and Machado, P. eds. Springer Verlag.
DRAVES, S. 2006. The Electric Sheep and their Dreams in High Fidelity. In
Non-Photorealistic Animation and Rendering, ACM (invited keynote).
DRAVES, S. 2005. The Electric Sheep screen-saver: A case study in aesthetic
evolution. In Applications of Evolutionary Computing, LNCS 3449, Springer
Verlag.
SIMS, K. 1991. Artificial evolution for computer graphics. In Proceedings of
SIGGRAPH, ACM.
TAYLOR, R. and SPROTT J.C. 2008. Biophilic Fractals and the Visual Journey of
Organic Screen-savers. Nonlinear Dynamics, Psychology, and Life Sciences, Vol.
12, No. 1, pp. 117-129.
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