Francesca Sargent

Change of location, brain scans, Mineways, OBJs, smiles 🙃

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I didn’t wait until the morning to try Mineways. More on that in a second, though. We have been notified of a particular place of interest within the data, this being in Luton – it feels good to have a central place of significance to work on now. The area is about 520msq, made up of four voxel ’tiles’, so I spent some time bringing other parts of the project up to date with that. Alas, four delicious cross section scans: Jo has also started to 3D print earlier Fluxus…read more

Exporting OBJs from Minecraft for 3D printing (spoiler, not so fabulous)

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After rendering voxel data in Minecraft Pi, the next logical (and exciting) step was to export the blocks as a 3D file ready for 3D printing. Jo is the master of all things 3D and tangible, so I have been very excited to send this off to her – after a day of dallying around, we are definitely closer to that goal. Still new(ish) to thinking in 3D, I found Dave’s wisdom invaluable in this transition, so thank you 👌. Up to this point, I had been exporting .OBJ files…read more

The General Opinion

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Well, this has been floating in my drafts for a while. The General Opinion is a collection of thoughts and ideas about art, provoked by carefully chosen prompts. Sometimes, these prompts are general, and sometimes these prompts are location or theme specific. The idea is to create a queryable collation of recorded thoughts, and later analyse them – the hope is for institutions and individuals to be able to use this in some way, as well as expanding an honest discussion about feelings towards art. The description on the website,…read more

Voxels: Minecraft & surprising lack of immediate obstacles

Posted by in FoAM Kernow, Voxels

So far in the ‘play’ stage of the project, I have rendered wonderful little sections of Milton Keynes in Fluxus with both practical and slightly more esoteric outcomes – firstly, we have a script that outputs .OBJ files using small sections of data, which can be used for both digital and tangible modelling (such as 3D printing). That’s the practical part. The latter made the primitive object performance ready, which I explored during livecoding events in Leeds and Newcastle by animating it – however the long rendering times made this…read more

Fluxus and Voxels and long rendering times

Posted by in FoAM Kernow, Voxels

Following on from previous Voxel Debut, it seemed a good idea to visualise the data using Fluxus, as a (fresh faced, enthusiastic, sort of stressed) newbie to live coding visuals. Before this stint, I had never really worked with 3D and animation, so thinking this way has been an entirely new concept to me, alongside learning Fluxus (& Scheme, in general). With a couple of Algoraves coming up this week, an incubated week of intense livecoding and voxels is entirely necessary. I have found, so far, that focusing on either…read more

Voxel Debut

Posted by in FoAM Kernow, Voxels

Recently, we were approached by Dr Karen Anderson of the University of Exeter to visualise voxel data of Bedford, Luton and Milton Keynes. A natural place to start with the data would have been to interpret it in Python and recreate the cities in Minecraft, so of course I became distracted and found myself being led down a different, more Fluxus/3D/performative inspired path. However, the first port of call was to actually read the data, which requires a brief explanation of the data format. Dr Stefano Casalegno kindly donated us…read more

Tidelight: Proof of Concept

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It’s been a while, hasn’t it. Recently, in my spare time, I have been working on a little project called ‘Tidelight’. There is capacity for it to become ‘Tidelamp’, but not just yet. Last summer, I spent a while living on a houseboat. Come autumn, it became necessary (and preferable) to move into a house on slightly higher and more stable, dry lands… however, I found myself yearning to know what the tide was doing at most points of the day. See, when the tide went away from Penryn River,…read more

Wild Food Foraging Thursday

Posted by in FoAM Kernow

In preparation for our Machine Wilderness workshop coming up in November, we spent a morning discovering edible plants around Penryn with Rachel Lambert from Wild Food Foraging. It was an incredibly beautiful day, and Rachel was so knowledgeable. This is the Linden Tree that chilled us all out maximally for the rest of the day. Nettles – good for the body and soul, nutritionally dense, wonderful in tea. Commonly cooked in a potato/milk based soup, i’d actually love to try crisping them up. These berries from the Yew Tree were…read more

Cricket Tales: Some visual inspiration

Posted by in Cricket Tales, FoAM Kernow

Amber found some beautiful images to take inspiration from. We both agreed that we like illustrated, textural and watercolour elements, the game does not need to be specifically Flat UI or 8 bit or Bootstrap or anything. Although functional design is wonderful, we’d like to stay away from anything too literal or technical (whilst still being accurate). The specifics of this can be adjusted as the game emerges and the final elements can be put in place, as of course the functionality is paramount. The colour palette above is extracted…read more

Cricket Tales: Brainstorming the Workflow

Posted by in Cricket Tales, FoAM Kernow

Following a meeting with the Wild Crickets team at the University of Exeter, Amber and I spent some time brainstorming a workflow for the Cricket Tales game, and considering how to integrate it with the existing system. Training We had discussed a training interface for all new users – registered or guests. We would like all visitors to engage with the game wether registered or not, however the ‘game’ aspect can only progress for the user when they become a member of the site and can adopt burrows. This way…read more