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Check Out Some Of 2013's Best Works Of Emoji Art

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best emoji art of 2013

In a year filled with eye-catching GIFs, stop-motion shorts, and interactive music videos, the emoji-cons--those delightful little Japanese "metacommunicative pictorial representation of a facial expression"--still managed to somehow hold their place in the spotlight. Diffusing a range of human emotions into bite-sized icons, the emoji says all the things we wish we could but can't (whimsical sigh).

So in celebration of our tiny, cartoon friends we present: The Best of the Year in Emojis.

1. Emoji Art History

emoji art 2013The folks at #EmojiArtHistory know their stuff—and they aren't afraid of taking it to the text level. From Damian Hirst to Ai WeiWei (above) the creators of the social media handle turned some of the most buzzworthy pieces of the last decade into the most sharable content (via Wired).

2. "Emoji Dick"

emoji dick

Just as the name suggests, a crowd sourced (and crowd funded) version of the Herman Melville classic was recently translated into these delightful characters. Translated a (borderline obsessive) three times by an Amazon Mechanical Turk worker, the results were then voted upon--with over eight hundred people spending roughly 3,795,980 seconds to bring it to fruition. We'll spare you the whale puns, but this was indeed a truly massive undertaking. However, this year Emoji Dick finally got the recognition it deserved with an induction into Library of Congress, providing future emoji fun for bored visiting school children for years to come.

To purchase your own Emoji Dick copy you can click here.

3. Emoji Wallpaper

emoji art 2013

Sick of traditional English countrysides and stereotypical florals? For new home decor ideas check out Zoe Burnett, an artist who has turned dozens of emojis into unique patterns--able to be printed at home (via Amusement.net).

4. Emoji Art For iPhones

emojify art 2013

Using ASCII art, Emojify allows users to take or pull phoptos from their smartphone and replace the pixels with emoji. As the image above demonstrates, you can now turn great works of art into great emoji works of art--along with family photos, Facebook pics, and anything else your heart desires (via The Verge).

5. Emoji "Today Show"

today show emoji art 2013

This year the Today Show cast turned into emojis--and while the Al Roker emoji is pretty funny it does raise the question of diversity among our current emoji selection (via Today.com).

6. Emoji Miley Cyrus True Life Story

emoji art 2013

Pretty self-explanatory, the young singer goes from humble southern upbringing to blinging wrecking ball in one short text (via Buzzfeed).

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Your Favorite Memes Are Getting Turned Into Toys With A 3D Printer

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sad keanu meme shapeways

If you could place a physical incarnation of any Internet meme on your night stand, what would you pick? Would you want a tangible, figurine version of a Doge? How about a Nyan cat? 

Though there is obviously an IRL Grumpy Cat (and most memes are based on real-life photos and people), 3D printing company, Shapeways, is changing the scope of online fad phenomena. The New York-based group is printing and selling physical versions of "Sad Keanu" (designed by Nancy Liang), the legendary meme inspired by a photo of the Matrix actor eating a sandwich by his lonesome.

Yup, for $45, you can have your own plastic action figure of Reeves looking melancholic and depraved, ensuring that this web-based joke is fully burnt to the ground. On second thought, you could literally burn this meme to the ground, similar to how we used to melt our toy soldiers with magnifying glasses when we were little kids. 

Seriously, though, it's cool that 3D printers allow us to extend the value of a meme—but do you think people really want to see these viral tidbids outside of their 13" Macbook screens? At least Shapeways proves that their product can be used for some creative applications, as the below photos illustrate. We'd love to see someone use this mini-Keanu for a stop-motion animation video. Internet, please help us out with this one!

Here are some creative scenes that include the 3D-printed meme:

sad keanu shapeways

sad keanu

sad keanu

sad keanu

Here's the original photo of Keanu, in case you're wont to avoid these type of things. That sandwich must have been so mediocre...

SEE ALSO: The Future Of Snacks May Include Your Face On An Ice Pop

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Artists Want To Wrap The World's Tallest Building In Translucent Fabric

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exo_burj_4B_1000

How do you make the tallest building in the world even more noticeable? We may now have the answer.

Athough the Burj Khalifa in Dubhai is already impressive as the tallest man-made structure on Earth (a staggering 2,722 feet), the building might become twice as salient. A think tank has proposed a project that would cover the whole skyscraper in a reflective and translucent material that would reflect both the building and its surroundings.

The tentative installation, called EXO-BURJ, was pitched by Dubai-based creative group, OP-EN, which they describe as a "vision for a superstructure exo-facade--amplifying perspective." It would be suspended off Burj Khalifa's main spire, using a super-lightweight and semi-transparent fabric with a fan-shaped support structure. 

OP-EN explained that visitors would be able to view the temporary installation from a distance, but also be able to get close to the installation and even touch the facade. "The end-result,"their site explains, "would amplify the visual perspectives of the city's skyline, augment the tower's symbol as an urban center of gravitity, and create an artistic atmosphere on a vast architectural scale."

"Vast architectural scale" feels like an understatement here. For some reason, we can't help but think of that scene in the most recent Mission Impossible flick where Tom Cruise swings off the Burj Khalifa. That stunt would look ten times cooler if re-filmed with EXO-BURJ in it.

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SEE ALSO: The 70 Best New Buildings Of The Year

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6 Gorgeous Images Of Seemingly Invisible Things

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The Creators Project has a bit of an obsession for small things within the context of art and science.

Whether it's the microscopic artwork from Jon Hopkins' album, Immunity, or these new photos from the annual Cambridge Science Festival that detail microscopic snapshots of scientific phenomenon, there's something satisfying about magnifying seemingly-invisible acts of unique, natural happenings.

The following photos, taken by academics in the Engineering Department at the University of Cambridge, capture miraculous occurrences, such as the first place winner, "Diffraction Sun," by PhD student Ananta Palani.

"Sun," zones in on a liquid crystal spatial light modulator that yielded a psychedelic pattern that looks like something straight out of Alex Grey's back catalog.

Take a look at these micro-beauties. They're a testament to the idea that science and engineering really are an art form.

e"Diffraction Sun" by Ananta Palani/Department of Engineering, University of Cambridge

d"The Butterfly Effect" by Tom Rainforth/Department of Engineering, University of Cambridge

We all know the scientific phenomenon "The Butterfly Effect" through Hollywood movies (the good: Run Lola Run; the bad: Sliding Doors, The Butterfly Effect). This is more-or-less of a visual representation of the concept, created using Chaoscope software.

c"Mineral Blooms On Electrospun Fibres" by Jenna Shapiro/Department of Engineering, University of Cambridge

According to New Scientist, this image was "Captured with a scanning electron microscope, the image shows a membrane of tiny nanofibres, made with a process also being used to create protective face masks for soldiers."

b"Stretch And Swirl" by Dhiren Mistry/Department of Engineering, University of Cambridge

The above image is a two-dimensional "slice of a vortex" that was made by squirting flourescent dye from a nozzle at a slow speed. The image gets it color and clarity through a laser light shined on the liquid.

a"Techy Bug" by Matteo Bruna/Department of Engineering, University of Cambridge

The above image is a piece of graphene and transparent plastic zoomed in under a microscope.

5"Blue Ink Droplets" by Nikhila Ravi/Department of Engineering, University of Cambridge.

This image focuses on an emulsion of tiny drops of blue ink in oil.

via New Scientist

SEE ALSO: 13-Year-Old Builds Nuclear Reactor In Best Science Project Ever

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This Awe-Inspiring Skyscraper Model Was Inspired By An Ancient Greek Statue

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winged skyscraper

winged victory statue

"Usually towers compete in height," Russian architect Vasily Klyukin told DesignBoom in regards to his concept design for a massive, winged skyscraper.

"I wanted to compete in beauty, playing with the acts and forms." 

While it's undetermined if his design will ever come to fruition, Klyukin's skyscraper model inspired by Winged Victory of Samothrace, a 2nd-century BC marble sculpture of Greek goddess Nike is a stunner.

Visualizations of the building include a protruding facade in the shape of the statue, jutting out towards surrounding waterfronts, a nod towards Nike's legacy of sea battles.

Klyukin's design is awe-striking, and an interesting juxtaposition of ancient mythology and ultra-modern architecture.

Take a look at some of the concept drawings below, and imagine what it would feel like to have a corner office at the top of this behemoth. 

winged skyscraper

winged skyscraper winged skyscraper

 

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A Dreamworks Animator Is Using His Awesome Special Effects Powers To Turn His Son Into A Superhero

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Every parent believes his children are capable of anything, but most of these fantasies are limited to paltry goals like becoming a doctor or being elected President of the United States. Dreamworks animator Daniel Hashimoto had bigger dreams for his son James: the thrilling life of a 24/7 action movie hero. 

Under the YouTube pseudonym 'Action Movie Kid,' Hashimoto transformed James' innocent playtime into adorable (and funny) action sequences. The young boy jack knifes deep into a puddle at the hardware store, uses his state of the art Nerf 'grappling gun,' wrecks a Toys 'R Us with a 'real' lightsaber, and blasts off into space from a fast food playground.

"Upon viewing the lightsaber and Iron Man videos," Hashimoto told us, "My son replied, 'Why if I did that for real-sies, Dad?'" Heart-melting. 

These short bursts of movie magic are also typical of creators like Vine artist Zach King, who cuts his Vines together with professional editing software to make the impossible possible (plus, of course, some serious magic skills). Hashimoto uses Adobe AfterEffects for his "new favorite hobby." You can see Hashimoto's public YouTube channel, the one not devoted to making his kid an action star, here.

We'd love to see what would happen if Action Movie Kid ever encountered Bat Dad, the Vine maestro who keeps Gotham safe from his Honda Odyssey. 

Image via

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Photographer Uses A Google Maps 'Glitch' To Create Clones Of Himself In IKEA

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IKEA is a magical place, full of affordable furniture, couples fighting, and questionable meatballs.

When photographer Alexis Jemus entered a Montreal IKEA, he decided to explore the retail terrain with a fascinating project using Google Maps' virtual teleportation capabilities.  

With panorama photography magic, he multiplied himself in an IKEA nearly fifty times, creating a surreal army of Jemuses inside the Street View virtualization of the store.

The digital clones ominously stand in fake kitchens, kneel in fake hallways, and sit at fake dining room tables. They look harmless enough, but there’s no way to prove that they’re not plotting world domination.

Jemus has tons of Street View work logged on his Google+ profile, and it's readily apparent that he’s not afraid to inject a bit of humor into his work. These kinds of map ‘glitches’ often make their rounds through the viral sharing machine, but this time it looks like it wasn’t a glitch, but rather a humorous creative taking advantage of online mapping.

Jemus has also photographed spots like the SkySpa, and even teamed up with Chris Hadfield, the Internet’s favorite Bowie-loving astronaut, to create a photosphere of the International Space Station.

Glitches have never been this funny, and IKEA has never been this surreal.

Screen Shot 2014 04 02 at 2.17.46 PM  SkySpa: 

Screen Shot 2014 04 02 at 2.36.15 PM

International Space Station:

Screen Shot 2014 04 02 at 2.29.56 PM

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14 Of The Most Stunning GIFs On The Internet

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gif3

The Age of the GIF is well under way, with the Internet’s favorite file type capturing the hearts of artists all over the world and reaching from the Game of Thrones fandom to forward-thinking street artists.

Now, the Saatchi Gallery is opening its gates to the Internet’s best GIF artisans, inviting them to compete for the Motion Photography Prize.

Contestants can submit their work through Google+ to one of several categories: Landscape, LifestyleActionNightPeople, and Urban

We've dug through some of the entries, and it's going to be stiff competition. The moving photographs are consistently stunning, as they paint surreal pictures of moving objects, tell brief-but-effective stories, or just look really cool.

Six finalists will be chosen on April 16 and The Saatchi Museum will fly them to London where their work will be displayed in an interactive exhibition that invites visitors to create their own motion photography art. Stay tuned for the cream of the crop, and see some awesome entries below: 

By Ryan Enn Hughes

Ryan Enn Hughes

By Rocco Giove

Rocco Giove

By David Rosenzweig

David Rosenzweig

By Martin Hahnl

Martin Hahnl

By Jay Bee

Jay Bee

By Sumie Garcia

Sumie Garcia Snow

By Karenina Romez

Karenina Romez Hands Stress

By Peter Buchman

Peter Buchman Work Clothes

By Jelena Kostic

Jelena Kostic Campbells Tree

By Jelena Kostic

Jelena Kostic Fashionista

By Ben Vine

Ben Vine Travel Maps

By Peter Buchman

Peter Buchman Face Paint

By Emma Critchley

Emma Critchley Girl Underwater

By Jose BallerZosa

Jose BallerZosa Street Art Guy

AND NOW: 10 More Gorgeous GIFs

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Here's What Some Of Your Favorite Films Look Like When Reduced To One Color (BECKETT, MUFSON)

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60bd12fd812eea7cd3b2bdc2b23ad1ae_vice_670

One /r/moviesredditor is giving us a new spin on cinema analysis, as user vvdr12 is creating color composites that boil entire features down to a single, all-telling frame.

Using a Python script that averaged the hue of each frame, this movie fanatic reveals the most basic and simple tonal representation of various films.

This process is not dissimilar to Jim Campbell's Illuminated Averages series, where in one instance the artist scanned every single frame of Hitchcock's Psycho and generated a single new image from the result. Vvdr12's work expands on this process, and the results are both startling and kind of hilarious.

For example, his renderings of The Dark Knight and Batman and Robin couldn't be more different. Batman and Robin is that ridiculous purplish-blue color of George Clooney's batsuit and the surreal '80's lighting scheme, while The Dark Knight is an understated, sleek greyish brown tint.

Each composite takes about 12 hours to complete, since the program has to render a two hour movie at 24 frames-per-second. However, Reddit immediately began to work on improving the process.

One user offered to translate the algorithm into C++ "for some huge performace gains," while another entered a new script right into the forum for anyone to use and improve on.

It looks like more of these illuminating images will be on the way soon—we really want to see what Drive would look like with this treatment (or any Wes Anderson movie, for that matter).

film single block

film

movie film

film composite

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Here's How Artist Brains May Be Different From Everyone Else

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brain differences artists

We might now have neurological proof that artists actually are different creatures from everyone else on the planet.

According to a study published in Neurolmageresearchers believe that artists have brains that are structurally different from non-artists.

It appears that there's now justifiable support for the idiom "she's just wired differently, idk." 

The study, titled "Drawing On The Right Side Of The Brain: A Voxel-Based Morphometry Analysis Of Observational Drawing," included 44 graduate and post-grad art students and non-art students who were asked to complete various drawing tasks.

The completed tasks were measured and scored, and that data was compared to "regional grey and white matter volume in the cortical and subcortical structures" of the brain using a scanning method called voxel-based morphometry.

An increase in grey matter density on the left anterior cerebellum and the right medial frontal gyrus were observed in relation to drawing skills.

Block and hand drawing tasks.The scans depicted that the artist group had more grey matter in the area of the brain called the precuneus in the parietal lobe. That region is involved with many skills, but could possibly be linked to controlling your mind's eye for visual creativity.

Lead author Rebecca Chamberlain from KU Leuven, Belgium noted, "The people who are better at drawing really seem to have more developed structures in regions of the brain that control for fine motor performance and what we call procedural memory." 

Studying the brain's make-up in experts versus non-experts has been a practice in music ability, complex motor skills, and more, but according to the research paper, "No studies have assessed the structural differences associated with representational skills in visual arts." 

So if your anachronistically traditional parents ask why you're always drawing inside on nice days, you have science to back up your answer. 

SEE ALSO: Researchers Just Found A Big Difference Between The Male And Female Brain

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The New Godzilla Movie Would Have Taken 450 Years To Design On A Single Computer

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godzilla image

On May 16th, the newest incarnation of cinema's most nefarious mega-monster will start surging through movie theaters across the States.

This is the first Godzilla re-boot in a decade, and based on what we know so far about this installment in the Kaiju franchise, this version genuinely looks awesome. We're talking really epic. It doesn't hurt that it stars Bryan Cranston in his first leading gig since Breaking Bad's finale.

But let's be honest, it's the metropolis-razing, indomitable creature who uses skyscrapers as toothpicks that we're all vying to watch in awe.

Though the trailer only teased us with a few quick glimpses of Godzilla, we now have some actual statistics and information about the VFX used to spawn this beast that give us a better idea of how hair-raisingly intense 2014's version of the monster truly is:  godzilla

The Movie Bit has made a video compiling all the statistics from both the production of the feature, as well as the nitty gritty measurements of what this monster would look like if it were actually real.

To start, the video effects are so sharp and powerful, it would take 445 Years to render Godzilla on a single computer. In other words, the design team would have had to start working during the Renaissance to get this beast up to par for a May 2014 release. 

Not only were 4 CGI artists hired from Motion Picture Company to create the scales, but it took them 6 months to fully nail the texture, which includes 500,00 polygons used in the 3D-modeling process.

Oh, and the four CGI gurus are on top of the 762 other visual effects crew members hired to work on this film. To give a little more VFX insight on the making of Godzilla, there are 960 visual effects shots through the whole film, and 327 shots specifically of the monster.

The trailer might just tantalize us with a couple Kaiju cameos, but it sounds like the eponymous giant will be getting plenty of screen-time. 

Now that it's crystal clear that this colossal reptilian is a visual tour de force, let's translate all those polygons into what Godzilla would look like if we were in the film with it (though realistically we wouldn't have a chance to really measure him as we'd be darting for the hills, running from our inevitable doom). 

At 355-feet-tall with a tail that stretches 550-feet, this is the tallest onscreen Godzilla ever. He may only have 60 teeth, but each canine is about 4-feet-long and 2-feet wide—about the size of a thin (and Hattori Hanzo-sharp) boogie board.

The Movie Bit also added that it would take 90,000 tons of water to fill the monster to its brim. Good luck drowning this guy, though. 

And his blood-curdling screech? To get that scream as terrifying as humanly possible, the movie's creators used 100,000 watts of power channeled through a huge speaker to achieve the perfect sound. Within the film's world, the roar travels approximately 3 miles. Imagine hearing that and not peeing yourself. Not gonna happen.. 

Watch the trailer of the film, and see some extra statistics about this gargantuan below. He's coming for you: 

 

The Monster's Stats

godzilla

Height: 355ft (108.2m) Godzilla’s towering height in the 2014 film—the tallest onscreen incarnation ever

Tail: 550ft 4in (167.74m) Total length of Godzilla’s spiked tail

Volume: 89,724 m3 Godzilla’s total volume in the 2014 film

Volume: 90,000 tons Godzilla’s volume if filled with water

Teeth: 1.73ft (53cm) Depth of Godzilla’s canine teeth at their widest point

Teeth: 3.51ft (1.07m)  Length from the root to the tips of Godzilla’s canine teeth

Teeth: 60 Teeth in Godzilla’s mouth

Roar: 3 miles (4.83km) Approximate distance Godzilla’s roar reverberates. (100,000W Power of the 12-foot-high, 18-foot-wide speaker array from which the sound designers blasted Godzilla’s roar to record the sound in a “real world” context)

Feet: 58ft (17.66m)  Total width of Godzilla’s feet across the widest point

Feet: 60ft (18.18m) Length of Godzilla’s footprint from toe to heel

Fins: 89 Dorsal fins spiking down Godzilla’s back from his head to the tip of his tail

The Production Stats

The VFX:

- 4 CGI artists from Motion Picture Company (MPC) to create Godzilla’s scales

- 6 Months MPC’s CGI artists spent animating Godzilla’s scales in their full texture and detail

- 327 Total number of creature visual effects shots created by MPC for the 2014 Godzilla

- 762 Number of visual effects crew working on Godzilla

- 960 Total number of visual effects shots in Godzilla

- 360° Entire breadth of the San Francisco skyline captured from multiple angles by visual effects technicians, which were merged into a 3D city backdrop for the film’s epic finale

- 418 Total number of visual effects shots encompassing backgrounds and environments created by Double Negative for the 2014 Godzilla

- 500,000 Polygons used by MPC artists to create the Godzilla 3D model

- 445 Years it would take to render Godzilla on a single computer; an MPC artist would have had to start in the 16th Century, 1570

The Shooting:

- 6 Cities where Godzilla was filmed

- 7 Total filming units enlisted in the production on Godzilla

- 98 Sets created by production designer Owen Paterson and his team for the film

- 500 Approximate number of crew members on Gareth Edwards’ mammoth production of Godzilla

- 400ft (122m) Stretch of the 8,980-ft-long Golden Gate Bridge built on the backlot of the Canadian Motion Picture Park studios

- $160 Million budget 

Yeah, so this scaled leviathan is definitely an upgrade from past Godzillas. To get deeper into the evolution of this, well, evolved creature—our friends at Motherboard recently wrote a brief history of our favorite city-shattering, nuclear nightmare.

All stats and images via The Movie Bit

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Artist Etched The World's Smallest Comic On A Strand Of Human Hair

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world's smallest comic

On June 27th, EHSM2"the most cutting-edge DIY and open-source conference" for hackers and makers, begins in Hamburg.

To promote the event, some organizing members collaborated to create a comic strip that you wouldn't even find in Comic Book Guy's rarity-filled shop: the world's smallest comic, etched onto a single human hair. 

The hair-comic (titled Juana Knits The Planetincludes 12 frames over two rows. Each frame is about 25 micrometers, which makes sense, as the average human hair is about 80 micrometers in diameter. Its plot involves the titular character engaging in a variety of playful acts.

Hey, it's no Sandman, but we hope this is a first step to getting Neil Gaiman to work with micro-canvases—after all, look at his hair.

Like Vik Muniz and Marcelo Coelho's process of drawing sand castles on single grains of sand, the comic was made using a focused ion beam (FIB), where a sharp jet of matter thinner and more delicate than a laser beam was implemented to carve into the hair.

In the sand castle set-up, the FIB used two screens—one to frame the image and depict the electrons needed to see the surface; one to display the ions which etch the surface—and it's possible the EHSM2 followed suit. The project page notes that Andrew Zonenberg oversaw the FIB work using Rensselaer Polytechnic Institute's FEI Versa 3D.

In our documentary on Muniz and dCoelho, the latter noted "There's a whole new kind of [art] emerging now. A lot of it is happening because of this combination between computers and cameras, and [innovative] storytelling and narratives can emerge as a result."

Whether it's a single grain of sand, or a human hair, our preconceived notions of what can constitute a canvas are changing on a near-weekly basis. The mind reels at a project where an entire graphic novel was etched onto the entire coiffure of a given subject.

See some images from the world's smallest comic below:

smallest comic human hair

smallest comic human hair

smallest comic human hair

Here is the video of the comic: 

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This Man Is Using Math To Create An Impossible 4D Video Game

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Starting with the basics, the first dimension is length. The second is length and width. The third is length, width and height, and the fourth dimension is—something, right? As inhabitants of the latter, third-dimensional realm, humans are intrinsically unable to imagine what a four dimensional world might look like.

We can fathom time being the most-plausible dimension out side of the one in which we exist, but, as we can't see "time," the ability to fathom a fourth dimensional world is restricted.

But for San Francisco-based game designer Marc Ten Bosch, these physics aren't stopping him from trying anyway. Bosch is in the process of designing a puzzle game called Miegakure.

The game acts as a mathematically accurate facsimile of a 4D world, employing the hidden dimension as a tool for advancing through a series of puzzles.

The puzzles further the story, and each can be solved in multiple ways, some of which Bosch admits he may not have even thought of yet. 

In the world of Miegakure, it’s important to realize that the fourth dimension isn’t time, as we understand it, but an extrapolation of the relationship between the second and third dimensions.

Bosch compares his game to the 1884 novella Flatland by Edwin A. Abbott, which depicts an insane interaction between a 2D square and a 3D sphere. Check out this animated version of Flatland by Ladd Ehlinger, Jr. to see what we mean:  

In the likely event that you don't have two hours to kill, skip to about 52 minutes in to see the square escape the 2D realm and immerse his flat eyes in the 3D world.

The game itself has been in development for a while, and has earned attention from forward-thinking Internet folk, such as Jonathon Blow, the creator of breakout indie game Braid, and Randall Munrow, the creator of popular thinking-person's webcomic, xkcd.

  1399649900flatland 1

We got the opportunity to ask Bosch about this years-in-the-making project, and what it’s like to design a inconceivable video game in an impossible dimension:

The Creators Project:  What does the title of the game, Miegakure, mean?

Marc Ten Bosch: Miegakure means “Hide & Reveal” in Japanese. It is a traditional Japanese garden technique where as you take a stroll through it you can never see the entire garden at once or elements will be half hidden by trees or bushes, making it so you have to imagine what you can’t see. It is intended to stimulate your imagination so that as you complete the picture in your mind, the entire garden feels larger than it actually is.

When did you first think of the idea for a 4D video game?

I had the idea for a hyper-dimensional game in college, maybe around 2005? When you program a 3D game, every object’s position is represented using three numbers (usually called xy and z), but that concept easily generalizes. Why not four numbers or more?

At the time, a big tech company’s programming interview question involved computing whether two 2D rectangles overlap.

It turns out the code for this generalizes extremely easily to the 3D case of cubes and to any number of dimensions: you just have to change a single number, the dimension of the space. So the idea came from this as a joke almost, like “I could answer your programming question for any number of dimensions.” But it made me start to wonder, what would it an actual n-dimensional game be like?

The idea stayed in the back of my mind until around 2008, when I decided I wanted to make a game that would satisfy both my love of game design and tech, in particular computer graphics.

I made a list of my most experimental game ideas, and a 4D game came at the top of the list, so I started to build some prototypes. The first few prototypes were not very good however, and I later realized the main reason was that even though the game was taking place in a 4D world it was not clear to me what the consequences of being able to move in 4D were.

What could you do that you couldn’t do in 3D? It would not be very interesting to build a game where you just spend your time running around and shooting things, even if it was 4D... In order to understand a concept you need to interact with it in a meaningful way, to push on it and have it pull back, not just have it part of the background. 

What are some of the prime influences for your conception about how Miegakure should be?

So I got a little bit stuck until I did some research and came upon lots of literature dedicated to the subject of n-dimensional space, including an 1884 novella called Flatland. It’s about a 2D square that gets visited by a mysterious 3D being, a sphere. As the sphere passes though the square’s 2D plane it looks like a circle that expands then contracts.

Even though the 3D object is just moving, its 2D slice changes and so it looks to be deforming from the perspective of a 2D character.

A similar thing would happen in higher dimensions: if we were visited by a 4D sphere, as it passes our “3D plane” it would look like a 3D sphere that expands then contracts. This is just a consequence of the mathematics used to describe n-dimensional space.

It turns out people have been thinking about what you could do if you could move in 4D for more than a century! For example, you could bind two rings without breaking them, steal things from closed containers, make objects levitate, etc… So it became clear that the game should be about all these “miracles.”

I mean, games are basically about letting you do things that you could not do in real life, so it works out well.  The plot of the game is you discover that, as opposed to everyone you know, you have mastered the ability to move in 4D. What will you do with this ability? Use it to help people or for your own benefit?

And what hidden worlds lie far along the fourth dimension? It turns out the fourth dimension is basically a mathematical formulation of parallel universes: think of how a 3D world can be built from many 2D worlds or “slices” stacked on top of each other along the third dimension,  and similarly a 4D world can be built from many 3D worlds stacked on top of each other along the fourth dimension. 

We’ve talked about the ideas influencing your conception of four dimensionality, but what kinds of games have influenced Miegakure’s design?1399649934MK1202

My favorite game is probably IkarugaIkaruga is such an elegant game, with tons of layers of gameplay.

I love how a simple change to typical shmup rules creates a deep game filled with interesting consequences. There are two colors of projectiles to avoid, and you only need to avoid one color, and you can switch which color that is at any time, instantly.

So at any time you are invincible against half the bullets on the screen, actively trying to absorb as many bullets of one type while avoiding the other; but in an instant, at the press of a button, the bullets you were trying to avoid, you are now trying to absorb. This rapid switch, were your brain must adapt, is fascinating. Why is it so hard to adjust? After all, the players themselves are pressing the button to flip polarity.

Can we build more games that explore and push different physiological limits of our brains?

In Miegakure you can be facing either of two orientations, and that was definitely inspired by Ikaruga.

How long have you been building the game?

I have been working on the game since 2009. I am working with a 3D artist and a couple of musicians. We will be done “when the game is done,” but we expect that to be around next year, as we are done with the difficult technical challenges of displaying a detailed 4D world for the first time ever, in real-time, and making the game easy to pick up for people who have never thought about a fourth dimension of space before. 

Tell me about the programming tech behind the puzzles.

The game runs on its own custom 4D engine that I developed from scratch. Every position in the game is *actually* represented with four numbers.

There are no tricks or hacks. We are building what a 4D world would be like, in many ways. This creates a space were puzzles happen naturally: they are just simple consequences of 4D space.  More traditional puzzle games very carefully set up situations, and the behavior is limited to what the designer has intended (for example you need to input the right code to open the door, and the code is written down somewhere hidden).

Because what we are building is so general, I might not know all the solutions to a particular puzzle… or I might discover a lot of puzzles by just setting up random situations and playing and seeing what happens. If something surprising and interesting happens, I will make it into its own puzzle.

How have your previous projects, like the Entropy prototype and PrometheusZ affected the development of Miegakure?

My previous projects have taught me how to prototype games, and to look for the most interesting gameplay possible. It’s much easier to build something that people are excited about if it is obviously original. The concept of extra dimensions of space is so fundamental that it automatically makes people curious.

Miegakure was nominated or won every competition I sent it to (even with very early builds of the game), and everybody I show it to is extremely impressed with it, so I think it will do well. But even so I did want to spend the time to make it the best game it could be. That always involves lots of play testing to make sure the concepts are properly introduced.

We also spent a long time improving the correctness of the representation of the fourth dimension, in a similar way to how 3D games improve the correctness of the representation of the real world. The great thing about that is that it consequently made the game better looking and also play better, because it gives more information about what is going on.

What drives you to undertake so gargantuan a task as building a game based on a completely unheard of physics engine that you built from scratch? This is an incredible amount of work that we’re talking about. What keeps you going?

Personally, I do not simply want to make fun games, I want to make games that change the world, and I want to demonstrate that games have the power to change the world. What will happen to the world once kids grow up with an instinctive understanding of higher-dimensional spaces because they grew up playing Miegakure? I am anxious to see.

I am hoping people will at least become smarter if they are surrounded with interesting games that challenge the way they see the world. This could be explorations of the definition of space itself, social and economic systems, etc…

Now that we have built this engine, I could see a few different games made using it. We are actually working on a small side-project that involves exploring a different aspect of the fourth dimension.

An important problem, however, is that large 4D spaces require a lot more data to fill than 3D spaces (just think about how much more work it is to build a 3D game as opposed to a 2D game).  We are solving this problem by keeping the environments small and focused! This helps gameplay as well.

I would love to see a true 4D First Person Game, but if the environment is going to be large, it’s going to be a real challenge to build.

Ok, so the game is modeled in four dimensions, but is still represented on a two dimensional screen. Could you see yourself writing a virtual reality version, like for Oculus Rift, that creates a more real illusion of three and four dimensionality? 

What I would love is not just seeing 4D objects in an Oculus Rift, but the ability to get haptic feedback and be able to touch and squeeze 4D objects. This game is about manipulating 4D objects, and how that allows you to understand 4D better.

I know for me before I started working on the game, and probably for most people, the fourth dimension was this abstract concept, with shapes “floating” on the screen and not really existing. Letting you actually touch them is what makes this game successful I think, and taking that to the extreme with haptic feedback would be awesome.

What are the philosophical implications of a 4D world, and how does Miegakure deal with them?

What I find extremely fascinating is that we created the concept of a dimension in order to explain our universe, but the concept is not bound by it, it generalizes independently of whether or not the actual universe is 3D or 4D or more.

Does a fourth dimension of space actually exist in the universe we live in? I would argue that the fact that it exists mathematically and that we can now represent it and interact with it using a computer makes it very real, in a strange way. So this game is an expedition into unknown frontiers of our universe, but not in the way that we have thought of previously, such as going to Mars or discovering new continents or elementary particles.

The way that the game builds a 4D universe which can be used to answer questions about the fourth dimension is reminiscent of thought experiments famously performed by Einstein. What if the universe worked like this? What would be the consequences? However, we can now use the computer to help answer these questions instead of having to imagine every detail.

To learn more about Miegakure, visit Marc Ten Bosch online.  

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This Concept Design For A Futuristic Floating Ocean City Is Amazing

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468f933463e8423d958896796c9916de_vice_670There's that season finale of Archer where the spy team travels to a massive, underwater sea lab that eventually floods due to a stray bullet.

The concept of a mega-city on water is certainly alluring, but I know my fears of drowning would overwhelm an aqua-tropolis' futuristic charm.

Thus, AT Design Office's concept design for a floating island with an area of four square miles sounds both safe and mind-blowing.

It's like a manmade Manhattan.

And man do the fabrications look insane:

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Commissioned by Chinese construction firm CCCC, AT Design Office created the concept, titled Floating City, with hypothetical plans to use hexagonal modules that overlap to create a foundational city floor. Below the floor would be a network of underground walkways and roads that connect the city sections. So habitants would have the option to live both above and below water. 

There would also be green spaces both on top of the geometric modules, as well as in the underwater tunnels, allowing the city to be self-sustaining and eco-friendly.

According to AT Design Office, "A chimney in the center of a vertical garden provides natural ventilation and lighting to the underwater city. Meanwhile, the vertical garden is also a public traffic hub, which provides a traffic platform for submarines and inter-block passages." Naturally, there's a proposal for a "vibrant floating entertainment area" at the city's heart, too. d6a33f27bb06c0840dfe4671f8b35ec4

AT Design Office's concept plan is currently under review by one of China's major real estate and property investors, China Transport Investment Co.

The designer firm could be designing tests on a smaller scale as early as next year. Even if this project is simply hypothetical and a concept design experiment, there has something to be said about a growing interest in water-based cities.

Once we overpopulated the continents and raze their natural resources, it may only be only a matter of time until we try and take to the seas. Good luck to the sea-sick inclined.

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This New Italian Building Facade Sucks Pollution Right Out Of The Air

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As part of the Milan Expo 2015, architecture firm Nemesi & Partners has unveiled its plans to adorn the Palazzo Italia with a facade that's both beautiful and pragmatic.

The pavilion will be covered in a facade resembling a petrified forest and is made from a special cement that can purify smog.

When the sun shines on the material, it captures specific pollutants and turns them into innocuous salts, effectively cleaning the air while still looking futuristic and slick. 

80% of the facade is made from recycled material and it will stretch nearly 100,000 sq. ft., requiring roughly 2,200 tons of cement. The rest of the pavilian will also have special roof that generates solar energy during the day. 

According to Nemesi & Partners, the project is "inspired by a natural architecture in which the branched weave of the external 'skin' of the building generates alternations of light and shadows and solids and voids, creating a scenario that refers to works of Land Art." The fact that the eco-friendly design looks like a tree out of Avatar only enhances the feeling. 

The Palazzo Italia is set to be a permanent installation, even after the Milan Expo ends. The Expo opens in May of 2015 and ends in October of that year, giving the team plenty of time to perfect their awesome plan.

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Artist Regrows Vincent van Gogh's Ear Using Living Cells And A 3D Printer

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van Gogh ear

It almost feels like people are playing a game of oneupmanship when it comes to 3D printing: You're 3D printing a building? Well, how about 3D printing a building on the moon. Yeah, well, this guy's 3D printing Coney Island's Lunar Park in its entirety. But experimental tech demands experimental and ambitious ideas, right?

The latest addition to this ever-expanding list of insane concepts is called Sugarbabe and involves 3D printing, a little bio art, and, oh yeah, Vincent van Gogh's severed ear. Using cells from van Gogh's distant relative Lieuwe van Gogh, the ear has been regrown by Dutch artist Diemut Strebe who uses "science basically like a type of brush." 

After growing enough cells from the material obtained from the great-great-grandson of Vincent's brother Theo, they were shaped to replicate van Gogh's detached organ using a 3D printer and the resulting "ear" is being kept alive using a nutrient solution. Lieuwe shares around a sixteenth of the same genes as the Impressionist master, which includes the Y-chromosome passed down through the male lineage. 

And in a surreal twist that brings meta new meanings to the phrase 'fall on deaf (death?) ears', visitors at the The Center for Art and Media in Karlsruhe, Germany—where the ear is on display—can speak into the reformed appendage using a microphone.

"You can talk to the ear. The input sound is processed by a computer using software that converts it to simulate nerve impulses in real time. The speaker remains in soliloquy. The crackling sound that is produced is used to outline absence instead of presence." explains the museum.

The piece is on display until July 6th and will be coming to New York in spring 2015.

SEE ALSO: Researchers Have 3D-Printed Blood Vessels

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This Scientist Grows Famous Portraits Out Of Bacteria

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Screen Shot 2014 06 07 at 3.53.08 PMWhat do you get when you cross an experimental scientist with Einstein, bacteria, and radiation? No, this isn't one of your dad's "No soap, radio" non-sequiturs— it's the incredibly successful artwork of microbiologist-artist Zachary Copfer

Above? Almost-Warholian "bacteriographic" petri dish portraits of Einstein's iconic tongue image. Below? A few more familiar famous faces get Copfer's trademark microbe treatment: ae1d4aaf1fbd3de3e72435d0c5ce486d

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From Zachary Copfer:

While in grad school, I began to use art as a vehicle to rediscover the mysteries of science that once fascinated me so. Now, I create visual art that is about deeply exploring the beauty and poetry that reside in scientific theories. My methods are often a fusion of contemporary artistic and modern scientific practices.

I have called upon my background in microbiology to employ various bacteria as my artistic medium of choice. I am fascinated by the ability to make visible the living blanket of microorganisms that exist just beyond the human range of perception and that without our knowledge affect us so intimately.

Below, a video that displays the growth process of Copfer's bacteriographic portrait of English comedian Stephen Fry, and, below it, more images of his microbial bio-artworks:

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To learn more, check out more of Zachary Copfer's bio-artworks on his website, Science to the Power of Art. h/t Core77and Beautiful Decay

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This Meteor Shower Timelapse Looks Like A Real-Life Version Of 'Starry Night'

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stars gif nightThe new project by Aspen-based photographer Thomas O'Brien, simply titled Meteor, is making our minds melt and simultaneously reinforcing the now-classic True Detective line: "It's all one ghetto, man. A giant gutter in outer space." 

The short but oh-so-sweet video is a project seven years in the making. O'Brien told The Creators Project that he's been experimenting with timelapse since 2005, but has never done anything with the footage until now.

He typically works with landscape photos and panoramic views, and often he'd leave his camera on while shooting stills.

"I never even looked at some of the images I shot,until this winter when I reorganized my entire library," he told us. 

O'Brien ended up finding over 500,000 images in his lightroom catalog that he hadn't published, including an excess of photos from the "consistent and reliable" meteor showers the Geminids, the Perseids, and the Leonids. 

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He uses mostly a Canon 5DM3 and shoots in 6 and 7k when capturing full resolution raw sequences. Then he uses a program called LRTimelapse to process all the footage.

"It's unique," he added "because it can ramp an adjustment in Lightroom over time to the original raw images...smoothing out the exposure adjustments so its a perfect exposure at the start and end of the sunset."

At one point, his biggest challenge was technological limitations such as RAM size and battery length, but says "it's been getting easier and easier to capture this type of filming."

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The landscape photographer has so much footage that he'll soon be releasing new timelapses shot in Utah, Hawaii, and Aspen—again all from old footage he found. This goes to show the wonders that cleaning your studio can offer an artist.

Watch the timelapse above, and head over to O'Brien's website and Flickr page for more starry glory. 

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8 Tech Triumphs At The World Cup

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brazil world cup david luizIf there’s one thing that can unite the human race on the global level, it’s the chance to rub your athletic superiority in another nation’s face. The 2014 FIFA World Cup is upon us, and beyond the eye-catching beauty of its host country, Brazil, it’s sure to impress given the many technological wonders associated with it.

In honor of today's opening match between Brazil and Croatia, allow us to provide you with the comprehensive look at the tournament’s most impressive in arts and technology.

Goal Line Techgoal line technology

This much-talked about technology—sure to ease many headaches and broken hearts alike—is finally here. Goal line technology (pictured left) has been said to be arriving for years now and it’s no longer just the banter of athletic lore.

German firm GoalControl has outfitted the World Cup stadiums with sets of 14 cameras that will track ball play within millimeters. Whenever the ball happens to pass the goal line, an encrypted radio signal is delivered to a referee’s watch signaling the goal—all in less than a second’s time. Talk about la mano de Dios!

A Mind-Controlled Exo-Miracle

Who needs Hodor when you have an exoskeleton powered by your own neurons? Thanks to an international collaboration of over 156 scientists, a young paraplegic adult will open the game’s ceremonies by walking again in a robotic suit that comes outfitted with its own 3D-printed headpiece.

Hollywood-level Video Quality

It’s fitting that the World Cup will take place within the timeframe of Blockbuster Season, given that both will be filmed using Sony’s F65 powerhouse camera. The camera, already used to capture films like Oblivion and After Earth, shoots in RAW 8K, and will allow event organizers to shoot the cup’s final three matches in mouthwatering 4K resolution.

Next-Gen Turnstiles

This year, FIFA has spared no expense— even each set of stadium turnstiles is state-of-the-art. Hardwired with high-def cameras used to validate tickets on the fly, automatic bar lowering in case of emergency, and other neat perks, these turnstiles will ensure FIFA can welcome its thousands of guests at maximum speed and efficiency.

Remote-Controlled ‘Security Guards’

Usually only encountered on the battlefield (or maybe Silicon Valley), iRobot 510 PackBots will make an appearance at the World Cup to deal with suspicious packages and to serve as an added level of surveillance. Your move, creeps.

Info-Packed Cards

Always looking for an advantage, teams like Italy’s national squad is providing its players with ATM-style cards that, when accessed, provide players with tournament and training schedules, scouting videos, coach speeches, and more.

Pre-Cooling Vests And Sleeves To Beat Brazil Heat

In a place known for its deadly temperatures and excessive humidity, World Cup players will need all the help they can get to remain calm, cool, and collected. To help out, Adidas rolled out the adiPower pre-cooling supplies to ensure players start games at optimal capacity. The only drawback is that the technology is only available to nine tournament teams— we have a feeling they're the few with Adidas sponsorship.

Vanishing Spray Markers

No longer will referees have to point at nowhere in particular when marking spots for free kicks. Now they’ll be able to draw a circle on the turf with a foaming emulsifier that disappears within minutes of use.

SEE ALSO: The Egregious Flop That Gave Brazil The Lead In Opening World Cup Match

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The United States Is Experimenting With Drones To Control The Weather

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For years, there have been plenty of conspiracy theories about the government building machines that control the weather, be it via cloud seeding or Nikola Tesla's weather weapon HAARP.

Though it might sound like the type of exaggerated conversation piece reserved for 4Chan or niche forums, weather control processes are very real.

For example, during the 2008 Beijing Olympics China shot thousands of rockets into the sky that deployed silver iodide and dry ice into the clouds, sparking a storm to erupt before it could travel over the Opening Ceremonies. Pretty soon, though, the United States might be using similar methods to control the skies, but with the help of drones. 

According to an article in AccuWeather, the Federal Aviation Administration picked six test sites throughout the US in December 2013 to try out drone-based cloud seeding. The goal was to make weather control operations more cost-efficient and easier than, say, blasting thousands of fuel-guzzling rockets into the troposphere. One such site was the Desert Research Institute (DRI) in Reno, Nevada, where rampant drought plagues the arid desert. 

Jeff Tilley, the Director of Weather Modification Activities at DRI (yes, apparently that's a real job title), explained to AccuWeather why current cloud seeding methods need to be adjusted: 

"You can very quickly go through a budget for a year's supply of fuel during one storm if you're not careful...Fuel is expensive, pilots are expensive, and often in a storm you have to go up and down multiple trips...The potential market for the [drone] technology is substantially bigger than the current cloud seeding operational community...From the state perspective, there's the potential to capture a percentage of a $90 billion revenue-producing industry." 

Compared to using planes or jets to control the weather, drones are smaller, lighter, and don't require nearly as much fuel. Plus, there's no risk of a pilot hitting a mountain or getting hurt in another way.

Tesla may have been ahead of his time with his weather weapon, but he was on point. Pretty soon there might be unmanned aircrafts that function as both weapons and storm-manipulators (maybe even simultaneously). But to stay optimistic, think of the good: this technology could mean less drought, better agriculture and farming—plus, the possibility to create ski slopes or ideal movie sets at the flick of a remote control. 

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