Visual Artist’s Residency at SARC

Visual Artist’s Residency at SARC in 2009
Call for Proposals

The Sonic Arts Research Center (SARC) is offering a 6 Month residency in 2009 for a visual artist working with digital technologies.
This residency is co-hosted by the European Culture 2007 project CO-ME-DI-A (Cooperation and Mediation in Digital Arts) . The successful applicant is expected to have a solid grounding in at least one of the following: Motion Capture, Live video, Opengl, Computer gaming or 3d modeling.

The chosen artist will be working alongside the network performance research team at SARC, developing real-time computer graphics for network performance, addressing virtual presence and will also contribute to other CO-ME-DI-A – related events.

The residency includes travel to CO-ME-DI-A events and an all inclusive honorarium of £10000. The successful applicant is expected to take residency in Belfast for at least 5 months and collaborate with CO-ME-DI-A partner CIANT in Prague.

Application Process:

Applicants should include a 2 page CV, links to previous work, and a short paragraph detailing any experiences in network environments, as well as a short section in which you should give reasons why you would like to be considered for this residency.

The deadline for applications is the 30th May 2009.

All applications should be emailed to Dr. Franziska Schroeder (F.Schroeder@qub.ac.uk) as either word or pdf documents. DVDs or other materials can be posted to Dr. Franziska Schroeder. Sonic Arts Research Centre, Queen’s University Belfast. Belfast BT7 1NN

If you would like to discuss your application please contact Dr. Pedro Rebelo (P.Rebelo@qub.ac.uk)
http://www.sarc.qub.ac.uk
http://www.comedia.eu.org/

SuperCollider 3.3 Released

SuperCollider 3.3 is now available for download. SuperCollider
is an environment and programming language for real time audio
synthesis and algorithmic composition. It provides an interpreted
object-oriented language which functions as a network client to a state
of the art, realtime sound synthesis server.

SuperCollider was written by James McCartney
over a period of many years, and is now an open source (GPL) project
maintained and developed by various people. It is an efficient and
expressive dynamic programming language which makes it an interesting
framework for acoustic research, algorithmic music and interactive
programming, making it valuable to scientists, musicians, and artists
working with sound.

There are many changes since 3.2, but here are some headlines:

  • GUI system updates: easier syntax, plus a major
    update of GUI documentation, as well as extra features such as modal
    sheets, SCLevelIndicator, and menu item manipulation
  • New UGens added:
    • BEQSuite filter UGens (popular set of nice-sounding filters)
    • PartConv (efficient frequency-domain convolution)
    • SendReply (sends arrays from server to the language client)
    • VDiskIn (like DiskIn but with variable rate)
    • LFGauss
  • Buffer recording/playback UGens used to be limited to 16-channel; now they can handle massively multi-channel audio
  • SCImage for manipulating bitmap image objects (mac only)
  • LocalBuf framework allows synths to create/free their own “private” buffers, simplifying buffer management in many situations
  • Various behind-the-scenes efficiency improvements, for a sleeker audio server that can do more on a given machine

Visit the SuperCollider downloads page to get binary or source-code downloads for your platform.

<The PolyMachine and live-coding [ixiQuarks]>

SuperCollider 3.3 is released

Dear all –

We are happy to announce that SuperCollider 3.3 is now available. See
the announcement on the website:
http://supercollider.sourceforge.net/2009/supercollider-33-released/

On behalf of the many developers involved, our thanks to all who
contributed to development – including those who provided feedback on
the release candidates, and those who workshopped ideas at the
symposium.

(A binary of sc3.3 for windows is still in alpha stage, with some
development yet to come. If you’re interested in helping with this,
you can build the windows version from the source code download.)

Best,
Dan