Analyzing Cellular Atomata Art
Art Piece 1: EVIL/LIVE by Bill Vorn
"EVIL/LIVE" by Bill Vorn is an interactive sound and light art installation that is based on the cellular automaton principle. It is a structure (approximately 2m x 2m) composed of 64 halogen lights in grid formation with 4 speakers located behind the lights. The lights are constantly changing and lighting up in patterns derived by the "Game of Life", which is controlled by a computer to respond to different sounds played out of the structure's speakers. The piece can also respond to the input of humans viewing it, for an 8'x8' matrix on the floor is programmed to make the halogen lights respond to the movements of people about the room. This piece clearly uses the concept of "The Game of Life" and Cellular Automata, for this piece generates pattern that evolve and change over time. The key word there is time, because as it passes and more input is given, the structure continues to evolve into something greater and greater. In this case, the patterns appear and disappear with time, but each time they do appear they are something different. As for my opinion, I think that this generative art piece is very simply due to the fact that it is just that...generative and interactive. Being able to control the way the art looks just by where a viewer stands and the sounds he/she makes is somewhat empowering, and the results given are incredible.
Art Piece 2: LiquiPrism
"LiquiPrism" by Alan Dorin is a cube of cellular-automata wherein each face of that cube triggers MIDI notes to play when its' "nodes" are activated. It follows a certain set of rules and patterns: certain cyclical patterns are more likely to occur than others in order to ensure that there is rhythmic balance and continuity. Each face of the cube runs at a different pace, which means that counter-rhythms are easily established between the cube faces. The way in which a user interacts with this cellular-automata is that they click and move the mouse over the cube. With this being said, this piece clearly follows the cellular-automata and Game of Life guidelines because the "nodes" of the grid are based on the concept of "cells" in the aforementioned concepts. It uses the neighbors of each cell to determine which pattern/node activation will come next. For example, a line of code from this piece basically translates into English to say "If there are exactly three neighbors of this cell, then 'nextState' will be 'ON'". Looking at examples of this piece in a completed state, my opinion on it is rather positive. It surprised me how good the musical rhythms created on this MIDI tone bank could sound this appealing, and the visuals that went along with it were eye-catching. See an example below!







