Welcome to Lospec, a home for digitally restrictive art. We create online tools for people creating pixel art and other restrictive digital art.
Digitally Restrictive Art
In the early days of computers, memory and storage space were a valuable commodity. Old hardware had very little space, every possible bit had to be conserved. Screen resolutions were small, and could only display a limited amount of colors. Music was stored as a sequence of notes rather than a single audio file. Games and programs had a maximum amount of space they could use, and they had to work within that restriction. Games made for the Atari 2600 could only be 32 kilobytes in total, including graphics, sounds, programming, levels.
Some people might view these restrictions as inconvenient, something that can only hinder your creative process. But there are many benefits to creating art within restrictions. Sometimes they simply help your get over art blocks by giving you a place to start, or help you use a consistent style throughout a piece. They can also force you to think in ways you might not have before and find creative ways to represent your vision. Your goal changes from "how can I best depict this subject" to "how can I best depict this subject within these limitations". You start thinking about the design, and level of detail. You are forced to simplify and prioritize, and consider the piece as a whole. It changes the whole creative process and forces you to think about your art from a new angle. The process of creating pixel art is completely different from even similar art forms like digital painting.
Some artists may impose restrictions upon themselves purposefully just to take advantage of these benefits. Some restrictions are just a result of that art form, like the canvas size of a painting or material of a sculpture. In Digitally Restrictive Art, the restrictions are brought on by the fact that they are stored digitally and is usually based on how the data is saved.
Pixel Art - The most popular digitally restrictive art form, as it was the only option for graphics on early video game systems. Though it's not required any longer, many games today still utilize pixel art due to it's aesthetic appeal, simplicity, and relative ease of creation. A large community of artists and fans still exists around the net.
Voxel Art - A more recent creation which is essentially a 3D version of pixel art. Instead of being made up of squares, it is made up of cubes. It's visuall similarity to pixel art makes it look like something out of the early computing days, but in reality only recently have computers been able to handle voxels.
Ascii Art - Similar to pixel art, but instead of being made up of pixels, everything is made up of ASCII characters, like letters and numbers. Before computers could even display pictures, artists could create images out of text. It was mostly notably adopted by the hacking community for use in text files.
Low-poly 3D - 3D models are typically made up of thousands of polygons, connected at their edges to create 3D shapes. In modern movies and games there are typically so many polygons that you can't see them and they look like a smooth surface. But in the early days of 3d, artists were limited to very few polygons. Low-poly models are still occasionally used in games today for memory restrictions as well as aesthetics. A subset of low-poly 3D includes using pixel art for the textures, adding another layer of restrictions.
Chiptune - Storing audio digitally actually takes quite a bit of space. Rather than reducing the length or quality of a song, early digital composers created a way to store songs as notes, which are then played at specified times, essentially being performed live by the computer. There are many different formats of digitally restrictive music that offer a whole array of different features and sounds. Midi files for example have a preset group of instruments you can assign to each note, and MOD/XM files let you create your own instruments out of waveforms.
Create beautiful, wild and weird images with GAN.
http://tesla1.teslafm.net:8000/tesla1 (copy-paste in VLC)
Schedule : https://tesla1.teslafm.net
A radio on-line just for culturally restless people who looks for non-commercial music, experimentation and counterculture information. From experimental electronic to electroacoustic and sound art; from improvisation to jazz and classical music; from old tunes from 19th century to current compositions; from 80s obscure artefacts to inspired sounds from this decade; cultural archives…, an eclectic journey.
The Silence Secret Society.
Other radios :
Radio tv-syd-dk : http://libretime.tv-syd.dk:8000/stream
Radio Inutile : http://51.254.203.56:8000/mp3_320
Radio Meuh : http://radiomeuh.ice.infomaniak.ch:8000/radiomeuh-128.mp3
Fip Autour du Jazz : http://chai5she.cdn.dvmr.fr/fip-webradio2.mp3
Radio Paradise : http://stream-dc1.radioparadise.com/aac-320
Zen radio : http://zen.radio.mynoise.net/
Nature radio : http://nature.radio.mynoise.net/
Space radio : http://space.radio.mynoise.net/
Le Paradoxe du Temps – Arman, 1961
This guide favors authenticity over accuracy, and it aims to entertain before it informs. It is only as accurate as it feels it needs to be. It is constantly changing and it is infinitely mutable, so the map, the music, and my self-righteous opinions are all subject to change as I discover, investigate, and incorporate new knowledge and more music. Nothing is definitive.
This is an educational resource, not a music sharing service. There are no complete songs here. All tracks are low quality sub-2 minute samples. If you want the music, do the artists a solid and buy it from them through legitimate channels.
A light Rust API for Multiresolution Stochastic Texture Synthesis [1], a non-parametric example-based algorithm for image generation.
Pixel-art scaling algorithms are graphical filters that are often used in video game emulators to enhance hand-drawn 2D pixel art graphics. The re-scaling of pixel art is a specialist sub-field of image rescaling.
As pixel-art graphics are usually in very low resolutions, they rely on careful placing of individual pixels, often with a limited palette of colors. This results in graphics that rely on a high amount of stylized visual cues to define complex shapes with very little resolution, down to individual pixels. This makes image scaling of pixel art a particularly difficult problem.
A number of specialized algorithms[1] have been developed to handle pixel-art graphics, as the traditional scaling algorithms do not take such perceptual cues into account.
Since a typical application of this technology is improving the appearance of fourth-generation and earlier video games on arcade and console emulators, many are designed to run in real time for sufficiently small input images at 60 frames per second. This places constraints on the type of programming techniques that can be used for this sort of real-time processing. Many work only on specific scale factors: 2× is the most common, with 3×, 4×, 5× and 6× also present.
Plugin for GIMP : https://github.com/bbbbbr/gimp-plugin-pixel-art-scalers
Waifu2x
https://en.wikipedia.org/wiki/Waifu2x
https://github.com/lltcggie/waifu2x-caffe/releases
https://github.com/imPRAGMA/W2XKit
https://old.reddit.com/r/WaifuUpscales/new/
https://github.com/BlueCocoa/waifu2x-ncnn-vulkan-macos/releases
https://old.reddit.com/r/Dandere2x/
https://old.reddit.com/r/waifu2x
https://github.com/AaronFeng753/Waifu2x-Extension
https://github.com/K4YT3X/video2x
https://old.reddit.com/r/AnimeResearch
Quote from a reddit comment :
A short list, ordered after output quality and setup time:
SRGAN, Super-resolution generative adversarial network : https://github.com/topics/srgan,
Other implementations: https://github.com/tensorlayer/srgan
https://github.com/brade31919/SRGAN-tensorflow
https://github.com/titu1994/Super-Resolution-using-Generative-Adversarial-Networks
Neural Enhance: https://github.com/alexjc/neural-enhance/
Photoshop: The newest PS version (19.x, since October 2017 release) also has a new upscaling method, called "Preserve Details 2.0 Upscale" but compared to SRGAN the results clearly lack sharp and fine details. You have asked for an App and PS is easy to use and can be automated.
Overview of the most popular algorithms:
https://github.com/IvoryCandy/super-resolution
(VDSR, EDSR, DCRN, SubPixelCNN, SRCNN, FSRCNN, SRGAN)
Not in the list above:
LapSRN: https://github.com/phoenix104104/LapSRN
SelfExSR: https://github.com/jbhuang0604/SelfExSR
RAISR, developed by Google:
https://github.com/MKFMIKU/RAISR
https://github.com/movehand/raisr
Despite the rise of ebooks, the interest in cover design and the look of physical books is probably stronger than ever. The rate of books being published grows ever higher, and they all need covers, even if it's just a thumbnail for a Kindle edition on Amazon.
Cover designers the world over have access, via online art databases and stock libraries, to a vast array of images that can be used to decorate and, with any luck, sell books. Unfortunately, all those designers tend to have access to the same databases and libraries, which means you sometimes end up with books which feature photographs that look strangely familiar…
Today, you are an Astronaut. You are floating in inner space 100 miles above the surface of Earth. You peer through your window and this is what you see. You are people watching. These are fleeting moments.
These videos come from YouTube. They were uploaded in the last week and have titles like DSC 1234 and IMG 4321. They have almost zero previous views. They are unnamed, unedited, and unseen (by anyone but you).
Astronaut starts when you press GO. The video switches periodically. Click the button below the video to prevent the video from switching.
Astronaut was created by Andrew Wong and James Thompson on a sunny day in San Francisco in 2011.
Beautiful footage of our earth is provided by the Earth Science and Remote Sensing Unit, NASA Johnson Space Center.
Soundtrack provided by Claude Debussy's Claire de Lune performed by Caela Harrison (cc).
Try pressing spacebar.
NASA publishes many Earth datasets at monthly time scales, and this GIF uses one frame per month to show the fluctuating seasons. The animation focuses mainly on data about Arctic sea ice and vegetation, but it was hard to choose - NASA has many other beautiful seasonal datasets, like fire, temperature, or rainfall.
Evoboxx is a synthesizer based on the cellular automaton Game of Life, created by mathematician John Horton Conway in 1970. The game is a zero-player game, meaning that its evolution is determined by its initial state, requiring no further input. One interacts with the Game of Life by creating an initial configuration and observing how it evolves, or, for advanced players, by creating patterns with particular properties.
Demonstration tutorial of retraining OpenAI’s GPT-2-small (a text-generating Transformer neural network) on a large public domain Project Gutenberg poetry corpus to generate high-quality English verse.
https://jalammar.github.io/illustrated-gpt2/
Other tutorial : https://medium.com/@ngwaifoong92/beginners-guide-to-retrain-gpt-2-117m-to-generate-custom-text-content-8bb5363d8b7f
https://github.com/minimaxir/gpt-2-simple
Example : http://textsynth.org/
Datasets :
https://www.kaggle.com/datasets
https://github.com/awesomedata/awesome-public-datasets
Scrap webpage with python :
https://www.crummy.com/software/BeautifulSoup/
https://github.com/EugenHotaj/beatles/blob/master/scraper.py
A collection of specifications and tools for 360° video and spatial audio, including:
Spatial Audio metadata specification
Spherical Video metadata specification
Spherical Video V2 metadata specification
VR180 Video Format VR180 video format
Spatial Media tools for injecting spatial media metadata in media files
https://github.com/google/spatial-media/releases/download/v2.1/360.Video.Metadata.Tool.mac.zip
https://github.com/google/spatial-media/releases/download/v2.1/360.Video.Metadata.Tool.win.zip
This site tries to gather open-source remakes of great old games in one place. If you think that something is missing from the list - please go to our GitHub repository and create an issue or even a pull request!
Since all these projects are open-source you can help them and make this world a better place. Or at least you can play something to appreciate the effort people put in them.
A standalone timeline app that can be controlled by and sends out its values via OSC.
A Posh based timeline that can be controlled by and sends out its values via OSC.
Brought to you by vvvv.
Requires Internet Explorer >= 10 to be installed on your system.
Looking for a binary download? Get it here.
A free and open-source intermedia sequencer
Enables precise and flexible scripting of interactive scenarios.
Control and score any OSC-compliant software or hardware:
Max/MSP, PureData, openFrameworks, Processing…
Mosaic is an open source multi-platform (osx, linux, windows) live coding and visual programming application, based on openFrameworks.
This project deals with the idea of integrate/amplify human-machine communication, offering a real-time flowchart based visual interface for high level creative coding. As live-coding scripting languages offer a high level coding environment, ofxVisualProgramming and the Mosaic Project as his parent layer container, aim at a high level visual-programming environment, with embedded multi scripting languages availability (Lua, GLSL, Python and BASH(macOS & linux) ).
As this project is based on openFrameworks, one of the goals is to offer as more objects as possible, using the pre-defined OF classes for trans-media manipulation (audio, text, image, video, electronics, computer vision), plus all the gigantic ofxaddons ecosystem actually available (machine learning, protocols, web, hardware interface, among a lot more).
While the described characteristics could potentially offer an extremely high complex result (OF and OFXADDONS ecosystem is really huge, and the possibility of multiple scripting languages could lead every unexperienced user to confusion), the idea behind the interface design aim at avoiding the "high complex" situation, embodying a direct and natural drag&drop connect/disconnet interface (mouse/trackpad) on the most basic level of interaction, adding text editing (keyboard) on a intermediate level of interaction (script editing), following most advanced level of interaction for experienced users (external devices communication, automated interaction, etc...)
Built by Adam King (@AdamDanielKing) as an easier way to play with OpenAI's new machine learning model. In February, OpenAI unveiled a language model called GPT-2 that generates coherent paragraphs of text one word at a time.
While the future can never be predicted with absolute certainty, present understanding in various scientific fields allows for the prediction of some far-future events, if only in the broadest outline. These fields include astrophysics, which has revealed how planets and stars form, interact, and die; particle physics, which has revealed how matter behaves at the smallest scales; evolutionary biology, which predicts how life will evolve over time; and plate tectonics, which shows how continents shift over millennia.
All projections of the future of the Earth, the Solar System, and the universe must account for the second law of thermodynamics, which states that entropy, or a loss of the energy available to do work, must rise over time. Stars will eventually exhaust their supply of hydrogen fuel and burn out. Close encounters between astronomical objects gravitationally fling planets from their star systems, and star systems from galaxies.
Quote from https://en.wikipedia.org/wiki/Everything_(video_game) :
Everything is a simulation game where the player has the ability to explore a procedurally generated universe and control various objects within it. The player starts as one of several possible creatures and has the ability to move around. Initially, the player can shift their control to any creature or object smaller than the current one they occupy; this shifts the scale of the game to reflect this. Eventually the player can only shift into smaller and smaller parts of matter, down to the sub-atomic level, after which the game then allows the player to shift to larger objects as well. From this point, the player can take forms that include landmasses, planets, and whole star systems. As the player moves and shifts forms, they will find other creatures or objects speaking to them. The game uses a number of levels of "existence", representing different length scales, which the player can move between as they shift into different objects.
When a player occupies a form for the first time, that object is added to an in-game encyclopedia catalogued by type. At any time, the player can shift to any form they have already previously inhabited, though this form will be scaled appropriately to the current scale the player is at: taking the form of a planet in the middle of a street will produce a miniature-sized planet. A goal of the game is to complete this encyclopedia and occupy all objects available in Everything. Throughout the game, quotes from philosopher Alan Watts are given to the player. If the player lets the game sit idle, the game will cycle through various scenes on its own.
Once the player has completed the game through completing the encyclopedia, they can start in a New Game Plus-type mode, but here starting from any random object in the game.
More from Alan Watts : https://www.postbelief.org/alan-watts-out-of-your-mind/
http://files.diydharma.org/Alan_Watts/
https://repo.palkeo.com/esprit/philo/Alan%20Watts-%20Out%20of%20Your%20Mind%20%28Essential%20Lectures%29/
Welcome to Planet eBook, the home of free classic literature! The latest version of the site, with its mobile-friendly design and multi-format eBooks, attempts to make our collection of eBooks available on all devices.
Existing free eBooks on the web tend to be well beneath the quality of paper books, making them more difficult and less pleasurable to read. In a small way, we’re trying to change this. Our goal is to publish a small selection of high-quality eBooks — each a genuine alternative for readers wanting to enjoy reading a book without having to pay for it.
The books we publish in Australia are all in the public domain and out of copyright. Please be sure to check the copyright laws for your country before downloading.
Richard
Declassifier
Custom Software, COCO Dataset (corrected). 2 days 5 hours 25 min. 2019
Declassifier processes pictures using the YOLO computer vision algorithm. Instead of showing the program's prediction, the picture is overlayed with images from COCO, the training dataset from which the algorithm learned in the first place.
The data by which machine learning algorithms learn to make predictions is hardly ever shown, let alone credited. By doing both, Declassifier exposes the myth of magically intelligent machines, instead applauding the photographers who made the technical achievement possible. In fact, when showing the actual training pictures, credit is not only due but mandatory.
Beats is a command-line drum machine. Feed it a song notated in YAML, and it will produce a precision-milled Wave file of impeccable timing and feel.
http://beatsdrummachine.com/tutorial/
http://tropone.de/2019/02/21/ungewoehnliche-wege-rhythmen-zu-programmieren-teil-2-beats-cl/
Open-source virtual modular synthesizer
https://vcvrack.com/manual/index.html
https://patchstorage.com/platform/vcv-rack/
https://community.vcvrack.com/
VCV was founded by Andrew Belt in 2016 and is based in Tennessee, USA. Its flagship product VCV Rack was released on September 10, 2017 at Knobcon after two years of development. It was based on an unreleased C++ modular audio engine written by Andrew in 2012.
Each letter of the alphabet is an operation, lowercase letters operate on bang, uppercase letters operate each frame. Orca is designed to control other applications, create procedural sequencers, and to experiment with livecoding. See the documentation and installation instructions here, or have a look at a tutorial video.
A
add: Outputs the sum of inputs.B
bool: Bangs if input is not empty, or 0.C
clock: Outputs a constant value based on the runtime frame.D
delay: Bangs on a fraction of the runtime frame.E
east: Moves eastward, or bangs.F
if: Bangs if both inputs are equal.G
generator: Writes distant operators with offset.H
halt: Stops southward operators from operating.I
increment: Increments southward operator.J
jumper: Outputs the northward operator.K
konkat: Outputs multiple variables.L
loop: Loops a number of eastward operators.M
modulo: Outputs the modulo of input.N
north: Moves Northward, or bangs.O
offset: Reads a distant operator with offset.P
push: Writes an eastward operator with offset.Q
query: Reads distant operators with offset.R
random: Outputs a random value.S
south: Moves southward, or bangs.T
track: Reads an eastward operator with offset.U
uturn: Reverses movement of inputs.V
variable: Reads and write globally available variables.W
west: Moves westward, or bangs.X
teleport: Writes a distant operator with offset.Y
jymper: Outputs the westward operator.Z
zoom: Moves eastwardly, respawns west on collision.*
bang: Bangs neighboring operators.#
comment: Comments a line, or characters until the next hash.:
midi: Sends a MIDI note.^
cc: Sends a MIDI CC value.;
udp: Sends a UDP message.=
osc: Sends a OSC message.enter
bang selected operator.shift+enter
toggle insert/write.space
toggle play/pause.>
increase BPM.<
decrease BPM.shift+arrowKey
Expand cursor.ctrl+arrowKey
Leap cursor.alt+arrowKey
Move selection.ctrl+c
copy selection.ctrl+x
cut selection.ctrl+v
paste selection.ctrl+z
undo.ctrl+shift+z
redo.]
increase grid size vertically.[
decrease grid size vertically.}
increase grid size horizontally.{
decrease grid size horizontally.ctrl/meta+]
increase program size vertically.ctrl/meta+[
decrease program size vertically.ctrl/meta+}
increase program size horizontally.ctrl/meta+{
decrease program size horizontally.ctrl+=
Zoom In.ctrl+-
Zoom Out.ctrl+0
Zoom Reset.tab
Toggle interface.backquote
Toggle background.Download the app here : https://hundredrabbits.itch.io/orca
Source code : https://github.com/hundredrabbits/Orca
Video tutorial : https://www.youtube.com/watch?v=RaI_TuISSJE
To test midi on Macosx : http://notahat.com/simplesynth
Activate the virtual Midi input on Macosx : https://help.ableton.com/hc/en-us/articles/209774225-Using-virtual-MIDI-buses
Pilot (another way to create music with orca from the same creators) :
Download the app here : https://hundredrabbits.itch.io/pilot
Source code : https://github.com/hundredrabbits/Pilot
A good explanation of the software in German : http://tropone.de/2019/03/13/orca-ein-sequenzer-der-kryptischer-nicht-aussehen-kann-und-ein-versuch-einer-anleitung/
The tl;dr
We should all be automating our image compression.
Image optimization should be automated. It’s easy to forget, best practices change, and content that doesn’t go through a build pipeline can easily slip. To automate: Use imagemin or libvips for your build process. Many alternatives exist.
Most CDNs (e.g. Akamai) and third-party solutions like Cloudinary, imgix, Fastly’s Image Optimizer, Instart Logic’s SmartVision or ImageOptim API offer comprehensive automated image optimization solutions.
The amount of time you’ll spend reading blog posts and tweaking your configuration is greater than the monthly fee for a service (Cloudinary has a free tier). If you don’t want to outsource this work for cost or latency concerns, the open-source options above are solid. Projects like Imageflow or Thumbor enable self-hosted alternatives.
Tapioca Toys Cardboard
Real-world interfaces built to play music, mold landscapes, draw… for kids & grown-ups.
The Cardboard Edition is the latest-born of our tapioca interfaces. We're introducing this compact, low-cost and low-tech version that's easy for us to mail and easy for you to build. All it does require is an iPhone, and not necessarily the latest kind: versions 5 to X are compatible. To learn more about the why and the how, visit our lab article.
How does our understanding of technology change when abstractions become tangible? In this course, paper acts as a bridge between code, mathematics, and our human sensory experience of the world.
When we fold, we imbue an inert material with pattern, structure, animation, function, and interface; a crease in paper is a re-programming of the material’s memory. Folded structures give us a means to touch and manipulate difficult problems and unlike simple machines (limited by static friction), folding systems can be applied at any scale, from nanometer to spacecraft scale. With an increased knowledge of folding mechanisms can we build more sustainable, ecologically-aware technology?
Lead by paper engineer and designer Kelli Anderson and origami artist and developer Robby Kraft, SFPC’s two-week session will explore the wide variety of ways that a piece of paper can produce function.
ArchiveBox takes a list of website URLs you want to archive, and creates a local, static, browsable HTML clone of the content from those websites (it saves HTML, JS, media files, PDFs, images and more).
You can use it to preserve access to websites you care about by storing them locally offline. ArchiveBox imports lists of URLs, renders the pages in a headless, autheticated, user-scriptable browser, and then saves archive of the content in multiple redundant common formats (HTML, PDF, PNG, WARC) that will last long after the originals disappear off the internet. It automatically extracts assets and media from pages and saves them in easily-accessible folders, with out-of-the-box support for git repositories, audio, video, subtitles, images, PDFs, and more.
You don't need to write any code to create a simple story with Twine, but you can extend your stories with variables, conditional logic, images, CSS, and JavaScript when you're ready.
Twine publishes directly to HTML, so you can post your work nearly anywhere. Anything you create with it is completely free to use any way you like, including for commercial purposes.
Twine was originally created by Chris Klimas in 2009 and is now maintained by a whole bunch of people at several different repositories.
My goal is to include scripts from indigenous and minority cultures who are in danger of losing their sense of history, identity and purpose and who are trying to protect, preserve and/or revive their writing system as a way of reconnecting to their past, their dignity, their sense of a way ahead.
A traditional script is a visual reminder of a people’s identity — as we can tell by the number of cultures that continue to use their script as an emblem (on printed invitations, on shop fronts, even on the national flag) long after most people have stopped using it for everyday purposes.
Naming is hard. Names, after all, are perhaps the most indelible artifacts of the product creation process. Brands are redesigned with a lustrum regularity and codebases are continually rewritten and replaced but a name, for better or worse, usually sticks.
That’s because a good name is a hook that sets itself into a person’s mind, linking their brain back to your idea – try to reset the hook and you risk losing the connection. The process of naming, then, is the process of neatly packaging up that idea, discovering where it begins and ends so it can be linked as a discrete, easily remembered concept.
A good name can help a company or product become successful, of course, but it can also help the lowliest code library find an audience, help formalize an informal process, and propel ideas about the world toward becoming talking points throughout it.
And yet, what tools do we use for naming? What methodology? Many of us practice it informally, doing our best with thesauruses and domain name searches, never stopping to formalize an approach because it seems so devilishly simple – all you really need is a word or two in a language you’ve probably been using your entire life.
But like any art form, naming benefits from rich tools and processes, and this site is meant to help you discover them – to provide a starting point for anyone who needs to name something. That is: everyone, because every idea benefits from a good name.
REXPaint is a powerful and user-friendly ASCII art editor. Use a wide variety of tools to create ANSI block/line art, roguelike mockups and maps, UI layouts, and for other game development needs. Originally an in-house dev tool used by Grid Sage Games for traditional roguelike development, this software has been made available to other developers and artists free of charge. While core functionality and tons of features already exist, occasional updates are known to happen.
With Multipaint, you can draw pictures with the color limitations of some typical 8-bit computer platforms. The screen formats supported are Commodore 64 high resolution, Commodore 64 multicolor, Commodore Plus/4 Hires, Commodore Plus/4 multicolor, ZX Spectrum, MSX 1 and Amstrad CPC0.
Multipaint features common drawing tools, color clash emulation, cut brushes, dither patterns, grid / snap, 20-step undo, spare page, magnify modes, direct executable export, export as source, import/export in native formats and much more.
Vuo is a kit for making a million different projects — apps, videos, prototypes, plugins, exhibits, live performance effects, and more. Even if you don't have programming experience, Vuo lets you build your own stuff for Mac.
Vuo is the Finnish word for flow, and that's what Vuo is about — supporting your creative flow. When you're creating, you want to focus on your ideas. You don't want to be distracted or frustrated trying to figure out how your tools work. Vuo helps you stay in the groove by making it easy to find the building blocks you want, put them together, and tweak your creation until it's just the way you want it.
Christmas Eve 1951. Werner and Mylène are looking forward to a cosy evening with turkey and presents when the doorbell rings. It's Sam, Werner's colleague. He has discovered that Werner has been falsifying the books for several months and wants the money back. This is the beginning of a night full of surprises with unexpected plots and where nothing is what is seems.
In 1967, Swedish National Television was granted a rare interview with Victor Hasselblad at his home. In this video we also get a glimpse into the Hasselblad manufacturing facilities in Gothenburg, Sweden. The Hasselblad camera made its huge breakthrough when the American astronauts began to use it in space. The photographs of the first men on the Moon are some of the most published images in the world. The camera also figured largely for more earthbound photographers, amateurs and professionals alike, working in the fields of advertising, fashion, photojournalism, portraiture, nature, science and medicine. The idea for his camera came to Victor Hasselblad (1906-78) in his youth when he travelled around the Swedish countryside to photograph birds. Never really satisfied with his results, he began to dream about a better camera. This remarkable footage gives us an insight into the man whose idea of a camera – and camera system – is as admired today as it was ground-breaking over 75 years ago.