“ “ Chirp” “
“ “ Chirp” “ is the result of a particle simulation frozen in time, created by mapping of the “chirp” sound of the gravitational waves to various physical forces that escalate into a vortex. It presents the unfiltered data to tell a story through the use of the familiar appearance of a ballpoint pen scribble. The spatially distributed regular pattern turns into a noise while it transforms memories throughout hidden structural symmetries. The previously interconnected pieces separate in order to align in a direction and finally form a cohesive purpose. Art has proven to be an extremely effective translator when it comes to communicating difficult concepts in an abstract way to trigger emotions. We often see a mark on the paper that could potentially become something else, such as a line, a drawing or a letter that has meaning. By constraining the marks to forces the unforgiving quality of the ballpoint pen leaves permanent memories on the paper and acts as a metaphor for stories from the past, describing not only the “what” but also the “how”. The concentric force is without an origin, symbolizing a black hole that we have limited knowledge of so far. “ “ Chirp” “ was processed in two different versions, the “positive” and the “negative”, focusing on the sudden disconnection of scale and time by losing the familiar connection with the medium.
Media Used: The chirp sound of the gravitational wave, recorded by the Laser Interferometer Gravitational-Wave Observatory (LIGO) was used to map a particle simulation driving sampled brushes of ballpoint pens. Autodesk Maya, Adobe Photoshop.
Emil Polyak is an artist, developer and educator with more than two decades of experience in computer aided art and design. He started his career in Hungary, and since then, he has worked and taught in various universities and studios in New Zealand and Singapore. Currently he is an assistant professor at the College of Design, department of Art+Design at the NC State University in Raleigh, North Carolina. His research combining animations with interactive control for virtual impersonation in traditional puppetry culminated in a project published at the SIGGRAPH conference in 2012. Exploring the intersections of the physical and virtual world, Emil’s projects communicate real events and scenarios using an abstract computer generated language.