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	<title>matteo pennese::diarymatteo pennese::diary | matteo pennese::diary</title>
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	<lastBuildDate>Fri, 13 Apr 2012 12:53:08 +0000</lastBuildDate>
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		<title>undistorting the Kinect depth map in MaxJitter</title>
		<link>http://www.matteopennese.com/diary/?p=1024</link>
		<comments>http://www.matteopennese.com/diary/?p=1024#comments</comments>
		<pubDate>Fri, 13 Apr 2012 12:53:08 +0000</pubDate>
		<dc:creator>mp</dc:creator>
				<category><![CDATA[art technology]]></category>
		<category><![CDATA[interfaces]]></category>
		<category><![CDATA[video]]></category>
		<category><![CDATA[Kinect]]></category>
		<category><![CDATA[Max]]></category>

		<guid isPermaLink="false">http://www.matteopennese.com/diary/?p=1024</guid>
		<description><![CDATA[2 methods for undistorting the Kinect depth map in MaxJitter by Dieter Vandoren. I immediately found an obstruction in that the Kinect’s depth data, when rendered directly as a point cloud or mesh in Jitter, is seriously distorted because of the depth sensing method, lens distortion and the camera perspective. For the depth data to be useful to me I have to undistort it so that it renders in a perspective correct way (eg. floor and ceiling parallel, walls perpendicular to floor, etc). […] Thank you Dieter for sharing!]]></description>
			<content:encoded><![CDATA[<p><strong><a href="http://dtr.noisepages.com/2011/02/2-methods-for-undistorting-the-kinect-depth-map-in-maxjitter/" target="_blank">2 methods for undistorting the Kinect depth map</a></strong> in MaxJitter by Dieter Vandoren.</p>
<blockquote><p>I immediately found an obstruction in that the Kinect’s depth data, when rendered directly as a point cloud or mesh in Jitter, is seriously distorted because of the depth sensing method, lens distortion and the camera perspective. For the depth data to be useful to me I have to undistort it so that it renders in a perspective correct way (eg. floor and ceiling parallel, walls perpendicular to floor, etc). […]</p></blockquote>
<p>Thank you Dieter for sharing!</p>
]]></content:encoded>
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		<title>Fab Speakers</title>
		<link>http://www.matteopennese.com/diary/?p=1018</link>
		<comments>http://www.matteopennese.com/diary/?p=1018#comments</comments>
		<pubDate>Wed, 11 Apr 2012 16:47:21 +0000</pubDate>
		<dc:creator>mp</dc:creator>
				<category><![CDATA[art technology]]></category>
		<category><![CDATA[music]]></category>
		<category><![CDATA[OpenSource]]></category>

		<guid isPermaLink="false">http://www.matteopennese.com/diary/?p=1018</guid>
		<description><![CDATA[Fab Speakers, an open source and portable speaker project by David A. Mellis, a co-creator of Arduino. These portable speakers are made from laser-cut wood, fabric, veneer, and electronics. They are powered by three AAA batteries and compatible with any standard audio jack (e.g. on an iPhone, iPod, or laptop). The speakers are an experiment in open-source hardware applied to consumer electronics. By making their original design files freely available online, in a way that&#8217;s easy for others to modify, I hope to encourage people to make and modify them. In particular, I&#8217;d love to see changes or additions that I didn&#8217;t think about and to have those changes shared publicly for others to use or continue to modify. The speakers have been designed to be relatively simple and cheap in the hopes of facilitating their production by others.]]></description>
			<content:encoded><![CDATA[<p><strong><a href="http://web.media.mit.edu/~mellis/speakers/" target="_blank">Fab Speakers</a></strong>, an open source and portable speaker project by David A. Mellis, a co-creator of Arduino.</p>
<blockquote><p>These portable speakers are made from laser-cut wood, fabric, veneer, and electronics. They are powered by three AAA batteries and compatible with any standard audio jack (e.g. on an iPhone, iPod, or laptop).</p>
<p>The speakers are an experiment in open-source hardware applied to consumer electronics. By making their original design files freely available online, in a way that&#8217;s easy for others to modify, I hope to encourage people to make and modify them. In particular, I&#8217;d love to see changes or additions that I didn&#8217;t think about and to have those changes shared publicly for others to use or continue to modify. The speakers have been designed to be relatively simple and cheap in the hopes of facilitating their production by others.</p></blockquote>
<p><img class="attachment-266x266 aligncenter" title="speakers384" src="http://www.matteopennese.com/diary/wp-content/uploads/2012/04/speakers384-300x225.jpg" alt="speakers384" width="266" height="199" /></p>
]]></content:encoded>
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		<item>
		<title>Javascript for Max code by Tom Swirly</title>
		<link>http://www.matteopennese.com/diary/?p=1010</link>
		<comments>http://www.matteopennese.com/diary/?p=1010#comments</comments>
		<pubDate>Wed, 28 Mar 2012 22:48:54 +0000</pubDate>
		<dc:creator>mp</dc:creator>
				<category><![CDATA[art technology]]></category>
		<category><![CDATA[javascript]]></category>
		<category><![CDATA[Max]]></category>
		<category><![CDATA[OpenSource]]></category>
		<category><![CDATA[programming]]></category>

		<guid isPermaLink="false">http://www.matteopennese.com/diary/?p=1010</guid>
		<description><![CDATA[The title is self-explanatory… Here to reach out that. I&#8217;ve decided to open source my fairly large collection of Javascript for Max code… Thank you Tom!!]]></description>
			<content:encoded><![CDATA[<p>The title is self-explanatory…</p>
<p><strong><a href="https://github.com/rec/swirly" target="_blank">Here</a></strong> to reach out that.</p>
<blockquote><p>I&#8217;ve decided to open source my fairly large collection of Javascript for Max code…</p></blockquote>
<p>Thank you Tom!!</p>
]]></content:encoded>
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		<title>Iron, an Xbee configurator</title>
		<link>http://www.matteopennese.com/diary/?p=1003</link>
		<comments>http://www.matteopennese.com/diary/?p=1003#comments</comments>
		<pubDate>Mon, 19 Mar 2012 00:14:39 +0000</pubDate>
		<dc:creator>mp</dc:creator>
				<category><![CDATA[art technology]]></category>
		<category><![CDATA[physical computing]]></category>
		<category><![CDATA[Arduino]]></category>
		<category><![CDATA[sensors]]></category>

		<guid isPermaLink="false">http://www.matteopennese.com/diary/?p=1003</guid>
		<description><![CDATA[Iron, a free cross-platform software that allows you to configure all the parameters of your XBee modules, has been released. The company is moltosenso. Thanks to a snappy and totally free GUI, moltosenso Network Manager™ IRON is able to grant: get/set of the parameters of Digi International® modules plugged to the PC, both in API and AT mode; get/set of the parameters of Digi International® modules remotely addressable; an effective graphic test for RSSI parameter, especially tailored for XBEE™ modules; firmware upload (local and &#8211; where available &#8211; remote) for many supported Digi International®modules.]]></description>
			<content:encoded><![CDATA[<p>Iron, a free cross-platform software that allows you to configure all the parameters of your <strong><a href="http://en.wikipedia.org/wiki/XBee" target="_blank">XBee</a></strong> modules, has been released. The company is <strong><a href="http://www.moltosenso.com/client/fe/browser.php?pc=/client/fe/download.php" target="_blank">moltosenso</a></strong>.</p>
<blockquote><p>Thanks to a snappy and totally free GUI, moltosenso Network Manager™ IRON is able to grant:<br />
<strong>get/set of the parameters</strong> of Digi International<small><sup>®</sup></small><strong> modules plugged to the PC</strong>, both in API and AT mode;<br />
<strong>get/set of the parameters</strong> of Digi International<small><sup>®</sup></small><strong> modules remotely addressable</strong>;<br />
an effective <strong>graphic test for RSSI parameter</strong>, especially tailored for XBEE™ modules;<br />
<strong>firmware upload</strong> (local and &#8211; where available &#8211; remote) for many supported Digi International<small><sup>®</sup></small>modules.</p></blockquote>
]]></content:encoded>
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		</item>
		<item>
		<title>Prototyping Interfaces</title>
		<link>http://www.matteopennese.com/diary/?p=998</link>
		<comments>http://www.matteopennese.com/diary/?p=998#comments</comments>
		<pubDate>Tue, 21 Feb 2012 19:19:13 +0000</pubDate>
		<dc:creator>mp</dc:creator>
				<category><![CDATA[art technology]]></category>
		<category><![CDATA[interfaces]]></category>
		<category><![CDATA[physical computing]]></category>
		<category><![CDATA[Arduino]]></category>
		<category><![CDATA[controllers]]></category>
		<category><![CDATA[programming]]></category>
		<category><![CDATA[sensors]]></category>
		<category><![CDATA[society]]></category>

		<guid isPermaLink="false">http://www.matteopennese.com/diary/?p=998</guid>
		<description><![CDATA[Prototyping Interfaces è un libro di prossima pubblicazione, nato dalla redazione di una tesi presso l&#8217;Università di Scienze Applicate di Schwäbisch Gmünd (Germania). Jan Barth (jancouver), Roman Stefan Grasy (roman_g), Mark Lukas, Markus Lorenz Schilling (dl-110) coprono, in 280 pagine, esempi e tutorial sullo sviluppo di interfacce fisiche. Il software di riferimento è vvvv, ma immagino che le procedure siano trasferibili su altre piattaforme, quale Jitter. L&#8217;hardware, invece, l&#8217;ormai onnipresente Arduino. Non ancora pubblicato, si può seguirne lo sviluppo dal sito Prototyping Interfaces. The book “Prototyping Interfaces – Interactive Sketches with VVVV” covers within 280 pages the applied handling of interactive sketches with the visual programming language VVVV. It is divided into two main chapters, a theoretical and a practical part. The theoretical part concerns the definition and the meaning of the term “prototype” in the designprocess. The practical part of the book branches the basics of the visual programming language VVVV and how to control different electronic components with Arduino and VVVV. Beginning from the use of different sensors and actuators to modern tracking technologies like the xBox Kinect, different examples are explained within a wide range of tutorials. Additional to the book a website is launched within the user finds the patches for [...]]]></description>
			<content:encoded><![CDATA[<p><strong><a href="http://www.prototypinginterfaces.com/" target="_blank">Prototyping Interfaces</a> </strong>è un libro di prossima pubblicazione, nato dalla redazione di una tesi presso l&#8217;Università di Scienze Applicate di Schwäbisch Gmünd (Germania).<br />
Jan Barth (jancouver), Roman Stefan Grasy (roman_g), Mark Lukas, Markus Lorenz Schilling (dl-110) coprono, in 280 pagine, esempi e tutorial sullo sviluppo di interfacce fisiche. Il software di riferimento è <strong><a href="http://vvvv.org/blog/prototyping-interfaces-interactive-sketches-with-vvvv" target="_blank">vvvv</a></strong>, ma immagino che le procedure siano trasferibili su altre piattaforme, quale Jitter. L&#8217;hardware, invece, l&#8217;ormai onnipresente Arduino.<br />
Non ancora pubblicato, si può seguirne lo sviluppo dal sito <strong><a href="http://www.prototypinginterfaces.com/" target="_blank">Prototyping Interfaces</a></strong>.</p>
<blockquote><p>The book “Prototyping Interfaces – Interactive Sketches with VVVV” covers within 280 pages the applied handling of interactive sketches with the visual programming language VVVV. It is divided into two main chapters, a theoretical and a practical part. The theoretical part concerns the definition and the meaning of the term “prototype” in the designprocess. The practical part of the book branches the basics of the visual programming language VVVV and how to control different electronic components with Arduino and VVVV. Beginning from the use of different sensors and actuators to modern tracking technologies like the xBox Kinect, different examples are explained within a wide range of tutorials.<br />
Additional to the book a website is launched within the user finds the patches for every single example described in the book. Also the website provides technical support and a playground which can be used to upload and share private projects.<br />
“Prototyping Interfaces” is addressed to designstudents, interactiondesigners and media artists.</p></blockquote>
]]></content:encoded>
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		<item>
		<title>rePatcher</title>
		<link>http://www.matteopennese.com/diary/?p=995</link>
		<comments>http://www.matteopennese.com/diary/?p=995#comments</comments>
		<pubDate>Thu, 09 Feb 2012 08:53:54 +0000</pubDate>
		<dc:creator>mp</dc:creator>
				<category><![CDATA[art technology]]></category>
		<category><![CDATA[interfaces]]></category>
		<category><![CDATA[physical computing]]></category>
		<category><![CDATA[Arduino]]></category>
		<category><![CDATA[Max]]></category>
		<category><![CDATA[Pd]]></category>

		<guid isPermaLink="false">http://www.matteopennese.com/diary/?p=995</guid>
		<description><![CDATA[rePatcher is an Arduino shield that allows you to “repatch” your Max/MSP or Pure Data patches with a 6 x 6 patchbay matrix. It also has 6 general purpose control knobs for modifying parameters in your patch. Since it does all of this over USB, it can be hacked to work with any other program that can accept a serial stream.]]></description>
			<content:encoded><![CDATA[<blockquote><p><strong><a href="http://www.openmusiclabs.com/projects/repatcher/" target="_blank">rePatcher</a></strong> is an Arduino shield that allows you to “repatch” your Max/MSP or Pure Data patches with a 6 x 6 patchbay matrix. It also has 6 general purpose control knobs for modifying parameters in your patch. Since it does all of this over USB, it can be hacked to work with any other program that can accept a serial stream.</p></blockquote>
<p><a href="http://www.matteopennese.com/diary/?p=995"><em>Click here to view the embedded video.</em></a></p>
]]></content:encoded>
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		<item>
		<title>Versum</title>
		<link>http://www.matteopennese.com/diary/?p=992</link>
		<comments>http://www.matteopennese.com/diary/?p=992#comments</comments>
		<pubDate>Sat, 04 Feb 2012 17:28:57 +0000</pubDate>
		<dc:creator>mp</dc:creator>
				<category><![CDATA[art and society]]></category>
		<category><![CDATA[art technology]]></category>
		<category><![CDATA[Jitter]]></category>
		<category><![CDATA[Max]]></category>
		<category><![CDATA[Processing]]></category>

		<guid isPermaLink="false">http://www.matteopennese.com/diary/?p=992</guid>
		<description><![CDATA[Un interessante progetto di Tarik Barri, Versum, è così descritto dall&#8217;autore: Versum is a realtime virtual 3D world that invites both the audience and the composer to look at the music and listen to the visuals. This virtual world is seen and heard from the viewpoint of a moving virtual camera with virtual microphones attached. This camera, controlled in realtime by means of a joystick (or any other kind of controller) moves through space, similar to how first person shooter games work. Within this space, I place objects that can be both seen and heard, and like in reality, the closer the camera is to them, the louder you hear them. So when the camera moves past several visual objects, you simultaneously hear several sounds fading in and out. Consequently, the way the camera travels past them actually causes melodies and compositional structures to be seen and heard. The visual position of each object coincides with the panning of it’s sound: objects to the right of the camera will also be heard on the right, and those behind the camera will be heard from behind in case a surround speaker setup is used. This principle also applies to the Z-axis, [...]]]></description>
			<content:encoded><![CDATA[<p>Un interessante progetto di Tarik Barri, <a href="http://tarikbarri.nl/projects/versum" target="_blank">Versum</a>, è così descritto dall&#8217;autore:</p>
<blockquote><p>Versum is a realtime virtual 3D world that invites both the audience and the composer to look at the music and listen to the visuals.</p>
<p>This virtual world is seen and heard from the viewpoint of a moving virtual camera with virtual microphones attached. This camera, controlled in realtime by means of a joystick (or any other kind of controller) moves through space, similar to how first person shooter games work. Within this space, I place objects that can be both seen and heard, and like in reality, the closer the camera is to them, the louder you hear them. So when the camera moves past several visual objects, you simultaneously hear several sounds fading in and out. Consequently, the way the camera travels past them actually causes melodies and compositional structures to be seen and heard.</p>
<p>The visual position of each object coincides with the panning of it’s sound: objects to the right of the camera will also be heard on the right, and those behind the camera will be heard from behind in case a surround speaker setup is used. This principle also applies to the Z-axis, meaning that sounds can be heard coming from above and below if the speaker setup supports it […]</p></blockquote>
<p>Sviluppato con Max, Jitter e Processing.</p>
<p><a href="http://www.matteopennese.com/diary/?p=992"><em>Click here to view the embedded video.</em></a></p>
]]></content:encoded>
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		</item>
		<item>
		<title>Orphion</title>
		<link>http://www.matteopennese.com/diary/?p=988</link>
		<comments>http://www.matteopennese.com/diary/?p=988#comments</comments>
		<pubDate>Sat, 04 Feb 2012 17:21:50 +0000</pubDate>
		<dc:creator>mp</dc:creator>
				<category><![CDATA[art technology]]></category>
		<category><![CDATA[interfaces]]></category>
		<category><![CDATA[controllers]]></category>
		<category><![CDATA[iOS]]></category>
		<category><![CDATA[music]]></category>
		<category><![CDATA[performance]]></category>

		<guid isPermaLink="false">http://www.matteopennese.com/diary/?p=988</guid>
		<description><![CDATA[Una nuova applicazione (solo per iPad), Orphion, permette un controllo espressivo attraverso un&#8217;interfaccia fatta di cerchi sovrapposti.]]></description>
			<content:encoded><![CDATA[<p>Una nuova applicazione (solo per iPad), Orphion, permette un controllo espressivo attraverso un&#8217;interfaccia fatta di cerchi sovrapposti.</p>
<p><a href="http://www.matteopennese.com/diary/?p=988"><em>Click here to view the embedded video.</em></a></p>
]]></content:encoded>
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