Tumultuous, Part II
By Ian Hollidae, 2024/12/03
This was a photo opportunity that arrived fast and left even faster. It's the front edge of a late afternoon storm. At first, all I could think about was getting home before it hit. But as I was measuring how to beat the storm, this shot appeared directly overhead and thought it was too good to pass up.
In order to capture the shot, I knew I didn't have time to line things up perfectly. So I decided to try and frame the shot with as wide a framing as needed. I would simply crop what I wanted in editing.
On an iPhone, zooming is digital. If you're a (relative) beginner like me, you'll come to realize that it's useless. But one thing I've learned is if you enlarge the ratio setting, you can get a little more coverage of the shot you're trying to take. In this case, I took shots in a ratio setting of 4:3 (default on my iPhone) and 16:9. Both ratios gave me the shot I wanted.
Fortunately, I was able to get off a number of shots because two minutes later, the entire sky was covered. Afterwards, I wondered to myself if I had been using a DSLR would I have caught this shot. Until I move in that direction, I guess I'll be left wondering.
This post is a continuation of the Beginners Photography Project.
Multimedia And The Usefulness Of AI
By Ian Hollidae, 2024/11/20
Up until now, I've been hesitent to make a post about AI mainly because it's a topic that's already received plenty of attention. What more is there to say? Sometimes new technology makes a big difference and sometimes it has minimal to no impact. In a lot of cases, new technology is just an evolution of something that exists.
Obviously, AI has been the big rage in tech over the last couple of years. If you listen to most of what's being written, AI threatens to end civilization as we know it. And while I'm not here to dismiss peoples concerns, this is why I decided to try and sprinkle in a few thoughts that are a little less gloom and doom.
Looking back over history, everyone can name a case where technology actually did replace something. The automobile replaced the horse and carriage. The electric lightbulb replaced oil lamps and candles. Internal combustible engines mostly replaced steam engines.
On the flip side, there are plenty of examples where technology didn't replace anything at all. Television didn't replace movies. Microwaves didn't eliminate cooking. Movie theaters weren't replaced by VCRs. It seems to me that the history of new technology falls into one of four categories regardless of what the new invention is:
- New technology completely replaces XYZ
- New technology leads the way in a new process with humans working in support
- Humans lead the way in a new process with new technology working in support
- Nothing happens at all
Right now, the big issue in multimedia is the AI generation of audio, video and photography. Can it replace professional photographers, videographers and musicians? Things are clearly in the early stages and I think more new questions will arise before a lot of concrete answers appear. However, it's obvious the success of AI will be as simple as answering the basic question of will it be useful. Since I think some form of AI will probably be with us for the foreseeable future, I thought it might be interesting to make a list of what I'd like to see. Here are three items that relate to multimedia since this is one of the main focuses of this blog. I also have to add that the services I reference aren't endorsements. They're just things I'm looking into.
The first item I would like to see is the ability to use AI in predicting weather conditions at a desired shoot location. It would be nice if a service could could access as many weather models available to show all possible conditions. Making predictions as far out as possible would be even more helpful. Right now, it seems the most popular method of seeing weather conditions is to look at a bunch of different weather apps and guestimate. Services such as Atmo and Climavision already seem to be laying claim to this space.
Second, using AI to find "off the beaten path" shoot locations. Similar to my weather request, an AI service that's a combination of 3D Google Earth and a popular sun tracker to find shoot spots could attract a nice audience. Location and tracking apps already exist but I'm thinking AI could provide far more advanced visual and data presentation features.
Thirdly, I'd like to see a dedicated AI texture generator. As someone who does X3D, finding or creating the right textures can take quite a bit of time. With AI, just input a text prompt, get back a texture. All the current leaders in imaging, namely Adobe, seem to be focused more on traditional-ish photo creation. I'm sure I could use their AI tool for textures but I'm thinking about a far more task related service. Services such as OpenArt and Polycam look to have a headstart.
Obviously, there are plenty of other ways AI can be utilized without replacing everyone. But while I've been reviewing AI uses for my own purposes, I have to wonder if anyone else notices the irony of all the doom and gloom. The main area AI seems to be really transforming is web services. And this seems to make a lot of sense as services are the one thing that have been automated for years. Would anyone really notice if your email service handled all of the filtering, tagging and flagging of incoming messages based on your prompts? Services would be the easiest of inroads for AI to take.
Anyway, who knows how this will all finally turn out. One thing for sure is that actual results will eventually replace all the talk and with that, I'll let that be my brief dive into the AI discussion.
GIMP 3.0 Has Happened
By Ian Hollidae, 2024/11/08
It's been a good year for open source graphic tools. Back in the summer, Blender released version 4.2 lts (long term support) [https://www.blender.org/press/blender-4-2-lts-release/]. Last month, Inkscape released 1.4 described as the "geek" version. And now, GIMP has finally gotten around to unveiling a release candidate for the long awaited version 3.
The GIMP release actually came as somewhat of a suprise. The new version was scheduled for early summer, but when that didn't happen, and no real movement was evident during the fall, I figured they wouldn't do anything at all this year.
One interesting thing about the announcement was an entire section dedicated to the change in GIMPs release process. The norm from now on will be smaller releases:
What [GIMP] ultimately want is to make smaller and faster release points. We gathered features we want to work on in separate roadmaps, though they may be spread through several releases, or oppositely released in a single GIMP version.
For now, it's just nice to know things are really moving forward. Maybe I'll break my own rule about avoiding broad/general reviews of new software (I tend to focus on task related items). However, if a new GIMP is out, I guess anything is possible.
A One Year Assessment Of X3D
By Ian Hollidae, 2024/10/23
In the early 2000's, I ran across my first example of VRML (Virtual Reality Markup Language). It was a panaramic photo someone had stitched together. The image was used as an image texture on a circular wall and the user, sitting in the middle of the circle, could swirl around 360 degrees to view it. The swirling didnt work very well but the idea of VR web comtent was fascinating. I wondered in general about what else could be achieved.
Unfortunately, I never got the time or had the need to dive in further. Eventually, VRML faded away. It didn't seem to really make that much of an impact to begin with. Flash won the plug-in wars and that was about the limit users were willing to put up with in slowing down the browsing experience.
Fast forward to 2020, and just by chance, I stumbled upon VRML's successor, X3D. It was a complete surprise the effort was still around. Out of curiosity, I began browsing through the documentation. Just as before, I began asking who would be interested in using VR on the web in the age of walled-off social media. However, as I kept reading, the one thing that stood out was that a plug-in was no longer a needed. It was all pure XML and Javascript.
My own personal interest was rekindled.
Fortunately, I was able to find the time to truly get into X3D. I spent several weeks making small demos in order to get a handle on things. Eventually, I decided to create my own basic tutorial, VRIGNETTE, so others could make use of X3D. It was also to aid my own learning.
During my exploratory process, I discovered existing X3D examples and while most were good for visual demonstrations, they weren't very useful. After some time, it became clear my main goal for using X3D was for interactive webapps. Some of the possibilities of interest include:
- 3D photo presentation (Example)
- 3D photo galleries
- VR product showcase picture (Example)
- Simple games
- Virtual space demonstrations
I'm sure there are plenty more uses than the ones I listed. It seems the only limit is your own imagination. Of course, items such as performance comes into play. The larger your application is, the more you need to download, constraints have to be applied. You get the picture.
So now that I've been using X3D for a year, I thought it would be a good post to share a brief assessment. This is in no way a comprehensive review. Just some thoughts about what has stood out the most.
X3D As A Markup Language
The XML-based script integrates well with HTML along the lines of SVG. In fact, there are some rough parallels between the two.
The grouping of objects, transforms and object reuse are a large part of both markups. The X3D 2D component, the ability to draw 2D objects in a 3D world, is basically an SVG equivalent.
The ability to create custom shapes in X3D using prototyping goes well beyond the SVG <PATH> tag. But even if you don't want to go that far, there are several path-like constructs that get the job done on the customization front.
For simple embedded displays, no javascript or complex animation, getting up and running is no more difficult than standard web development.
X3D Libraries
What you get out of X3D is largely dependent on the library you use. The two libraries I know of are X3DOM and X_ITE. Both have somewhat different approaches to providing X3D functionality.
X_ITE is a full blown player and framework. It's programmable and configurable. It also seems to be a more complete implementation of the two.
X3DOM, on the other hand, is closer to a straightforward library for web use. Fewer moving parts and not much different from other standard javascript libraries in usage.
Each library has plenty of benefits and I use them both.
X3D Tools
A generic text editor will do the job for basic and moderate tasks. For now, this is what I do. But for more advanced content, dedicated software is needed. It seems there are two choices: Sunrize and Blender.
I currently don't know much about Sunrize (I wanted to focus my learning on direct coding efforts) but Blender has long been considered a beast. And Blender isn't specifically an X3D tool. It just exports content to the X3D format.
Will tools be a problem for X3D down the line? Given the size of X3D, compared to HTML and SVG, it's possible. And the more complex the construct, the more cumbersome X3D can become without dedicated tools. Where those tools will come from is anyones guess.
The Past Is The Present?
As I said before, my main use for X3D is embedded web apps. In a lot of ways, this sorts of mirrors the old days of Flash and Java applets. However, there doesn't seem to be the huge performance issues Flash and applets suffered from. At least for small things.
One other difference from the past is that X3D implementations are all javascript based and X3D is an open standard. Anyone can provide an implementation and that means there is fair chance that X3D development won't get bogged down by corporate concerns.
Conclusions To This Point
I think X3D has a lot of potential to offer content creators and developers. Will X3D get broader adoption? Like any other technology, it's hard to say. I think it really is a matter of finding appropriate uses.
Obviously, one person may or may not make a difference but for my part, trying to output regular content is one way to help spur adoption. Besides my basic tutorial, I created a portfolio page to show what can be done. Who knows how things will unfold. Maybe a year from now, I'll write a two year assessment of X3D where everything has changed.
Chronicling A Beginners Photography Project
By Ian Hollidae, 2024/10/10
A couple of years ago, I got a notice that AT&T was upgrading their network. no big deal. Upgrades happen. However, the upgrade would require me to get a new phone. Up until then, I hadn't really jumped into the higher end smart phone market. There simple wasn't a need. But I decided to conduct a due diligence and realized iphone had done a lot to improve their camera capabilities. Some were saying the iphone camera was approaching DSLR level performance. Not sure I bought into that at the time, but it's quite a statement.
So why is any of this significant?
For a long while, I had wanted to give photography a second try but I didn't want to spend a ton of money on equipment only to have my interest fade. Since I needed to buy the phone, I saw an opportunity to start a photography project that I had sketched out. I set up a few ground rules so the project wouldn't just drift aimlessly. The main framework of this project revolved around the following guidelines:
1. Use only an iPhone
This would be my "primary" camera. Nothing fancy. No lenses, no equipment bags, no tripods. Nothing. My effort at "good" photography would be limited to whatever iPhone could capture.
2. Take photos in only mundane areas (office park, playgrounds, walk along the street, etc.)
Since I didn't have the time to travel around to the interesting locations you see on photo sharing sites, and only had an iPhone anyway, I decided to keep it simple. The idea was to capture photos from places that weren't photogenic. If everyone (photographers) ignored the place, that's where I would go. And if I could get decent shots under this condition, I could probably get them anywhere.
3. Shoot whenever you had time regardless of light or weather
Countless Youtube tutorials will tell you to shoot only in good light. Occasionally, there are tutorials about shooting in less than ideal situations but they seem to be an exception. The goal here is to just deal with whatever light is available.
4. Basic editing only
This is about keeping it simple. Apple photos, ocassionally GIMP. It also means i would have to focus even more on composition upfront as opposed to rescuing the shot in post-production.
5. Do this for six months or more
Since I would have this phone for a while (I tend to hang on to phones), it gave me plenty of time to practice and learn.
Once I worked out the guidelines, it was simply a matter of finding the time. Initially, I set aside two total hours a week. Then I started getting in shots time permitting. I started this project in spring of 2022 and ended it summer of 2023. Unofficially, I'd say it's still going on. And while I've yet to commit to buying a "real" camera, it seems pretty inevitable at this point.
I think the next phase of my photography project, beyond sharing the photos, is to share the learning experience. For whatever reason, there aren't a lot of outlets simply for photography discussions. I can't be the only one learning and wanting to hear other peoples learning experiences. I do have a social media account but another one of my other projects is to start moving away from it in favor of a dedicated website.
In the meantime, I'll post the standard photos here and the interactive presentations (2D and 3D) at the sister site, Glinting Pixels. I hope my future posts about this project is helpful to someone.
Monday!
By Ian Hollidae, 2024/09/30
A photo taken while strolling around a local business district. At first, I wanted to focus just on the reflection. Including the clouds seemed unnecessary. However, a few minutes later, the clouds became a lot more interesting.
The 3D presentation of this photo, "A Sum Of All Mondays", can be found at the sister site Glinting Pixels.
Plotting A Path Forward For Winamp
By Ian Hollidae, 2024/09/25
Winamp, a name I haven't heard in ages, has recently released it's source code for community development in an attempt to restore the player to relevance. From an announcement made back in May:
"This is a decision that will delight millions of users around the world. Our focus will be on new mobile players and other platforms. We will be releasing a new mobile player at the beginning of July. Still, we don't want to forget the tens of millions of users who use the software on Windows and will benefit from thousands of developers' experience and creativity."
For some odd reason, the released code isn't under an open source license with Winamp remaining the sole owner over distributions.
Before streaming, before itunes, before napster, there was Winamp which quite possibly the best MP3 manager around (I'm sure there are those who will argue otherwise). And while I was never into the visualizations such as Milkdrop, which is also still around, I couldn't count the number of skins I collected. However, nostalgia aside, the obvious question here is will this move make any difference for the company or for music listening in general?
My answer is it doesn't matter. I say they should give it try and see what happens. If they succeed, then another viable music option in the marketplace is never a bad thing. If they don't succeed, i think Winamp can still be a popular niche product with a loyal following.
Will Streaming Ever Save Pay TV?
By Ian Hollidae, 2024/09/11
Another week, another article about pay TV losing subscribers. The analysis reads like the usual doomday affair but there was one small bit I found interesting:
"[The] 1.6 million subscribers lost in the second quarter account for 6.9% of the industry's base, and there's no reason to think the slide is going to slow down at all, MoffettNathanson's Craig Moffett and Michael Nathanson write: It is becoming increasingly clear that there is no longer any floor. As we've discussed here before, a few years ago there was a thought that digital pay-TV distributors like YouTube TV and Hulu + Live TV would replace losses at conventional distributors, but that's no longer true."
So I take it streaming is now not the answer?
The article goes on to talk about things such as seasonality and other factors. But I think there's one thing that doesn't get alot of attention. Back at the beginning of the streaming boom, there was a fair amount of talk about finally achieving something close to an a la carte market. However, here we are in 2024 and I can't really say a la carte exists on a large scale. Certainly there are a number of apps that focus on a specific item (as a sports fan, I can name a few) but all we seem to have now is the recreation of cable TV online. Sign up for Disney+ or Paramount+ or Discovery+ and you pay for all the content whether you actually want it or not.
Sounds a lot like cable doesn't it? And if that's the case, I don't see how streaming could ever be a solution. Maybe the thought that thought that digital pay-TV distributors like YouTube TV and Hulu + Live TV offering a la carte that conventional distributors wouldn't provide is no longer true as well.
WebGL Tools Continue Forward
By Ian Hollidae, 2024/09/09
In the last couple days, my newsreader has come across several interesting new tools that I hadn't previously heard of. Both apparently rely primarily on direct WebGL for rendering.
The first is Repaint, a website builder positioning itself as an easier Figma:
It's becoming standard to design websites in a design tool, then rebuild it in a website builder. That means duplicate work, learning two tools, design-to-code translation... it's a pain. But existing website builders are miles behind the UX of Figma, and Figma can't make real websites. If it was all in one tool, it would be SO much easier. That's the concept behind Repaint. It's a design tool for real code
Repaint also acts as a host for your site providing a free and paid hosting plan.
Next is Cables which builds interactive content that can be embedded into your website:
With an easy to navigate interface and real time visuals, [Cables] allows for rapid prototyping and fast adjustments. You are provided with a set of operators, such as mathematical functions, shapes, materials and post processing effects. Connect these to each other with virtual cables to create the experience you have in mind. Easily export your piece of work at any time. Embed it into your website or use it for any kind of creative installation.
Cables is a no-code approach to interactivity that uses Operations (configurable task blocks) and cables that allow you to connect and control application flow.
As someone who does code interactive apps (X3D, SVG, HTML Canvas), there are clearly some upsides to this approach. For simple items, especially in X3D and WebGL, coding can become cumbersome. However, in more complex items, coding becomes a necessity. The question is where the cross-over point is.
In any case, I hope to find some time in the near future to thoroughly try out both developments.
Does The Music Industry Love Piracy?
By Ian Hollidae, 2024/08/08
Recently, the NY Times published an article, "How the Music Industry Learned to Love Piracy". The article is a response to the a Paramount documentary "How Music Got Free" praising the early days of music file-sharing and the subsequent effects on the industry:
"...the documentary treats the rise of online file-sharing services as first an astonishment, then a nuisance, then an existential threat and then, amazingly, a panacea. The original pirates are judged to be “pioneers” who lit the only clear path forward for the music industry. That path turns out to be streaming, a neat compromise between letting consumers listen to whatever they want online and collecting just enough money for it that big record labels are satisfied with their cut."
Over the years, there have been countless articles about the history of file sharing that all play out the same way. This one isn't much different.
However, what does stand out about this article is its timing and its assumption that streaming in its present form is permanent.
I don't think that's the case.
In the last year, both Spotify and Apple Music have increased prices for their service. I doubt they'll be the only ones. There is nothing written in stone that says more and more price increase won't lead to the return of piracy.
Will the industry love it then?
I would say what the music industry loves and what realities exist are two different things. The music industry loves to make money. At some point, when file-sharing was clearly more than some fad and there was no other clear fix, the industry accepted reality.
Now I have to admit, I haven't seen the documentary. But I think it's safe to say the last chapters of this whole file sharing/piracy saga have yet to be written.
Shooting For Textures
By Ian Hollidae, 2024/07/08
When I began looking into X3D, one of my early questions was how to go about texturing shapes. Was there some resource site where i could download textures? Did i need to figure out how to create texture using graphics software? In short, what were the rules.
Still Waiting On GIMP 3.0?
By Ian Hollidae, 2024/07/01
As early as late 2023, I picked up on talk about a next stable version of GIMP 3.0 (I don't keep close tabs on "new" GIMP releases after losing track around 2.8-ish). Then there was the release of the 2.99 development version that contained a tentative release schedule of May/June.
It's now officially July.
Don't get me wrong, I certainly appreciate what all the free/open source graphics apps (GIMP, Blender, Inkscape, etc) do. However, the graphics space today has moved away from straightforward, desktop editing. Photoshop long ago went to the cloud and I don't get much out of Canva and the other online apps.
I'm thinking a new GIMP, which finally adds non-destructive editing, might be a breathe of fresh air.
Creating Linear Gradients With The Color Tag
By Ian Hollidae, 2024/06/17
When I first started learning X3D I began thinking about the possibilities to coverting some of my older SVG projects into 3D. One topic that came up was the use of gradients in coloring objects. In SVG, linear and radial gradients are a built in features. X3D has no such ability. However, X3D does have the Color tag along with the choice to color your object per-vertex. That looked like a good place to start...
Displaying Photos In X3D
By Ian Hollidae, 2024/05/28
Displaying multimedia items with X3D is practically unlimited. The creation of custom meshes pushes Web 3D far beyond the video, audio and photographic assets you find on the web. If you can dream it up, you can display it.
However, the irony of this limitless capacity is that presenting some of the most basic artifacts can be less than straightforward. If you come from a web background, it might even be puzzling. For example, displaying photos is one thing that's more involved than you'd imagine. In technical terms, it's not possible simply display a photo. There's no X3D equivalent to the HTML <img> tag. So how do you get around this shortcoming.