--- /dev/null
+---
+layout: post
+date: 2019-03-23
+title: Senses
+categories: notes
+permalink: /notes/senses/
+---
+
+
+ 1. sight
+ 1. smell
+ 1. touch
+ 1. taste
+ 1. hearing
+ 1. balance
+ 1. heat / cold
+ 1. pain
+ 1. itch
+ 1. pressure
+ 1. relative position (muscle)
+ 1. urinate/deficate
+ 1. full from eating
+ 1. hunger
+ 1. thirst
+ 1. magnetic fields / gravity
+ 1. urge to laugh
+ 1. urge to cry
+ 1. ticklish
+ 1. ...
\ No newline at end of file
+<!--
+
+-> Thu Jul 20 12:05:08 2023
+
+I started working with computers in the context of creativity. As a young child my first experiences were drawing and animating with Deluxe Paint on my Dad's AMIGA 1000, composing with MIDI on a C64. My interests in architecture, computer graphics, and animation later led me to various projects involving the creative use of technology.
+
+Often I explore new technologies in order to understand them objectively and ultimately how they affect our relationship to the zeitgeist and the Universe. Most of my projects are through contemporary lens of design methodology because I focus ways of thinking about a problem, new tool or ideas related to visual, audible, and physical frequencies, drawing influence from natural systems, sensory patterns, structures and rhythms of the perceivable and imperceptible. Incorporating a "metaphysical approach to materialism", I tend to go deep on technical knowledge as I appreciate developing a groundwork of methodology and craft, which allows me to broaden my scope and interact with larger, harder, interesting problems. Computers, at their core, are about the processing of data, and over the years I've done a lot of data wrangling and data-normalizing -- a process that includes a whole process of tools, languages, hardware, and code systems.
+
+Working with computers is like speaking a language. I spend a lot of time with them thinking how to bridge N number of things or ideas, developing a translation or a programming interface, or method. It's a fluency not only of compiled-programming languages, but includes the language around building, engineering, designing, and modifying computer systems, operating systems, the webstack, networks, chips + cards & hardware, databases, security/auth, user interfaces, and then jumps the airgap to the physical -- fabrication, architectural, geo-spatial remote sensing, natural systems, and Earth/Geo systems.
+
+Alternatively, in contrast to the language of technology, I am deeply interested in simplicity, being outside and acknowledging my existence in an ecosystem, touching grass. I examine the divide between the digital/ephemeral and the physical to find connection and integration. I harbor a deep appreciation for the concept of Deep Time. The ratio of what is learnable to what one person can possibly learn is incredibly high. This infinite possibility space inspires and motivates me to keep learning, finding connections between subjects, and sharing my experiences with others.
+
+-->
+
+
+
+
+
Since graduating Cum-Laude from UCLA's Design and Media Artts (DMA), he has worked as a visual effects supervisor, animator, graphic and code artist for Motion Theory, creating visual effects for award-wining music videos and commercials, receiving numerous AIGA, ACIP, and Type Directors awards. He later worked for Google and Stamen Design producing data visualizations, including Cabspotting with San Francisco based boutique Stamen Design which is featured in New York MOMA’s permanent collection. He's consulted for Obscura Digital, contributing to immersive, multi-sensory experiences for public space, environments, and installations. Starting in 2005, he was a partner in Tessellated Group, an engineering and design company, contributing to multiple invention patents in clean-tech structural manufacturing processes. He co-founded Oooshiny in 2007, a community and meetup for artists working with code, and later was a founding artist in residence at Gray Area Foundation for the Arts in 2007 where he created Seaquence, a collaborative music-creation project. He later participated as an Artist in Resident at Autodesk. In 2015 he Co-founded Okaynokay -- an R&D Lab with Ryan Alexander, focusing on custom tools, processes, and art experiments.
<li><a href="{{ site.url }}/about/">about</a></li>
- <!-- <li><a href="{{ site.url }}/posts/">all posts</a></li> -->
-
<li><h4 class="header"><a href="/featured/">featured</a></h4></li>
{% assign sorted_feat = site.categories.featured | sort: "order" %}
{% for post in sorted_feat %}
<li><h4 class="header"><a href="/projects/">projects</a></h4></li>
{% for post in site.categories.projects %}
- <li class="indent"><a href="{{ site.url }}{{ post.url }}">{{ post.title }}</a></li>
+ {% unless post.categories contains 'featured' %}
+ <li class="indent"><a href="{{ site.url }}{{ post.url }}">{{ post.title }}</a></li>
+ {% endunless %}
{% endfor %}
<li><h4 class="header"><a href="/code/">code</a></h4></li>
{% for post in site.categories.code %}
- <li class="indent"><a href="{{ site.url }}{{ post.url }}">{{ post.title }}</a></li>
+ {% unless post.categories contains 'featured' %}
+ <li class="indent"><a href="{{ site.url }}{{ post.url }}">{{ post.title }}</a></li>
+ {% endunless %}
{% endfor %}
<li><h4 class="header"><a href="/works/">works</a></h4></li>
{% for post in site.categories.works %}
- <li class="indent"><a href="{{ site.url }}{{ post.url }}">{{ post.title }}</a></li>
+ {% unless post.categories contains 'featured' %}
+ <li class="indent"><a href="{{ site.url }}{{ post.url }}">{{ post.title }}</a></li>
+ {% endunless %}
{% endfor %}
<li><h4 class="header"><a href="/performance/">performance</a></h4></li>
{% for post in site.categories.performance %}
- <li class="indent"><a href="{{ site.url }}{{ post.url }}">{{ post.title }}</a></li>
+ {% unless post.categories contains 'featured' %}
+ <li class="indent"><a href="{{ site.url }}{{ post.url }}">{{ post.title }}</a></li>
+ {% endunless %}
{% endfor %}
<li><h4 class="header"><a href="/notes/">notes</a></h4></li>
{% for post in site.categories.notes %}
- <li class="indent"><a href="{{ site.url }}{{ post.url }}">{{ post.title }}</a></li>
+ {% unless post.categories contains 'featured' %}
+ <li class="indent"><a href="{{ site.url }}{{ post.url }}">{{ post.title }}</a></li>
+ {% endunless %}
{% endfor %}
<li><h4 class="header"><a href="/teaching/">teaching</a></h4></li>
{% for post in site.categories.teaching %}
- <li class="indent"><a href="{{ site.url }}{{ post.url }}">{{ post.title }}</a></li>
+ {% unless post.categories contains 'featured' %}
+ <li class="indent"><a href="{{ site.url }}{{ post.url }}">{{ post.title }}</a></li>
+ {% endunless %}
{% endfor %}
<li> </li>
+++ /dev/null
----
-layout: post
-date: 2019-03-23
-title: Senses
-categories: notes
-permalink: /notes/senses/
----
-
-the ~~14~~ 17 (and counting) human senses
-
- - 1) sound
- - 2) balance
- - 3) heat / cold
- - 4) pain
- - 5) itch
- - 6) touch / pressure
- - 7) smell
- - 8) taste
- - 9) relative position (muscle)
- - 10) time to pee/poo
- - 11) full from eating
- - 12) hunger
- - 13) thirst
- - 14) magnetic fields / gravity
- - 15) urge to laugh
- - 16) urge to cry
- - 17) ticklish
- - 18) ... ?
\ No newline at end of file
layout: post
title: Okaynokay
date: 2015-01-01
-categories: projects featured
+categories: projects
order: 3
thumb: /m/oknk/thumb.png
---

-PocketCHIP is a game console, a portable synthesizer, and a Linux field terminal. With a bit of effort, it can become a whole lot more. PocketCHIP includes a CHIP, a case with a 4.3 inch 480×272 pixel resistive touchscreen, a clicky keyboard, GPIO headers on the top of the device, and GPIO soldering pads inside of the injection molded case. A 5-hour battery is included.
+I worked with NTC to create the boot/launch process and intro/launcher UI Design and UI Framework. Written in C/C++.
-I worked with NTC to create the boot/launch process and launcher UI. Written in C/C++. PocketCHIP is 100% Open Source.
+> PocketCHIP is an open source game console, a portable synthesizer, and a Linux field terminal. PocketCHIP, by Next Thing Co, includes a CHIP, a case with a 4.3 inch 480×272 pixel resistive touchscreen, a clicky keyboard, GPIO headers on the top of the device, and GPIO soldering pads inside of the injection molded case. A 5-hour battery is included.


This website an [archive](/archive-c) of my [projects](/projects), [performances](/performance), [ideas](/notes), [code](/code), and [teaching](/teaching).
-I started working with computers in the context of creativity. As a young child my first experiences were drawing and animating with Deluxe Paint on my Dad's AMIGA 1000, composing with MIDI on a C64, and exploring the early internet through USENET. My interests in architecture, computer graphics, and animation later led me to various projects involving the creative use of technology including software engineering, parametric and generative design, visual design, sound, and fabrication.
+I've worked as a software engineer, designer, technical and fine artist, educator, and musician.
-Often I explore new technologies in order to understand them objectively and ultimately how they affect our relationship to the zeitgeist and the Universe. Most of my projects are through contemporary lens of design methodology because I focus ways of thinking about a problem, new tool or ideas related to visual, audible, and physical frequencies, drawing influence from natural systems, sensory patterns, structures and rhythms of the perceivable and imperceptible. Incorporating a "metaphysical approach to materialism", I tend to go deep on technical knowledge as I appreciate developing a groundwork of methodology and craft, which allows be to broaden my scope and interact with larger, harder, interesting problems. Computers, at their core, are about the processing of data, and over the years I've done a lot of data wrangling and data-normalizing -- a process that includes a whole process of tools, languages, hardware, and code systems.
+I'm inspired by finding connections between diverse subjects, to keep learning, and sharing the things I discover through my work with others.
-Working with computers is like speaking a language. I spend a lot of time with them thinking how to bridge N number of things or ideas, developing a translation or a programming interface, or method. It's a fluency not only of compiled-programming languages, but includes the language around building, engineering, designing, and modifying computer systems, operating systems, the webstack, networks, chips + cards & hardware, databases, security/auth, user interfaces, and then jumps the airgap to the physical -- fabrication, architectural, geo-spatial remote sensing, natural systems, and Earth/Geo systems.
-
-Alternatively, in contrast to the language of technology, I am deeply interested in simplicity, being outside and acknowledging my existence in an ecosystem, touching grass. I examine the divide between the digital/ephemeral and the physical to find connection and integration. I harbor a deep appreciation for the concept of Deep Time. The ratio of what is learnable to what one person can possibly learn is incredibly high. This infinite possibility space inspires and motivates me to keep learning, finding connections between subjects, and sharing my experiences with others.
~gld
+
## email
studio [at] gabrieldunne [dot] com