-name : Gabriel Labov Dunne
-author : Gabriel Labov Dunne
+name : Gabriel Dunne
+author : Gabriel Dunne
author_url : http://gabrieldunne.com
author_email : studio@gabrieldunne.com
markdown : redcarpet
<li><strong><a href="{{site.baseurl}}/">{{site.name}}</a></strong></li>
<li> </li>
<li><a href="{{site.baseurl}}/about.html">about</a></li>
- <li><a href="{{site.baseurl}}/projects.html">projects</a></li>
+ <li><a href="{{site.baseurl}}/works.html">works</a></li>
<li><a href="{{site.baseurl}}/archive.html">archive</a></li>
</ul>
layout: post\r
title: Architecture Mythos\r
date: 2001-07-05\r
-categories: project featured\r
+categories: project\r
thumb: m/icarus-deadalus/thumb.png\r
---\r
\r
layout: post\r
title: Body Negative\r
date: may 05 2003\r
-categories: art featured\r
+categories: art\r
thumb: m/bodyneg/thumb.png\r
---\r
\r
layout: post
title: "Celestial Mechanics"
date: 2006-05-05
-categories: project featured
+categories: project
thumb: m/cm/thumb.png
---
layout: post
title: "Footage Fold"
date: 05-05-2005
-categories: project featured
+categories: project
thumb: /m/footagefold/thumb.png
---
layout: post\r
title: "Prism"\r
date: 2007-08-23\r
-categories: art\r
+categories: art featured\r
thumb: m/prism/thumb.png\r
---\r
\r
---\r
title: Cabspotting\r
date: 2008-07-05 \r
-categories: project featured\r
+categories: project\r
layout: post\r
thumb: m/cabspotting/thumb.png\r
---\r
layout: post\r
title: Mekstension\r
date: 2009-04-08\r
-categories: project featured\r
+categories: project\r
client: Mekanism\r
thumb: m/mekstension/thumb.png\r
---\r
layout: post\r
title: "Bay Area Transit"\r
date: 2009-08-09\r
-categories: project featured\r
+categories: project\r
thumb: m/bayareatransit/thumb.png\r
---\r
\r
date: 2014-05-06
categories: article
author: Gabriel Dunne
+thumb: /m/phi/thumb.png
bg : #fff
---
## The Golden Rectangle
-
+
Possibly the most common and widely used method to find the golden ratio is within the golden rectangle. The ratio of the short side of the rectangle to the long side is Phi. This is commonly seen when describing the Fibonacci sequence as a series of golden rectangles embedded within each other.
## Single Known Length
-
+
The simplest way to find Phi that I know of is not the traditional Golden Rectangle method. We can actually derive Phi from a single known length. In this method, we have a line that has a known length, in this case it has a length of 1.
## Triangle in a Circle
-
+
We can find the golden ratio when inscribing a triangle inside a circle. This step assumes you can draw a perfect equilateral triangle within a circle. There are a few ways to draw a triangle without a computer or other devices that I listed in the requirements, such as this article on drawing an Equilateral Triangle
## Square in a Circle
-
+
The square-in-circle method is similar to the triangle, and related. It's interesting to see the pattern and relationships between these shapes emerge.
4. The length one side of the square (AB) to the distance to the right or left edge of the circumference of the circle (AG) is Phi
## Pentagon in a Circle
-
+
The pentagon in a circle method is similar to triangle and square.
5. The ratio of (AB) to (AG) is Phi
## Pentagon in a Circle 2
-
+
If you've already inscribed a pentagon in a circle, the ratio actually exists in another measurable place.
3. Additionally, the length of the smaller lines within the star are also related. They are 1 / Phi
## 1/2 Square
-
+
The 1/2 square method
Below are the following reference files for all methods as AI, DXF, Solidworks, and PDF
- - [golden.ai]({{site.baseurl}}/m/golden/golden.ai)
- - [golden.dxf]({{site.baseurl}}/m/golden/golden.DXF)
- - [golden.pdf]({{site.baseurl}}/m/golden/golden.pdf)
- - [golden.slddrw]({{site.baseurl}}/m/golden/golden.SLDDRW)
+ - [golden.ai]({{site.baseurl}}/m/phi/golden.ai)
+ - [golden.dxf]({{site.baseurl}}/m/phi/golden.DXF)
+ - [golden.pdf]({{site.baseurl}}/m/phi/golden.pdf)
+ - [golden.slddrw]({{site.baseurl}}/m/phi/golden.SLDDRW)
Also posted on [instructables.com](http://www.instructables.com/id/The-Golden-Proportion/)
--- /dev/null
+---
+title: NAAG XY
+layout: post
+date: 2015-10-15
+categories: art featured
+excerpt: projection-mapped sculpture
+thumb: /m/naagxy/thumb.png
+---
+
+<iframe src="https://player.vimeo.com/video/142578819?color=ffffff&byline=0&portrait=0" width="800" height="450" frameborder="0" webkitallowfullscreen mozallowfullscreen allowfullscreen></iframe>
+
+NAAG XY
+Gabriel Dunne [gabrieldunne.com](http://gabrieldunne.com)
+Vishal K Dar [vishalkdar.com](http://vishalkdar.com)
+EPS foam, plaster of paris, custom software, multiple projectors, computer
+14' x 8' x 4'
+
+(mobile phone documentation footage)
+
+Now open at the Contemporary Jewish Museum, San Francisco
+NEAT: New Experiments in Art and Technology
+Oct 15, 2015 – Jan 17, 2016
+
+more info: [http://www.thecjm.org/on-view/currently/neat-new-experiments-in-art-and-technology/about](http://www.thecjm.org/on-view/currently/neat-new-experiments-in-art-and-technology/about)
+
+<br />
+
+<img src="https://c1.staticflickr.com/1/565/22434089422_3b0b68ca1b_b.jpg"/>
<img src="/m/gabrieldunne-210x210.png" />
Gabriel Labov Dunne
-b. 1981, San Francisco
-lives and works in Emeryville, CA
### contact
[blog](http://quilime.com)
[linkedin](http://www.linkedin.com/in/gabrieldunne)
+### curriculum vitae
-### bio
+Gabriel Labov Dunne, born 1981 San Francisco, integrates digital and traditional mediums, developing a wholistic anatomy to his practice. His work and process engages with visual, audible, and physical frequencies, drawing influence from natural systems, sensory patterns, structures and rhythms of the perceivable and imperceivable universe. He works with visualization/sonification, digital manufacturing and fabrication, computer software and hardware, and physical installation.
-Gabriel Dunne work explores visual, audible, and physical frequencies, drawing influence from natural systems, sensory patterns, structures and rhythms of the perceivable and imperceivable universe. He works with graphic and installation design, music, sound, and visualization/sonification, digital manufacturing and fabrication, software, and physical installation.
+His works have been shown internationally in exhibitions and conferences including New York MoMA, SIGGRAPH, India Art Faire, Barcelona Festival Sonar, Interferenze Italia, Contemporary Jewish Museum, and featured WIRED Magazine, Mondo India, FOCUS Italia, Discover, Contemporary Art of Science and Technology, and Architectural Digest.
-His works have been shown internationally in exhibitions and conferences including New York MoMA, SIGGRAPH, India Art Faire, Barcelona Festival Sonar, Interferenze Italia, and featured WIRED Magazine, Mondo India, FOCUS Italia, Discover, Adult Swim/Cartoon Network, Contemporary Art of Science and Technology, and Architectural Digest.
-
-In 2010 he co-founded the San Francisco based list and network [O_o] oooshiny, which has grown to include an international community of creatives including artist, designers, technologists, and educators.
-
-Professionally he's 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. Since 2005, he is a partner in Tessellated Group, an engineering and design company, contributing to multiple invention patents in clean-tech structural manufacturing processes.
-
-In addition to being an artist and designer, Dunne is an educator and conducts workshops in various communities, schools, and independent organizations. He has a developed curriculum for visual programming, open source technology, and audio/visual graphics software, and integrative media arts practice. As a proponent for computational literacy, he strives to recontextualize computing and technology as a creative, artistic medium.
+Dunne is also an educator and conducts workshops in various communities, schools, and independent organizations. He has a developed curriculum for visual programming, open source technology, and audio/visual graphics software, and integrative media arts practice. As a proponent for computational literacy, he strives to recontextualize computing and technology as a creative, artistic medium.
Dunne recently completed an artist in residency at Autodesk. He holds a B.A. from UCLA DMA.
+### biography
+Lives and works in Emeryville, CA
+1981 Born in San Francisco, CA
+1999 Fine Art, Architecture, College of Marin, USA
+2001 Printmaking, Pont Aven, France
+2003 B.A., Media Arts, UCLA, USA
### residencies / collaborations
2014-2015 Artist in Residence, Autodesk, San Francisco, CA.
2003 Software Workshop Series, Maya/Photoshop/Illustrator/After Effects. UCLA, Los Angeles
2002 Flash/Director Workshop Series, UCLA, Los Angeles, weekly series
-### edu
-2003 B.A., Design | Media Art, UCLA, USA
-2001 Printmaking (Summer) RISD, Pont Aven, France
-1999 Art, Architecture, College of Marin, USA
<!--
+Professionally he's 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. Since 2005, he is a partner in Tessellated Group, an engineering and design company, contributing to multiple invention patents in clean-tech structural manufacturing processes.
+
### clients / affiliations
Autodesk
Obscura Digital
title: index
---
+## [NAAG XY](/naagxy/)
+
<iframe src="https://player.vimeo.com/video/142578819?color=ffffff&byline=0&portrait=0" width="800" height="450" frameborder="0" webkitallowfullscreen mozallowfullscreen allowfullscreen></iframe>
NAAG XY
more info: [http://www.thecjm.org/on-view/currently/neat-new-experiments-in-art-and-technology/about](http://www.thecjm.org/on-view/currently/neat-new-experiments-in-art-and-technology/about)
+<br />
+
+<img src="https://c1.staticflickr.com/1/565/22434089422_3b0b68ca1b_b.jpg"/>
+
+
+## NAAG Z
<iframe src="https://player.vimeo.com/video/122618829?color=ffffff&byline=0&portrait=0" width="800" height="450" frameborder="0" webkitallowfullscreen mozallowfullscreen allowfullscreen></iframe>
Sculpture, 4ch Projection
4' x 4' x 14'
-Plaster of Paris, Styrofoam, Steel, GLSL, TouchDesigner
-2015
+Plaster of Paris, Styrofoam, Steel, Custom Software, GLSL, Computer, Multiple Projectors
+Mumbai, 2015
It is as if mysterious forces have spontaneously combusted and ignited to produce a marvelous emanation of the cosmic in our midst. Who knows what corners of the universe inform this luminous entity, what hidden histories of the people are recounted in its mysterious ebbs and flows?
Light makes the remembered disappear and in its glow we glimpse perhaps the finest movements of our desires hidden deep within ourselves, the sticky flows of habitual but subtle lust by which we attach ourselves to reality in order to feel organically alive.
Vishal K Dar and Gabriel Dunne challenge the notion of sculpture as a static object. The organic sculptural form has its roots in CG and CAD software and is further skinned with generative algorithm. Various parts of the sculpture move differently, as if a form had coiled onto itself. The viewer is liberated since the sculpture does not rely on prescribed grammar and the experience helps resolve a paradigm shift in our viewing registers.
+## HYPER TERRA
<a href="/hyperterra/">
<img src="https://farm9.staticflickr.com/8628/15720136304_8e24c47f87_c.jpg" />