V[P[PPPPPPV[` ` R_PPPPPPPPPPPPPPV[a"attributes": [ {"trait_type": "Number of Frames", "value": ", {"trait_type": "Starting Block, {"trait_type": "Ending Blocknu, {"trait_type": "Starting BlockPPPV[oHISTORIC EVENT #`data:application/json;base64,ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789+/HISTORIC EVENT by 0xDEAFBEEF: A series of stop motion animations of junk and debris, performed in real time in synchronization with Ethereum. Optically and cryptographically verifiable as HISTORIC EVENTS, a rare status in a media landscape that is becoming increasingly untethered from time and space.
V[P[PPPPPPV[` ` R_PPPPPPPPPPPPPPV[a"attributes": [ {"trait_type": "Number of Frames", "value": ", {"trait_type": "Starting Block, {"trait_type": "Ending Blocknu, {"trait_type": "Starting BlockPPPV[oHISTORIC EVENT #`data:application/json;base64,ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789+/HISTORIC EVENT by 0xDEAFBEEF: A series of stop motion animations of junk and debris, performed in real time in synchronization with Ethereum. With every newly mined block (approx every 12 seconds) an animation frame is photographically captured and its SHA256 hash recorded in a transaction. The performance progresses by smoothly animating materials to form the first 8 digits of the starting frames blockhash.
The idea is to anchor these events in time. Spelling a recent blockhash shows that images could not have been prepared in advance. SHA256 image hashes recorded in consecutive blocks prove it could not have been any later. Piles of physical junk are full of entropy. They are optically complex, especially in motion. The detail and temporal coherence is beyond the current capabilities of generative AI models, offering proof of their physical existance.
Although they may appear to be 'slop', optical and cryptographic proof make these verifiable HISTORIC EVENTS, a rare status in a media landscape that is becoming increasingly untethered from time and space.
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Harmonizing Eccentricity: Edgar Vee and the Dance of the Cosmos – Within the lively mural of Canada’s artistic community, Edgar Vee emerges as a unique element, molded by the cadence of experimental sound and the mechanisms of unconventional technology. At the age of 42, he exemplifies a persona that is both mysterious and captivating, flourishing at the crossroads of inquisitiveness and intellect—a realm where idiosyncrasy converges with seclusion. Edgar’s curious nature was evident early on. With a clever spark in his eye, he often dismantled toys only to reassemble them in configurations that baffled and amazed. Now, those same hands compose symphonies of the unusual, soundscapes that challenge the ear, and machines that intrigue the mind. Edgar’s approach to life is nothing short of animated. His intensity—a beacon that guides his relentless pursuit of the novel and the not-yet-thought-of—radiates in his creations, be they auditory experiments that bend the concept of music or mechanical wonders that redefine ‘machine’. His work is not for the faint of heart but for those who find beauty in the peculiar and the profound. One cannot help but picture Edgar, horned-rim glasses perched precariously on his nose, a shadow beard framing a contemplative smile, and that unmistakable clown hair—a shade of green as vivid as the northern lights—hinting at a man who doesn’t just embrace eccentricity but revels in it. These are the trademarks of a man who lives to defy convention. Behind the doors of his workshop, which lies hidden somewhere between the solitude of the Canadian wilderness and the buzz of the urban sprawl, Edgar toils. He is a reclusive soul, not out of misanthropy, but because his passions consume him so completely. Yet, to those who know him, to those who share a sliver of his boundless fascination with the world, he signifies acceptance and generosity. He finds rapture in the minutiae, the tiny gears and circuits, the half-notes and quarter-tones. Each day is a foray into the unknown for Edgar, an odyssey he undertakes with the zeal of an explorer charting new territories. Quick to laugh and always ready to share a moment of wonder, he is a friend to the like-minded, an ally to fellow dreamers and creators. Edgar Vee is not just a man; he is a living example to the beauty of the untamed thought, the wild idea, the experiment unbound by expectations. In his world, every day is a dance to the music of the cosmos, a tribute to the strange, and an ode to the brilliantly odd.https://redlion-news.mypinata.cloud/ipfs/QmUzDhdJgYfjEPSCi249JCaB2GJfnZDcQRqCY3MDntcVTo
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, {"trait_type": "Fade", "value", {"trait_type": "Immortal", "vaRPplue": "Immortal"}`x<svg preserveAspectRatio="xMinYMin meet" version="1.1" viewBox="` 0 0 96 96" xmlns="http://www.w3.`@org/2000/svg"> <g stroke-width="``.32"> <rect width="100%" height=`Rm"100%" fill="#`, "attributes": [ {"trait_type": "Refreshes", "value": "data:application/json;base64,PPV[t{"name": "HASHMARKS #`X", "description": "HASHMARKS by `0xDEAFBEEF: 100 unique hand forg`5ed iron sculptures and cryptogra`Uphically linked digital tokens."`u, "image": "data:image/svg+xml;b`ERC721: caller is not token owne`@ERC721: transfer to non ERC721Re`@ERC721: transfer from incorrect `@ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789+/
0xDEAFBEEFEnsemble Story: Memory Box
Relic: 1
Artist: 0xDEAFBEEF
Story:
Over the last 20 years I've tinkered in numerous fields overlapping art and technology including music technology, computer graphics and generative art. I'm best known as an audiovisual artist. I design systems using code that generate sound and animation, using these systems as tools for exploration.
I grew up in a rural setting in northern Ontario, Canada. The best way to characterize it was that there was a lot of space and time, but very little communication with the wider world. For stimulation, I looked inward, and to my immediate environment. We had a Mac Plus my father borrowed from work, and an apartment sized piano. I spent an enormous amount of time with each.
Memory Box is a look back into my past, through the traces of digital artifacts left behind on the series of personal computers I used beginning in childhood. Recovering these artifacts is an emotional task for me. The Mac Plus that has been packed and sitting in my parent's basement since 1996, when the screen went dead. The hard drive still contains my programming experiments, and for the past decade I've always had a mind to try to have it recovered. But I've procrastinated, knowing that the data might not be recoverable. It was easier just to let it sit in an unknown state, rather than confirm that it was gone forever. It would be like losing a piece of myself.
Finally I brought myself to have the drive recovered, it was readable, but many of the files were in an unknown state. Pieces of my programs were still present in the computer memory, but they were difficult to decipher. The program listing was stored in a compressed proprietary format, and some parts were missing completely. Still, I found myself incredibly relieved to know that pieces are still there. Often there was enough to jog my memory, I needed both the drive, and my brain, to reconstruct these fragments. Which is not unlike how memories work; they are reconstructions, rather than perfect recordings.
My introduction to generative computing was through the Roguelike genre of games. 2d-overhead of dungeon maps, procedurally generated with random placement of walls, objects and creatures. Generativity fascinated me, and it was the primary motivation as a kid to learn to program to design such games. Often, my ambition outstripped my programming abilities, and I would find myself instead making game assets, in particular, pixel art. Originally, I used Mac Paint to make the black-and-white pixel art of characters I imagined.
Later, we upgraded from the Mac Plus to a color Performa model. So I started to make these game assets using color, spending an ungodly amount of time on them. I was very focused on having many details and variations. I imagined that even the designer would perceive the game world as novel, rich and unknown, and ripe for exploration.
Exploration is primary motivation for my activities, and a recurring theme in my work. Randomly generated caves resurface in recent work "Caves", honoring Herbert Franke, early computer artist and speleologist.
Much later, in highschool, I tried to submit these game assets as a year end project. It took a lot of persuading to convince the teacher that they were in fact art. To the teacher's credit, eventually they accepted my arguments that pixel art was actually a valid artistic medium.
I also recovered pieces of the code of a roguelike puzzle game called Bits and Bytes I made on the Mac plus in 1994, though in a more fragmented form. This is a raw hex dump of the data on the hard drive. The filesystem here cannot be read; it's in pieces. The code listing is in a proprietary format, but the text strings that I had in the intro of the game are visible. This was enough to jog my memory to remember how the game worked. It’s built on science fiction tropes. The combat mechanism was puzzle-like. I'm pretty sure I was the only person to ever play it, besides my uncle. None of my friends had a mac and I didn’t share it anywhere. At the time I never expected to be acknowledged for it, I made it purely for my own entertainment.
I can remember during the summers that we spent at a cottage in the bush , There was no computer up there. I remember sitting at a picnic table by the lake, in full sun, surrounded by natural beauty, but my attention was elsewhere; I was writing computer programs with pencil and paper, waiting for September when we'd return home so that I could type and run the programs. Looking back now, it may seem a huge misalignment of priorities, considering how much time I spend in front screens today, compared to the precious time spent in idyllic natural settings.
Several years later, after we upgraded to a PC running Windows 95, I created El Wormo. El Wormo is not just a standard snake clone, it has puzzle like elements, colors that changed in response to the proximity of the snake. Everything is drawn programmatically, rather than being sprites. Although I don't have the code listing, the executable still runs, either on a windows machine or in an emulator, like WINE.
This was the first thing I shared on the internet, the game was distributed via shareware, and submitted to game review sites. Many years later, I actually had someone from Switzerland mail me an envelope that contained a US $10 dollar bill, and a thank you note that they loved the game. That was the most I've ever earned and the most acknowledgement I've ever received to date as a game designer. Before this, money and acknowledgement were not part of my motivation, but I noticed them more at this stage and at this increased level of connectivity.
The earliest computer programming artifact that I could retrieve intact from the Mac Plus was a recreation of Canon in D in code. This was the first piece of music I made with code on a computer. The filesystem still contains the date. This is a BASIC program demonstrating the soundchip of the Mac plus hardware. I modified the program to play Pachelbel’s Canon in D. Hearing this music played through the timbre of mac soundchip gives a strong memory of that time: a feeling when I didn't know much about world, I was just exploring the things that existed in my immediate environment. A computer, a piano, some sheet music bought at the nearest music store which was several hours away.
I wish I could return to that innocent state. I've actively avoided career choices that take me further away from that ground level. I'd rather be a tinkerer than a manager. I've passed on, and quit many opportunities, to the confusion of people, because I wanted to stay in tight control of how I spend my time, chasing that experience of childhood. Despite those attempts, adult life has a way of catching up. Time gets smaller. Considerations pile up. I've accepted that try as a might, there's no putting the genie back in the bottle, at least not completely.
Part of it is adult life, part of it is the accelerating hyper-connectivity and technological change we experience today. I would like to return, but I know that I can't. I have my memories and artifacts of a simpler time when I could explore freely, contently, with no self awareness or outward considerations. They will have to suffice.
Song:
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V[PPPPPPPPPPPPPPPPPPPbERC1967: new implementation is n`DAddress: call to non-contractNo updates to BlockList allowedAddress: call to non-contractAddress: low-level delegate call failed3Address: low-level delegate call failed
i am bombastic [c0:4] da domb [(c0:5 c#7):0.4*3] dis domb coming at you [(c7 c6 c5) g#1:3 (d7 d6 d4) g1:3] coming at you fast [((c7 c6 c5) g#1:3 (d7 d6 d4) g1:3):0.25*4] comes at you fast, innit [((c8 c6 c5) g#1:3 (d9 d6 d4) g1:3):0.1*80]
oh yeah [ (g4 f g e g d g c g b g a g g3 f4 e f d f c f b f a f g3 f4 (f3 f#7):0.05*100 ):4*2] that's right [ (g4 f g e g d g c g b g a g g3 f4 e f d f c f b f a f g3 f4 (f3 f#7):0.05*100 ):2*2] give it to me now [ (g4 f g e g d g c g b g a g g3 f4 e f d f c f b f a f g3 f4 (f3 f#7):0.05*100 ):0.5*4]