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<channel>
	<title>Curious Sense - Producing Digital Products with Entertainment Companies</title>
	<atom:link href="http://www.curioussense.com/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.curioussense.com</link>
	<description></description>
	<lastBuildDate>Fri, 06 Jan 2012 19:32:47 +0000</lastBuildDate>
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			<item>
		<title>Curious Labs &#8211; In Search of&#8230;</title>
		<link>http://www.curioussense.com/curious-labs-in-search-of/</link>
		<comments>http://www.curioussense.com/curious-labs-in-search-of/#comments</comments>
		<pubDate>Fri, 26 Aug 2011 16:32:21 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Curious Labs]]></category>
		<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://www.curioussense.com/?p=228</guid>
		<description><![CDATA[ 
  attribute vec3 aPos;
  attribute vec2 aTexCoord;
  varying   vec2 pixel;
void main(void) {
   gl_Position = vec4(aPos, 1.);
   pixel = aTexCoord;
}
 
 
#ifdef GL_ES
precision highp float;
#endif
// original shader from http://www.gamerendering.com/2008/10/11/gaussian-blur-filter-shader/
// horizontal blur fragment shader
uniform sampler2D src_tex;
varying vec2 pixel;
uniform vec2 pixelSize;
void main(void) // fragment
{
	float h = pixelSize.x;
	vec4 sum = vec4(0.0);
	sum += texture2D(src_tex, vec2(pixel.x - 4.0*h, pixel.y) ) * 0.05;
	sum += texture2D(src_tex, vec2(pixel.x - 3.0*h, pixel.y) ) * 0.09;
	sum += texture2D(src_tex, vec2(pixel.x - 2.0*h, pixel.y) ) * 0.12;
	sum += texture2D(src_tex, vec2(pixel.x - 1.0*h, pixel.y) ...]]></description>
			<content:encoded><![CDATA[<p><script id="shader-vs" type="x-shader/x-vertex"> 
  attribute vec3 aPos;
  attribute vec2 aTexCoord;
  varying   vec2 pixel;
void main(void) {
   gl_Position = vec4(aPos, 1.);
   pixel = aTexCoord;
}
</script> </p>
<p><script id="shader-fs-blur-horizontal" type="x-shader/x-fragment"> 
#ifdef GL_ES
precision highp float;
#endif
// original shader from http://www.gamerendering.com/2008/10/11/gaussian-blur-filter-shader/
// horizontal blur fragment shader
uniform sampler2D src_tex;
varying vec2 pixel;
uniform vec2 pixelSize;
void main(void) // fragment
{
	float h = pixelSize.x;
	vec4 sum = vec4(0.0);
	sum += texture2D(src_tex, vec2(pixel.x - 4.0*h, pixel.y) ) * 0.05;
	sum += texture2D(src_tex, vec2(pixel.x - 3.0*h, pixel.y) ) * 0.09;
	sum += texture2D(src_tex, vec2(pixel.x - 2.0*h, pixel.y) ) * 0.12;
	sum += texture2D(src_tex, vec2(pixel.x - 1.0*h, pixel.y) ) * 0.15;
	sum += texture2D(src_tex, vec2(pixel.x + 0.0*h, pixel.y) ) * 0.16;
	sum += texture2D(src_tex, vec2(pixel.x + 1.0*h, pixel.y) ) * 0.15;
	sum += texture2D(src_tex, vec2(pixel.x + 2.0*h, pixel.y) ) * 0.12;
	sum += texture2D(src_tex, vec2(pixel.x + 3.0*h, pixel.y) ) * 0.09;
	sum += texture2D(src_tex, vec2(pixel.x + 4.0*h, pixel.y) ) * 0.05;
    gl_FragColor.xyz = sum.xyz/0.98; // normalize
	gl_FragColor.a = 1.;
} 
</script> </p>
<p><script id="shader-fs-blur-vertical" type="x-shader/x-fragment"> 
#ifdef GL_ES
precision highp float;
#endif
// original shader from http://www.gamerendering.com/2008/10/11/gaussian-blur-filter-shader/
// vertical blur fragment shader
uniform sampler2D src_tex;
varying vec2 pixel;
uniform vec2 pixelSize;
void main(void) // fragment
{
	float v = pixelSize.y;
	vec4 sum = vec4(0.0);
	sum += texture2D(src_tex, vec2(pixel.x, - 4.0*v + pixel.y) ) * 0.05;
	sum += texture2D(src_tex, vec2(pixel.x, - 3.0*v + pixel.y) ) * 0.09;
	sum += texture2D(src_tex, vec2(pixel.x, - 2.0*v + pixel.y) ) * 0.12;
	sum += texture2D(src_tex, vec2(pixel.x, - 1.0*v + pixel.y) ) * 0.15;
	sum += texture2D(src_tex, vec2(pixel.x, + 0.0*v + pixel.y) ) * 0.16;
	sum += texture2D(src_tex, vec2(pixel.x, + 1.0*v + pixel.y) ) * 0.15;
	sum += texture2D(src_tex, vec2(pixel.x, + 2.0*v + pixel.y) ) * 0.12;
	sum += texture2D(src_tex, vec2(pixel.x, + 3.0*v + pixel.y) ) * 0.09;
	sum += texture2D(src_tex, vec2(pixel.x, + 4.0*v + pixel.y) ) * 0.05;
    gl_FragColor.xyz = sum.xyz/0.98;
	gl_FragColor.a = 1.;
}
</script> </p>
<p><script id="shader-fs-advance" type="x-shader/x-fragment"> 
#ifdef GL_ES
precision highp float;
#endif</p>
<p>	uniform sampler2D sampler_prev;
	uniform sampler2D sampler_prev_n;
	uniform sampler2D sampler_blur;
	uniform sampler2D sampler_noise;
	uniform sampler2D sampler_noise_n;</p>
<p>	varying vec2 pixel;
	uniform vec2 pixelSize;
	uniform vec4 rnd;
	uniform vec2 mouse;
	uniform float time;
	uniform float fps;</p>
<p>void main(void) {
	// grabbing the blurred gradients
	vec2 d = pixelSize*4.;
	vec4 dx = (texture2D(sampler_blur, pixel + vec2(1,0)*d) - texture2D(sampler_blur, pixel - vec2(1,0)*d))*0.5;
	vec4 dy = (texture2D(sampler_blur, pixel + vec2(0,1)*d) - texture2D(sampler_blur, pixel - vec2(0,1)*d))*0.5;</p>
<p>	vec2 zoom_in = pixel + vec2(dx.x,dy.x)*pixelSize*8.; // adding the traveling wave front
	vec2 rand_noise = texture2D(sampler_noise, zoom_in + vec2(rnd.x, rnd.y)).xy;
	gl_FragColor.x = texture2D(sampler_prev, zoom_in).x + (rand_noise.x-0.5)*0.0025 - 0.002; // decay with error diffusion
	gl_FragColor.x -= (texture2D(sampler_blur, zoom_in + (rand_noise-0.5)*pixelSize).x -
					  texture2D(sampler_prev, zoom_in + (rand_noise-0.5)*pixelSize)).x*0.047; // reaction-diffusion</p>
<p>	gl_FragColor.a = 1.;
}
</script> </p>
<p><script id="shader-fs-composite" type="x-shader/x-fragment"> 
#ifdef GL_ES
precision highp float;
#endif</p>
<p>	uniform sampler2D sampler_prev;
	uniform sampler2D sampler_prev_n;
	uniform sampler2D sampler_blur;
	uniform sampler2D sampler_noise;
	uniform sampler2D sampler_noise_n;</p>
<p>	varying vec2 pixel;
	uniform vec2 pixelSize;
	uniform vec2 aspect;
	uniform vec4 rnd;
	uniform vec2 mouse;
	uniform float time;</p>
<p>void main(void) {</p>
<p>	vec2 lightSize=vec2(4.);</p>
<p>	// grabbing the blurred gradients
	vec2 d = pixelSize*2.;
	vec4 dx = (texture2D(sampler_blur, pixel + vec2(1,0)*d) - texture2D(sampler_blur, pixel - vec2(1,0)*d))*0.5;
	vec4 dy = (texture2D(sampler_blur, pixel + vec2(0,1)*d) - texture2D(sampler_blur, pixel - vec2(0,1)*d))*0.5;</p>
<p>	// adding the pixel gradients
	d = pixelSize*1.;
	dx += texture2D(sampler_prev, pixel + vec2(1,0)*d) - texture2D(sampler_prev, pixel - vec2(1,0)*d);
	dy += texture2D(sampler_prev, pixel + vec2(0,1)*d) - texture2D(sampler_prev, pixel - vec2(0,1)*d);</p>
<p>	vec2 displacement = vec2(dx.x,dy.x)*lightSize; // using only the red gradient as displacement vector
	float light = pow(max(1.-distance(0.5+(pixel-0.5)*aspect*lightSize + displacement,0.5+(mouse-0.5)*aspect*lightSize),0.),4.);
//	vec4 rd = 0.85-(1.-texture2D(sampler_prev,pixel-vec2(dx.x,dy.x)*pixelSize*2.5).x) + light*0.18;
	//rd = mix(rd, 1., light*(1.-texture2D(sampler_blur,pixel-vec2(dx.x,dy.x)*pixelSize*4.)).x); </p>
<p>	// recoloring the lit up red channel
	vec4 rd = vec4(texture2D(sampler_prev,pixel+vec2(dx.x,dy.x)*pixelSize*8.).x)*vec4(0.7,1.5,2.0,1.0)-vec4(0.3,1.0,1.0,1.0);
	gl_FragColor = mix(rd,vec4(8.0,6.,2.,1.), light*0.75*vec4(1.-texture2D(sampler_prev,pixel+vec2(dx.x,dy.x)*pixelSize*8.).x)); </p>
<p>	//gl_FragColor = texture2D(sampler_prev, pixel); // bypass
	gl_FragColor.a = 1.;
}
</script> </p>
<p><script type="text/javascript"> 
	function getShader(gl, id) {
		var shaderScript = document.getElementById(id);
		var str = "";
		var k = shaderScript.firstChild;
		while (k) {
			if (k.nodeType == 3)
				str += k.textContent;
			k = k.nextSibling;
		}
		var shader;
		if (shaderScript.type == "x-shader/x-fragment")
			shader = gl.createShader(gl.FRAGMENT_SHADER);
		else if (shaderScript.type == "x-shader/x-vertex")
			shader = gl.createShader(gl.VERTEX_SHADER);
		else
			return null;
		gl.shaderSource(shader, str);
		gl.compileShader(shader);
		if (gl.getShaderParameter(shader, gl.COMPILE_STATUS) == 0)
			alert(gl.getShaderInfoLog(shader));
		return shader;
	}</p>
<p>	requestAnimFrame = (function() {
		return window.webkitRequestAnimationFrame || window.mozRequestAnimationFrame || function(callback, element) {
			setTimeout(callback, 1000 / 60);
		};
	})();</p>
<p>	var gl;
	var prog_advance;
	var prog_composite;
	var prog_blur_horizontal;
	var prog_blur_vertical;
	var FBO_main;
	var FBO_main2;
	var FBO_helper;
	var FBO_blur;
	var FBO_noise;
	var texture_main_l; // main, linear
	var texture_main_n; // main, nearest (accurate pixel access on the same buffer)
	var texture_main2_l; // main double buffer, linear
	var texture_main2_n; // main double buffer, nearest (accurate pixel access on the same buffer)
	var texture_helper; // to be used when a buffer for multi-pass shader programs is needed (2-pass Gaussian blur)
	var texture_blur; // blur result
	var texture_noise_n; // noise pixel accurate
	var texture_noise_l; // noise interpolated pixel access</p>
<p>	var halted = false;
	var delay = 3;
	var it = 1;
	var frames = 0;
	var fps = 60; // no hurdle for DX10 graphics cards
	var time;
	var mouseX = 0.5;
	var mouseY = 0.5;
	var animation;
	var timer;
	// texture size (must be powers of two, remember 2048x1024 flat could also be a 128x128x128 voxel)
	var sizeX = 1024;
	var sizeY = 1024; // 2048x1024 flat or 128x128x128 cube
	// viewport size
	var viewX = 1024;
	var viewY = 1024;</p>
<p>	function load() {
		clearInterval(timer);
		var c = document.getElementById("c");
		try {
			gl = c.getContext("experimental-webgl", { depth : false });
		} catch (e) {
		}
		if (!gl) {
			alert("Your browser does not support WebGL");
			return;
		}
		document.onmousemove = function(evt) {
			mouseX = evt.pageX / viewX;
			mouseY = 1 - evt.pageY / viewY;
		};
		document.onclick = function(evt) {
			halted = !halted;
		};
		c.width = viewX;
		c.height = viewY;</p>
<p>		prog_advance = gl.createProgram();
		gl.attachShader(prog_advance, getShader(gl, "shader-vs"));
		gl.attachShader(prog_advance, getShader(gl, "shader-fs-advance"));
		gl.linkProgram(prog_advance);</p>
<p>		prog_composite = gl.createProgram();
		gl.attachShader(prog_composite, getShader(gl, "shader-vs"));
		gl.attachShader(prog_composite, getShader(gl, "shader-fs-composite"));
		gl.linkProgram(prog_composite);</p>
<p>		prog_blur_horizontal = gl.createProgram();
		gl.attachShader(prog_blur_horizontal, getShader(gl, "shader-vs"));
		gl.attachShader(prog_blur_horizontal, getShader(gl, "shader-fs-blur-horizontal"));
		gl.linkProgram(prog_blur_horizontal);</p>
<p>		prog_blur_vertical = gl.createProgram();
		gl.attachShader(prog_blur_vertical, getShader(gl, "shader-vs"));
		gl.attachShader(prog_blur_vertical, getShader(gl, "shader-fs-blur-vertical"));
		gl.linkProgram(prog_blur_vertical);</p>
<p>		var posBuffer = gl.createBuffer();
		gl.bindBuffer(gl.ARRAY_BUFFER, posBuffer);</p>
<p>		var vertices = new Float32Array([ -1, -1, 0, 1, -1, 0, -1, 1, 0, 1, 1, 0 ]);</p>
<p>		var aPosLoc = gl.getAttribLocation(prog_advance, "aPos");
		gl.enableVertexAttribArray(aPosLoc);</p>
<p>		var aTexLoc = gl.getAttribLocation(prog_advance, "aTexCoord");
		gl.enableVertexAttribArray(aTexLoc);</p>
<p>		var texCoords = new Float32Array([ 0, 0, 1, 0, 0, 1, 1, 1 ]);</p>
<p>		var texCoordOffset = vertices.byteLength;</p>
<p>		gl.bufferData(gl.ARRAY_BUFFER, texCoordOffset + texCoords.byteLength, gl.STATIC_DRAW);
		gl.bufferSubData(gl.ARRAY_BUFFER, 0, vertices);
		gl.bufferSubData(gl.ARRAY_BUFFER, texCoordOffset, texCoords);
		gl.vertexAttribPointer(aPosLoc, 3, gl.FLOAT, gl.FALSE, 0, 0);
		gl.vertexAttribPointer(aTexLoc, 2, gl.FLOAT, gl.FALSE, 0, texCoordOffset);</p>
<p>		var noisepixels = [];
		var pixels = [];
		for ( var i = 0; i < sizeX; i++) {
			for ( var j = 0; j < sizeY; j++) {
				noisepixels.push(Math.random() * 255, Math.random() * 255, Math.random() * 255, 255);
				pixels.push(0, 0, 0, 255);
			}
		}
		/*
		 * if (Math.random() > density) pixels.push(0, 0, 0, 0); else pixels.push(255, 0, 0, 0);
		 */</p>
<p>		var rawData = new Uint8Array(noisepixels);
		texture_main_l = gl.createTexture();
		gl.bindTexture(gl.TEXTURE_2D, texture_main_l);
		gl.pixelStorei(gl.UNPACK_ALIGNMENT, 1);
		gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, sizeX, sizeY, 0, gl.RGBA, gl.UNSIGNED_BYTE, rawData);
		gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
		gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);</p>
<p>		texture_main_n = gl.createTexture();
		gl.bindTexture(gl.TEXTURE_2D, texture_main_n);
		gl.pixelStorei(gl.UNPACK_ALIGNMENT, 1);
		gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, sizeX, sizeY, 0, gl.RGBA, gl.UNSIGNED_BYTE, rawData);
		gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
		gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);</p>
<p>		rawData = new Uint8Array(noisepixels);
		rawData = new Uint8Array(noisepixels);
		texture_main2_l = gl.createTexture();
		gl.bindTexture(gl.TEXTURE_2D, texture_main2_l);
		gl.pixelStorei(gl.UNPACK_ALIGNMENT, 1);
		gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, sizeX, sizeY, 0, gl.RGBA, gl.UNSIGNED_BYTE, rawData);
		gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
		gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);</p>
<p>		texture_main2_n = gl.createTexture();
		gl.bindTexture(gl.TEXTURE_2D, texture_main2_n);
		gl.pixelStorei(gl.UNPACK_ALIGNMENT, 1);
		gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, sizeX, sizeY, 0, gl.RGBA, gl.UNSIGNED_BYTE, rawData);
		gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
		gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);</p>
<p>		rawData = new Uint8Array(pixels);
		texture_helper = gl.createTexture();
		gl.bindTexture(gl.TEXTURE_2D, texture_helper);
		gl.pixelStorei(gl.UNPACK_ALIGNMENT, 1);
		gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, sizeX, sizeY, 0, gl.RGBA, gl.UNSIGNED_BYTE, rawData);
		gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
		gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);</p>
<p>		rawData = new Uint8Array(pixels);
		texture_blur = gl.createTexture();
		gl.bindTexture(gl.TEXTURE_2D, texture_blur);
		gl.pixelStorei(gl.UNPACK_ALIGNMENT, 1);
		gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, sizeX, sizeY, 0, gl.RGBA, gl.UNSIGNED_BYTE, rawData);
		gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
		gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);</p>
<p>		rawData = new Uint8Array(noisepixels);
		texture_noise_l = gl.createTexture();
		gl.bindTexture(gl.TEXTURE_2D, texture_noise_l);
		gl.pixelStorei(gl.UNPACK_ALIGNMENT, 1);
		gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, sizeX, sizeY, 0, gl.RGBA, gl.UNSIGNED_BYTE, rawData);
		gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
		gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);</p>
<p>		texture_noise_n = gl.createTexture();
		gl.bindTexture(gl.TEXTURE_2D, texture_noise_n);
		gl.pixelStorei(gl.UNPACK_ALIGNMENT, 1);
		gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, sizeX, sizeY, 0, gl.RGBA, gl.UNSIGNED_BYTE, rawData);
		gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
		gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);</p>
<p>		// gl.uniform1i(gl.getUniformLocation(prog, "uTexSamp"), 0);
		FBO_main = gl.createFramebuffer();
		gl.bindFramebuffer(gl.FRAMEBUFFER, FBO_main);
		gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture_main_l, 0);</p>
<p>		FBO_main2 = gl.createFramebuffer();
		gl.bindFramebuffer(gl.FRAMEBUFFER, FBO_main2);
		gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture_main2_l, 0);</p>
<p>		FBO_helper = gl.createFramebuffer();
		gl.bindFramebuffer(gl.FRAMEBUFFER, FBO_helper);
		gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture_helper, 0);</p>
<p>		FBO_blur = gl.createFramebuffer();
		gl.bindFramebuffer(gl.FRAMEBUFFER, FBO_blur);
		gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture_blur, 0);</p>
<p>		FBO_noise = gl.createFramebuffer();
		gl.bindFramebuffer(gl.FRAMEBUFFER, FBO_noise);
		gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture_noise_l, 0);</p>
<p>		gl.useProgram(prog_advance);
		setUniforms(prog_advance);</p>
<p>		gl.useProgram(prog_blur_horizontal);
		gl.uniform2f(gl.getUniformLocation(prog_blur_horizontal, "pixelSize"), 1. / sizeX, 1. / sizeY);
		gl.uniform1i(gl.getUniformLocation(prog_blur_horizontal, "src_tex"), 0);</p>
<p>		gl.useProgram(prog_blur_vertical);
		gl.uniform2f(gl.getUniformLocation(prog_blur_vertical, "pixelSize"), 1. / sizeX, 1. / sizeY);
		gl.uniform1i(gl.getUniformLocation(prog_blur_vertical, "src_tex"), 0);</p>
<p>		gl.useProgram(prog_composite);
		setUniforms(prog_composite);</p>
<p>		gl.activeTexture(gl.TEXTURE2);
		gl.bindTexture(gl.TEXTURE_2D, texture_blur);</p>
<p>		gl.activeTexture(gl.TEXTURE3);
		gl.bindTexture(gl.TEXTURE_2D, texture_noise_l);</p>
<p>		gl.activeTexture(gl.TEXTURE4);
		gl.bindTexture(gl.TEXTURE_2D, texture_noise_n);</p>
<p>		calculateBlurTexture();</p>
<p>		timer = setInterval(fr, 500);
		time = new Date().getTime();
		animation = "animate";
		anim();
	}
	function setUniforms(program) {
		gl.uniform2f(gl.getUniformLocation(program, "pixelSize"), 1. / sizeX, 1. / sizeY);
		gl.uniform4f(gl.getUniformLocation(program, "rnd"), Math.random(), Math.random(), Math.random(), Math.random());
		gl.uniform1f(gl.getUniformLocation(program, "fps"), fps);
		gl.uniform1f(gl.getUniformLocation(program, "time"), time);
		gl.uniform2f(gl.getUniformLocation(program, "aspect"), Math.max(1, viewX / viewY), Math.max(1, viewY / viewX));
		gl.uniform2f(gl.getUniformLocation(program, "mouse"), mouseX, mouseY);
		gl.uniform1i(gl.getUniformLocation(program, "sampler_prev"), 0);
		gl.uniform1i(gl.getUniformLocation(program, "sampler_prev_n"), 1);
		gl.uniform1i(gl.getUniformLocation(program, "sampler_blur"), 2);
		gl.uniform1i(gl.getUniformLocation(program, "sampler_noise"), 3);
		gl.uniform1i(gl.getUniformLocation(program, "sampler_noise_n"), 4);
	}
	function calculateBlurTexture() {
		// horizontal
		gl.viewport(0, 0, sizeX, sizeY);
		gl.useProgram(prog_blur_horizontal);
		gl.activeTexture(gl.TEXTURE0);
		if (it < 0) {
			gl.bindTexture(gl.TEXTURE_2D, texture_main2_l);
			gl.bindFramebuffer(gl.FRAMEBUFFER, FBO_helper);
		} else {
			gl.bindTexture(gl.TEXTURE_2D, texture_main_l);
			gl.bindFramebuffer(gl.FRAMEBUFFER, FBO_helper);
		}
		gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);
		gl.flush();</p>
<p>		// vertical
		gl.viewport(0, 0, sizeX, sizeY);
		gl.useProgram(prog_blur_vertical);
		gl.activeTexture(gl.TEXTURE0);
		gl.bindTexture(gl.TEXTURE_2D, texture_helper);
		gl.bindFramebuffer(gl.FRAMEBUFFER, FBO_blur);
		gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);
		gl.flush();</p>
<p>		gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);
		gl.flush();
	}</p>
<p>	function advance() {
		gl.viewport(0, 0, sizeX, sizeY);
		gl.useProgram(prog_advance);
		setUniforms(prog_advance);
		if (it > 0) {
			gl.activeTexture(gl.TEXTURE0);
			gl.bindTexture(gl.TEXTURE_2D, texture_main_l); // interpolated input
			gl.activeTexture(gl.TEXTURE1);
			gl.bindTexture(gl.TEXTURE_2D, texture_main_n); // "nearest" input
			gl.bindFramebuffer(gl.FRAMEBUFFER, FBO_main2); // write to buffer
		} else {
			gl.activeTexture(gl.TEXTURE0);
			gl.bindTexture(gl.TEXTURE_2D, texture_main2_l); // interpolated
			gl.activeTexture(gl.TEXTURE1);
			gl.bindTexture(gl.TEXTURE_2D, texture_main2_n); // "nearest"
			gl.bindFramebuffer(gl.FRAMEBUFFER, FBO_main); // write to buffer
		}
		gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);
		gl.flush();</p>
<p>		calculateBlurTexture();
		it = -it;
	}</p>
<p>	function composite() {
		gl.viewport(0, 0, viewX, viewY);
		gl.useProgram(prog_composite);
		setUniforms(prog_composite);
		if (it < 0) {
			gl.activeTexture(gl.TEXTURE0);
			gl.bindTexture(gl.TEXTURE_2D, texture_main_l);
			gl.activeTexture(gl.TEXTURE1);
			gl.bindTexture(gl.TEXTURE_2D, texture_main_n);
		} else {
			gl.activeTexture(gl.TEXTURE0);
			gl.bindTexture(gl.TEXTURE_2D, texture_main2_l);
			gl.activeTexture(gl.TEXTURE1);
			gl.bindTexture(gl.TEXTURE_2D, texture_main2_n);
		}
		gl.bindFramebuffer(gl.FRAMEBUFFER, null);
		gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);
		gl.flush();
		frames++;
	}</p>
<p>	function anim() {
		if (!halted)
			advance();
		composite();
		switch (animation) {
		case "animate":
			setTimeout("requestAnimFrame(anim)", delay);
			break;
		case "reset":
			load();
			break;
		}
	}
	function setDelay(v) {
		delay = parseInt(v);
	}
	function fr() {
		var ti = new Date().getTime();
		fps = Math.round(1000 * frames / (ti - time));
		document.getElementById("fps").textContent = fps;
		frames = 0;
		time = ti;
	}
</script> </p>
<style type="text/css"> 
body {
	background-color: #000000;
	color: #FFFFFF;
	text-shadow: #000000;
}</p>
<p>#c {
	position: absolute;
	top: 0;
	left: 0;
	z-index: -1;
}
</style>
<p></head><br />
<body onload="load()"><br />
	Fps:<br />
	<span id="fps"></span><br />
	<br />click mouse to enable/disable the advancer shader program
<p/>
	Fine-tuned 8Bit Reaction-Diffusion system with added traveling wave fronts and subpixel decay.<br/><br />
	Using the gradients of the generative texture for a displacement mapping of a light source.<br/><br />
	There are two color channels completely unused in this technical demonstration.
<p/>
	for best performance use <a href="www.google.de/chrome">Google Chrome</a><br />
	<canvas id="c"></canvas> </p>
]]></content:encoded>
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		</item>
		<item>
		<title>Focus Group &#8211; Concept Feedback, 08/25/11</title>
		<link>http://www.curioussense.com/paint-the-groove/</link>
		<comments>http://www.curioussense.com/paint-the-groove/#comments</comments>
		<pubDate>Thu, 25 Aug 2011 20:21:28 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Social Games & Apps]]></category>
		<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://www.curioussense.com/?p=226</guid>
		<description><![CDATA[



The Grateful Dead Game is a Journey.
We&#8217;re planning to launch Version 1.0 in December &#8211; it&#8217;ll be a World and a Game Environment that will get new content, features, and games on an on-going basis after Version 1.0 launches&#8230;. 1.0 then Let it Grow over months and years.
For Version 1.0 The Journey is to the 10 Most Epic Shows

Music Never Stopped:  12/27/77, Winterland



Estimated Prophet: 5/8/77, Cornell



Dancin&#8217; in the Streets: 5/8/77, Cornell




  Please upgrade your browser





]]></description>
			<content:encoded><![CDATA[<table border="0" cellspacing="5" cellpadding="5" align="center">
<tbody>
<tr align="left" valign="top">
<td>
<p>The Grateful Dead Game is a Journey.</p>
<p>We&#8217;re planning to launch Version 1.0 in December &#8211; it&#8217;ll be a World and a Game Environment that will get new content, features, and games on an on-going basis after Version 1.0 launches&#8230;. 1.0 then Let it Grow over months and years.</p>
<p>For Version 1.0 The Journey is to the <strong>10 Most Epic Shows</strong></p>
<p><br class="spacer_" /></p>
<p><strong>Music Never Stopped: </strong> 12/27/77, Winterland</p>
<p>
<object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="100%" height="81" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="allowscriptaccess" value="always" /><param name="src" value="http://player.soundcloud.com/player.swf?url=http%3A%2F%2Fapi.soundcloud.com%2Ftracks%2F14019592&amp;show_comments=true&amp;auto_play=false&amp;color=000000" /><embed type="application/x-shockwave-flash" width="100%" height="81" src="http://player.soundcloud.com/player.swf?url=http%3A%2F%2Fapi.soundcloud.com%2Ftracks%2F14019592&amp;show_comments=true&amp;auto_play=false&amp;color=000000" allowscriptaccess="always"></embed></object>
</p>
<p><strong>Estimated Prophet: </strong>5/8/77, Cornell</p>
<p>
<object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="100%" height="81" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="allowscriptaccess" value="always" /><param name="src" value="http://player.soundcloud.com/player.swf?url=http%3A%2F%2Fapi.soundcloud.com%2Ftracks%2F13668880&amp;show_comments=true&amp;auto_play=false&amp;color=ff001d" /><embed type="application/x-shockwave-flash" width="100%" height="81" src="http://player.soundcloud.com/player.swf?url=http%3A%2F%2Fapi.soundcloud.com%2Ftracks%2F13668880&amp;show_comments=true&amp;auto_play=false&amp;color=ff001d" allowscriptaccess="always"></embed></object>
</p>
<p><strong>Dancin&#8217; in the Streets: </strong>5/8/77, Cornell</p>
<p>
<object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="100%" height="81" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="allowscriptaccess" value="always" /><param name="src" value="http://player.soundcloud.com/player.swf?url=http%3A%2F%2Fapi.soundcloud.com%2Ftracks%2F14570849&amp;show_comments=true&amp;auto_play=false&amp;color=001dff" /><embed type="application/x-shockwave-flash" width="100%" height="81" src="http://player.soundcloud.com/player.swf?url=http%3A%2F%2Fapi.soundcloud.com%2Ftracks%2F14570849&amp;show_comments=true&amp;auto_play=false&amp;color=001dff" allowscriptaccess="always"></embed></object>
</p>
<div class="iframe-wrapper">
  <iframe src="http://mikengreg.com/solipskier/Solipskier.swf" frameborder="0" style="height:432px;width:768px;">Please upgrade your browser</iframe>
</div>
</td>
</tr>
</tbody>
</table>
]]></content:encoded>
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		</item>
		<item>
		<title>Audiolizing the Stock Market</title>
		<link>http://www.curioussense.com/audiolizing-stock-market/</link>
		<comments>http://www.curioussense.com/audiolizing-stock-market/#comments</comments>
		<pubDate>Tue, 22 Feb 2011 04:02:33 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://www.curioussense.com/?p=211</guid>
		<description><![CDATA[From CNNMoney.com
The Dow Piano
The daily trading of the Dow Jones industrial average determines the songwriting here, translating the ups and downs of 2010’s market into musical notes. Using a five-note scale spanning three octaves, pitch is determined by each day’s closing level.  Heavy trading volume – most notably on the day of the May 6 ‘Flash Crash’ – leads to high musical volume. Notice the piano tends to play quietly around holidays. The notes are generally clustered in series of five, representing Mondays through Fridays. Follow along with the graph ...]]></description>
			<content:encoded><![CDATA[<p>From CNNMoney.com</p>
<p><strong>The Dow Piano</strong></p>
<p>The daily trading of the Dow Jones industrial average determines the songwriting here, translating the ups and downs of 2010’s market into musical notes. Using a five-note scale spanning three octaves, pitch is determined by each day’s closing level.  Heavy trading volume – most notably on the day of the May 6 ‘Flash Crash’ – leads to high musical volume. Notice the piano tends to play quietly around holidays. The notes are generally clustered in series of five, representing Mondays through Fridays. Follow along with the graph to experience the market in a (somewhat) musical way. Enjoy and have a happy new year.   <em>– Bård Edlund, Art Director</em></p>
<div class="iframe-wrapper">
  <iframe src="http://money.cnn.com/markets/storysupplement/dow_piano/swf/dowpiano10.swf" frameborder="0" style="height:415px;width:732px;">Please upgrade your browser</iframe>
</div>
]]></content:encoded>
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		</item>
		<item>
		<title>Catwalk Countdown, Top Ten Game on Shockwave.com and MSN Games!</title>
		<link>http://www.curioussense.com/catwalk-countdown/</link>
		<comments>http://www.curioussense.com/catwalk-countdown/#comments</comments>
		<pubDate>Wed, 09 Feb 2011 22:23:05 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Social Games & Apps]]></category>
		<category><![CDATA[fashion]]></category>
		<category><![CDATA[game]]></category>
		<category><![CDATA[Sim]]></category>
		<category><![CDATA[Sundance]]></category>

		<guid isPermaLink="false">http://www.curioussense.com/?p=138</guid>
		<description><![CDATA[

 
During New York Fashion Week, February 10 &#8211; 17, Curious Sense and Sundance Channel released Catwalk Countdown, an online game. In Catwalk Countdown you play as Suki, an up-and-coming fashion designer trying to earn an invitation to New York Fashion Week. Navigate the competitive world of high fashion, making choices about your collection, meeting allies, managing your time, and avoiding the obstacles and challenges that are part of the competitive world of high fashion&#8230;all in time for Suki to become part of one of Fashion’s most important events.
Catwalk Countdown is only ...]]></description>
			<content:encoded><![CDATA[<p><br class="spacer_" /></p>
<p><img class="alignleft size-full wp-image-142" style="margin-left: 10px; margin-right: 10px;" title="Game_Image" src="http://www.curioussense.com/wp-content/uploads/2010/09/Game_Image2.jpg" alt="" width="381" height="337" /></p>
<p><span style="font-size: x-small;"> </span></p>
<p>During New York Fashion Week, February 10 &#8211; 17, Curious Sense and Sundance Channel released Catwalk Countdown, an online game. In Catwalk Countdown you play as Suki, an up-and-coming fashion designer trying to earn an invitation to New York Fashion Week. Navigate the competitive world of high fashion, making choices about your collection, meeting allies, managing your time, and avoiding the obstacles and challenges that are part of the competitive world of high fashion&#8230;<!--more-->all in time for Suki to become part of one of Fashion’s most important events.</p>
<p><span style="font-size: small;"><strong>Catwalk Countdown is only $5.99. Buy it now! </strong><strong><span style="font-weight: normal;">(or Play the <a href="/catwalk_countdown">Free Trial</a>)</span><br />
 </strong></span></p>
<table border="0">
<tbody>
<tr align="center" valign="top">
<td><a href="https://www.plimus.com/jsp/buynow.jsp?contractId=2936706" target="_blank"><img class="size-full wp-image-208  aligncenter" style="border: 0;" title="Windows" src="http://www.curioussense.com/wp-content/uploads/2010/12/win_logo.jpg" alt="" width="49" height="43" /><br />
 <span style="font-size: small;"> Buy the<br />
 PC Version</span></a></td>
<td style="width: 20px;"></td>
<td>
<p><img class="size-full wp-image-209 aligncenter" style="border: 0;" title="mac_logo" src="http://www.curioussense.com/wp-content/uploads/2010/12/mac_logo.jpg" alt="" width="49" height="43" /><a href="https://www.plimus.com/jsp/buynow.jsp?contractId=2936708" target="_blank"><br />
 <span style="font-size: small;"> Buy the<br />
 Mac Version</span></a></p>
</td>
<td style="width: 20px;"></td>
<td valign="middle"><a href="http://www.trialpay.com/stores/curioussense/catwalk?tid=A7D27cl"><img style="border: 0;" src="http://www.trialpay.com/mi/?rc=v&amp;ri=1379108&amp;p=DD8SSqSD&amp;t=A7D27cl&amp;type=img" border="0" alt="" /></a></td>
</tr>
</tbody>
</table>
]]></content:encoded>
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		<title>CC Game Assets</title>
		<link>http://www.curioussense.com/cc-game-assets/</link>
		<comments>http://www.curioussense.com/cc-game-assets/#comments</comments>
		<pubDate>Mon, 31 Jan 2011 17:52:44 +0000</pubDate>
		<dc:creator>tripp</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://www.curioussense.com/?p=192</guid>
		<description><![CDATA[Catwalk Countdown Widget







Click GET WIDGET 
 to add this 
 Promotional Widget 
 to your Site.




**Catwalk Countdown $500 Giveaway**

Already a &#8220;Top 10 Game&#8221; on all major game sites, now when you buy Catwalk Countdown for $5.99 from Sundance&#8217;s Full Frontal Fashion website before May 31st you&#8217;ll be automatically entered to win one of two $500 pre-paid MasterCards! Buy the game at www.FullFrontalFashion.com/game and read the full sweepstakes rules, posted at www.fullfrontalfashion.com/game-rules.
Game Description &#8211; One Sentence
 In Catwalk Countdown you&#8217;re an aspiring fashion designer moving up through New York&#8217;s elite fashion world &#8211; hoping ...]]></description>
			<content:encoded><![CDATA[<p><strong>Catwalk Countdown Widget</strong></p>
<table border="0">
<tbody>
<tr>
<td>
<object id="InsertWidget_f3d2529b-626c-4be0-9223-0b0997e81473" classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="320px" height="413px" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="align" value="middle" /><param name="quality" value="high" /><param name="wmode" value="transparent" /><param name="menu" value="false" /><param name="flashvars" value="r=2&amp;appId=f3d2529b-626c-4be0-9223-0b0997e81473" /><param name="src" value="http://www.widgetserver.com/syndication/flash/wrapper/InsertWidget.swf" /><param name="name" value="InsertWidget_f3d2529b-626c-4be0-9223-0b0997e81473" /><embed id="InsertWidget_f3d2529b-626c-4be0-9223-0b0997e81473" type="application/x-shockwave-flash" width="320px" height="413px" src="http://www.widgetserver.com/syndication/flash/wrapper/InsertWidget.swf" name="InsertWidget_f3d2529b-626c-4be0-9223-0b0997e81473" flashvars="r=2&amp;appId=f3d2529b-626c-4be0-9223-0b0997e81473" menu="false" wmode="transparent" quality="high" align="middle"></embed></object>
</td>
<td style="width: 15px;"></td>
<td valign="top"><span style="font-size: small;"><strong>Click GET WIDGET <br />
 to add this <br />
 Promotional Widget <br />
 to your Site.</strong></span></td>
</tr>
</tbody>
</table>
<p><br class="spacer_" /></p>
<p><strong>**Catwalk Countdown $500 Giveaway**</strong></p>
<p><!-- p.p1 {margin: 0.0px 0.0px 0.0px 0.0px; font: 12.0px Helvetica} p.p2 {margin: 0.0px 0.0px 0.0px 0.0px; font: 12.0px Helvetica; min-height: 14.0px} p.p3 {margin: 0.0px 0.0px 0.0px 0.0px; font: 12.0px Helvetica; color: #2750ab} span.s1 {color: #000000} span.s2 {text-decoration: underline} --></p>
<p>Already a &#8220;Top 10 Game&#8221; on all major game sites, now when you buy Catwalk Countdown for $5.99 from Sundance&#8217;s Full Frontal Fashion website before May 31st you&#8217;ll be automatically entered to win one of two $500 pre-paid MasterCards! Buy the game at <a href="http://www.FullFrontalFashion.com/game">www.FullFrontalFashion.com/game</a> and read the full sweepstakes rules, posted at <a href="http://www.fullfrontalfashion.com/game-rules">www.fullfrontalfashion.com/game-rules</a>.</p>
<p><strong>Game Description &#8211; One Sentence<br />
 </strong>In Catwalk Countdown you&#8217;re an aspiring fashion designer moving up through New York&#8217;s elite fashion world &#8211; hoping to premiere your line at Fashion Week.</p>
<p><strong>Full Game Description<br />
 </strong>Ever wanted a shot at Fashion Fame? Now is your chance! CATWALK COUNTDOWN invites you to play as an aspiring fashion designer, as she designs and launches her own collection in New York.  Navigate the challenges and opportunities of the fashion industry to earn an invitation to Fashion Week, just don&#8217;t forget to balance your professional and personal life on your way to the top! Find your inspiration, build a great collection, schmooze with the right people, and stay healthy &#8211; and you&#8217;ll launch your line at Fashion Week!   Meet New York&#8217;s fashion industry elites, impress them with your work, and travel across the city to accomplish strategy and time based quests.</p>
<p><strong>Link to a Free Trial, or to Buy the Game<br />
 </strong>http://www.fullfrontalfashion.com/game</p>
<p><strong>Game Feature List</strong></p>
<p><strong> </strong></p>
<ul>
<li><span style="font-weight: normal;">A fashion time management and strategy game</span></li>
<li><span style="font-weight: normal;">Balance your energy, your time, and four meters of Inspiration, Well-being Collection, and Reputation as you navigate your climb to the top.</span></li>
<li><span style="font-weight: normal;">Set in the high stakes world of New York City&#8217;s fashion elite</span></li>
<li><span style="font-weight: normal;">Meet characters in the fashion world who give challenging quests and tasks. But be careful! Your dialogue responses will affect your game.</span></li>
<li><span style="font-weight: normal;">Explore real locations in New York City through both day and night scenes</span></li>
<li><span style="font-weight: normal;">Create endless combinations of daily activities as you prepare to launch your collection in time for Fashion Week</span></li>
<li><span style="font-weight: normal;">Complete several Hidden Object quests around New York City</span></li>
</ul>
<p><br class="spacer_" /></p>
<p><strong></strong></p>
<p><strong>Catwalk Countdown Screenshots</strong></p>
<table border="0">
<tbody>
<tr>
<td><a href="http://www.curioussense.com/wp-content/uploads/2011/01/screenshot_800x600_1.jpg"><img class="alignnone size-medium wp-image-194" title="screenshot_800x600_1" src="http://www.curioussense.com/wp-content/uploads/2011/01/screenshot_800x600_1-300x225.jpg" alt="" width="300" height="225" /></a></td>
<td><a href="http://www.curioussense.com/wp-content/uploads/2011/01/screenshot_800x600__10.jpg"><img class="alignnone size-medium wp-image-203" title="screenshot_800x600__10" src="http://www.curioussense.com/wp-content/uploads/2011/01/screenshot_800x600__10-300x225.jpg" alt="" width="300" height="225" /></a></td>
</tr>
<tr>
<td><a href="http://www.curioussense.com/wp-content/uploads/2011/01/screenshot_800x600__03.jpg"><img class="alignnone size-medium wp-image-198" title="screenshot_800x600__03" src="http://www.curioussense.com/wp-content/uploads/2011/01/screenshot_800x600__03-300x225.jpg" alt="" width="300" height="225" /></a></td>
<td><a href="http://www.curioussense.com/wp-content/uploads/2011/01/screenshot_800x600__01.jpg"><img class="alignnone size-medium wp-image-196" title="screenshot_800x600__01" src="http://www.curioussense.com/wp-content/uploads/2011/01/screenshot_800x600__01-300x225.jpg" alt="" width="300" height="225" /></a></td>
</tr>
<tr>
<td><a href="http://www.curioussense.com/wp-content/uploads/2011/01/screenshot_800x600__02.jpg"><img class="alignnone size-medium wp-image-197" title="screenshot_800x600__02" src="http://www.curioussense.com/wp-content/uploads/2011/01/screenshot_800x600__02-300x225.jpg" alt="" width="300" height="225" /></a></td>
<td><a href="http://www.curioussense.com/wp-content/uploads/2011/01/screenshot_800x600__09.jpg"><img class="alignnone size-medium wp-image-202" title="screenshot_800x600__09" src="http://www.curioussense.com/wp-content/uploads/2011/01/screenshot_800x600__09-300x225.jpg" alt="" width="300" height="225" /></a></td>
</tr>
<tr>
<td><a href="http://www.curioussense.com/wp-content/uploads/2011/01/screenshot_800x600__08.jpg"><img class="alignnone size-medium wp-image-201" title="screenshot_800x600__08" src="http://www.curioussense.com/wp-content/uploads/2011/01/screenshot_800x600__08-300x225.jpg" alt="" width="300" height="225" /></a></td>
<td><a href="http://www.curioussense.com/wp-content/uploads/2011/01/screenshot_800x600_3.jpg"><img class="alignnone size-medium wp-image-195" title="screenshot_800x600_3" src="http://www.curioussense.com/wp-content/uploads/2011/01/screenshot_800x600_3-300x220.jpg" alt="" width="300" height="220" /></a></td>
</tr>
<tr>
<td><a href="http://www.curioussense.com/wp-content/uploads/2011/01/Picture-2111.png"><img class="alignnone size-medium wp-image-193" title="Picture 2111" src="http://www.curioussense.com/wp-content/uploads/2011/01/Picture-2111-300x219.png" alt="" width="300" height="219" /></a></td>
<td><a href="http://www.curioussense.com/wp-content/uploads/2011/01/screenshot_800x600__05.jpg"><img class="alignnone size-medium wp-image-199" title="screenshot_800x600__05" src="http://www.curioussense.com/wp-content/uploads/2011/01/screenshot_800x600__05-300x225.jpg" alt="" width="300" height="225" /></a></td>
</tr>
</tbody>
</table>
<p><br class="spacer_" /></p>
<p><br class="spacer_" /></p>
<p><strong><br />
 </strong></p>
]]></content:encoded>
			<wfw:commentRss>http://www.curioussense.com/cc-game-assets/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>cc-widget</title>
		<link>http://www.curioussense.com/cc-widget/</link>
		<comments>http://www.curioussense.com/cc-widget/#comments</comments>
		<pubDate>Tue, 25 Jan 2011 15:32:36 +0000</pubDate>
		<dc:creator>tripp</dc:creator>
				<category><![CDATA[Social Games & Apps]]></category>

		<guid isPermaLink="false">http://www.curioussense.com/?p=191</guid>
		<description><![CDATA[if (WIDGETBOX) WIDGETBOX.renderWidget('435527e3-fd3d-4c28-9a1f-e4327192ab99');Get the Click Play Button to Launch widget and many other great free widgets at Widgetbox! Not seeing a widget? (More info)
]]></description>
			<content:encoded><![CDATA[<p><script type="text/javascript" src="http://cdn.widgetserver.com/syndication/subscriber/InsertWidget.js"></script><script type="text/javascript">if (WIDGETBOX) WIDGETBOX.renderWidget('435527e3-fd3d-4c28-9a1f-e4327192ab99');</script><noscript>Get the <a href="http://www.widgetbox.com/widget/full-frontal-fashion-fullfrontalfash-on-twitter">Click Play Button to Launch</a> widget and many other <a href="http://www.widgetbox.com/">great free widgets</a> at <a href="http://www.widgetbox.com">Widgetbox</a>! Not seeing a widget? (<a href="http://docs.widgetbox.com/using-widgets/installing-widgets/why-cant-i-see-my-widget/">More info</a>)</noscript></p>
]]></content:encoded>
			<wfw:commentRss>http://www.curioussense.com/cc-widget/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Grateful Dead Games Email Sign-Up</title>
		<link>http://www.curioussense.com/grateful-dead-games-email-sign-up/</link>
		<comments>http://www.curioussense.com/grateful-dead-games-email-sign-up/#comments</comments>
		<pubDate>Thu, 13 Jan 2011 18:23:41 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://www.curioussense.com/?p=183</guid>
		<description><![CDATA[
Email



]]></description>
			<content:encoded><![CDATA[<form action='http://madmimi.com/signups/subscribe/24962' method='post'>
<div><label for='signup_email'>Email</label><br />
<input id='signup_email' name='signup[email]' type='text' />
<input name='commit' class='button' type='submit' value='Sign Up' /></div>
</form>
]]></content:encoded>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Grateful Dead Digital Games</title>
		<link>http://www.curioussense.com/gddg/</link>
		<comments>http://www.curioussense.com/gddg/#comments</comments>
		<pubDate>Thu, 13 Jan 2011 15:40:04 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Headline]]></category>

		<guid isPermaLink="false">http://www.curioussense.com/?p=174</guid>
		<description><![CDATA[Curious Sense has been granted the exclusive worldwide rights to develop online and mobile games with the legendary Grateful Dead.

&#8220;Grateful Dead has always looked for inventive ways to embrace new technology,&#8221; says David Lemieux, legacy manager for Grateful Dead. &#8221;We’ve found a great partner in Curious Sense. They are lifelong Dead Heads who have some brilliant plans to take our fans on a very cool journey. We can’t wait for everyone to check out the fun new toys we are building.” 
]]></description>
			<content:encoded><![CDATA[<p>Curious Sense has been granted the exclusive worldwide rights to develop online and mobile games with the legendary Grateful Dead.</p>
<p><br class="spacer_" /></p>
<p>&#8220;Grateful Dead has always looked for inventive ways to embrace new technology,&#8221; says David Lemieux, legacy manager for Grateful Dead. &#8221;We’ve found a great partner in Curious Sense. They are lifelong Dead Heads who have some brilliant plans to take our fans on a very cool journey. We can’t wait for everyone to check out the fun new toys we are building.”<span style="color: #ffffff;"> </span></p>
]]></content:encoded>
			<wfw:commentRss>http://www.curioussense.com/gddg/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Catwalk Countdown Animations</title>
		<link>http://www.curioussense.com/cc-animations/</link>
		<comments>http://www.curioussense.com/cc-animations/#comments</comments>
		<pubDate>Wed, 10 Nov 2010 18:58:12 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Social Games & Apps]]></category>
		<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://www.curioussense.com/?p=149</guid>
		<description><![CDATA[Below is a collection of animations ready to be integrated into the Game Engine. 
 Animations play after the player clicks an Action Icon to choose their character&#8217;s action in a scene.
Some of the below animations do not reflect latest comments on scenes.
YOGA IN THE PARK



&#8212;
SLEEP



&#8212;
WALKING



&#8212;
DANCING



&#8212;
TAKING PICTURES



&#8212;
DRINKING COFFEE



&#8212;
ENERGY DRINK



&#8212;
MEDITATE AT HOME



&#8212;
READ MAGAZINE



&#8212;
SCHMOOZE


]]></description>
			<content:encoded><![CDATA[<p><span style="font-weight: normal;">Below is a collection of animations ready to be integrated into the Game Engine. <br />
 Animations play after the player clicks an Action Icon to choose their character&#8217;s action in a scene.</span></p>
<p><span style="font-weight: normal;">Some of the below animations do not reflect latest comments on scenes.</span></p>
<h3><span style="font-weight: normal;">YOGA IN THE PARK</span></h3>
<p>
<object id="test1" classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="775" height="525" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="src" value="/wp-content/uploads/2010/FFF_yoga_CP.swf" /><param name="name" value="test1" /><embed id="test1" type="application/x-shockwave-flash" width="775" height="525" src="/wp-content/uploads/2010/FFF_yoga_CP.swf" name="test1"></embed></object>
</p>
<p>&#8212;</p>
<h3><span style="font-weight: normal;">SLEEP</span></h3>
<p>
<object id="test1" classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="775" height="525" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="src" value="/wp-content/uploads/2010/SLEEP.swf" /><param name="name" value="test1" /><embed id="test1" type="application/x-shockwave-flash" width="775" height="525" src="/wp-content/uploads/2010/SLEEP.swf" name="test1"></embed></object>
</p>
<p>&#8212;</p>
<h3><span style="font-weight: normal;">WALKING</span></h3>
<p>
<object id="test1" classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="775" height="525" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="src" value="/wp-content/uploads/2010/FFF_WALK.swf" /><param name="name" value="test1" /><embed id="test1" type="application/x-shockwave-flash" width="775" height="525" src="/wp-content/uploads/2010/FFF_WALK.swf" name="test1"></embed></object>
</p>
<p>&#8212;</p>
<h3><span style="font-weight: normal;">DANCING</span></h3>
<p>
<object id="test1" classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="775" height="525" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="src" value="/wp-content/uploads/2010/FFF_DANCE.swf" /><param name="name" value="test1" /><embed id="test1" type="application/x-shockwave-flash" width="775" height="525" src="/wp-content/uploads/2010/FFF_DANCE.swf" name="test1"></embed></object>
</p>
<h3><span style="font-weight: normal;">&#8212;</span></h3>
<h3><span style="font-weight: normal;">TAKING PICTURES</span></h3>
<p>
<object id="test1" classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="775" height="525" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="src" value="/wp-content/uploads/2010/FFF_TAKE_A_PICTURE.swf" /><param name="name" value="test1" /><embed id="test1" type="application/x-shockwave-flash" width="775" height="525" src="/wp-content/uploads/2010/FFF_TAKE_A_PICTURE.swf" name="test1"></embed></object>
</p>
<h3><span style="font-weight: normal;">&#8212;</span></h3>
<h3><span style="font-weight: normal;">DRINKING COFFEE</span></h3>
<p>
<object id="test1" classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="775" height="525" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="src" value="/wp-content/uploads/2010/FFF_DRINK_COFFEE.swf" /><param name="name" value="test1" /><embed id="test1" type="application/x-shockwave-flash" width="775" height="525" src="/wp-content/uploads/2010/FFF_DRINK_COFFEE.swf" name="test1"></embed></object>
</p>
<h3><span style="font-weight: normal;">&#8212;</span></h3>
<h3><span style="font-weight: normal;">ENERGY DRINK</span></h3>
<p>
<object id="test1" classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="775" height="525" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="src" value="/wp-content/uploads/2010/FFF_DRINK_Energy_Drink.swf" /><param name="name" value="test1" /><embed id="test1" type="application/x-shockwave-flash" width="775" height="525" src="/wp-content/uploads/2010/FFF_DRINK_Energy_Drink.swf" name="test1"></embed></object>
</p>
<h3><span style="font-weight: normal;">&#8212;</span></h3>
<h3>MEDITATE AT HOME</h3>
<p>
<object id="test1" classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="775" height="525" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="src" value="/wp-content/uploads/2010/FFF_Meditate_Home.swf" /><param name="name" value="test1" /><embed id="test1" type="application/x-shockwave-flash" width="775" height="525" src="/wp-content/uploads/2010/FFF_Meditate_Home.swf" name="test1"></embed></object>
</p>
<h3><span style="font-weight: normal;">&#8212;</span></h3>
<h3><span style="font-weight: normal;">READ MAGAZINE</span></h3>
<p>
<object id="test1" classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="775" height="525" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="src" value="/wp-content/uploads/2010/FFF_Read_Magazine2_CP.swf" /><param name="name" value="test1" /><embed id="test1" type="application/x-shockwave-flash" width="775" height="525" src="/wp-content/uploads/2010/FFF_Read_Magazine2_CP.swf" name="test1"></embed></object>
</p>
<h3><span style="font-weight: normal;">&#8212;</span></h3>
<h3><span style="font-weight: normal;">SCHMOOZE</span></h3>
<p>
<object id="test1" classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="775" height="525" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="src" value="/wp-content/uploads/2010/FFF_Schmooze.swf" /><param name="name" value="test1" /><embed id="test1" type="application/x-shockwave-flash" width="775" height="525" src="/wp-content/uploads/2010/FFF_Schmooze.swf" name="test1"></embed></object></p>
]]></content:encoded>
			<wfw:commentRss>http://www.curioussense.com/cc-animations/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>About Catwalk Countdown &#8211; The Game</title>
		<link>http://www.curioussense.com/catwalk-countdown-more/</link>
		<comments>http://www.curioussense.com/catwalk-countdown-more/#comments</comments>
		<pubDate>Sat, 11 Sep 2010 05:37:59 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Social Games & Apps]]></category>
		<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://www.curioussense.com/?p=143</guid>
		<description><![CDATA[















XX&#8220;&#62;
]]></description>
			<content:encoded><![CDATA[<table style="height: 505px;" border="0">
<tbody>
<tr valign="top">
<td>
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</td>
<td style="width: 10px;"></td>
<td><a href="http://www.curioussense.com/wp-content/uploads/2010/09/Game_Image1.jpg"><img class="alignleft size-full wp-image-144" title="Game_Image" src="http://www.curioussense.com/wp-content/uploads/2010/09/Game_Image1.jpg" alt="" width="476" height="421" /></a></td>
</tr>
<tr>
<td></td>
<td></td>
<td></td>
</tr>
</tbody>
</table>
<p><span id="_mce_tmp">XX</span>&#8220;&gt;</p>
]]></content:encoded>
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		<slash:comments>0</slash:comments>
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