hylynyiv    //

Kingdom of Null

Performance / NFT at Opensea

"Kingdom of Null" is a series of hand-corrupted JPEGs. I manually manipulate the hexadecimal code of JPEG files until they become unreadable to the graphics processor. By operating on the 'open heart' of the file — that is, rendering it amidst its own destruction — the file paradoxically remains 'alive' in an 'undead' state until it is closed due to contradictory information persisting in the working memory. The final bloom of these digital manipulations is captured in screenshots, sole testament to a form emanating from the process of gradual file decay.

∆ºª∆º @∂‚@~π∑€ ∫ƒ©ª∂«•π{| ‚«“≠¡}¶∂πø‚π }¶{∆ºœø⁄•∂ºƒç≈©º‚†®ΩΩ⁄|]∂‚ºº√‚∞ç≈…≈åflıÓؙ͌‚~∞˜\·∑†∂fi^·™ÍÁˇ™©ª‚flÍ–∂@ç∆µ∞≈µ~Í∏™ÍÅ°∏Á≠¡}¶∂πø‚π GYRO = new Vector3 (gyro_x,gyro_y,gyro_z); // ACCEL = new Vector3 (
acc_x,acc_y,acc_z);
// MAGN = new Vector3 (mag_x,mag_y,mag_z); // //// //// transform.localPosition = new Vector3 (transform.position.x+1,transform. πø⁄ €π }€{ ∑][«“≠¡}position.y,transform.position.z); // // gameObject.BroadcastMessage ("rotateØ∏تº©@√¥≈…å⁄~¢¶¡¿''€ ∫ƒC_CCW", ACCEL); //
// gameObject.BroadcastMessage ("changØ∏تº©@√¥≈…å⁄~¢¶¡¿''€ ∫ƒeFreq", mag_y);˜\·∑†∂fi^·™ÍÁˇ™©ª‚flÍ–∂@ç∆µ∞≈µ~Í∏™ÍÅ°∏Á §C%Y£fi^ÍŒÅfl„›Ï°ÍÆ°∏Ø’÷—©ª∂«•π{| ‚«“≠}¶{≠“ œ«å~‚…∂ •πœ–…∞€¶∂πø‚π }¶{∆ºœø⁄•∂ºƒç≈©º‚†®ΩΩ⁄|]∂‚ºº√‚∞ç≈…≈åflıÓÍŒ // // gameObject.BroadcastMessage ("changeFreq3", mag_z);‚~∞˜\
·∑†∂fi∆ºœø⁄•∂ºƒç≈©º‚†®ΩΩ⁄|]∂‚ºº√‚∞ç≈…≈åflıÓؙ͌‚~∞Ï°ÍÆ°∏Ø’÷—Ø∏تº©@√¥≈…å⁄~¢¶¡¿''€ ∫ƒ // // gameObject.BroadcastMessage ("rotation_", ACCEL); // // gameObject.BroadcastMessage ("changeFreq_Sine", mag_y); //// gameObject.BroadcastMessage ("changeGain_Sine", acc_x);«å~‚…∂ •πœ–…∞€ πø⁄ €π }€{ ∑][ ∆ºª∆º @∂‚@~π∑€ ∫ƒ©ª∂«•π{| ‚«“≠¡}¶∂πø‚π }¶ // // gameObject.BroadcastMessage ("moveY", y_num); //// ga
meObject.BroadcastMessage ("moveZ", z_num); // }¶{∆ºœø⁄•∂ºƒç≈©º‚†®ΩΩ⁄π }¶{≠“ œ«å~‚…∂ •πœ–…∞€ πø⁄ €πgameObject.BroadcastMessage ("changeFreq2", mag_x); }€{ ∑][€ πø⁄ €π }€{ ∑][«“≠¡}¶∂πø‚π }¶{∆ºœø⁄•∂ºƒç≈©º‚†®ΩΩ⁄|]∂‚ºº√‚∞ç≈…≈åflıÓؙ͌©ª∂«•π{| ‚«“≠¡}¶∂πø‚π }¶{≠“ œ«å~‚…∂ •πœ–…∞€ πø⁄ €π }€{ ∑][ ∆ºœø⁄•∂ºƒç≈©º‚† §C%Y£fi^ÍŒÅfl„›Ï°ÍÆ°∏Ø’÷—Ø∏تº©@√¥≈…å⁄
~¢¶¡¿''€ ∫ƒ©ª∂«•π{|«“≠¡}¶∂πø‚π }¶{∆ºœø⁄•∂ºƒç≈©º‚†®ΩΩ⁄|]∂‚º@ø¨©≠}[–…∞º√‚∞ç≈…≈åflıÓؙ͌‚~∞˜\·∑†∂fi ≠“ œ{≠“ transform.localEulerØ∏تº©@√¥≈…å⁄~¢¶¡Angles= new Vector3(-gyro_y, gyro_z, 0.0f);œ«å~‚…∂ •πœ–…∞€ πø⁄ €π }€{ ∑][ ∂‚ºº√‚∞ç≈…≈Æ°∏Ø’÷—Ø∏تº©@√¥≈…å⁄~¢¶¡¿''€ ∫ƒ©ª∂«•π{|
 ‚«“≠¡}¶∂πø‚π }¶{≠“ œ«å~‚…∂ •πœ–…∞€ gameObject.BroadcastM¡}¶∂πø‚π essage ("rotateC_CW", ACCEL);πø⁄ €π }€{ ∑][
∆ºª∆º @∂‚@~π∑€ public double increment; public double ºƒç≈©º‚†®ΩΩ⁄π }¶phase; private double sampling_frequency = 48000;fi^·™ÍÁˇ™©ª‚flÍ–∂@ç∆µ∞≈µ~Í∏™ÍÅ°∏Á≠¡}¶∂πø‚π }¶{∆ºœø⁄•∂{≠“ œ«å~‚…∂ •πœ–…∞€ πø⁄ €π }€{ ∑][€ πø⁄ €π }€{ ∑][«“≠¡}¶∂πø‚π }¶{∆º
œø⁄•∂ºƒç≈ void changeFreq_Sine(int input_acc){⁄•∂ºƒç≈©º‚†®ΩΩ⁄|]∂‚ºº√‚∞ç≈…≈ } // void changeGain_Sine(int input_∂‚ºº√‚∞ç≈…≈åflıÓؙ͌‚~∞˜\·∑†∂fi ≠“∂‚ºº√‚∞ç≈…≈åflıÓؙ͌‚~∞˜\·∑†∂fi ≠“acc2){ // gain += input_acc2/10; // }§C%Y£fi^ÍŒÅfl„›Ï°ÍÆ°∏Ø’÷—Ø√¥≈…å⁄~¢¶¡¿''€ ∫ƒ©ª∂«•π{| ‚« }¶{≠“ œ«å~‚…∂ •πœ void OnAudioFilterRead(float[] data, int channels) }¶{∆ºœø⁄•∂ºƒç≈©º‚†®ΩΩ⁄|]∂‚ºº√‚∞ç≈…≈åflıÓؙ͌‚~∞˜\·∑†∂fi ∆ºœø⁄•∂ºƒç≈©º‚†®ΩΩ⁄|] increment = Math.Round ( frequen
cy * 2 * Math.PI / ∂πø‚π }¶{≠“ œ«å~‚…∂ •πœ–…∞€ πø⁄ €π }€{ ∑][ ∆ºœø⁄•∂ºƒç≈©º‚†®ΩΩ⁄|]∂‚ºº√‚∞ç≈…≈åflıÓsampling_frequency ,3); for (var i = 0; i < data.Lengt∂πø‚π }¶{≠“ œ«å~‚…∂ •πœ–…∞€ πø⁄ €π }€{ ∑][ ∆ºœø⁄•∂ºƒç≈©º‚†®ΩΩ⁄|]∂‚ºº√‚∞ç≈…≈åflıÓh; i = i + channels) { phase = Math.Round ( phase + increª∂«•π{| ‚«“≠¡}¶ÍŒØ™‚~∞˜\·∑†∂fi^·™ÍÁˇ™©ª‚flÍ–∂@ç∆µ∞≈µ~Í∏™ÍÅ°∏Á §C%Y£fi^ÍŒÅfl„›Ï°ÍÆ°∏Ø’÷—Ø∏Øment ,3) ; data[i] = (float)(gain*Math.Sin(phas©ª∂«•π{|«“≠¡}¶∂πø‚π }¶{∆ºœø⁄•∂ºƒç≈©º‚†®ΩΩ⁄|] œ«å~‚…∂ •πœ–…∞€ πø⁄ €π }€{ ∑][ ∆ºª∆º @∂‚@~π∑€ ∫ƒ©ªº©@√¥≈…å⁄~¢¶¡¿'
'€ ∫ƒ©ª∂«•π{|e)); if (channels == 2) data[i + ∏تº©@√¥≈…å⁄~¢¶¡¿''€ ∫ƒ ‚«“≠¡}¶∂πø‚π }¶{≠“ œ«å~‚…∂ •πœ–…∞€ πø⁄ €π }€{ ∑][«“≠¡}¶∂πø‚π ∂‚ºº√‚∞ç≈…≈åflıÓؙ͌‚~∞Ï°ÍÆ°∏Ø’÷—Ø∏تº©@1] = data[i]; } } ∫ƒ©ª∂«•π{| ‚«“≠¡}¶∂πø‚π }¶{∆ºœøåflıÓؙ͌‚~∞˜\·∑†∂©º‚†®ΩΩ⁄|]∂‚ºº√‚∞ç≈…≈åflıÓؙ͌‚~∞˜\·∑†∂fi∆ºœø⁄•∂ºƒç≈©º‚†®ΩΩ⁄|]∂‚ºº√‚∞ç≈…≈åflıÓؙ͌‚~∞Ï°ÍÆ°∏Ø’÷—Ø∏تº©@√¥≈…å⁄~¢¶¡¿''€ ∫ƒ©ª∂«•π{| ‚«“≠¡}¶∂πø‚π }¶{≠frequency = (input_acc+100)*5;“ œ«å~‚…∂ •πœ–…∞€ πø⁄ €π }€{ ∑][ ∆ºœø⁄•∂ºƒç≈©º‚† –…∞€ πø⁄ €π }€{ ∑][if (phase > 2 * Math.PI) phase = 0;“≠¡void changeGain_Sine(int input_∂‚ºº√}¶∂πø‚π }
∆ºª∆º @∂‚@~π∑€ ∫ƒ©ª∂«•π{| ‚«“≠¡}¶∂πø‚π }¶{∆ºœø⁄…∞•π{| ‚«“≠¡}¶∂πø‚π }¶{≠“ œ«å~‚…∂ •πœ–…∞€ πø⁄ €π }€{ ∑][ §C%Y£fi^ÍŒÅfl„›Ï°ÍÆ°∏Ø’÷—Ø∏تº©@√¥≈…å⁄~¢¶¡¿''€ ∫ƒ©ª∂«•π{| ‚«“≠¡}¶∂πø‚π }¶{≠“ œ«å~‚…∂ •πœ–…∞€ πø⁄ €π }€{ ∑][«“≠¡}¶∂πø‚π }¶{∆ºœø⁄•∂ºƒç≈©º‚†®ΩΩ⁄|]∂‚ºº√‚∞ç≈…≈åflıÓؙ͌‚~∞˜\·∑†∂fi ∆ºœø⁄•∂ºƒç≈©º‚†®ΩΩ⁄|]∂‚ºº√‚∞ç≈…≈åflıÓؙ͌‚~∞Ï°Í
Æ°∏Ø’÷—Ø∏تº©@√¥≈…å⁄~¢¶SerialPort sp = new SerialPort("COM3", 9600); // // void Start () { // sp.Open ();∆ºœø⁄•∂ºƒç≈©º‚†®ΩΩ⁄|]∂‚ºº√‚∞ç≈…≈åflıÓؙ͌‚~∞˜\·∑†∂fi^·™ÍÁˇ™©ª‚flÍ–∂@ç∆µ∞≈µ~Í∏™ÍÅ°∏Á // sp.ReadTimeout = 250; //√¥≈…å⁄~¢¶¡¿''€ ∫ƒ©ª∂«•π{| ‚«“≠¡}¶∂πø‚π }¶{≠“ œ«å~‚…∂ •πœ–…∞€ πø⁄ €π }€{ ∑][ ∆ºœø⁄•∂ºƒç≈©º‚† §C%Y£fi^ÍŒÅfl„›Ï°ÍÆ°∏Ø’÷—Ø∏تº©@√¥≈…å⁄~¢¶¡ //// session_id += 1; // // } // void Update () { // strArr = null; // // currentI€ πø⁄ €π }€{ ∑][€ πø⁄ €π }€{ ∑][«“≠¡}¶∂πø‚π }¶{∆ºœø⁄•∂ºƒç≈©º‚†®ΩΩ⁄|]∂‚ºº√‚∞ç≈…≈åflıÓؙ͌‚~∞˜\·∑†∂fi∆ºœø⁄•∂ºƒç≈©
ºªº©@¿''€ ∫ƒ©ª∂«•π{|«“≠¡}¶∂πø‚π }¶{∆ºœø⁄•∂ºƒç≈©º‚†®ΩΩ⁄|]“ œ«å~‚…∂ •πœ–…∞€ πø⁄ €π }€{ ∑][ ∆ºª∆º @∂‚@~π∑€ ∫ƒ©ª∂«nput = sp.ReadLine(); // strArr = currentInput.Split (","•∂ºƒç≈©º‚†®ΩΩ⁄|]∂‚ºº√‚∞ç≈…≈åflıÓؙ͌‚~∞˜\·∑†∂fi^·™ÍÁˇ™©ª‚flÍ–∂@ç∆µ∞≈µ~Í∏™ÍÅ°∏Á≠¡}¶∂πø‚π }¶
{∆ºœø⁄•∂ºƒç≈©º‚†®ΩΩ⁄π }¶{≠“ œ«å~‚…∂ •πœ– [0]); // // // // s1 = strArr[0]; // s2 = strArr[1];¡¿''€ ∫ƒ©ª∂«•π{| ‚«“≠¡}¶∂πø‚π }¶{≠“ œ«å~‚…∂ •πœ–…∞€ πø⁄ €π }€{ ∑][print (currentInput);‚†®ΩΩ⁄|]°∏Ø’÷—Ø∏Ø