The principle of LAb[au]'s art console is based on early video game consoles. The term 'video game console' directly reflects the technical configuration: a specific task-oriented computer, the console, which can be plugged on any monitor through a video output. Additionally, these consoles allowed to execute different games by the means of cartridges loading the specific game on boot. Video game consoles are specific designed machines which improve system performance and stability as software is specifically designed for the hardware.
In summary, the principle of game consoles as a possible model for an 'integrated' solution to present generative software art enhance design with the ability to create soft and hardware beyond formatted technology and product standards and as such enlarges the artistic value in technology based art.
LAb[au]'s interest in consoles as functioning mode to present generative artworks is thus founded on these 'integrated' and optimized design qualities combining the material appearance of the console, the hardware, as much as the optimization of software design.
The console is a T-shape crafted transparent Plexiglas box of 1,7m length, 32cm wide and 29cm high. In this shell 4 stripped screens and hardware are integrated presenting a front side of a 5760 x 900 native pixel screen space. The back of the console exposes the hardware components needed to calculate and display the real-time processes. Based on the synchronised rendering of four computers turning the screen space into a single render plane, the networking of the four computers is a major element of the conception. Each console foresees a set of flash cards, taking the place of the classical cartridge, contains the executable file, the art work, which can easily be swapped; with other cards, containing other generative artworks of LAb[au].
pixflow #2 is the first executable art work for LAb[au]'s generative art console, SwarmDots the second.