Art Talks & Sketches (sorted by Title)


Next: Essays »

« Previous: Display All by Year


Sort by:

[Title] [Author Last Name] [Year]


Title: From This Side of Space to the Other Side of the Signal
Author(s):
Exhibition: SIGGRAPH Asia 2017: Mind-Body Dualism
Writing Type: Sketch / Art Talk
Abstract/Summary/Introduction:

“from this side of space to the other side of the signal” utilizes footage produced on unique analog equipment from the early history of
video during a residency at Signal Culture (a contemporary version of the original Experimental Television Center in Owego, NY), and emerges from a nod to Michael Snow’s iconic structural film La Région Centrale. Virtual landscapes pumped through the analog system become caught amidst sets of “meaningless” signs/barriers and violent signals. Computer generated bodies and body parts glistening with video material generated via this system perform actions that queer the line between digital, physical and analog, homoeroticism and violence––entangled in a fragmented high-modernist grid. A voice from the other side of the signal attempts to lure the viewer into some act of connection, of crossing over, only to be perpetually interrupted by barriers of interference. “from this side of space to the other side of the signal” is a two-channel piece that engages both the history of early video tools and contemporary forms of 2D and 3D animation. Using these analog tools as a way of addressing the historicity of the body, and as a way of defining the space of bodies (via their moving textures) in novel as a way of engaging our contemporary hybrid experience. Queering the distinctions between subject, object, transmission, physicality and the ephemeral larger questions about the nature of our technocultural existence rise to the surface.


Title: Genderbender, Smartstall, The Automatic Confession Machine
Author(s):
Exhibition: SIGGRAPH 1997: Ongoings
Writing Type: Sketch / Art Talk
Abstract/Summary/Introduction:

This presentation reviews three works: Genderbender, Smart Stall (exhibited in The Bridge: SIGGRAPH 96 Art Show), and The Automatic Confession Machine (exhibited in Machine Culture, SIGGRAPH 93).

View Full Paper: [View PDF]

Title: Gradus: Revealing the Shape of the English Language
Author(s):
Exhibition: SIGGRAPH 1997: Ongoings
Writing Type: Sketch / Art Talk
Abstract/Summary/Introduction:

Is there a way to make a meaningful shape from a collection of the indi­vidual words of the English language? What would that shape look like? Why would this approach be preferable to a traditional representation — a printed dictionary, for example? These were among the questions we asked when we set out to visualize the English language as a single entity.

View Full Paper: [View PDF]

Title: Hand Held Tools for Navigating Information
Author(s):
Exhibition: SIGGRAPH 1997: Ongoings
Writing Type: Sketch / Art Talk
Abstract/Summary/Introduction:

If computers are tools for manipulating information, they have been notoriously poor at using the hands of the people who use them. By engaging the hands of the user, it is possible to get a literal handle on complex visualizations of information. In this project, the goal is to design a more practical, productive, and fluid kind of interface.

View Full Paper: [View PDF]

Title: Hive
Author(s):
Exhibition: SIGGRAPH Asia 2017: Mind-Body Dualism
Writing Type: Sketch / Art Talk
Abstract/Summary/Introduction:

With HIVE, we intended to explore the idea of a sonic intelligence: learning, experiencing, reacting, and finally, “thinking” in sound. Can we model such a system? A system with a body whose morphology is based on picking up and sending sound signals, a system who can learn from its environment and evolve in its response, a pseudo ‘being’ that traces our sonic foot-print and projects our sonic reflection. Created via fusing aspects of sculptural form, spatial sound, interactive methods, and machine learning, HIVE is an art installation that explores the relationship between sound, space, body, and communication.


Title: Homes
Author(s):
Exhibition: SIGGRAPH Asia 2016: Mediated Aesthetics
Writing Type: Sketch / Art Talk
Abstract/Summary/Introduction:

Homes presents the interior spaces where people from the fishing village of Tai O live. The installation includes the everyday objects with which they surround themselves. Two LCD monitors show virtual interiors of two village houses. Visitors to the installation can wander these virtual interior spaces by using trackballs attached to each screen. A large photo showing the street where the houses are located is on a facing wall.


Title: I Touch You And You Touch Me
Author(s):
Exhibition: SIGGRAPH Asia 2017: Mind-Body Dualism
Writing Type: Sketch / Art Talk
Abstract/Summary/Introduction:

We interact with our computers constantly, touching them more than we touch any person in our lives, and grooming them inside and out. For a month, I recorded all interactions with my phone and fed them into a machine learning system, which then output new, learned gestures. These “hallucinated” movements are awkward yet eerily accurate swipes, taps, and typing based on what my computer has learned from my interactions with it. Presented as an interactive sculpture, the gestures are enacted by a small robotic arm on the visitor’s palm as they sit at a low, altar-like table. Notions of “you,” “me,” and “I” are doubled, enacting the understanding of the machine and at the same time a self-portrait of my interaction.


Title: Illusion: you can hear, but you can't see.
Author(s):
Exhibition: SIGGRAPH Asia 2019: Deep Dreaming
Writing Type: Sketch / Art Talk
Abstract/Summary/Introduction:

ILLUSION explores the relationship between the body, mind, and machine by taking advantage of the brain-computer interface. It detects whether your consciousness has visual stimuli to produces cadenced sound, an exterior manifestation of the performer’s internal state. When you close your eyes, you can see the world imaged by sounds.


Title: Illusions/Delusions
Author(s):
Exhibition: SIGGRAPH 1996: The Bridge
Writing Type: Sketch / Art Talk
Abstract/Summary/Introduction:

This presentation describes the author’s use of stereoscopic computer imaging procedures to construct artworks that explore the viewer’s relationship to virtual/pictorial space.

View Full Paper: [View PDF]

Title: Ink Fall
Author(s):
Exhibition: SIGGRAPH Asia 2016: Mediated Aesthetics
Writing Type: Sketch / Art Talk
Abstract/Summary/Introduction:

Ink・Fall is a digital installation of ink painting of waterfall.
From ancient times, China has a traditional of using ink to draw waterfall paintings. And the core concept of mountain and water paintings is never about accuracy or beauty of a moment. It is about the flowing atmosphere that make Chinese paintings unique. This installation, uses thousands of lines and hundreds of thousands of ink particles, to paint ink paintings on screen. Though expression methods have also changed dramatically in this digital age, what I want to show and communicate is almost the same as the ancient artists do in this piece. When fingers
touch the painting(screen), ink streams will be separated by fingers, particles are also blasted, but the flow of ink continues. At the same time, the sound of koto rises and fused into the background music of birds and water flows harmoniously


Title: Instababy Generator
Author(s):
Exhibition: SIGGRAPH Asia 2019: Deep Dreaming
Writing Type: Sketch / Art Talk
Abstract/Summary/Introduction:

This artwork is an installation that expresses the future in which users can manufacture designer’s babies themselves. You can design, customize and manufacture your baby with your favorite gene on your laptop. A 3D printed child appears from the display, and the child’s face created based on the visitor’s face.


Title: izzy bombus and the story of flight
Author(s):
Exhibition: SIGGRAPH 1997: Ongoings
Writing Type: Sketch / Art Talk
Abstract/Summary/Introduction:

izzy bombus and the story of flight is a prototype CD-ROM consisting of an animated story with associated games and educational activities for children ages four through seven. Izzy, a young bumblebee, discovers that according to the laws of aerodynamics, the bumblebee cannot fly. Dismayed but undeterred, izzy collects implements from a kitchen drawer to build a flying machine and asks her viewers for help with the construction. With izzy in the cockpit, the viewer pushes the launch button, the countdown begins, the smoke swirls … lift-off!

View Full Paper: [View PDF]

Title: Journey through the centre_01
Author(s):
Exhibition: SIGGRAPH Asia 2016: Mediated Aesthetics
Writing Type: Sketch / Art Talk
Abstract/Summary/Introduction:

My digital sculptures are born out the direct manipulation of geometry in a multi‐dimensional cyber space where material, as we understand it, does not exist. In the cyber environment 3D entities may be encouraged to behave in ways not achievable through physical means, being located in an area that exists beyond the imagination and everyday experience. These virtual sculptures, made manifest through 3D printing technology, are grounded in a material form and act as a vehicle which transports us to this strange and wonderful “other place” where unpredictable and surprising events occur. It is as if modelling space with light, in an
environment where physics play no part, freeing form from material constraints, and transcending our given understanding of how objects behave in the world.


Title: Langjiao - Beinan Road
Author(s):
Exhibition: SIGGRAPH Asia 2017: Mind-Body Dualism
Writing Type: Sketch / Art Talk
Abstract/Summary/Introduction:

In Syuhai, where I grew up, there is an old trail that connects the “Puyuma to Longkiau”. My hometown and the area surrounding it is home to a large population of indigenous people, and their ancestral spirit is the hundred-pace pit viper. Therefore, I used a 360 degree camera to capture the the left and right sides of the trail, and converted the image to simulate a half-human, half-snake perspective. With these images, I invite viewers to put on the VR device, and together enter the imaginary world of a hundred-pace pit viper traversing this ancient trail. This work also discusses the human perspective, where we use our eyes to see the world in front of us, whereas the sounds we hear with our ears come from the two sides of us. In this work, viewers can switch from the human perspective to see the world from two sides through the eyes of the hundred-pace viper, and experience the wonder of the merging of your auditory and visual perception.

This psychological landscape created using the VR device not only takes us back along the path once taken by the ancestral spirit of the indigenous people, it also allows us to experience the blending of the real and virtual world.


Title: Light Storm PLUS
Author(s):
Exhibition: SIGGRAPH Asia 2016: Mediated Aesthetics
Writing Type: Sketch / Art Talk
Abstract/Summary/Introduction:

In the analogue world, electronic signals are based on waveforms. Transmissions of sound waves, light waves, and water waves, all use waveforms to transmit vital information directly related to energy distribution, making waveforms an integral part of our daily lives. The art work Light Storm PLUS uses power generated by waveforms to control the motor of a high-speed rotation device transmitting electroluminescent (EL) cold light. The artwork replicates the shape of wave forms in the real world, thus the light waveforms fluctuate with same rhythm as they do in the analog world. Through interacting with the artwork, people sense that their bodies are key to the transmission of data, as they become active components in the feedback loop, but also become part of the mechanism of transmission.


Title: LightWing II
Author(s):
Exhibition: SIGGRAPH Asia 2019: Deep Dreaming
Writing Type: Sketch / Art Talk
Abstract/Summary/Introduction:

LightWing II creates a mysterious sensation of tactile data. In this interactive installation, a kinetic construction is augmented with stereoscopic 3D projections and spatial sound. A light touch sets the delicate wing-like structure into a rotational oscillation and enables the visitor to navigate through holographic spaces and responsive narratives.


Title: Luminescent Tentacles
Author(s):
Exhibition: SIGGRAPH Asia 2016: Mediated Aesthetics
Writing Type: Sketch / Art Talk
Abstract/Summary/Introduction:

The Luminescent Tentacles is an interactive art that is inspired by waving tentacles of sea anemones under the sea. The 256 shape-memory alloy actuators react to hand movement and the top of the actuator softly glows like a bioluminescent organism. Each actuator is actuated by three shape-memory alloy wires. The actuator can bend in six directions by the combination of three currents. The control application interacts with fluid dynamics to realize a kinetic representation like a water ripple. The sound reaction to hand movement creates music. The Luminescent Tentacles provides a comfortable interaction like interacting with sea anemones.


Title: Machine Hallucination - Latent Study II
Author(s):
Exhibition: SIGGRAPH Asia 2019: Deep Dreaming
Writing Type: Sketch / Art Talk
Abstract/Summary/Introduction:

Machine Hallucinations – Latent Study II is part of an ongoing synthetic reality collection that explores the relationship between memory and dreams, recognition and perception.


Title: Making Caricatures with Morphing
Author(s):
Exhibition: SIGGRAPH 1997: Ongoings
Writing Type: Sketch / Art Talk
Abstract/Summary/Introduction:

The talent of a caricaturist is important when using traditional media such as pencil and paper. Since traditional media are not interactive, caricatur­ists must complete the caricatures in their minds before starting to draw. Since this ability does not exist in most people, it has always been considered some sort of magical talent of a gifted few.

View Full Paper: [View PDF]

Title: Mantra
Author(s):
Exhibition: SIGGRAPH Asia 2017: Mind-Body Dualism
Writing Type: Sketch / Art Talk
Abstract/Summary/Introduction:

Project Mantra is digital panorama video that represents hyper-realistic landscape with collapse of human interaction expressed through movement and code generated visual images. This videos deal with perception, especially with aesthetic Korean traditional dances and the way recreate the landscape through software and simulation. In reviving and re-contextualizing traditional into digital scenes and contemporaneity, to directly combine a culturally deeply embedded art form with the tools of digitalization, and dominates the contemporary culture leading to a new art form. A traditional dance called Seungmu, which performs a human desire to overcome his suffering, presents dynamic and yet delicate movements, and its encounter with computer codes creates randomly but meticulously calculated images – a beauty created by human and images made by machine. Inside of endless communication between them, a new experiential form of vision and sound will be developed and provided.


Title: Medallions
Author(s):
Exhibition: SIGGRAPH Asia 2016: Mediated Aesthetics
Writing Type: Sketch / Art Talk
Abstract/Summary/Introduction:

This work is a series of 3D-printed wall plaques featuring ornate shapes generated procedurally. The main purpose of this project is to sublimate a traditional beauty found in decorative ornaments into a modern algorithmic art by using a combination of procedural approach in Computer Generated Imagery (CGI) and 3D-printing technology which has been growing rapidly. Each medallion was generated by using metaballs which are a kind of modeling method in CGI. A drawing algorithm for metaballs was modified and optimized for generating ornate relief-like objects in this project. Also, regular-polygonal shapes were used for the process of density
calculation in drawing metaballs. Generated patterns were converted into 3D models, and the models were 3D-printed finally


Title: Meros
Author(s):
Exhibition: SIGGRAPH 2008: Slow Art
Writing Type: Sketch / Art Talk

Title: Metascape: Villers Bretonneux
Author(s):
Exhibition: SIGGRAPH Asia 2019: Deep Dreaming
Writing Type: Sketch / Art Talk
Abstract/Summary/Introduction:

Metascape: Villers Bretonneux is an immersive, interactive memoryscape experienced in first-person perspective, that simulates 72 hours in real time of the 1918 First World War Second Battle of Villers Bretonneux. The work relies on multiple forms of spatial and memory reconstruction, both driven by algorithmic processes.


Title: Mind-Body Dualism
Author(s):
Exhibition: SIGGRAPH Asia 2017: Mind-Body Dualism
Writing Type: Sketch / Art Talk
Abstract/Summary/Introduction:

Mind-Body Dualism examines the topic of existence as a physical being and digital being simultaneously, adding nuance to the Cartesian idea of separation of mind and body and proposing yet a 3rd separation: The virtual body.


Title: MovISee
Author(s):
Exhibition: SIGGRAPH Asia 2016: Mediated Aesthetics
Writing Type: Sketch / Art Talk
Abstract/Summary/Introduction:

MovISee is a digital software for people to create personal visual outputs. We use a depth camera to create mixed reality for people to explore the selected information and ultimately transform their understanding the ability of their body movement to create composite
customized visual outputs. In short, it is a system to recreate information and explore personal creativity. The results reveal the sedimentary relative movements through filming; time and space are deconstructed to the extent that meaning is shifted and interpretations become multifaceted; multi-layered images are created in which the fragility and instability of our reality is questioned.


Title: Multi-Media Metamorphosis (or making the medium shoe fit)
Author(s):
Exhibition: SIGGRAPH 1997: Ongoings
Writing Type: Sketch / Art Talk
Abstract/Summary/Introduction:

A large portion of my work has entailed taking a theme or story and giving it life in a variety of media. The Mutant Gene & Tainted KoolAid Sideshow CD-ROM (completed October 1995) is a navigable interpretation of a series of performances I staged in 1994, by the same name. The performances incorporated live and pre-recorded, multiple-monitor and projected video; animation; text; both sequenced and live instrumental music; and dramatic artifacts and performance elements such as masks and dance.

View Full Paper: [View PDF]

Title: Multimedia Interactive Artist's Archive and Retrospective
Author(s):
Exhibition: SIGGRAPH 1997: Ongoings
Writing Type: Sketch / Art Talk
Abstract/Summary/Introduction:

Creative options and challenges: a digital art archive grows into a dynamic showcase with new views of the art.

View Full Paper: [View PDF]

Title: NARCISSUS
Author(s):
Exhibition: SIGGRAPH Asia 2016: Mediated Aesthetics
Writing Type: Sketch / Art Talk
Abstract/Summary/Introduction:

NARCISSUS is an experimental video and series of large format prints created using the Kinect sensor and Processing 2.0. The works explore the nature of love and tension in the line. The ambiguity of perspective in 3D imagery makes it appear as if the main character in the piece is both lover and loved at the same time, reinforcing the idea of a passionate need that cannot be fulfilled. This work is inspired by a 1976 drawing of Colombian artist Luis Caballero, who died of AIDS in 1995, whose work was a painfully ecstatic, homo-erotic portrait of a generation that was just coming out of the closet. Almost 40 years later, we find ourselves in a Lipovetskian era, where narcissism appears to counterbalance the erotic angst. The actor’s performance is altered due to the usage of technologies that question the traditional role of the video camera’s single point of view


Title: Narrative's Impact on Quality of Experience in Digital Storytelling
Author(s):
Exhibition: SIGGRAPH Asia 2019: Deep Dreaming
Writing Type: Sketch / Art Talk
Abstract/Summary/Introduction:

Our ways of telling stories have evolved along with advances in technology. This has led to the emergence of digital storytelling, emphasizing multimodality and interactivity. This project explores narrative influences on Quality of Experience of users in digital stories. This is done by creating and implementing a location driven digital story presented to the user by an augmented reality application made in Unity on a mobile device. This narrative system has then been evaluated by 30 people who have participated in a subjective evaluation. The results show that the narrative setup results in a richer, livelier and more engaging experience.


Title: Notations
Author(s):
Exhibition: SIGGRAPH Asia 2016: Mediated Aesthetics
Writing Type: Sketch / Art Talk
Abstract/Summary/Introduction:

For the work, CYCLE, viewers can pluck the interactive kinetic instrument to instantly compose music and produce clefs on the projection screen. The clefs on the screen appropriate from the ancient clefs used in Gregorian Chants of the 15th century. Composed of these ancient clefs and tabs, each note is presented through squares, belonging to unaccompanied monophonic music clefs. The interactive mechanical instrument creates clefs using Arduino, Adafruit, Processing, Max/MSP, Bluetooth, LED, 3D printing, acrylic, and metal tubes, enabling viewers to instantly play the instrument on-site and create various clefs. The music generated is instantly converted into the correct clefs, which are projected onto the screen. When there are no viewers present, it will automatically play and present the sounds and clefs previously created by viewers, expressing the digital aesthetics of interactive technology art and collaborative creation, and imbuing digital kinetic instruments with more cultural and musical qualities.


« First ‹ Previous 1 2 3 Next › Last »